#homebrew
1 messages · Page 50 of 1
Eldritch Blast is just one of those "don't touch" things imo.
You want eldritch blast? Gotta dip into Warlock
classes should be something a player chooses and builds off the core ideas
like clerics being devote to a god or conspect, warlocks being pulled by their patron ect ect
this is just a mix of sorcerer and warlock by a quick glance of a the flavour
also
at maximum, any class should have 5 subclass features
Why?
thats just how it is
That`s not a reason
By that logic, the whole game doesn`t have sense because the golden rule exists
the reason is that you’re designing for 5e and not another game
Yet still i can bend the game when i think i need to
The whole reason i make classes\subclasses is because i want to bend what`s possible
9 subclass features might as well be 4 different classes at that point
then play a different TTRPG :P, dnd 5e has hard coded rules to it
what’s keeping them the same class?
that being one of them
their spell progression?
The class is mostly a hollow chasis that gets filled by subclasses
From my class designing experience, every class gets like, 10 "unique" class features that are unique to that class. Then yes, about 3-5 subclass features
The class has core features, it`s just that they involve a lot of variability
it just seems like a mix of sorc and warlock in a very, weird way
the class doesn’t have core features at all
all the core features reference the subclass except for the spellcasting
Vessel Casting
Dedication Slots
Curse system
Spell list unique to subclass
give me the list of the ones that don’t mention the subclass
i don`t see why that would be what defines a class
list me a core feature of a caster that is not shared between all of them
wildshape
metamagic
Not the core feature
Spellcasting is
Every other one is an addon at max
Innate Sorcery, Sorcery Points, Pact Slots, Wildshape
it is a core feature
channel divinity
of druid
Eldritch Invocations, Channel Divinity
Infusions
a core feature shapes the identity of the class
Warlock i agree though
it can be at any level
Well, the identity of this class is it`s playstyle and theme
most being 2nd or 3rd level
Classes are not just vehicles for their subclasses, they represent archetypical fantasies with subclasses representing more specific and niche versions of it. A Fighter is inherently going to be distinct from any other class yet similar to other Fighters of any subclass because it has its own inherent identity, subclasses simply hone in on specific flavors and fantasies. Subclasses aren't meant to be the bulk of a class's draw, features, or identity, but specific subsets of a general identity
I would love to hear something about the systems, the intent, not the philosophy of what a class is
No other class has Action Surge (and everyone here has already mentioned spellcaster ones like Wild Shape and CD)
The philosophy drive the design, the intent, and systems
drives*
Everything has a design philosophy
And my philosophy is different, why will you not engage with what it produced
what is the playstyle?
to me
it just looks like any other caster
and this is kinda perfect
It`s playstyle is balancing it's curse value, and refocusing in the battle
Because D&D's (or at least 5e's) design philosophy is roughly as I stated. Hence Bobble telling you that your design philosophy with this class does not fit the design philosophy of 5e. 5e is itself a structure and framework within which to design, but yours extends beyond that structure and philosophy and so is better suited for a different system or adjusted to fit 5e's
Every class and subclass of course has its own design philosophy but they all fit into 5e's philosophy as well
Yours does not
Well, any homebrew will, would it not, if the philosophy of a game would allow additionall classes they surely would be added
what
i cant even understand what that sentence means
I'm gonna post my class in a bit
If you're saying that "5e philosophy allows homebrew so why wouldn't this fit as homebrew," my answer is in the use of the words "structure" and "framework" in my previous message.
Yes, 5e encourages homebrew, but it all needs to fit in 5e --- fit in its philosophy, fit in its design space, fit in with other classes and subclasses and official designs so that it is still 5e but just ... your flavor of it.
However, what you've made is not "my flavor of a 5e class" because it breaks fundamental design rules that are standard across all of 5e and as such is no longer 5e. Your homebrew doesn't fit the design rules for 5e content. Which is fine, it just might fit better in a different system is all.
Off topic. Do you guys think a halfcaster/martial class should have a scaling damage die of sorts for their attacks or have a focus on their cantrips to manage the damage scaling?
I think that the bladesingers extra attack is a great example
Ultimately, if you want your homebrew to feel like 5e and fit properly at a 5e table and play nice with the rest of 5e in general, you can simply revise what you've made (and while you do, keep in mind the question "how can I make this revision as faithful to the original as possible while still abiding by the rules" such as by placing an emphasis on subclasses or leaning into curses).
If you don't care about it "feeling like 5e" or seeing play at other tables or whether or not it's balanced for play with 5e, then boom, the brew you shared is done and needs no further work.
Of a good thing to do with that
Agreed with Voidest on this, Bards also get Extra Attack on their more melee-focused subclasses
spellcasting and cantrips have built in scaling already so I don't think additional melee scaling like a die or anything is necessary when you could give a couple Extra Attacks to easily scale the martial side
Well so reason I ask is the class i'm designing is a half caster. They get cantrips like truestrike, booming blade, etc. So those scale.
They also get extra attack.
But their main weapon attacks don't get any major damage modifier other than a + spell casting mod using a resource.
I am mostly concerned about the balance part, that is, for me separate from "Feeling like 5e". There would a lot of games where this does and does not belong.
It's "intended" to be more of a spellblade sort of situation which is why i'm asking
The philosophy ranges from table to table, to some a martial in a dnd party is a deadweight, to others a campaign full of only martials is fun
And i want to make homebrew for people that want to play it, not for the most amount of people to do want play it, if it makes sense
I feel that balance is very relative to the system, so it would be exceedingly difficult to measure and compare your brew against the rest of 5e since it is so distinctly Not 5e. You could get a sense of the balance after hours upon hours of playtesting, but I'm not sure we could really tell you anything about its balance in 5e since it doesn't fit the usual mold with which to compare to official balance and content
I would say that just giving the, bladesingers attack would be a great way to manage the scaling part, and it would make the whole spellblade thing feel better. If you specifically don`t want to include something like this, you may want to do something else
Then yeah id say Extra Attack is perfect cuz other "spellblades" (Bladesong, College of Swords) use Extra Attack
yeah, they get the standard extra attack at 5th level like all other martials, but from my reading, no other class gets another extra attack right? Besides fighters
since they are the special extra fighter boys
Okay, i hear you, still, i would love to hear some hypotheticals
I think that a bladesinger like extra attack is already on par with that
I guess I should just post my class so peeps know what I mean
I don't see why you couldn't give your class another Extra Attack if it's the only martial scaling they'll get and you currently feel like the spellcasting outweighs the martial-ing
Yes, you nailed it on my feelings about it currently
Hey ime sorry if this is the wrong channel. Ime new here and new to DND sorta.
because otherwise you might indeed want some other martial feature to power up the melee side
Let me post the class
All good! What's up?
Where can I find a DM and players to do online sessions
Visit #find-a-game for everything you need to start your search, including:
- Instructions for finding a game here on the server (including how to post in our #looking-for channels).
- Suggestions for finding a game outside of this server.
- Basic advice to help you in your hunt.
**Warding Ground. **You can use your Channel Divinity to create your duty’s domain. As an action, choose a point within 30 feet of you, this point then spawns a 30 foot sphere of spectral chains, rope or any other binding material, which are suspended in the air around the sphere. If a creature enters this sphere, you can use your reaction to force the creature to make a Dexterity saving throw against your Spell Save DC. On a fail, the creature loses 10 feet from its total walking speed, flying speed and swimming speed. You can use your bonus action to cause a creature inside the sphere to make the saving throw. A creature can regain the lost movement speed by starting their next turn outside the sphere, or if you give it back to them as an action. This Sphere lasts for 1 minute.
At the start of your turn while inside this Sphere, you gain Temporary HP equal to your Charisma modifier. In addition, while inside this Sphere, you gain a +1 to your AC.
so, as a paladin CD, how does this look
This is my Bonded class for 2024 ruleset. Inspired by characters in media who fight along side and are empowered by a magical companion who alters their capabilities in battles. This class is defined by the players level of trust and relationship with this magical companion. Subclasses being an expression of the type of creature. This is a halfcaster spellblade type class
Character fantasies:
- Link, Legend of Zelda with Midna or Fi
- Guts with Puck
- Jojo characters with their Stands
- Magical girls
https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
So you can temporarily reduce their speed by 10 as a Reaction against a Spell Save, or as a Bonus Action on your turn?
What do you mean "-10 from its total walking, flying, and swimming speed?"
find-a-game has a header for "Join as a Player" or "Join as a DM," take a look at the section that applies to you and give it a read :)
so say if the creature has a 30 foot walking speed, on a fail they now have 20, if they fail again, 10, ect ect
so the more you fail, you move slower and slower until no more movement
Is this 2014 or 2024
2024
Okay so no sharpshooter
tbh, i forgot to make it a 15 foot sphere, as apparently thats better
(before it was 30 foot sphere, on a failed save, choose one of those movements to remove 10 feet from)
So, the problem is that it isn`t martial enough, right?
slightly. I'm more worried about if the damage calcs are fine and if it keeps up with other classes
Also I guess just general feedback too if anyone has any
I mean, it certainly does so with martials, this has some serious accurace with something like Assisting Bond
Even without power attack it would still be very good
I really like that in particular, You get a boost to attacks right after casting a spell. Would honestly appreaciate if it had a duration of sorts and you needed to "renew" it
from time to time
So you have a nice loop of attacking with buffed up accuracy and then casting a spell to refresh that streak
Here are my notes from a quick glance:
- D10 Hit Die is usually for full martials like Fighter
- Force is a very uncommon damage type (Union Strike)
- Bond Surge might be strong? idk
didn't look at subclasses atm
looks super cool and fun to me :)
I do think that bonuses to accuracy are a bit over the top. At level 14 that can easily be +4 +3 +1d4 which is a lot
I would say Bond surge should just give the ability to replace the attack with a cantrip and that`s it
Along with the third feature
yeah I meant, what if they have multiple speeds? Like 30 flying and 30 walking? Because yours said subtract from the "total" I was wondering what that meant
I would also argue that a d10 is appropriate for a melee focused martial. They need their hp
I would argue that a rogue and monk should get d10`s too
- Paladin and Rangers are a D10.
- It is however I figure if its only your wis mod once a turn it's fine.
Bond Surge will probably need some play testing
oh it would be all in that case
didn't know Rangers were D10 tbh, but yeah if its spellcasting is on par with a Paladins then D10 is probably fine, would take a look at Bond Surge tho. I don't think you have anything to worry about in terms of the martial scaling since many of its features already affect or trigger on melees + Follow-Up exists :)
like, -10 from each?
I appreciate the feedback
I'm not the most familiar with Paladins but it seems like a pretty cool CD idea
Hello all! I have a player who's main focus is "gravity magic". And well there really isnt many spells that have to do with gravity magic. I was wondering if anyone has written up some spells , or want to help me create some spells for him. They are currently lvl 5. And I'm thinking of having him find an old book that covers gravity magic in specific that he will have to learn and read to be able to use them.
Deciphering an old grimoire of gravity magic sounds fun :)
you got any ideas for spells already?
Dude I did not know. People meta game like this
?
Also I got a question since ime sorta new to dnd
So. How does. Let's say. A barbarian right. Get any damage off from. Let's say the axe he started off with. Which does. 1d12. And as he levels up he's going. To fight harder more tougher creatures so how does he get any damage off from a axe that still does 1 d12 damage
some quick ones off the top of my head are:
- "amplify/reduce/invert" (ofc)
- "anchor" (give an object or anchor point its own gravitational pull that has to be resisted via ability check)
- "collapse" (like a variant of anchor that creates a boulder-like projectile around a point of gravity, which could then be flung, or maybe collapses debris into a target creature by giving them a gravitational pull if that makes sense)
- some kind of spell that holds a creature in place by anchoring/pulling them in opposing directions with equal gravitational force?
you give/get the barbarian magic items. barbarian also gets extra attack (attack wtice), rage bonus, and brutal strikes
the barbarian's strength adds to damage, additionally they get another attack, and rage damage increases as they level too
you can also increase your strength, and get feats like Great Weapon Master
So what's the max damage a barbarian could pull offf
Barbarians really have no issues dealing damage. lol
yeah
I had an idea for a homebrew rule, however I'm not good at balancing as I've never played (most of my experience is from watching other people play and a cursory understanding of the game) and I'm wondering how it would work/be balanced theoretically.
Instead of multiclassing, you can opt into a second subclass from the same class (example Rogue Scout/Assassin). With multiclassing I know you don't get the full benefits/features from staying into a single class so how would this be balanced?
First instincts: Not getting the capstone for the second subclass, and being locked out of the ability to multiclass
See, I was thinking about the second part as well to be completely honest but I'm not sure that would be enough.
Would that be all that would be needed to make it balanced? I assume not but then again, I never really played DnD so I don't have the firsthand experience of it all.
How would the level progression work then?
Yes, exactly! That's the issue, I assume you wouldn't just start out with every ability in the second subclass up to your current level, that just seems... a bit much, ya know? But at the same time, I don't want there to be no reason to multi-subclass.
Sweet thanks!
A homebrew class I have been working on for a while thats entirely about getting random outcomes from a massive list of 500 magic effects I have made myself. Feel free to make copies of the documents as that would make organizing and tracking what random effects you have easier
https://docs.google.com/document/d/1-JqA8p-SbypkjFBSNuqg_n8MnfNOoYYdxEgDyezmAPY/edit?tab=t.0
Channel Divinity
3rd-level Oath of the Chain feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Warding Ground. You can use your Channel Divinity to create your duty’s domain. As an action, choose a point within 30 feet of you, this point then spawns a 30 foot sphere of spectral chains, rope or any other binding material, which are suspended in the air around the sphere. If a creature enters this sphere, you can use your reaction to force the creature to make a Dexterity saving throw against your Spell Save DC. On a fail, the creature loses 10 feet from its total walking speed, flying speed and swimming speed. You can use your bonus action to cause a creature inside the sphere to make the saving throw. A creature can regain the lost movement speed by starting their next turn outside the sphere, or if you give it back to them as an action. This Sphere lasts for 1 minute.
At the start of your turn while inside this Sphere, you gain Temporary HP equal to your Charisma modifier. In addition, while inside this Sphere, you gain a +1 to your AC.
Grasp of the Chain. You can use your Channel Divinity to bind a creature to your person. As an action, you may make a melee attack roll against a creature you can see within 30 feet of you. On hit, you deal 1d8 + your paladin level in cold damage and the target is Chained to you for 1 minute. While Chained, the creature must remain within a 10 foot radius around you, if they end their turn outside of this radius, they take 1d8 + your paladin level force damage and must make a Dexterity saving throw against your Spell Save DC. On a fail, the creature is pulled to an unoccupied space within 5 feet of you. A creature can become unchained if they use an action to make a Strength saving throw, DC equals your Spell Save DC. On a success they break free, or if a minute passes.
so, do we think these are fine?
No subclasses?
i didnt think that far ahead :)
So immediate opinion, this sorta feels more like a subclass than a class currently. I think too many of the features are only tied to the main random table. It’s fine for your features to obviously build off that but a lot of the effects on the table are pretty useless, or potentially really debilitating.
I predict that the negative random effects for a player will be funny for a short while but really annoying after a longer while.
Wild magic Sorc in 2024 saw some adjustments specifically due to this and you’ll find that a majority of the effects are beneficial to the player.
Keep in mind too that the larger a table is the less user friendly it becomes if X percentage of the options are not usable
I think this class needs other defining features besides just the big random table as well as what kind of subclasses would even work for this?
That’s just my opinion though
A player is never going to feel good spending an action to use their characters features just for it to do nothing or actively put them in a worst position.
while i was making it i tried to make sure despite the whole thing being a really weird gimmick that moves were more beneficial than not hence activating the random effect being a bonus action and at level 6 you essentially get the choic of 3 effects rather than just landing on one
just wanted to make those details clear to be sure
Maybe they should all be beneficial if they weren't already
With random effects I think the healthiest way to go about it is to have them be a waste of time (rolling a healing effect when you're at full hp for example) at worst
I agree with GoreAndSmores. I think the subclass faces a few main issues in no particular order of importance.
- It suffers from feature bloat. You've essentially stuffed 1000 effects into the subclass
- It has poor action economy. The class has essentially nothing to do with their Action.
- The randomness is relatively meaningless. There's so many ways to control the outcome and there's nothing preventing you
- The effects vary wildly in power. Some shut you down for the day (Effects 1, 5, 184), others make you incredibly strong (Effects 53, 398). Most are very niche and potentially irrelevant for the adventuring day (i.e. all the ones that give adv/disadv against a class)
- Chancebloom has the same issues, and uses outsourced & questionably balanced extra homebrew from the infamous dandwiki
- There are quite a few dead levels without a clear reason for doing so (e.g. Spellcasters have dead levels but they get more spellslots)
- The class gets proficiency in 2 of the best saving throws instead of the traditional 1 common (Dex/Con/Wis) and 1 uncommon (Str/Int/Cha) saving throw.
i just always felt that something like that would take away from the fun of it instead of always guranteeing that you get something good ive always found fun in finding creative ways to work with/around the good and bad effects
Putting in my two cents: My overarching issue with the table from a short glance at it is that the class doesn't actually do anything, really.
That's not to say it can't do anything, but it seems that this is a class made around the table as opposed to the table being made around the class.
As Gore said its basically funny the first few times if one is not on the receiving end but quickly gets annoying
-i didnt make subclasses for the class so im not sure what you mean on the first part
-not sure what you mean by the 1000 effects since theres only 500
-this is true but I mostly thought of the action to be used with your normal weapons and such or using an ability from an effect
-the abilities given only control the outcome to a certain and fixed extent, you can only freely choose at a high level once a long rest
-the ones that completely shut you down or heavily buff are few and far between hence it being random although there are some dont have a time limit when they should I simply missed adding that. some may be irrelevant again for the sake of randomness and variation and theres not a fixed limit on how often you can activate an effect
-chancebloom was added much later and is less polished so i really dont have an argument
-there was a version where every level gave an ability but my friend that has been my DM for multiple campaigns suggested a more held back format like it is now (they are really the only insight i had for peer reviewing this aside from random youtube guides)
-i was not aware of the common and uncommon proficiences so I could fix that
1000 effects come from the 500 effects in the random table + 500 potential items from Chancebloom
this is entirely true the table was the first thing i made and only much later motivated me to try homebrewing a class
Ah wait, it'd be 1153 since Chancebloom has 653 options
yeah i guess thats also true
The reason I could tell is because a class generally has a gameplay loop that allows you to define that class in a specific way that is repeatable. This currently has you roll on a table but doesn't actually have you do anything like casting spells, attacking, or anything else. You just roll on a table.
yeah but the many various rolls from the table allow you to deal with situations in different interesting ways whether a bad or good effect
this sounds like less of a class and more of a gambler's way to just chill and play "dnd"
It doesn't really "allow" you to deal with situations, it just has you roll to see if you do.
its not like its a either the enemy dies or you die
i feel thats a low bar for a class
low bars can be fun
What I mean by that is that you have essentially no control over anything that happens. There is no skill involved, nor is there anything that the player can do "better".
missing the point of what i mean
You have no ability to adapt to situations because you don't actually have any (meaningful) class features, for example.
isnt dnd less about skill and more about creativity in whatever situation the DM gives you
thats how i always thought about it
Creativity in whatever situation is an expression of skill.
This class doesn't even allow creativity, because you just roll on a massive table and get what you get.
The primary issue is that you have zero tools to do so.
sure you have tools working with the environment, your party members, your other weapons and tools
Which is exactly what this class's greatest weakness is: Nothing actually lends this to be a class at all, considering that the PC that will be rolling on the table has nothing that they can do to interface with the results of the table. It's entirely on the rest of the group.
how are you seeing that you cant interact with the results, the results enhance interacting with everything else
Because the PC that rolls on this table doesn't do anything except roll on the table.
and then they use the results
How?
There are 500 results, and the chance of a result having a meaningful gameplay effect when you actually roll it is statistically highly unlikely.
how is that true, there are plenty of rolls that give you attacks, buffs, debuffs, etc
a vast majority of the rolls influence gameplay in and out of combat
An attack when the goal is to RP does nothing, as a buff to RP does nothing when trying to attack. A detriment to getting hurt does nothing when the situation doesn't involve any potential to get hurt. This can be repeated over and over.
so your saying theres a small likelyhood that you get a combat ability in combat, roleplay ability out of combat, so on so forth
As with my example earlier, all the effects that deal with getting adv/disadv against a certain class are effectively useless since no official monsters have class levels
I just had the idea of combining sorcerer and wizard all toghether for my homebrew DnD campaign
Since wizard and sorcerer are just very similar if I'm using the spell points feature rather than spell slots
you arent always going to be fighting monsters and your enemies could get those vary same effects to use against you and your party
Bingo. The second largest flaw (behind the class not doing anything) is the fact that you will need to roll multiple times just to get an effect that actually does something in the moment. That itself is extremely detrimental to gameplay, as the player may end up rolling 5 times just to do something out of combat, which takes up everyone else's time for something that could otherwise take 1/20th of the real time.
If the DM homebrews enemies with class levels then yes. But then we're talking a 13/500 chance to be impactful.
something as bad as that happening is just as likely as something good happening
Again no official monsters have class levels, that includes creatures of the humanoid type
well your not going to get one of those effects every time thats why theres 500
I think you are looking at the effects individually and not the actual gameplay loop that would occur as part of rolling on this table. Because everything is stuck on the same table, it's very likely that the player using this class will be a net detriment to the table, and will basically be playing Solitaire, because they are playing their own game.
Exactly what my & Tamm's point is. It is so rarely impactful
ive been playing the class for a few months in a campaign and my experience has been fine
thats the opposite of what i said
Whats the current topic here?
a homebrew i made and it not being polished
That proves our point though. An uneventful feature you don't have to worry about because you get it <1% of the time is just even less impactful
Again as Tamm's said, the gameplay loop seems to just be rolling on the table for a small chance of a desired effect, otherwise the class has nothing to do with it's Action or Reaction
It may definitely work for your campaign's style, but that's what we'd need to know to accurately judge it. As it stands, this would not work for what most people would consider "normal" D&D.
are you saying the entire thing isnt impactful because youre not guranteed to get and perfectly use every effect
Let's do an example
I just rolled 3d500, and got 136, 83, 101...
I got "disadvantage for 1d4 turns or 30 minutes", max damage on my next attack, and meteors hitting around me for 2d8 bludgeoning on impact.
I'm not particularly excited about the prospect of playing this class
I was talking earlier about me combining sorcerer and wizard since I'm using the spell points feature rather than spell slots
But there was a conversation here so i thought I interrupted smth
It doesn't have spellcasting or similar to keep up with casters, nor extra attack to keep up with martials. At level 1 you're rolling with 1 attack and praying for an impactful effect. At level 20 you're rolling with 1 attack and praying for a good effect
I was gonna do some example rolls with some discrete situations, myself. It seems like a needle in a haystack whether the class functions or not.
then dont play the class and you cant accurately judge probability of something with such a small sample
It does just seem like it runs into one of two problems on a fundamental level
A: You're getting completely random things you can't account for or plan for, they might be useless
B: You can control it to enough of a degree that... why is it being rolled for?
i dont think theres any kind of "normal dnd" everyone plays differently
Normal D&D would be considered a module or something of that sort.
no thats totally fine it is kind of hard to have multiple conversations in one channel
Alright
It isn't impactful in a few ways:
- A large amount of effects are niche or near useless
- A monster is roughly equally likely to get a good effect as a player and vice versa (self-sabotage)
- The good effects are niche enough to not likely be impactful for the situation at hand (e.g. how often is +20 movement speed going to be impactful at any given moment)
- Many really bad effects shutdown your character for the adventuring day.
- The class lacks anything to do outside of rolling on the table
Why combine when you can just exclude a class from selection at your table?
I also want to be clear that I'm not blindly trying to bash this class because that does nothing. If you wanted to paste it to show it off and aren't really interested in feedback, just let me know so I'm not trying to give advice in a situation where advice is definitely not wanted. At the same time, posting something in a public forum opens it up for feedback, both positive and negative, so that should be a reaction to expect and understand.
Rolling 5 iterations...
1d500 (132) =132
1d500 (160) =160
1d500 (79) =79
1d500 (473) =473
1d500 (259) =259
I got "+3 to rolls relating to magic for 1d8 turns or 1 hour"
size being halved for an hour and +2 AC
being able to phase through nonliving things for 1 hour and a reaction to "pass through" weapons "and such" once per turn
dropping dead for 1d4 turns before being revived
and everyone in a 15ft radius is linked for 2 turns or 30 minutes sharing all damage and healing
Nobody is planning for this to happen or exactly happy about getting essentially booted from the game for 1d4 turns from their own class features
I'd like to point out we can actually judge the probability of any given combination of effects happening because it is simple probability calculations.
Man imagine being in combat and you are essentially just ejected from it for potentially 4 turns
I'm giving constructive criticism because I think that people often post things here to get advice on how to make them better, which often relies on facing uncomfortable truths or opposing opinions.
-cant really judge the first point without a concrete number out of 500
-yeah thats the fun (at least for me) of it and why its random
-again one example out of 500 doesnt prove much of anything
-those "shutdown effects" are unlikely to get
-thats why you get other weapons and tools which every class gets from starting equipment
Do, do you actually want a spot judgement of all 500 effects?
The shutdown effects are just as likely to happen as any other effect
it is a list of 500 effects
each effect has a potential of 1/500 chance of happening
no im totally ok with feedback and understand that no ones being mean but i guess i mostly made this for myself and should of expected more experienced people to point out plenty of flaws
And every class gets starting equipment, I'm not talking about that. I'm talking about impactful class features required for the chassis of a class to remain powerful as levels increase
It shouldn't be actively designed to be neutral and below net-positive. A class shouldn't be "extra character for net no benefit".
The shutdown effects exist at all.
Like Extra Attack and higher level spells
Listen if you made this for yourself that is perfectly fine, but i wouldn’t have shared it without understanding that someone is going to give feedback…maybe next time just clarify you don’t want any
Like sure they get a light crossbow. At level 5 a Fighter will be able to use a light crossbow twice. A Rogue will be able to sneak attack with it. A Wizard can ignore it for 3rd-level spells. A Chance Knight will get to use it once and maybe get an impactful effect
I will also say that one of the worst feedback loops is when something becomes just a back and forth of "this is okay" vs "this is not okay" and there's no meaningful progress that can even be made as part of the discussion at all. No one wins from that type of discussion.
Reminder that 2 nat 20's / 2 nat 1's is a 1/400 chance.
So there is zero ability to accurately account for what the class will even do.
The only excessively negative one there is the revival but it’s incredibly unlikely being 1/500, is just as likely to be felt to an enemy so if your argument is that it’s detrimental to get it that can be a positive against an enemy
cause more people are here :P
justifying the negatives as being unlikely as a 1/500 is also condemning its positives as being unlikely as a 1/500
Yeah
The issue isn't the table, but that this is a class.
If it were something like "what happens if you counterspell a counterspell?" I wouldn't bat an eye at how wild and wacky the potential effects are, since it wouldn't be the crucial, fundamental rules upon which a character functions in the game.
i didnt say i didnt want any im saying i shouldve expected it
Well there is a lot going on here with these channel divinities
Personally i’d simplify them a bit more
yeah because its random
Yeah. It's random.
As the entire class's fundamental gimmick.
Just saying, even Wild Magic Sorcerer is still built on a predictable fundamental function and isn't designed to be a net neutral whether it affects allies or enemies.
I have a quick question, do the effects happen after the attack or are the “attacks”essentially the side effects?
what attacks
Like when you play a wild magic sorcerer, you do something and then I think a side effect from the table happens after whatever happened
My question is, are these effects essentially your attacks
or do they apply more like how a wild magic sorcerers would
no they cost a bonus action and are more meant to influence how you fight
It feels as if there is a missing puzzle piece to this whole thing, honestly.
Well lets just take the first effect for example, which I think was that your attack has to involve the color “blue” somehow
If you were playing an even remotely challenging campaign, it would be very obvious very quickly how ineffective this type of class would be.
yeah since its so general you can be more creative with how you reason using an action like blue is associated with water therefore i can use water/swimming/fish stuff or the sky is blue therefore air related attacks, or fire can be blue you get the point
yeah thats probably true
So that would be the missing puzzle piece, aye.
Right but what does that do?
how would you simplify them?
It just seems like a lot of text and a lot of effects that can happen at the same time
allow you to use something in your arsenal hence it being a negtavie effect
i mean, yeah
Maybe simplify the text as in make it shorter and better to understand
Right but I could’ve used something in my arsenal anyway
not being strong enough feels a bit abstract to be the missing puzzle piece that fixes the class
thats not really what i meant lol, its all contained to the effects given (look at Warding grounds, the self stuff is a different paragraph)
and by shorter, you cant really?
The missing puzzle piece is that your campaign is laid out in such a way that you don't notice the problems people are calling out, more specifically.
its a negative effect because it limits you or your enemy depending who its initially applied to
i just realized ive been talking for 3 hours i gotta go finsih a backstory for a charcter thanks for the feedback everyone bye
The first one seems to be worded strange but makes sense overall, I would personally make the sphere smaller maybe 15-20 feet and the providing bonuses stuff is fine I guess
The bonus action to force a reroll thing is very unnecessary though
I wouldn’t use that
Its not to force a reroll really
Its just to cause the saving throw again, to any creature inside the thing
Essentially a reroll if they passed
Make it so that the save occurs when they enter or at the beginning of their turn
DnD item: potion of many
A standard sized beaker full of a mysterious pinkish liquid with glowing purple swirls with a cork plugging the top.
Upon use it can have in it any basic liquid of your choice. Like water, blood, MILK exc. But it can only have 1 at a time and once empty you have to wait the duration of a short rest,( or 6 hours) for the mysterious pink liquid to fill back up before the next use so 2 times every 12 hours
Or Alternatively can have a complex liquid like acids or sodas (complex as in more than 1 to 2 things that make up the liquid or has extreme properties like magma being hot) but that can only be used once a day and you have to wait 24 hours for the next refill.
To request a liquid you have to say the liquid out loud, and if its complex you have to say atleast 70 percent of what makes that liquid correct. So if it where a soda you would have to name most of its ingredients right to be successful
Well holding the beaker you have no effects of what might be in the beaker. For example if its magma, the beaker will not gain any temperature and will not harm you
Eh, basically the same, paladins hardly use their BA for stuff anyway
if this is 2014 sure, and I assume it is
but this can punish multiclasses and not to mention it seems sort’ve overpowered to make your opponent roll essentially twice if you use your bonus action
Is my item any good?
It just sounds like something that creates a liquid or liquid-ish substance…i mean it sounds fine, nothing really divisive about it
I think I would maybe make sure to limit what it can make though depending on the rarity of it
Its a very common save lol
it does read like a dragon vessel or alchmy jug
If it where like INT or something, I would keep it as a BA or when they enter
That doesn’t really matter though?
If you cast fireball and someone passes should you make them reroll as a bonus action just because?
I appreciate the ragebait
Also again
Not a reroll
Wizards and sorcerers are similar in my eyes as far as I've heard
Thats a good note, thank you. And yeah it is kind of the point about making liquids. I could try to change it up make it more interesting
I never heard of those, ill have to take a look
The goal of the subclass is to lock down an area
So if they failed would you make them roll again?
Yeah?
Looking for a game new to dnd
Punishment for going to the weird area that a paladin created
You would make them reroll if they failed to potentially succeed the roll?
And I don't even use the spell slot feature so I think personally it's best to combine them too one or? Idk
Thats a different question entirely
So real, I remember when I cast silvery barbs on my enemy after he failed his saving throw against my spell to give him another chance at success
For spell slots, i love just making my players say somthing hocus pocus like related to the spell and its funny or something it succeeds. Shame my last campaign was all healers... 5 of them... healers. 1 paladin. Also mostly a healer.
SB cant be used on fails
I know it was just a troll comment
But seriously what is the point of the bonus action unless it is to reroll the opponents successful save?
it just feel unnecessary and placed to make sure or attempt to make sure that the creature inside loses a portion of its movement speed
So?
Thats kinda the point
Creatures aren't suppose to leave, if they do, you go hunting
But what if they do pass the check?
F-F-FIVE HEALERS?? By the gods
What is this sorcery??
Nothing
Their main similarity is their spell list but it pretty much ends there. Metamagic and Sorc subclasses do a great job at diversifying Sorcerer and its gameplay loop independent of whether you're using spell slots or the spell point system
Cool then they should be able to move as normal through the locked down area without having to worry about the paladin potentially forcing them to potentially fail the roll they succeeded
Remember, its a reaction to cause the first save
YEAH 5. THEY ALL PLAYED HEALING SUBCLASSES AND WHERE HORRIBLE AT EVERY OTHER ROOL
If you want to combine them think about what mechanically needs to happen, how subclasses would be adjudicated, etc. And the impact on merging them versus just cutting one from your table
But more is fine, I dont see the problem with it
I see
Sorcerer is just remembering limited spells
Wizard is just having many spells but having to prepare them to use it (Or having a spell book but can't remember spells)
Idk what's stopping a sorcerer from getting a spell book and also using the spells from the spell book whilst maintaining their permanent spells
I don’t understand the point of using a reaction and a bonus action though
mechanics. a sorceror somply cannot
their magic is innate as well flavorwise
What if it was simply “place this space here, if creature move into space and fail check their speed is reduced, while im in space i get temp hp”
Legit what's stopping a sorcerer from grabbing a spell book and then writing more spells then using it later if they want to use another spell they can't remember
not learned like a wizard
Because sorcers think they're better than wizards Because they are born with there powers well wizards are glorified nerds
mechanics and flavor
Again mechanics and narrative. Sorcerers magic is innate in someway, not gained through the rigorous and laborious study of the arcane.
same way not every priest or pastor will be a cleric, not every arcane spellcaster will be a wizard
Thats just not fun
Eh this is DnD and I'm the Dm and it's my duty to give my friends fun not being restricted to rules soo
Fun and storyline over restriction and following rules
at that point, do whatever you like, this channel is for making new rules
Then that's how your game works, but you asked why in terms of the default rules
Discuss home-made game options and get feedback from the community.
Well then make whatever you want? If you want something thats fun for you make it and don’t ask others because they may just disagree with you and make something they think is more balanced and fun
This is fine and fun, gives more urgency and more strategic thinking
Do you use your BA for this or something else
You just said paladins don’t use their bonus actions much
and in terms of strategic thinking, most of it is about “where do i place this”
I don’t think paladins get many BA spells outside of their smite spells, items are a weird thing to say considering they are items and not every item will be a bonus action item?
This is litterally my current mindset, idk why people don't do that
I only chatted here because I want to see opinions or thoughts
I just don’t get why people come here, post their work, and then get annoyed or put off when someone says that they would change certain things
This is litterally homebred channel, every dm has a different thing
Homebrew*
i’m not even a dm
I just look at trying to balance certain things
and also make things more simple without necessarily making the core idea be stripped away
Oh alright
If you want criticism of this idea:
Nothing is stopping a sorcerer from doing this if you change the rules, just like nothing is stopping you from changing the rules and having players take the SAT as well or giving rouges wild shape.
However, the general understanding of sorcerers is that they do not learn their magic. They just know how to do it, like you or I learn how you breathe. You and I cannot learn to sniggledorf, which is a breathing alternative, because we don't have that ability, but we can breathe normally.
Mechanically, you'd be stepping on wizard's toes a lot. Wizard is the class it is purely because of spell book and its wide spell list, and by giving this to sorcerer, you delete a large part of wizard. Sorc also is better in ever other way (CHA caster is better than INT caster, has light armor, con saving throws by default, ect).
You are free to change the general understanding. I think that is a bad idea because you remove wizards reason for existing.
I see
I just finished making a bard subclass called the College of Stardom. Would anyone be interested in reading it and giving their opinion on it
I think I jut cast an unforgiveable curse...
Feel free to post it here and people can give feedback as they have time!
I told an NPC "may your socks ever be moist."
https://www.dndbeyond.com/subclasses/2657515-college-of-stardom ik its really strong but this is just version one its gonna need a rework
thx im not rly sure how discord works
Is this a homebrew curse you're trying to develop? Or are you just trying to retell something that happened at your table?
happened at table.
You should try posting in #tales-from-the-table then. This is the channel for making, discussing, & getting feedback on homebrew
Alright so I really like the flavor of this subclass and I think the mechanics mostly tie in really well to serve the flavor. However, I think the specifics of the mechanics are a bit imbalanced. Hold on while I type out what I think of each ability
Jam Sesh. I think this is really neat but it's missing a few components. I think it could use some clarification of what the echoes are. Are they like summoned creatures? Illusions? Etc. The spell text leads me to believe they're like the former since they have HP and AC values. it seems they'd be most similar to Echo Knight's Echo but they lack key info (e.g. saving throws, movement speed, if they get their own turn or not). Side note, I'd also explicitly state that they're an object since Echo Knight lacks that clarification which #optimization can tell you why that's a whole mess (or really good, depending on who's answering).
Solo Act. Also really cool but I'm not super sure why the summoned instrument is random. I'd also consider the duration semi-weak since the buffs don't seem to have enough draw to compete with similar spell effects (e.g. concentration buff spells). I would say change the action to maintain to a bonus action to maintain and also let the Bard choose which instrument to summon.
Finale/Encore/Jam Sesh II. I only have specific notes for Encore, which is that Storm Elementals aren't an official monster. Closest I could find was a homebrew one from the Book of Exalted Darkness.
I grouped these together because of a critique of the gameplay loop. I think the turn number based effects are a little much to keep track of actively in combat compared to official 5e options. The durations are also non-standard (also for Solo Act).
I might standardize these buffs to a 1 min duration, where Jam Sesh does not require active upkeep but Solo Act does. Like Solo Act, Jam Sesh might allow you to select a buff, then Encore would allow you to end it early to get every buff.
btw thank you for the advice super helpful JAM SESH I see what you mean on the echoes, it didn't occur to me that I had to make them a sheet. Still, it makes sense. I also thought i removed the active upkeep on that so I definitely will SOLO ACT. The 1-minute duration dose makes a lot of sense as well and I prefer getting to pick the instrument. Still, since my char is using the power from a god of chaos my dm said to d6 it in the public version i will def make it a choice though ENCORE with the storm elementals i kinda just intended for them to be lightning/air elementals that just did thunder instead of their original dmg type i do have one actual question here so for encore are you saying to as a bonus effect of encore to give every buff early or to replace the offensive spells with that ability to make it a all support subclass?
oh no all the space between class abilitys got removed sry
i made it worse!!!!
it didn't occur to me that I had to make them a sheet.
You don't have to make a full statblock. I'd look at the Echo Knight's Manifest Echo feature for inspiration on wording. It fairly neatly described all the info needed for the Echo to function (outside of explicitly calling it an object 😔 ) without giving the Echo its own statblock. You might find it helpful to make one though, in which case I might look at other "pet subclass" features for inspiration (e.g. Battlesmith Artificer, Drakewarden or Beastmaster Ranger)
one actual question here so for encore are you saying to as a bonus effect of encore to give every buff early or to replace the offensive spells with that ability to make it a all support subclass?
That's my bad I mispoke, I meant Finale instead of Encore 😅 . Change the condition for Finale to trigger from "completing all 4 movements" to "when the duration ends or you end the ability early as a bonus action"
https://www.reddit.com/r/DnDHomebrew/s/jn0aVT8jUn
this is a link to a homebrew artificer subclass I made. I know I’ve shown it here before but I forgot what the feedback was so I’m asking about your opinions again.
im about to gts but ill def look at those statblocks in the morning once again thx for the help
What do you think?
idk if you will need it then but ill also read ur subclass when i wake up too
So I am the artificer slanderer, but I love homebrew artificer subclasses
(Because it makes up for their shocking lack of subclasses, and their even bigger lack of setting-friendly subclasses)
Will read
Please give me your opinion when your done
So I’m not a good judge of power in this case, but I do love the flavour and lore, the abilities make sense with said flavour and lore, and I love the extra choices for the infusions
Aura of the Warden
7th level Oath of the Chain feature
The chains rattle as you make your rounds. When a creature within 10 feet of you makes an attack of opportunity, you spend your reaction to cause that attack of opportunity to be made at disadvantage or advantage.
At 18th level, the range of this aura increases to 30 feet.
Unshackleable
15th level Oath of the Chain feature
The walls of your duty extend to you. You have advantage on saving throws against spells, features or effects that would reduce your movement speed, bind you or teleport you against your will (E.G the Rime’s Binding Ice spell, an Abominable Yeti’s Chilling Gaze, the Banishment Spell).
the aura and passive feature for this goober
Thank you! I’m wondering if I should make more runic infusions for the subclass
i think they are fine, hopefully the 15th level's examples give some insight to what effects are affected
I think there’s enough infusions, because those combined with the already existing artificer infusions are a good amount. Any more, and it might begin to overwhelm players with so many choices
i would make the runic infusions different to your normal ones
i did that with one of my artificers
Crafter of the Gods and Heroes
3rd-level Holy Smith feature
Your exposure to the crafting methods of many different holy items have imprinted themselves in your mind. You learn 2 Divine Infusions, which increase as you level in Artificer, increase to 3 at 5th level and 4 at 9th level. These Divine Infusions are infusions that you place onto items so that they look like and act like items that the Gods or heroes from stories use. You follow the ruling from the Infuse Item feature for your Divine Infusions. Divine Infusions dont require you to spend an Infusion slot to make, but you may only have 1 made at a time. If you make a new Divine Infusion, the oldest one returns to normal.
If the Divine Infusion you make is a weapon, it uses your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You are proficient in Divine Infusions.
Honestly fair argument
Which rune would you say if your favorite?
War and Wrath
Should I buff the war rune to make the fear effect last longer?
Or is it strong enough as it is currently because of the bonus damage?
Force damage is very good, I think its just strong enough
Then I’ll keep it as it is. Glad you liked the subclass though, feel free to use it if you wish.
Hello! I am making a barbarian subclass for a campaign that I am in. I wanted to be a zealot, but one thing lead to another, and the DM and I decided Zealot didn't quite fit.
So, the god I am getting my powers from is a god of
The Hunt
Guardian of the Life Tree (another game specific thing, I think)
The Fire, not The Flame
and is Fortitude Incarnate
protects woodland creatures
It's Neutral in nature, and It also doesn't gets rid of threats without hesitation. There are other personality based things, such as respecting endurance and disrespecting recklessness.
I was thinking about making it so my rage had two different modes, one centered on attack, and one centered on defense. But aside from that I want to have some bottom line way to be more tank-y, which is what I am going for with my character. I want to keep tree themed features to a minimum, since the deity is only the protector of the tree. Do you have any ideas?
(please ping me)
When you enter your rage, choose a mode. You can change the mode as a bonus action on your turn.
Attack mode (representing the hunt): While this mode is active and when it is activated, you can use a bonus action on each of your turns during your rage, you can give yourself advantage on attack rolls against a creature of your choice within 15 feet of you. You can only have one creature marked like this at a time, and any mark ends when your rage ends. If that creature is ever more than 30 feet away from you, you lose this benefit, and must mark it again.
Defense mode (representing fortitude and protecting the tree): While this mode is active and when it is activated, you can use a bonus action on each of your turns during your rage to give yourself a number of temporary hit points equal to your barbarian level. These temporary hit points disappear at the start of your next turn. Also when you take this bonus action, attack rolls against creatures within creatures of your choice within 10 feet of you (other than you) have disadvantage. You cannot use this bonus action if you have moved this turn, and cannot move after using it.
I like what you are suggesting, but if I use it, I will be changing it a bit.
Hi everyone!
Howdy
Can I get some opinions on this spell i'm working on for a custom class? This will be a class specific spell.
Transferal Bond
Level 1 Abjuration
Casting Time: Bonus Action
Range: Touch
Components: V,S
Duration: instantaneous
You control the flow of energy in another creature's body forcing negative energies to exit or enter. You touch 1 willing creature and either transfer 1 condition from them to yourself, or give the creature one of your conditions. Any effects or saving throws related to that condition are transferred to the new target of the condition. If the target is immune to the condition, the condition is considered cured. You cannot transfer conditions both you and the target are affected by.
Wording needs a little work, but it seems fine
I think if they’re immune it should just become dormant not cured. I also think you should have a limitation to what conditions it can work on
Craft 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 from the plans available to the Artificer at 2nd level. You can make one magic item as per the Replicate Magic Item feature (up to 1), 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.
Being of the Craft
General Feat (Prerequisite: Level 8+, the Craft Adept Feat or the Replicate Magic Item Feature)
Ability Score Increase. Increase your Constitution or Intelligence score by 1, to a maximum of 20.
Craft Proficiency. You gain proficiency in Arcana, if you already have proficiency in that skill, you can choose an Artisan’s Tool to gain proficiency in instead.
Potent Servant. You have the Homunculus Servant spell prepared. When you cast Homunculus Servant, you can modify the casting to upcast it to 5th level, when you cast it at 5th level or higher, it gains Multiattack, allowing it to use two Force Strikes as part of the same action. Once you use this feature, you can’t do so again until you finish a Long Rest.
Servant of the Craft. Your Homunculus Servant has proficiency in Arcana and any Artisan’s tools that you have proficiency in.
Hi guys, I am interested in porting the the earlier edition spell called "Malicious cure".
It was popular on the forum in the third edition. I am really interested in initiating players into evil healer cult and this would be one of the spells
Original.
MALICIOUS CURE
Level: Cleric 2, Druid 2, Bard 2 (varies by repost)
School: Necromancy [Evil]
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Living creature touched
Duration: 1 day/level or until discharged
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Effect:
You lay your hand upon the target and channel energy that appears warm and soothing, mimicking a normal cure spell.
On casting, the target immediately gains:
Healing:
1d8 + 1 per caster level (max +10) hit points
(Exactly identical to Cure Light Wounds)
However, this “healing” is merely the byproduct of implanting a cluster of necrotic leech-larvae into the creature’s flesh.
If the target succeeds on a Fortitude save, the spell still heals them normally, but the larvae fail to take hold.
If the target fails, the larvae lodge deep within the body and remain dormant for 1 day per caster level.
The presence of the larvae is not detectable by Detect Poison, Detect Magic, or mundane medicine. Only Heal, Restoration, or Remove Disease can purge them.
At any point during the spell’s duration, you may speak a sharp command word (a free action, no matter the distance) to cause the larval cluster to activate.
When activated, the larvae rapidly mature and burst out from within the host’s flesh.
Detonation Effect:
Target takes 2d6 points of damage per caster level, maximum 10d6
No saving throw
This damage is considered negative energy (though versions vary)
Cannot be reduced by DR
Creatures within 5 feet take half damage (Reflex half), as barbed leeches explode outward in a shower of gore.
After activation, the spell ends and the larvae die.
It is a bit of a long read... but it was quite popular spell for evil campaigns.
I am am sort of hoping to tune it a bit for a game to acceptable level for 5e or 5.5e version...
And this is basically what I came up with
Malicious Cure
2nd-level necromancy (evil)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 day per spell level, or until triggered
Classes: Cleric, Druid, Bard, Sorcerer, Warlock, Wizard
You channel false healing into a creature you touch. The target regains 2d8 + your spellcasting modifier hit points and must make a Constitution saving throw.
Success: Spell ends; the healing is normal.
Failure: Necrotic parasites take root inside the creature, remaining dormant for the spell’s duration.
Detonate.
At any time before the spell ends, you may use a bonus action (no distance limit) to command the parasites to awaken. The target takes 4d6 necrotic damage, no save. Creatures within 5 feet take half on a failed Dexterity save.
The spell then ends.
Removal.
Lesser Restoration, Remove Curse, or a successful DC 18 (i am wondering if i should make a dc lower) Medicine check purges the infestation.
At Higher Levels.
When cast using a 3rd-level slot or higher, healing increases by 1d8 and detonation damage by 1d6 for each slot level above 2nd.
Would something like this be within the game balance to grant to players? Aside from giving it to my players I am considering asking to use this spell in another campaign.
Any obvious issues? Advices? Suggestions?
Other than conflict with your bonus action (which I plan on finding a work around for), what other problems could arise from a companion subclass for monks?
Leaving the companion in the dust
Due to insane Monk speed
True, what if it got the same movement buffs that the monk did? Something along the lines of "Your companion gains the same benefits of your Unarmed Movement feature"
Still workshopping it, but the basic idea is this: I don't see much conflict with the normal ba unarmed strike since you'd be attacking with your companion in it's stead. The probem lies in flurry of blows, patient defense, and step of the wind. So, I plan on implementing something along the lines of "When you use one of your bonus actions from Monk's Focus, you can also command your companion to do one of the following (no action required)"
Recommendations:
- The target creature must be willing (debatable, but I liked the idea that you had to sneak it in)
- I'd make the detonation a Magic action instead of a Bonus Action.
- I feel the damage should be lower, considering there is no saving throw, but then there's the issue of making up for the healing... But I'm also not sure why it heals because you could target a creature at full HP and get that free damage in anyways. 3d6 sounds good to me. Especially because it can damage other nearby creatures.
- The Removal DC should be your spell save DC for consistency. For a level 2 spell, a DC 18 is kinda wild.
- There are so many At Higher Levels factors. I don't see why the healing needs to be increased so just increasing the damage sounds good. Personally, I'd change the duration to be 8 hours, increased to 24 upon upcasting at, like, level 3-5, and multiple days for higher ranges.
That's tough to word, because as it stands that'll be a flurry of blows AND a companion attack with a single bonus action.
Again, still workshopping it, but for flurry of blows, you'd be able to replace one or both of the attacks with the companion's attack. If you are within 5 feet of the target, it makes the attack(s) at advantage.
For Step of the Wind, the companion teleports to you, picks you up, and gives you a fly speed until the end of your current turn.
I haven't come up with something for Patient Defense yet
Sounds like a wording nightmare for clauses and order of operations
I like the idea of sacrificing attacks to let your companion attack. For the others, I think a good enough benefit would be allowing your companion to take the same actions that you take as your Bonus Action? Either as a Reaction or on its turn as its action.
Been told this channel would be more appropriate for this sort of question so here it goes
question: when it comes to enspelled magic items, do you think they would be more balenced if instead of taking one charge per casting of the spell, it took one charge per level of the spell cast? so shield would take 1, web 2, fireball 3, etc
obviously the first three spell levels would probably be strongest, but even 4, 5 and 6 would have thier niches, 4 being the most reliable to recover, 5 being the strongest you can put in there before you risk losing the magic item every time, and 6 being some powerful affect you could potentially keep being able to use on subsequent adventuring days once it's recharged again.
Yeah, that'd probably be a lot simplier lol
The thing is medicine check would be nonmagical way to remove it. and there would be no other way to increase it. It would not scale with dc of the spell. But I can change it
The healing stays consistent with cure wounds so the other players/clerics do not react to it by metagaming.
Action make sense, I can change that, but the idea is dramatic betrayal + some additional action.
They do get a save, a constitution one, without it the larva cannot take root.
And the multiple days is specifically for the intention of playing holy selfless healer that no one in the party suspects but detonates few days later leeches.
I should probably set to decide if I detonate it all at once or just specific ones too...
I don't think so because the balance is accounted for based on the item's rarity.
I mean sure, but even still, 5 synaptic statics or walls of force is a little much don't you think?
maybe it's just me, but at least in my book any magic item which gives you multiple free casts of 4th level or higher spells is op by default (unless the spell is really bad)
I'd kinda expect as much from high-rarity items but I don't have a ton of experience with such things so you may have a point
It sounds like the concept you have could be better executed in a higher-level spell. Especially with the multi-day duration.
As for notes:
- My perspective was that if people fight against a spell save DC to (without magic) escape an Entangle spell or see through an illusion, it should apply for the Medicine check too. It's consistent, and it scales with character level.
- If the spell is meant to mimic another healing spell, I don't think you need to have the healing increase as long as the base healing is the same. Unless you have to announce what level of spell slot you're expending in order to cast the spell, nobody will know. But it's not a huge issue because the point of the spell is the damage and I imagine that it'd mostly be cast on nearly full-HP targets.
Question: when it comes to the healer feat, do you think it'd be op if instead of letting you roll someone's hit dice and heal them for that + your procifiency bonus, you could heal them for an amount equal to your proficiency bonus with of d6's instead?
I ask because tbh a single hit dice +6 max feels pretty underwhelming to me, i understand even if you had this feat you wouldn't just instantly replace the healer but being able to give enough healing to tank a hit or two at later levels of the game would mean that it'd actually have more of an impact beyond the first few levels of the game, where personally it feels like that's the only stage where it's ok at the moment
also, given you could only heal someone in this way once per short rest I can't imagine it'd break the game too much.
it'd basically mean the person you healed would get a once per short rest 3d6 heal assuming a level 5 party, compared to say a celestial warlock giving out a 6d8 heal on a short rest for example, I get that's a specific subclass but still.
just trying to prove why I don't think it'd be that game breaking honestly
maybe I'm thinking of the 2014 version then
just double checked and yea, turns out it doesn't require a short rest to do again, so I suppose that's a plus. making it the middle ground between no healing and a short rest is a niche I suppose
given you can do it in an action and not have to wait an hour
in 2024, it’s Hit Dice, in 2014 it was limited uses per creature
This is the first of the half-caster suite. I’m worried it comes in too early, but locking it behind level 8 is a bit awkward
Hunter Adept
Origin Feat
Hunter’s Mark. You can cast Hunter’s Mark a number of times equal to your Proficiency Bonus. You can cast this spell once without using a spell slot, when you do so, it is upcast as the highest spell level your Ranger level can cast (minimum 1). You regain your uses of this feature when you finish a Long Rest. You regain the free casting of this feature when you finish a Short or Long Rest.
Weapon Mastery. You can use the mastery property of one kind of weapon of your choice with which you have proficiency.
Being of the Hunt
General Feat (Prerequisite: Level 4+, Hunter Adept feat or Favored Enemy feature)
Ability Score Increase. Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
Prepared Spell. You have one 1st level Ranger spell prepared and can cast it once without expending a spell slot. You can cast the spell again in this way and can change the prepared spell to another one when you finish a Long Rest.
Fixed Scope. You can concentrate on another Ranger spell while concentrating on Hunter’s Mark.
Sounds like Hunter Adept should have the prerequisite of the Ranger class, in which case I’d make it a General feat instead of Origin.
does anyone have ideas for battle styles and like abilities for a inteligence martial type of character
Guyz, in need of advice please !
One of my player is an eldritch knight and wish to play sword and board but doesn't feel satisfied with shield master feat at all. He'd like to be more invested in allies protection, I was wondering if a feat like "Eldritch protector" about being able to cast shield on allies you can see within 30ft (+1 str, cons or int) wouldnt be too OP (or too weak).
I mean, it should be fine. Though it’s still gonna eat up their spell slot and reaction
But should be fine
Yeah, it's kinda hard to make defensive plays as good as offensive ones
Maybe i'll throw one free use of shield every day to make it OK with low spell slot count for eldritch knights
How would you guys name a homebrew species of humanoid horned animals with subspecies like Goats, Deers, Rams, Reindeers?
Crownfolk?
I was thinking also about Hornfolk/Antlerfolk
Horns and antlers are different things, as far as actual biology goes, so I was trying to find a good umbrella term for both that sounded sufficiently fantasy
im not a biology expert but I trust you with this one, also crown sounds dope
name them something not based on realworld latin and not using "folk" or "kin"
they wouldn't call themselves antlerfolk because they just have antlers. it's like us calling ourselves "chinfolk" because we have chins
Normally I would agree except there are so many canon DnD races that are just X-folk
being called folk or kin is somthing that Another culture would name them
you don't have to fall into the same mistakes, this is homebrew
Maybe, but you are still encouraged to follow the design mold present
I don't think that passes on to nomenclature
but if you want to purposefully kneecap creativity like that you are welcome (it is homebrew after all)
it does get tiring seeing -kin and -folk everywhere, cultures that only have a name as a reference to some other culture or animal or body part
I am reluctant to give them fantasy names that wouldn't hint on what they are,
but I can't argue with your logic
like aaracokra aren't bird-kin, you know
Any homebrew swords I could steal for a campaign ( cursed, blessed , magic or just a dumb gimmick)
I already did some fantasy names for other species though, like Felfuccian -(humanoid Foxes) or Rodenrossar (humanoid rodents)
yeah you're right with that one
what? it’s there specifically to be used without being a Ranger and it gives extra effects if you are a Ranger
it seems like the wording isn’t great
it gives you 1 casting of Hunter’s Mark per short rest, you can use Hunter’s Mark using Spell Slots or with the free casting PB times max (you do not have the spell prepared otherwise) if you have enough levels in Ranger, it upcasts it to the highest spell slot you would have at that Ranger level
I could say that it’s upcast at Ranger level 5 (2nd), 9 (3rd), 13 (4th), and 17 (5th)
but I feel like that wording is more confusing
Just got a magic item loosely approved by my dm. I think its pretty cool and borderline subclass worthy.
Band of the Drunken Master:
You are immune to poison and the poisoned condition.
An improvised weapon attack can be made in place of, and act as, an unarmed strike.
Once per turn, when hitting a creature with an improvised weapon add two rolls of your martial arts die to the damage and apply a relevant effect/weapon mastery. Hitting a creature in this way destroys the improvised weapon used in the attack.
Avatar of the Drunken Master:
Once per long rest you may become the avatar of pure inebriation. For the next 10 minutes, gain the following effects:
You have resistance to bludgeoning, piercing, and slashing damage.
In place of an attack, you can drink up to one serving of liquid.
Your improved improvised weapon attacks are now unlimited.
On a miss, roll to hit a random creature within your range.
While in combat you must fight to the death to the best of your ability.
All attacks you make must be unarmed or improvised weapon attacks.
is this like an armband?
Its a headband
does this turn all your improvised attacks to Unarmed Strikes?
or the ones made by this
They can be considered an unarmed strike as in they can be used to stunning strike or be used in flurry of blows
Or any feature such as elemental Attunement in 2024
improvised attacks don’t have additional effects or weapon masteries
Yes, the effect would be something the dm rules
the wording on these is very difficult to decode
I get that, its just for my game though
I don’t know how to give feedback because I don’t understand everything
are those 2 different items or 1 item?
what rarity is this
also, why is it based on long rests if it’s an item?
The transformation is an ability granted by the band
Its legendary I suppose. We are decently high level and high power
Its like an item with charges
But only 1 charge per day
We prefer to reduce book keeping and have it reset on rests
if that’s how y’all play it, I guess that’s fine then
I think it’s just 2 features
when you deal damage, you can triple the dice on that attack
you can transform: you gain BPS resistance and your triple dice attacks can be done more than once per turn
everything else looks like it’s just ribbon
oh, immune to Poison and Poisoned
It uses up improvised Weapons as pseudo spell slots
I don’t get why you would be immune to Poison as well, I would think it’s just immune to Poisoned
The idea is you scan the battle field for improvised Weapons and consume them as you break them over your enemies
you’re realistically not scanning the battlefield for them
you can just have a bunch of arrows to stab people with
Might have to add an addendum that it must be a larger object. Not sure how that would be classed
which then means you can’t use bottles
but if you can use bottles, you can use vials and just carry a bunch of those
Ill probably not push the limits of it because the spirit of the item is supposed to be a barfight like play style
for my first session- i made all my characters meet in a dungeon inside a quarry. Their introductions were them explaining why they ended up in the dungeon.
I made them fight their way out- and eventually defeat a boss i called the Slavemaster- a man who brands all of his slaves with a sigil that keeps them loyal to him. They defeated him and as a reward i gave them a one time use sigil.
Now obviously- i cant have them enslave, say, a dragon. What are some realistic limitations i can place so that the sigil remains limited to like a goblin or kobold instead of a massive bear or god forbid, something bigger
It could be that the brand only works on creatures if it can harm their skin, dragon scales in your example being too tough
make it Beast only
I think you hit on the meat and potatoes of it but drinking up to 5 servings of potion in 1 turn is pretty wild. Additionally with elemental Attunement the number of enemies and allies in my range makes hitting random creatures on a miss interesting.
Dominate Monster is too high level probably otherwise
You could also make the brand they have be a "defective product" that wears off after time?
Limit the timeframe instead of the power
the thing is- the slavemaster used the sigil to enslave people. So lorewise it very definetely works on people
if you’re playing good-aligned it’s probably not a good idea
Potentially make the brand only work on creatures that fail a saving throw against it and take an action?
the stronger the branded entity, the lesser time it lasts?
Yeah that could be one way, where they "break the mental shackles" caused by the underlying spell based on their fortitude - so someone like a powerful king might just shrug it off and your players can't use it to start world domination shadow government stuff
i mean i did give it to them with the intention of them using a goblin or something as a companion
mmm makes sense
Never trust your players to do what you think they will do
Dominate Person is 5th level. Dominate Monster is 8th level. Planar Binding is also 5th level
I think Planar Binding is your best shot here
if it works as a Planar Binding spell scroll, you can approximate the power level
yeah thats the problem, they tried to brand one of the dungeon guards. I made up the excuse that the guard cannot be branded again since he was already once branded by the slavemaster. But now as they sail into a port town for their 2nd session, i fear who they will try to enslave
You could always make it take multiple actions, i.e., they have to successfully grapple the target before they can brand them?
just make it a Dominate Person then
if they had the spell anyway, they would be able to do the thing you’ll allow it to do
It doesn't make sense that you can immediately brand someone from a lore perspective anyway since it takes a good bit of time for a brand to actually set in
oh definetely- the target has to be down for them to do it
they cant brand an active character
ok yes that makes sense
maybe 7th level if you want it to last longer
1 hour for 7th level
or 8 hours for 8th level
choose one, just make it act like a spell scroll of the spell that concentrates for you
it’s really strong, but if it’s a 1 time use and lasts a limited time, I think you should be able to deal with the consequences
and damage still allows them to break the charm
also doesn’t work on creatures immune to charm
gives you a few tools to moderate it
alright ill take that
or this
both make sense
The beauty of homebrew is that you can mix and match the best bits of both
yeah, also, if they have high Wisdom, the brand just won’t stick to begin with
also- how do i deal with players acting against their chosen personality
So I'm making the stat block for a legendary character named the "Bearer of the First sin" and they have a mythic action called "Flame of the First sin" which forces a saving throw that on a fail, makes you vulnerable to radiant damage for a round. What saving throw should it be? The obvious choice would be constitution, since it's fire, but I'm tempted to make it an unusual stat, like a charisma saving throw
Would it be a good idea to go with this unusual saving throw? Or should I just go for con or wis
or even dex to just avoid the flame all together
I might just make it dex, as I already have con saves in the rest of the stat block
i would lean charisma or constitution as both fit, charisma saves are used for stuff like banashiment and i've heard it explaind as exerting your will on the world against an effect, so it would make sense. Dex would work to but thats a more common saving throw so i'd personaly lean away from it
Yeah, charisma would be a good uncommon choice
and it's resisting being "branded as a traitor against the gods" or whatever lore justification I made for the fire of the first sin making a creature vulnerable to radiant damage
Charisma 100%
Can I get some opinions on this class specific spell I’m designing for my custom class?
Spell Blade
Level 3 Transmutation
Casting Time: Bonus Action
Range: Touch
Components: V,S, M (A melee weapon worth at least 1 sp)
Duration: 10 minutes
You brandish the melee weapon used in the spell’s casting and channel its supernatural essence into concentrated projectile waves. For the duration of this spell, you can replace your attacks from that weapon with ranged spell attacks against targets within 60 feet of you. On a hit, you deal your weapons damage die +1d4 force damage.
I think DEX for a physical fire and CHA if it’s more of a concept of fire
since it gives you vulnerability, I think the latter makes more sense
I’ll go for charisma
Yeah
I think it’s a bit weak for a 3rd level spell
What would you do to make it stronger?
I have a 1st level spell that gives spellcasting mod for 10 minutes and you can choose an element (Sorcerer signature)
Bump the damage die?
and then my 3rd level spell does what yours does but the spell itself is 3 attacks + 1/2 spell slot levels
Elemental Weapon is +1 +1d4 with concentration
Add a rider
hold on, is this Touch or Self?
What do you mean by a rider?
Touch
An additional effect other than damage
then it doesn’t need anything
you can give it to other allies and it doesn’t require concentration
and works on magical weapons
Yes yes and yes
it might need the duration to be decreased
I think 10 mins is okay. This is going to be on a half caster exclusive spell list so they aren’t going to have a lot of spell slots
I would make it 1 minute and 2nd level
idk, it’s up to you
I don’t think it’s OP
it feels a bit weak, but it can activate for allies, it’s only a BA, and doesn’t require concentration
so it makes sense I guess
Magic Melee Weapons turning ranged is a bit scary, but you’re at 9th level at that point
A natural weapon dealing 1d8 instead of 1d6 would it be too op?
That’s an average of 5 damage instead of 4 damage
So you are talking about an average of 1 damage difference so it should be fine
Depends on the class. A monk gets extreme benefits because of stuff that buffs unarmed strikes, a wizard gets pretty good stuff because they get a reliable melee weapon, and a fighter gets barely anything because of how much they benefit from weapons.
Racial trait for my t rex people
If they only get one other trait/that’s their main one, it’s fine
Stuff they get
- Leonin roar type thing
- 2 prof, darkvision
- 1d8 bite
https://docs.google.com/document/d/1wIigowuwnkvDVOp-6v4zkxDzbQC0VGQZ0nTtmOR7q2A/edit?tab=t.0 Alright I edited my druid subclass to add more flavor to it
should be fine I think
might have to tone the roar down
I had them using charisma for the roar and only frightened for one turn
that’s fine
is the 1d8 bite like for their attacks or is it like the dhampir bite?
Hello everyone
I don't know what the dhampir bite is but basically it's a lizardfolk bite but 1d8
Can i get some advice on how to balance one of my player's homebrew class?
Dhampir is an Unarmed attack in 2024
Sure, post it
Oh it is?
It's a race of Tyrannosaur people thus the bite
It used to just be an extra attack you had a certain amount of
maybe 2 prof is too much?
what proficiencies are they?
Ehh its not that bad if thats all the race is getting
It's Intim and Percep
those are pretty up there idk
but if you’re not going size/speed shenanigans I think it’s fine
Aren’t trex’s like notoriously bad at senses?
No.
In movies, yes
T. rex had some of the best vision in the animal kingdom
Firstly is this to mutch or op? Last gamble:When at 15% hp or lower he gains advantage (every roll)
Cheater: Can roll a dice if 12 or above then +1 stat of ur choosing but if below 7 it is - 1 of the same stat
Deck of cards( temporary name): i am able to draw a card between one and 13 (roll dice) and once it is drawn it can't be anymore until the next long rest:
1:add 10 feet of movement for …
2:heal 10 hp plus constitution
3: all stats -1 (if a stat is alr at one then it does nothing to this stat)
4:you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20
5:when this card is drawn until the beginning of my next turn if u need to use a d20 use a d15
6:-10 hp to everyone in a 20 feet radius (cant kill)
7: i am unable to take damage until the beginning of my next turn
8: exchange place with a random person in a 100 foot radius
9:an enemy knows an ability of every ally
10:can’t do any main actions til the end of my next turn
11:casts one of my spells (random) for no mp
12: lets me know a weakness of one enemy of my choice
13: when this card is drawn for every 30 hp missing i can buff a stat i wanna (60 hp lost then +3 stat)
At we are talking real rexs
They are notorious for having bad senses
The player race is a paleo accurate T. rex people
That's why they don't even actually roar it's them rumbling
I also had a subrace option that swaps out the roar and bite.
Now it's only 1d6 and they get the tabaxi double speed thing
Tune the bite down to 1d4
the tabaxi ability is insane
even if its just for little bit
it is really weird to me Monster's of the multiverse their claws got buffed to 1d6
The subrace is for Qianzhosaurus, Nanotyrannus, and Alioramus
what level?
Level 1
I’m a bit confused about how this works. As far as I’m aware too, no class gets to just modify their player abilities on the fly like that and is going to lead to a lot of headaches.
There are no subclasses here so questionable if this really quantifies as a class.
I would maybe work with them to rework this as a subclass for an existing class
Yes
I think this works well as a rogue subclass maybe
Or fighter
There are a lot of details missing here
Its not that well made. They wanted to play as a gambler.
the deck seems kinda fine as each card can be used once per long rest and there seems to be a good amount of buffs/nerfs. extra question 2014 or 2024
Make them a wild magic barb imo
And then just have them be a gambler in profession
what class is this? also, 15% or lower isn’t a thing, you gotta make it work with Bloodied if you wanna make it work with HP, Deck of Cards should be replaced with something like a Deck of Wonder or something. Remove anything in the whole class that messes with stats
Or if they are really set out on this class, make it a subclass for an existing class
💀
2024 mostly. this is my first serious session. others have been. roll a 20 .. sure you kill the dragon
This is a custom class
Subclasses are a lot easier to design than a whole new class
if you do let the player use this the stat buffs should last until the end of a long res, and i would have the subtractions stack in order to remind them that this is a gamble.
They are the only really dedicated player so i want him to have fun
yeh, no shot you’ll get a class through earlier than a year from now
I ask this politely. How new is this player to DnD?
First time.
I have a gambling origin feat if you want
We have only done test sessions
I 100% would have them play an existing class/subclass then to get used to the games rules and mechanics before trying to put something new together. That’s not going to be a good learning experience imo
If you want to give them some magic items or feats to give them gambler abilities I say do that
A magic deck of cards they could have
True true but... he has used a lot of time and i want to modify it to work not give him something similar useing proxies. its a good idea tho
The deck of many things as lemon mentioned is a crazy item but might scratch their itch
They will get that eventually. not level 1 i think.
If that’s the case then, then I don’t think whether it’s Op or not matters if it’s just intended to be fun for your table. 😁
I just worry about this really bogging down your table trying to figure out all these weird mechanics
It is. I just wonder if some more experienced dm or players had some advice and thanks.
Deck of Wonder, not Deck of Many Things
I gave my players uncommon magic items after their first mission and common magic items at the very beginning
Deck of Wonder is an Uncommon Magic Item
limit it to 1 pull per day and you should be fine
the class you showed is too far gone to just fix, it’s straight up made of a bunch of features that specifically don’t work in 5e
I'll make it work. My game is just 5e but with a few fun changes.
Might. Il add it to a store.
Working on a monster, do you guys have any notes: https://cdn.discordapp.com/attachments/116687515288600579/1443776418256257095/image.png?ex=692a4d12&is=6928fb92&hm=cb54f54eb49cc5c885ebace5bddf15c91df7ee5bc5af9e7d52e5eaa2f2a930e4&
Purple Dragon Commandant gives you advantage on attack rolls while bloodied
for the 3rd feature, a Deck of Wonder can cover that
the stat changing is too broken for 5e
both because it can instantly kill you and because it makes you enter different tiers of play
there you go, with those 2 things, you have achieved the full class
Thanks!
just finished my attempt at converting the verakia from 3.5e to 5e, i am not too good with the newer math for the statblocks in 2024 5e but am told it is close to the 2014 version of it but with things made more consistent, so could anyone more experienced with stating things out for 2024 5e plz double check to see if the final CR i reached is accurate or if not what a more appropriate CR would be? https://www.dndbeyond.com/monsters/5935321-verakia
is there a way to program a reverse weeping angel into DND? like an enemy that only moves when observed?
yeh
just pick whatever statblock you want, and make it so it doesn't do anything when nobody can see it
You just gotta track peoples lines of sights basically
yea but like, most VTTs, even Beyond's, operate as if LOS is 360°, which would make it really hard to notice the effect
Man i can think of a really sad but horrifying npc to go along with this
but generally yeah line of sight is most important
also take into note of conditions like obscured and cover
Like would they technically trigger the thing to move if they saw a single piece of it sticking out
plus things like fog of war if the vtt you are using has such a feature
so honestly if it is along their path it will pretty easily start moving if that is the specific part you are trying to do the opposite of
while i could be wrong, i am fairly sure that is just do to your settings and weather or not some things are marked as hidden from players
Thinking of making a houserule for jumping that'll let you make a check to jump further(basically pushing yourself physically to get the most out your jump). What sounds more balanced....a flat mod based on like strength mod or prof...or an expotential thing like doubling the distance jumped?
Or should i just go with bg3's jump system? BA to jump and the equation is 10+strength score
- Free cast of Haste has the potential to be busted, especially at lower levels, even with the once per day limit
- More of a wording issue, since it's pretty clear what is meant, but coul clarify the "Mechanical Nature" is advantage on saving throws against being poisoned / paralyzed
- Teddy Hug could use clarifying what ability score is used for the spellcasting modifier
Hey guys. Gonna have my paladin find a Shield of undead warding for sale in neverwinter. Its still gonna be a regular +2 ac. But he can use it as a "light" of 15 meters and any undead that ends their turn within the light take like 1d6 radiant damage. How much would you say a shield like this would be worth?
It’s not a free cast of haste tho
It’s just the effects of haste until the end of your next turn
aim for a 3000-5000gp base price
however if it is on sale aim for a 2000-3000gp price cost
Seems about fine to me
You could also add the item as a reward to a quest
but I would say that for the general options
@viral patio just in case you didn't see
So, had an idea on changing sorcerer too be able to cast any spell (if their level also matches with the spell level requirement, items needed, etc)
Sort of meta magic on early level except the damage for the spell is the same and
the spells cost a few more spell points (I use spell points rather than mana)
Essentially meta magic but weaker
(They can learn unlimited spells but they are a bit wesker and more expensive
At the behest of more spell points per short rest or other means on getting them)
Thanks! Sorry at work but wanted to get it written down
No problem just wanted to make sure you saw it in case you went to sleep before reading it
What would be the point of casting those spells then?
Elaborate?
Why not just cast the spells you already have since you said the other spells would be weaker and save metamagic points
Just elaborate on the weaker thing please
the meta magic points aren’t the main argument
That's just every spell
They already have meta magic on the early levels sort of
Without the buffing part
Just changing of their spell area and weaker spells of they use the minimum amount of spell points
The more spell points they put into one move the more better it does
Why not just make the points cost a lot and keep the spell as is
like why would I want a spirit guardians for example (not sure if this is one of the spells available) with a range of 5 feet or less damage for example just to save a spell point or two?
Also what made you think sorcerers need to have every spell?
I was thinking in making them more unique rather than having only 15 spells remembered in their head
so your main way to make them more unique is simply to just give them every spell with the price being spell points?
Why not just make a subclass that is themed around learning about alot more spells
I just don't eh like the current sorcerer on how it works, mechanics etc
Since it could be limiting on my friends
If I don't get any good idea then might as well ask in here for ideas
Well what does your friend think?
did they bring it up and want you to do this for them?
He expected sorcerer to be a more flexible magic caster being able to change size, shape, and range with different stats if one aspect changes
And that you can remember alot of spells if you learn them first
So I'm trying to fulfill his expectations?
He just asked me if I can implement what he said for sorcerer
Why not just add in a few custom metamagic options?
I'm re working meta magic to be more higher level, like 12 or 15
Or just removing meta magic entirely
Why though?
The sorcerer rework is litterally meta magic at the beginning
With the exception they need to learn spells before to use em
So if they level up they don't get a new spell
They need to find spells first then learn how to use it then they can use the spell technique or spell itself
They just get more spaces for spells
Oh i get it now…you should do the exact same thing with the paladins
if they don’t show their devotion good enough, prevent them from getting spells
Sorry for the sarcasm, but seriously that is a horrible replacement for their current mechanics
I'm re working meta magic to be even more better but a higher level and an Insanely RARE spell to learn
So what do they get instead at lower levels?
Also changing an aspect of a spell will result in different stats unless more spell.points are used
Quick question too, what level are you guys starting at?
More spell spaces, more cantrips spaces
And more basic spells for lower levels
More spell spaces?
Like slots? I know you don’t use them but you get what im saying?
Spell slots, like as in how much spells they currently remember for their minds before having to switch existing spells for new ones
When i say spell slots I mean more spell points
like they can cast more spells at their level than other casters
Yeah
Level one sorcerers can cast fireball, firebolt, puddle, Etc
Since those are basic spells that are easy to imagine for sorcerers
Major difference for sorcerers and wizards is that
Sorcerers need to spend the standard mana points for spells, but can change aspects of their spells for different stats
Changing size can increase or decrease damage for example
Wizards have to put spells in their book to use it... BUUT they get less spell point cost
and they are more powerful
Problem is, they cannot change the aspect of the spells
Like not being able to change size, range, etc, they need to create or learn a new spell thst has those things
Level one sorcerers can cast…fireball
Ik, but they can use their imagination to cast basic spells without needing to learn it
Level 1 and 2 (maybe a few 3 spells) as a level one sorcerer already
So that alone changes alot for sorcerer if they can imagine it
Why even bother starting at level one then if they can cast level 2 or 3 spells?
like they will just crush enemies in combat encounters
feeling pretty happy with my 2024 storm sorcerer, would love any more feedback people have
https://docs.google.com/document/d/10h73Dhqoy2MFG07JwFzjf9-X58QBHbT6qRUZB-2TZHs/edit?usp=sharing
Well, damage would be nerfed to fit it
Lesser mana means lesser effects
So they can cast level 2 spells if they can imagine it but it would be weaker to fit for level ones
Alright im going to give you my honest opinion on this
Scrap the entire idea, give your friend access to new homebrewed meta magic options and give him rewards (learning additional spells) if he rps studying scrolls or embracing magic or something
This looks pretty good but there are a few thing’s i’d change
I need someone's opinion on this spell I made. Should it be reworked?
Chainstorm Prison
4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call a spear of lightning from the air and hurl it at a creature within range. The bolt explodes into crackling chains of electrical energy that attempt to bind the target.
The target must make a Dexterity saving throw.
On a failed save, the creature takes 6d8 lightning damage and becomes Restrained as arcs of lightning wrap around its limbs.
On a successful save, the creature takes half damage and is not restrained.
A creature restrained by this spell is wreathed in electrified bindings:
Its speed is 0.
It has disadvantage on Dexterity saving throws.
It takes 2d6 lightning damage at the start of each of its turns.
It sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
A restrained creature may use its action on its turn to make a Strength check against your spell save DC, ending the effect on a success.
for the shocking grasp and armor of agathys features, i’d slash the total range of them and range they gain per level in half
the 6 on the die is too strong maybe just buff the ac of the sorcerer by one because it REALLY stands out compared to the others
I only went with the idea since I thought it was a good idea for my friends and he seemed to like it
Besides, IMO I personally think current meta magic is dumb ngl
Not saying your suggestion is trash or antagonising you
rest is fine
I know you aren’t besides it’s a personal opinion
Alr thanks for the criticism
I just think that you’re trying to overhaul core features of a class for you’re friend but he didn’t really ask for the class overhaul stuff it seems
i would just suggest starting with the simpler stuff
and also ask him if he REALLY wants the class overhaul
Because i don’t think if my friend wanted a paladin who didn’t have to bonus action smite, i’d be like sure and also here’s a side of your channel divinity popping online at level 15 but you get access to 5 smites at level 1
it just seems like jamming a square and a circle cutout into a square shaped hole
He just agreed to the idea of this so it's no big problem or anything
Alright then I suggest making whatever you want to this guys content
as long as he’s happy, you’ll seem to be happy i suppose
it’s probably best to work with him since he’s going to be playing it
I'm starting to think that my DnD campaign will only work with my friends due to its complexity and world building
first off, thanks so much for the feedback! i think id like to keep the range for shocking grasp so i will instead nerf the armour of agathys ranged ability and just change damage type to thunder
looking for some feedback on yet another sorcerer.
Until WOTC releases an updated version of the Storm Sorcerer Subclass, im going to make and update my own version and share it here until we can have a majority in agreeance that my homebrew version could slot very happily with the rest of the subclasses in the game.
That said - i'm fairly confident that version 0.1, my very first write up, will have issues and biases that need to be sorted out immediately.
That said - here's the subclass! Any and all feedback is welcome.
https://docs.google.com/presentation/d/1i-YJYpOtIlxER9Z0aKoimIT-As_ESa_Ov15M5GJfHMQ/edit?usp=sharing
I was just sharing my storm sorc too haha! It really deserves better than it got in 2014
Looks awesome btw!
thank you!
also holy cow so you did bhahaha
i didnt even notice that
lemee see yours
hmmmmm
is what amounts to 4 effects for a paladin capstone to much?
looking at them, they all have 3 (with vengeance having 2 for whatever reason)
depends on the effects
also if i may ask what are your thoughts on my storm sorc
Fortress of Chains and Iron
20th level Oath of the Chain feature
Your body becomes one with the chains and burden you bear. As a bonus action, you unleash the fully realised power of the Oath Guards onto yourself, becoming a Fortress, gaining the following effects for 1 minute:
- You gain AC equal to half your Charisma modifier and at the start of your turn, you gain Temporary HP equal to your paladin level
- When you make a successful weapon attack, the target’s walking, flying and swimming speeds are reduced by 10 feet.
- If a creature has an effect or feature that makes them immune to opportunity attacks, you can ignore it.
thats the features
mainly the first one
its kinda like an uber charged version of your CD (but not really, as they would stack which is fine)
So, I can’t remember if this changed since last you shared it but it looks solid.
I like the new heart of the storm, but I would have it interact with innate sorcery personally. Flat damage boosts are fun too but I know not everyone likes these features so YMMV.
Where? Would love to review
https://drive.google.com/file/d/1aCSXiNdxnpChnOF5HR4CgPn0xh43x8bW/view?usp=drivesdk
resending my old variant because everyone be sharing storm sorcerer variants
I went for simplicity as the design goal
I’d also prob change the level 6 or 14 features to buff call lightning too (as a bonus action and an additional d10 per bolt) slightly
so, I had an idea when it comes to redesigning the lightning bolt spell
the main thing I don't really like about it right now is that being a 100ft line spell with a dex save actively works against itself, given if thier is more than one target in the spell, the first person acts as cover for the second person, who in turn act as cover for the third person, etc, and I personally don't feel like spells should actively work against themselves unless the benefits of it are downright monsterous, which lightning bolt just isn't.
So, to actually start this off:
Lightning bold, 3rd level evocation
casting time: 1 action
range: 100ft
As you cast this spell, a stroke of lightning arc's towards the target, make an attack roll, if it hits, deal 7d6 lightning damage, additionally, the target must make a constitution saving throw against your spellsave DC or be paralyzed until the start of your next turn
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. (forgot to add this in the first time around)
I think giving it the paralysis as compensation for the 1d6 damage and making it a single target spell is fair, especally given it's a con save, so it's more of a bonus when it comes up rather than a reliable stratagy given everything and thier dog has good con in the mid to late game. still, being able to basically give the party an extra turn to wail on them is powerful, especally in low monster count fights or fights where only a couple monsters actually pose a threat (see why psychic lance is good)
the con save is also there to make sure it doesn't step on psychic lances toes too much, given that spell does things this one just can't (the incapacitated condition makes you automatically use concentration, which gives it a niche against spellcasters this version of lightning bolt doesn't have) and it has a way better save
recently finished my attempt at converting the verakia from 3.5e to 5e, i am not too good with the newer math for the statblocks in 2024 5e but am told it is close to the 2014 version of it but with things made more consistent, so could anyone more experienced with stating things out for 2024 5e plz double check to see if the final CR i reached is accurate or if not what a more appropriate CR would be? https://www.dndbeyond.com/monsters/5935321-verakia
I had another idea personally:
-rename it to fulminata
-Make it so you could draw the bolt’s shape a la wall of stone
-rename a ranged attack cantrip that deals lightning damage to lightning bolt
The mechanical part of the changes are still being drafted by me, and the other two parts are really so I can rename Lightning Blast to Lightning Bolt lol
However having said this, paralysis is so much easier to draft
I’d keep it as 8d6 however
that's fair, I just think being able to basically get an extra turn against something is just super powerful you know? I know we're making it a single target spell so it's not like it's default killing encounters, but if it procs in say a dragon fight that's basically a free round for the party (plus probably extra fall damage)
it's not the most reliable, hence why I only took 1d6 away, but that was kinda too strong for me to ignore imo
That’s a fair point too. I think the line shape balances it out though
This can also be limited. For instance, instead it can read as limiting no bonus action or reactions, and no extra attacks, for a duration of until the start of the turn after their next
Historically or in fantasy?
like historically
Historically the people wearing the full big suits of armor were royals or children of noble families who could afford that much armor. So being rich?
hmmmmm
i dont know if i can have abilities that give you money
nor ones that give you horses
Paladins just get the find steed spell as part of their class now
so you certainly can
You can still make it a feature that is basically find steed without the actual spell part
Plenty of features in DnD are basically spells but not
i dont rly want this class to have "how is this not a spell" abilities either
I would argue that the whole mideaval knight thing is covered between Fighters and Paladins
Is there a specific character fantasy you think is missing in DnD?
But fighters only do fighting abilities and paladins utility is from magic and spells
Non magical utility
So like manuvers?
Ig but I want non combat utility
Like social interaction and problem solving
True but a lot of their problem solving is deception and freedom of movement
and expertise
Compared to the more “puzzle” ig solving of casters
and reliable talent
I could alter the identity of what I’m making to be more of like a smith/knight to give more utility
To clarify, you are wanting a martial that can problem solve scenarios in the same way spells can but non-magically
Not necessarily the same but at least similar
So artificers are basically the smith/crafter types now
Yeah
I think Rogue probably first the best in terms of out of combat utility and problem solving.
Rangers are similar in that regard since they use their talents to navigate and scout.
Hey folks! I’m starting a campaign with my wife and older daughter where they want to play witches. I don’t expect them to be exploitative, but how much danger would this background feat put me in? 😅
Witch’s Brew. Any spell that has a casting time of an action, targets a creature, and is cast using a spell slot may be brewed into a potion. A creature who takes a Bonus Action to drink this potion becomes the target of the spell. If the spell requires concentration, that creature must concentrate or the spell ends.
To use this effect, you must have an Herbalism Kit on your person, and the casting time of the spell becomes 10 minutes. Any potions created this way vanish at dawn.
Rites of the Coven. You always have the Find Familiar and Hex spells prepared. Additionally, the spells on the Witch Spells table are added to the spell list of your spellcasting class.
War. Strategy. That's pretty much it. The luckiest ones have political feuding, too. No social skill required in the basic package. 1e UA had a Cavalier class from which Paladin was a subclass.
They usually have someone else for management of the Hundred and its people
Healing spells go brrrr
Yeah, but they’d probably prefer an easier game, tbh.
Honestly, if its just for you wife and daughter, I wouldn't worry about balance too much.
I’m not expecting any intense combat here.
When I play with any of my family who are meh about dnd as a whole, anything goes imo. "Oh you want to become a Trex? yeah sure."
My only issues with it are wording issues and front loading, which don't seem to be anything to worry about in this kind of game. You're probably good.
If you’ve got any wording suggestions, I’m all ears.
By front loading, you mean abusability at lower levels?
Should I limit the number of potions per day? 🤔
Or add a max spell level?
I just mean that two spells and a pre-cast Spellcasting alternative option is a lot for an origin feat
As for wording, it's unclear if creating the potion involves actually casting the spell or expending the spell slot
It’s meant to be a yes for both, but I can make that clearer.
I think what you want can be done with a homebrew background/feat. Customize skill/tool proficiencies to fit your desires.
TBH, this potion thing isn’t something either of them have specifically asked for. Is there a less potent alternative that could sell the witch theme?
Maybe lastly, and this is just a nitpick for logistics, I think the potions disappearing at the end of a long rest is more in line with player features than at dawn, which is more of an item centric idea.
But then you could like... Drink a mage armor potion right before finishing a long rest to maximize slot uptime? ... Eh I dunno
I don't think this problem is gonna really pop up in your kind of game
Yeah, I don’t foresee either of them scrutinizing the rules for loopholes. 😅
But maybe just giving a free use of those two spells (Find Familiar and Hex) and a bonus to Arcana is enough for them, too.
The potion idea is very cool, don't get me wrong.
I do wonder if it’s too complicated for them as well, tbh. 😅
But it's also the kind of thing that the optimization channel would salivate over if it was actually printed, which always has me on edge with homebrew 
Yeah, I wouldn’t dare bring it into any of my normal games. 
This is like a town-building game (which they know), with the town suddenly teleporting across ley-lines to random locations (which they don’t know).
So maybe I’ll save that idea for if/when they build a potion shop.
Big cauldron item, perhaps?
Nice and heavy prevents it from being used in a dungeon or on the fly, for example
Yeah, I thought the same.
Then they’d have to “wager” their spell slots on potions.
If they make too many, they won’t be able to cast their other spells when the need arises.
Yeah, I’m gonna leave it out for now and see what happens in-game. Thanks, folks!
Level 14 College of Poetry
Poetic Fates
By 14th level, you can draw upon the power of words to create fateful events much like those in your writings.
Triumphant Inspiration. When a creature expends your Bardic die and succeeds on a roll, you can use your Reaction to grant a Bardic die to a creature within 60 feet of you that you can see. This does not expend a use of Bardic Inspiration.Dark Justice. When a creature with your Bardic die receives damage, you can use your reaction to mark the attacker. When a creature attacks the marked creature before the beginning of your next turn, it gains a bonus to its attack roll equal to one roll of your Bardic Die.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses on completing a Long Rest. When you finish a Short rest, you regain one expended use of this feature.
recently finished my attempt at converting the verakia from 3.5e to 5e, i am not too good with the newer math for the statblocks in 2024 5e but am told it is close to the 2014 version of it but with things made more consistent, so could anyone more experienced with stating things out for 2024 5e plz double check to see if the final CR i reached is accurate or if not what a more appropriate CR would be? https://www.dndbeyond.com/monsters/5935321-verakia
really would appreciate if someone could help me figure out if their final cr in 5e is accurate
Idk much about damage, but Form of Madness needs a limit, otherwise creatures will have to keep rerolling or die. You could add the following clause, or alter the feature slightly
A creature that succeeds the saving throw is immune to the Verakia's Form of Madness for 24 hours.
given the older lore mentions they sometimes hunted in pairs and pacts in addition to solo, i guess i can do that at still make it have some oomph by make it so that it is only that particular verakia like some other features tend to have
https://www.dndbeyond.com/monsters/5985751-verakia
updated, though if anyone can way in on the math for the final CR, very much would appreciate confirmation or if it is not accurate, what a more suitable final CR for 5e would be
How would you change the vampire’s statpool/moveset if they were city guard captains relying on heavy armor, shield and a gauntlet as a magic item/spell focus?
you could just change the score modifiers and hp. that would be a good on the spot change. then maybe a new ability like a drain life or something. if you are doing it less on the spot you can always take a vampire state block and dress it as a guard captain.
I am planning phase tbh
oh good then you have plenty of time lol. is it something you want to hint at for your players or make it obvious ?
What I planned on doing with the character is that instead of the usual martial focus of vampires, he would be more like ab all rounder tbh
honstly just adding the gear and statistics that go with the gear of the guard captain to the vampire statblock would be enough
well the 2014 variant of vampire warrior might be helpful to look at in that case
Like he would have heavy armor+shield, but no grave strike, no spider climb
And have some spells that he uses with the gauntlet
no real reason he wouldn't have those abilities still, granted they might choose to not use those to avoid suspicion, but they still would have access to them
what storyline or plot importance does he have?
He is scheming with the major to take over the city
is he a boss?
And the players will infiltrate the city guard to find out stuff abt him eventually leadkng to comfontation
how many players and what level are they all
Kinda, they are level 6 currently 5 of them
do you want it to be a hard or deadly fight?
sounds boss like given you would be adding to the vampire/vampire lord statblock and that before changes in the latest version is a cr 13 on average
Kobold fight club said 13 is kinda fine for a boss
cuz while the extra member would make things easier, not sure that would be enough to off set the difference unless specifically built to counter such beings
well adding things like armor and shield to it is gunna raise it's ac and effect it's final cr espeically if you are adding a magical item that has spells stored in it so it likely would more reasonably be above cr 13 when all is said and done
cr 13 for 5 level 6s?
Idk why I made this but here it is:
☣️ Rot of Many Futures (Disease/Curse)
Progressive symptoms
Cough
Rash
Uncontrollable explosive ejection of bodily fluids/consumed items from all orifices
Cancer
Itchy bones
Mega Cancer
Unstoppable hair growth in places hair SHOULD NEVER GROW
Spontaneous combustion
Immunity to fire (except pain)
Temporal Death (Think schrodinger’s cat)
All symptoms continue even after the next one starts.
Cures: restoration magic, cooked anomaly meat ritual, herbal remedy
I'm thinking I'll use a randomizer for the symptoms
Is it evil?
for what it is worth, not factoring in specifics for the player characters beyond simply their level, the encounter builder of dnd beyond rants the encounter of just a single 2024 vampire as is with no modifications, as a deadly encounter in terms of difficulty though the encounter builder works off 2014 rules
so presumably one with the additional gear you are intending would be even more difficult
Tbh players also have strong magic items tbh
even if you removed key abilities for no reason like the spiderclimb and gravestrike, it would likely still be very difficult, especailly since honestly the spiderclimb does not really effect it's offensive or defensive cr
also looking at the statblocks and gear, a guard captain's armor, which is a breastplate would be pointless as it would be the same ac as if the vampire did not have armor
so the shield would be the only thing making it any tougher in terms of just AC
what kind of heavy armor, cuz a guard captain in published material typically uses breastplate which is medium armor
from what is in published stuff the only things that would give a higher ac are splint and plate armor and they still would provide drawbacks that could be avoided, mainly the disadvantage on stealth
I mean it’s flavour
Also guards in my setting are pretty elite, I think around cr3-4 individually
So makes sense their captain would also be well equipped
Tbh the base idea is Izek Stazni from COS but reflavoured and vampire
well the guard captain statblock i have been referencing is cr 4 and setting agnostic
well the idea you have been talking about does not sound like it, at least when i look up the character and read about their character or look at their statblock
honestly full on vampire might be a bit overkill for concept
i'd suggest maybe a vampire spawn, which in the newer setting agnostic stuff is a cr 5 and is still relatively new to their powers and while they can serve a master they don't necessarily have to and that is closer to the cr of the character you are using as a key inspiration and provides some vampiric abilities, so i'd personally perhaps suggest making their statblock a mix of the guard captain and the vampire spawn statblocks from 2024
like that i feel would be a more fitting baseline and is not gunna potentially start your players out potentially in a deadly encounter, and if you are just using izek stazni for insperation of the character's personality it would just be a vampire RPed with most if not all of izek's characteristics and personality traits in mind
but if you are just gunna make them a vampire and flavor their gear i don't see why you need help making a statblock or that since mechanically it would be just existing stuff
depending on the items, them having magical items before 20th level potentially makes it harder to calculate, like i know the 2024 books have stuff referring to tips for this, but i honestly don't even entirely understand it myself only having read it once or twice
Working on a Mutant species with 6 different levels of good/bad mutations, and this one was supposed to be one of the better ones. I think I've made this one hard to break, but I'm curious if anyone sees anything I'm blind to!
Explosive. You learn the Fireball spell and can cast it at will. When cast the spell in this way, its radius is centered on you, and the damage you suffer from this spell's casting can be resisted, but cannot be otherwise mitigated or reduced, even by succeeding on the spell's saving throw.
Rare, or very rare for this attuned amulet/necklace?
-
The wearer gains 30 feet of Darkvision. If they already have Darkvision, increase the range by 10 feet.
-
+1 to all skills the wearer is Proficient with.
-
Whenever the wearer deals Melee or Ranged Weapon damage, deal an extra 1d4 cold damage to the target, and the wearer heals a number of Hitpoints equal to the cold damage dealt by that attack.
-
Creatures dealt cold damage by the Eye of the Etlich lose 10 feet of speed on their next turn.
-
The wearer gains +1 AC against ranged weapons, and ranged spell attacks.
based off an item from the best AARPG game of all time.
I’m making a boss called the champion of stars and storms what are some good star themed spells I give them
Starry wisp
Very rare if not Legendary
+1 Armor is Rare
And you're like halfway to +1 armor just based off the final feature
I can't imagine that you can pour all those other feature into it in addition and still only end up at rare
ugh balancing around rarity is not easy
i'd rather just balance around "is it for melee, make it common so that melee can have fun, is it for caster, make it legendary and take up two attunement slots because i hate casters."
I mean, magic items are fun in the sense that you can add whatever restrictions you want. “You can’t cast spells while attuned to this item” or something
So if you really want to not let spell casters have fun with the item
The dark vision is something easily mitigated anyways so its basically a ribbon.
+1 to skills is good. But nothing amazing.
The 1d4 damage rider is excellent. This makes a huge deal. A warlock wants it most, a fighter second.
The cold damage thing is really good. Like lance of lethargy. Amazing rider, basically adds slow mastery that stacks with slow mastery. -20 feet will turn off a lot of creatures.
+1AC is excellent, as the other poster said.
I agree with very rare or legendary. Really all that matters us the damage, the AC, and the slow, but those are potent things.
I’m trying to find or make a playable gnoll if that’s even possible. I’ve heard some talks of it but is that even a realistic playable character race?
Might work better as a reflavored dhampir
i played as a bear once 😆
Frontiers of eberron: quickstone has gnolls
yeah, i changed it because the last version just wasnt quite right.
ok then 🐻😭
do yall know any good homebrew sorcerer subclass for sorcerer from monastry in word with soul like theme ?
im looking for ways to balance a magic item the pcs will be able to win at a casino. Its an attunment luck enchancer (out of game a pc is given a die with 2 nat 20 and no 1 on it and can use it for all their rolls.) It will be very hard o get as the pcs would have to win around 100k in gp to exchange the winnings for the item.
I was thinking that it has to be feed gold to function (idk how often and how much tho), and attuning to it would take like a week to prevent people from breaking attunment and switching between the pcs
or mabey each nat 20 takes a toll on the pc in some way. A minor curse
if the pcs have 100k of gp to spend, a good regular price could be 20-50 gp per day
they dont. They have like 20 k between all of them and they will have to gamble against all odds to try to win it
they are level 15 so they will be fine xd
ye charmed
ooo
mabey each time a pc rolls a nat 20 100 gold dissapears from them
and if they have no gold they take damage ?
ooh yes
or mabey more then 100 hmm
ye that seems resonable
yes
or a game ofluck 1d6x100 gold lost
I had the idea of giving enemies (and PCS) Extra Dice for every 10 Levels
ill reduce the cost of the die to 80 k tho
what
Every 10 levels Pcs (or hostiles) get 1 additional dice for damage or other aspects of DnD
meh. Pcs already have more then enough ways to increase their damage
just give them magic items and gg
Oh I'm trying to make more enemies more dangerous
The additional dice depends on their strongest suit
If they have strength 20 they get 2 dice for strength based actions or aspects
you are the dm you dont have to make rules that apply to the enemies and pcs. You can just say: Oh the minotaur is magic thats why his axe deals 2d12 not 1d12. PC: oh so i can use the axe to deal 2d12?. DM: Are you a magic minotaur? 
Okay, so what happens if they get a magic item that pushes their strength score up to 25?
If you want to make combat more challenging, just make the monsters more challenging
They still only have 2 dice for strength, But they have a bit more strength modifers