#homebrew

1 messages · Page 52 of 1

peak inlet
#

yeh but number of slots? alternative casting?

true forge
#

Oh you have 2 slots for most of the time

#

I think you gain 3 aswell, I dont have it open atm as im on my phone lol

peak inlet
#

yeh, it does go up to 3

#

but like Warlocks get free castings of spells with Eldritch Invocations

#

do you get anything like that here

opal hound
#

I got a subclass made is there a way to link google docs lol

potent glacier
#

Anyone who has a homebrew race?

#

I wanna see

hollow wave
heady crown
#

i dont think homebrew flintlocks are very uncommon, but heres a cursed one

1d10 piercing
range 40/120
reload: 1

curse gives me an option to choose advantage on hit. or reaction attack: if a creature within 30ft of me is about to drop an ally to 0 hp, i get to fire at them

but i take 1d4 psychic dmg for advantage, 1d8 if i miss with reaction and i must do damage with it once per long rest or i suffer short-term madness on next initiative

for crit enemy rolls a dc 14 wis save or be restrained until my next turn

#

also im new to this homebrew stuff so1be_eat

remote kelp
#

Had the idea to make a the domain of wealth cleric. So things that involve money, good harvest and other forms of wealth. Im struggling to think of abilitys for them though. Stuff that would help with diplomacy, business and stuff like that.

remote kelp
heady crown
#

when i put it on dndbeyond i will, but thanks for the advice!

shy elm
#

Here’s a homebrew item I made with my brother for his campaign:

a katana owned by “Kinyato Bushida” (an infamous adventurer in his world) that does 3d8 slashing damage. If you roll a nat 20 your attack does an extra 10 damage if it isn’t a construct or undead.

Special ability:

as a bonus action you can expend one of three charges to cast misty step. Using the katana to cut a tear through reality and teleport. (Three charges per short rest)

void jewel
shy elm
void jewel
#

For context, viscous weapons (the meta weapon in a lot of contexts) deal an extra 2d6- this is 2d8 extra.

#

Sure then it's acceptable

#

Sounds good to me. Especially on a martial.

#

Very potent but martials could use the kick.

shy elm
#

My previous character in the campaign was kinyato bushida, but after losing his entire stat block he became a legend inside the campaign and I found his weapon

#

lol

#

😭 😭 😭

remote kelp
#

Dragons wrath is a high legendary and it does a good bit less damage.

shy elm
#

Pheonix cuffs:

an item forged by one of the first ever Undying Flames. Imbued with the energy of a dying pheonix.

these cuffs cover your entire fist (almost like brass knuckles)

2d6 bludgeoning damage.

Specials:

(4 charges per long rest)

“Flame Charge”- (costs one charge) the cuffs catch on fire causing you to both attack with bludgeoning and fire damage. The enemy rolls a constitution saving throw, on a failed save the enemy takes an extra 1d4 of fire damage.

“Impact rebirth” (costs 2 charges) calling upon the power of the Phoenix, your standard attack will impact one extra time for half the damage as the first attack (on crit attack for 100% damage) this doesn’t count as a bonus action

(While wielding gain an extra +2 damage to unarmed strikes using your fists)

shy elm
#

But in my hands (the worst roller you’ll ever see) I don’t think I’ve ever even gotten more than 15 damage before

#

😭 😭 😭

shy elm
#

Making items is so fun powease powease powease

shy elm
#

So it’s balanced lol

vernal leaf
#

You need to remove the 2d6 base damage if youre adding 2 to unarmed with it

#

Either its a weapon with damage or it uses unarmed and it isnt a weapon

quiet pewter
#

Wanted to have a custom rune for rune knight at level 3 and was wondering if this looked fair or any advice/changes. Quick summary
Name: Mountain rune
Effect:enlarge(1f1 as the spell minus concentration)

You can use a reaction before a hit(attack/grab) or when using giants might for you to become enlarged for a minute. (General flavor becoming as big as a mountain)

Passives on the rune: cold resistance and advantage on push, pull, drag, lifts or grab checks. (General flavor mountains are cold 🧊 🏔️ and "I can move mountains" is a phrasing sometimes used for doing the impossible and general strength)

For 5e fighter rune knight subclass

peak inlet
#

and how long does it last?

shy elm
shy elm
#

I gotta tweak it

#

Just an idea so far

peak inlet
#

it should probably just be a straight up 2d6 without save

shy elm
#

Yeah good idea

coral delta
peak inlet
#

what rarity is this item?

shy elm
#

Errrrrr

#

Not sure yet

#

What should it be do you think

#

I’m super new to making items

peak inlet
#

well, the one that costs 2 charges is now weaker than the 1 charge

#

just remove it

shy elm
#

I’m gonna change it

peak inlet
#

or make a 4 charge feature that allows you to come back from 0 Hit Points once per Dawn

shy elm
#

It’ll do 100% damage, and on crit it’ll do 200% instead I think

#

I might also change it to 6 charges total and add a third special

peak inlet
#

nah, just remove that second one

#

it’ll have to be attunement

vernal leaf
peak inlet
#

I would say Very Rare Attunement probably

vernal leaf
#

Id also remove the 2nd effect

quiet pewter
vernal leaf
#

Because its not a separate attack

peak inlet
coral delta
vernal leaf
#

Honestly just dumb it down. +2 weapon. and your unarmed becomes d6's if it isnt already. Add 1d4 fire damage

peak inlet
#

that’s super weak for Very Rare

#

if it’s +2 already, it can only be Rare or higher

vernal leaf
#

Tbf rarity is flavor text in this kind of context if you ask me

#

What if you attach the samurai lv 3 feature to it?

#

Temp hp. Very phoenixy

#

Aggressive feature

peak inlet
#

even Rare attunement I would give d6+d6 fire damage +2

vernal leaf
shy elm
peak inlet
#

non-attunement Rare is +2 or +1 and 1d6 or 2d6

shy elm
#

OK YALL ILL FIX IT JUST GIMME A SECONNNDD

vernal leaf
#

Like just frontload the bbeg with 4 holy smites

cerulean seal
#

It’s giving me Blackflash from JJK

vernal leaf
#

Yuuji in jjk is like a lv 20 fighter

cerulean seal
#

Bro jumping and climbing and dodging like no one’s business

vernal leaf
#

With a wisdom of like. 8

#

Bros a juiced up strength con character

cerulean seal
#

Tbh, anime characters are hard to build on DnD because they are always so MAD

#

But also like at least 20 in 3 ability scores

vernal leaf
#

Gurps superhero system would be best

cerulean seal
#

Even though he is super strong

shy elm
#

Is how his punches impact twice

vernal leaf
#

Well technically in dnd terms I think it'd fall under something like

#

Booming blade doing 2 sources of damage

#

One from the smack one from the spell

shy elm
#

My idea was it when it impacts it triggers the magic imbued in it and then releases another impact afterwards

#

Idk how stingy the rules of dnd are about that tho lol

cerulean seal
#

Mechanically it would just be extra damage on a hit

shy elm
#

Yeah it would

vernal leaf
#

However you build yuuji he's an npc

#

Youre like.. the background characters

cerulean seal
#

“When you hit with an unarmed strike, you deal an additional 2d6 fire damage”

shy elm
#

Yeah, I’ve just always liked the idea of one attack hitting twice (even before Yuji)

vernal leaf
#

You mean like

#

The extra attack feature? ElisaCult

#

Once again the human fighter reigns supreme

#

You know what would be really cool? Spell storing weapons that deliver the spell on an attack

ornate niche
#

so i'm imagining a Ranger rework that will give them more identity than "if Eldritch Knight had Druid spells", right? make them have more resources to maintain Concentration to give them more front lining potential, such as this concept of Concentration Die, where they can roll a D10, and if the amount of damage they took is inferior to the roll of this D10, they don't have to save for Concentration, and they can expend multiple of these Concentration Die if they choose to do so, but they'll only have a few (maybe like 1 every 3 levels from level 2 upward, so that at L2 they'd have 1, at L5 they'd have 2, at L8 they'd have 3, and more words), these Die replenishing after a Short Rest, do we observe this concept?

vernal leaf
#

5209chibipaimonthink would it be simpler to give them advantage on concentration checks like what the eldritch mind warlock stuff gets?

ornate niche
#

simpler, yes, but not unique

vernal leaf
#

But not necessarily worse either

ornate niche
#

maybe a little worse to give them Advantage than let them outright mitigate the need to Concentration Check

vernal leaf
#

Well. As an observe the concept this feature goes obsolete very quickly

#

After enemies start doing more than 10 damage

ornate niche
#

i mean, should it be more CDie then?

vernal leaf
#

Or is the intention to add them together

ornate niche
#

yea the intention of the stacking program is to add them together, yea

#

i was also considering something adjacent to Tactical Mind where if they fail to mitigate the Concentration check, the charge is not expent

quiet pewter
# coral delta Considering a normal Rune Knight would need to be ***level 18*** to get nearly t...

Do you have any balancing ideas to make balanced? I kinda followed a person on reddits format of one of the options of making a rune was being a weak effect of a uncommon item(boots of winterland) and a advantage on skill check .
Is it the passives you think is too strong, the becoming huge, or the 1d4 from enlarge. All those can probably be adjusted and changed besides the becoming huge part requiring 2 options giants might bonus action + reaction enlarge (maybe a item action could be tossed on it too) if its still unsaveable too thats chill I like the advice and general help!

vernal leaf
#

I...dont like this feature enough to make valuable input or formulate a good opinion of it so I think ill pass it on to whoever else would like to review it

vernal leaf
#

And add 1d4 to attacks

coral delta
quiet pewter
vernal leaf
#

Ohh I see I see

quiet pewter
#

Honestly could do 0 damage and id be fine with that

coral delta
#

That would still be the majority of their level 18 feature.

#

Once again, it's a design space issue, not a numbers issue.

vernal leaf
#

Im with dosh I think. The flavor of the homebrew is already achieved in the class just at a higher level than preferred

quiet pewter
#

Ya thats cool then! I appericate the advice honestly, the character is a loxodon so I was thinking a big elephant would be a nice touch. I'll prob stick with cloud rune + fire rune then thanks dosh and insta

vernal leaf
#

Coolest loxodon i ever saw was a sun monk that shot sunbeams out of his trunk

quiet pewter
vernal leaf
#

Loxodons can do that?

#

I guess you could if your dms cool with it. Raw it doesnt work. Sounds fun tho

shy elm
quiet pewter
# vernal leaf Loxodons can do that?

Ya atleast what dndwikdot says unless that site is a load of bologna (i dunno first thing I saw when I looked up loxodon)

Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Grabemm and twohand them to death

vernal leaf
#

Grapple is not a simple thing

#

Or in the list

#

O wait its in this one

#

Maybe we're looking at different pages

#

So you can. Neat

quiet pewter
#

I'll double check I can't link or it'll time me out but i looked up dnd 5e loxodon in google. And ya thought it was amazing was looking thru races with grapples and that caught my atttention!

vernal leaf
#

Pathfinder had a feature that increased your grappling range and I would love to port it over someday

#

Lets you go 2 sizes up instead of one

#

And then later. 3

primal osprey
#

What would be a good level 15 capstone ability be for a war-themed Ranger subclass?

#

I might as well just post the subclass up to this point so you can get a grip on the previous abilities

primal osprey
#

2024

peak inlet
#

I mean “war” is a pretty broad theme

primal osprey
#

Level 3: War Savant
War Stalker. You gain proficiency in heavy armour and have the knowledge of how to move near silently in it. You ignore disadvantage on stealth checks imposed by wearing certain heavy armours.
Battle Savant. You gain proficiency in one of the following choices: History, Religion, Perception or Insight.

Level 3: Ranger Knight
As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Level 7: Warmonger
When you hit an enemy within 10 feet of you with an attack, the next attack roll an ally of yours makes against it before the start of your next turn is rolled with advantage.

Level 11: Ceaseless Warrior
When you use your Tireless feature to gain temporary hit points, instead of rolling 1d8 plus your wisdom modifier, you roll 3d8 plus your wisdom modifier (minimum of 1).

#

Just sort of meant to be a battlefield roamer

peak inlet
#

it can be a strategist or a Barbarian-type thing

#

both the level 3 features are pretty strong

#

actually, why would you want to run Heavy Armor on a Ranger?

#

just give them a +1 AC when wearing armor

primal osprey
#

The features are just there for me to get the fantasy of it

peak inlet
#

it definitely seems to incentivize high WIS low DEX

#

probably with Magic Adept Druid for Shillelagh

primal osprey
#

I don't mind that too much

#

I'm just stuck on what the level 15 ability should be

peak inlet
#

isn’t Tireless just Exhaustion removal on SR?

primal osprey
#

It's also temp HP

burnt cipher
#

Just thought of a crazy but hilarious idea: Alchemist's Fire, but Perfume Spray Bonus Action. 1d4 Fire Damage each turn until DC 10 DEX Save. Try not to spray at yourself.

peak inlet
#

maybe some sort of Reaction to attack when Warmonger activates

primal osprey
#

Maybe I could change it to some sort of fearful strike, like the ranger has spent so much time near war that they carry the terror it brings

#

Now I'm a little iffy on its name

#

I wanted War Stalker, but I didn't want it to be too similar to Gloom Stalker in vibes

ornate niche
#

crows?

primal osprey
#

I LIKE THAT IDEA

peak inlet
#

my other thought is that it could be some activation on Initiative roll

primal osprey
#

I could add some crow theming, as if they were a scavenger, stalking the rage of war

#

Mastering and benefiting from war

ornate niche
peak inlet
#

like once per SR, you can use Reaction when rolling initiative to allow all creatures of your choice up to WIS creatures to use their movement

#

huge strategic advantage

primal osprey
#

Oooh ya, maybe

peak inlet
#

works with ZRuffian too

primal osprey
#

I'll think on it

ornate niche
#

maybe give them a way to capitalize on Bloodied enemies?

#

like dealing more damage or having Advantage to attack them

peak inlet
#

I feel like that would work if more of the subclass interacted with that

#

free concentration-free Hunter’s Mark for 1 round when you attack a Bloodied enemy meguDom bringing back the Hunter’s Mark 2024 design

coral zodiac
primal osprey
primal osprey
#

And to stack with hunter’s mark

peak inlet
#

weird weapon?

Front Page

Weapon (Rapier or Dagger), Rare
-# A weapon with a sharp edge, the blade on it has different patterns that look like newspaper cuttings.

Magical Weapon. The weapon has a +1 bonus to hit and damage.
News. When you deal Piercing damage with this weapon, you can choose to change the damage type to Slashing.
Headline (Rapier only). When you roll for initiative, you can use your Reaction to teleport up to 60 feet to an unoccupied space within 5 feet of a creature. You make an attack against that creature with this weapon as part of this Reaction. If the attack was made with advantage, you can force the target to make a Charisma saving throw (DC 15). On a fail, they take 2d6 Piercing damage and reroll their initiative, taking the lower roll. On a success, they take half the damage only.
Byline (Dagger only). When a creature within 60 feet of you makes an attack as part of their Reaction, you can use your Reaction to give them advantage on their attack and make an attack with advantage using this weapon against the target.

ornate niche
# primal osprey I think extra damage, so it doesn’t overshadow precise hunter

oh you know what would be really interesting? decaying their Damage interaction by one tier off of the first damage type you hit them with after being Bloodied (i.e. if something is Immune to piercing and you try to deal piercing when it's Bloodied, it becomes Resistant, and if it's already Resistant it is no longer Resistant, but if it wasn't Resistant then it becomes Vulnerable to piercing)

primal osprey
#

I’ll be back in a mo to make more ideas

peak inlet
# coral zodiac https://docs.google.com/presentation/d/15s6sOK657kcP4CudgGlnHKDwolGhene5T1h5TIrj...

ngl, it’s a bit difficult to follow. Daze is just incapacitated + set speed to 0. The stuff that has you replacing an Attack don’t really fit features that usually do that, and they should have some number of use restrain but they don’t. I think it needs more work overall for balancing and figuring out where it fits. Just having passives alongside actives for something like this gives a weird progression and basically nullifies earlier choices

coral zodiac
peak inlet
#

it says it sets their initiative to 0 then resets it right away

coral zodiac
#

Its just Darkest Dungeon 2 lol

peak inlet
#

very confusing wording

coral zodiac
#

Huh, I thought it was pretty clear lol - I can reword it though!

peak inlet
#

it happens at the beginning of their turn

coral zodiac
#

Some of the features that replace attacks were added so martials can have some cool psionic abilities to play with that don't invalidate attacking

#

Martials deserve so much more love and I wanted to still give them direct psionic blasts and stuff without forcing a whole action

#

Though I could ask for more clarification on the passives!

peak inlet
#

why not just say “When you do X, the target takes their next turn at initiative count 0 rather than at their initiative count”

coral zodiac
peak inlet
#

that type of manipulation really messes up some stuff, you can use it on an ally to screw with an enemy by increasing the duration of a debuff

coral zodiac
#

I can word it better, but is basically if it would be the start of their turn it is delayed until count 0

#

I see how the wording is really weird though! Its a good catch, thank you 😄

peak inlet
#

it also affects high initiative creatures way more than if they had low initiative in general

#

I think it should be a delay rather than just setting it to 0 anyway

coral zodiac
#

Well yeah but its an enemy and a pretty minor effecct

#

They are jsut doing something a little later

peak inlet
#

but even then, the debuff or buff extension still stands

coral zodiac
#

Does it?

vernal leaf
#

I would replace headline with "you can't be surprised"

coral zodiac
#

It doesn't force the enemy to take the debuff twice, it just gets resolved later

peak inlet
coral zodiac
#

If they were like in a cloud of daggers they wouldn't take the damage twice, it would only be once

vernal leaf
#

Making a reaction on rolling initiative feels wonky

peak inlet
coral zodiac
#

But it still only lasts for one turn

peak inlet
#

I use Ray of Frost, my ally Dazes me, Ray of Frost now lasts 2 turns

coral zodiac
#

What?

#

Are you saying you cast ray of frost on an enemy and then you daze them?

peak inlet
#

because there are debuffs and buffs that are much stronger than 10 foot slow

coral zodiac
#

???

peak inlet
coral zodiac
#

But that does nothing?

peak inlet
#

the slow from Ray of Frost now lasts 2 turns

coral zodiac
#

OOohh

#

Sorry you didn't word that very well

#

I was super confused what you meant

#

I mean that's kind of cool, if a player figures that combo out then I think its totally ok!

#

They're basically taking a little bit of damage and delaying their next turn, but in exchange they're getting extra utility!

#

I wouldn't see that as a downside, I'd see that as creative thinking

#

That's honestly an intresting combo you found though

quiet pewter
#

Well whell wales whale here's another design for something probably not balanced but would like opinions on this one being a starting weapon so any balancing advice and suggestions are appreciated!
Executioners hammer: Its a executioners sword with a 5 pound metal ball at the end of it with a needle sticking out, putting pressure on the needle allows 4oz of liquid to be put into the attacked creatures body (con saving throw)
Weapon type: exotic/martial
Damage type: slash, blunt, and pierce

damage: 2d6 (greatsword) 1d10(ball part) 1d6 pierce(needle part) [could be dumbed down and just say 2d6 for blunt/slash but divided number seem more balanced gs doing most damage, ball doing medium, and needle doing low]

mechanics: the ball is detachable so it can be placed on the end of any sword, it can be thrown for 1d4 improvised damage, and the ball can contain any 4oz of liquid, poisons and potions mainly. can be filled as a action or out of combat

upgrade: it has a upgrade state later on but that can be sorted out after general balancing ||I.e putting additional compartments for more liquid inside the sword with a trigger pick which one applies||

Art: have a crude concept pic of what it would look like for anyone interested could put it in arts and crafts Heart

General balancing idea if having it as a base item at the start is too strong: the ball starts broken unable to be attached to the sword, so you'd have to take it to a blacksmith and pay xxx gold to have the gripping mechanism of the ball repaired. lore behind it being broken is when attacking the pit fighter guard guarding you it broke off when you used the guard as a improvised hammer

shy elm
#

Ok yall, I’ve improved the item:

-Pheonix Gauntlets-

Gauntlets made by the first ever Undying Flame, imbued with the power of a Phoenix.

While wearing the phoenix cuffs gain a +2 to damage on unarmed strikes using fists.

“Overheat” (3 use charges, regain 1 per short rest or 3 per long rest) when striking an enemy you may expend one charge to coat the gauntlets in flame. Deals an extra 2d6 fire damage.
-alternate attack- you may expend all 3 charge to use “Impact Rebirth” causing your impact to double, roll 4d6. +3 to damage on crit

“Resurrect” (1 charge per long rest) one creature you touch that has been reduced to 0 hit points will become stable and revive with 1 hit point.

#

Yall tell me if this sounds balanced

#

If the second half sounds too strong I have an idea to make it better

peak inlet
#

also, setting it to 0 is super inconsistent, it should be setting it to your Initiative and let them take their turn before you

coral zodiac
#

Do you have any more examples for spells that end or trigger at the start of your turn?

#

I can't really think of any, but that might also just be me lol!

coral zodiac
#

Why would you want them to take their turn before you?

peak inlet
peak inlet
#

you’re delaying their next turn to be right before your next turn

coral zodiac
#

I'm just confused, that change is super weird and unnecessary

peak inlet
#

it’s still broken in terms of 5e, but way more consistent and balanced than setting the initiative to 0

coral zodiac
#

Its meant to be a mass support tool to help your allies do things

peak inlet
#

it’s 100% necessary

coral zodiac
#

Or avoid being attacked for a grace period

coral zodiac
peak inlet
#

but it doesn’t do that

#

it does a random effect depending on the target’s Initiative roll

coral zodiac
#

Do you think you could expand on the other points then? Because I don't think we can agree on that point lol

peak inlet
#

including the effect of doing nothing

coral zodiac
peak inlet
#

there’s a huge difference between a valid effect that’s used at the right time and an effect that is inconsistent by design

coral zodiac
#

I have enemy iniatives known by the players so they can strategies when it use it

peak inlet
#

that still doesn’t make it better

coral zodiac
#

Okay that's fair!

peak inlet
#

you can stack so many things on an enemy with high initiative

shy elm
coral zodiac
#

Do you think you could expand on your other points?

peak inlet
#

since you can skip 2 of their turns

#

end them before their 3rd turn

peak inlet
#

if it was made by the feathers of any phoenix, it’s cool for it to be around this level, (again, the second ability is just there to fill up space)

#

but this item is extremely special in description but ends up being a Rare Magic item equivalent

royal marlin
#

Feat idea: Relentless
Prerequisite: Level 10 or higher
If a creature takes the Disengage action when moving out of your reach, you can make an Opportunity Attack with disadvantage.

peak inlet
#

it’s still inconsistent because the separation of their turns is still different

#

but at least this way you can never get 2 turns against them before they get to go

autumn frigate
coral zodiac
#

Sorry, I really don't want to go back around in circles - I understand your point and will take it in to consideration. Would you be able to expand on the other points you made in the first reply, the one about passives and features that use extra attack if that would be okay!

autumn frigate
#

Sentinel already lets you OA creatures that take the Disengage action

coral zodiac
#

Thank you for the suggestions!

#

But there were some other things you mentioned that I'd like to understand better (:

peak inlet
#

which parts are those?

peak inlet
#

unless you’re doing this to stack it with Warcaster?

#

2024 Sentinel does not activate War Caster, but this technically would

shy elm
peak inlet
#

I just don’t this it makes sense for it to be there

shy elm
#

Twin

#

Pheonix=flaming bird

#

It’s gotta have a fire attack

#

I REFUSE to not give it one

peak inlet
#

isn’t the 1 charge already a fire attack?

shy elm
#

It only has 2 abilities

#

The first just has an alternate

#

If you expend all charges

peak inlet
#

yeh, that’s the part I think is meaningless

shy elm
#

It’s my item tho

peak inlet
#

it’s difficult to balance and difficult to use

#

forces players to just hold onto all their charges and not use the item

#

what’s the point of a shiny new item if you never get to use it?

#

I’m not just suggesting something because I don’t feel like seeing it, I have reasons why I think it being there makes it worse

#

if you want, just make it so you can spend 1 additional charge for 1 extra die

#

like upcasting Divine Smite

shy elm
#

Or

#

Hear me out

#

Give it 10 charges, and each charge kills every creature in a 100ft sphere

#

And by saying “nah I want another” you get a charge back

peak inlet
#

you should maybe show that to Enid

quiet pewter
#

Every creature include you PepeSmile birb bomb

peak inlet
#

actual Phoenix

shy elm
quiet pewter
#

Sounds like fun didn't read all the dets since I have like 8 int imma read thru perps post, Id guess you can use this item to do xdx damage in a area around you but you die/godown and come back with one hp. So good if you're already at low hp bad if you got all the hps PeepoThumbsup

shy elm
#

I was joking I wasn’t actually gonna do that lol

quiet pewter
#

So no bird bomb CRYING Phoenix megumin_explosion_spell

polar timber
#

Kind of curious, does anyone have a homebrew for Mithral Weapon[s]?

shy elm
quiet pewter
somber pawn
#

can i send an entire character thing here?

#

for people to check out

shy elm
#

Also has 100% crit rate

mild cove
#

How does this look for a (2014) cleric subclass channel divinity:

“Whenever a creature dies within 30 feet of you, you can use your reaction to reanimate it under your control. When you activate this feature, you lose any amount of hp of your choice, and the creature rises with half that amount. The creature takes its turn immediately before yours. The creature dies at the end of your next turn. This feature ends early if you fall unconscious, die, or choose to end it (no action required).”

somber pawn
#

can someone with a lot of homebrew dm experience help me with my custom final boss enemy? just to check it out

spring root
#

hello, im trying to find a homebrew class for Rain-Junkie's Dragon Knight class. I was trying to transfer the subclass over myself but my brain is breaking thinking im not setting it up correctly. I have a link if anyone might be able to help me unless they know of a build thats already been made

true forge
somber pawn
#

Bobble from the name i feel like you know alot about homebrew?

true forge
#

yes....

hexed solar
#

Like a CR 34 sentient gun

somber pawn
true forge
#

eh

#

im not the best at monster making but ig i can

somber pawn
#

well i made it as a PC

true forge
#

with character levels?

#

thats not really homebrew then, really

somber pawn
#

yes idk if it was smart but i thought it would be better

somber pawn
hexed solar
#

I'm not sure if I wanted a kami bound item or an awakened one.....personally.

true forge
somber pawn
#

i cant

#

its too big

true forge
#

is it on a doc or something?

somber pawn
#

well the message is too big for discord

#

without nitro

#

i sent it to you via dm

true forge
#

just throw it in a google doc

somber pawn
#

yea i cant send files here

true forge
#

well im prob not going to look at it in DMs lol

somber pawn
#

?

sturdy knoll
#

For long form content, consider using a tool like Google Docs and sharing a link to a publicly viewable version of it.

spring root
#

i could use some help with a character im trying to add into dnd beyond. im new to this 🥺

cerulean seal
#

So you don't even have to specify their class or spellcasting abilities or anything like that unless its relevant for saving throws and so on

#

I would honestly look at existing statblocks for monsters in DnD, especially big boss ones and mimic those. You can make statblocks with a lot of tools online

smoky sand
#

i re-read it with fresh eyes and i really do appreciate it. i think the idea is balanced

spring root
somber pawn
cerulean seal
somber pawn
#

well i was thinking level 15 but idk for sure yet

#

4 people

#

the boss if i keep it at PC will be lvl 17

#

but it will have ALOT of abilities and stuff

#

prob also stuff like action surge

cerulean seal
# somber pawn the boss if i keep it at PC will be lvl 17

No sure what you mean by this. Realistically most of this is fine. The Ruin Bound harvest is the only one that's a bit problematic and potentially could get out of control. There is no time limit on how long he gets the copied abilities. If its forever then really there is kinda nothing stopping you from just giving him any feature or ability ever.

I do think you run into a action economy issue where, yes, he can do a lot of things but doesn't have a lot of actions to do them and certainly probably won't be doing them better than a class dedicated to that feature or something.

"Only the mechanics of the spell are copied — Tyrakos does not gain higher-level scaling unless he is high enough level to cast it.
He cannot learn spells while outside his throne/ruins.
This feature is cumulative: he can learn multiple spells over the campaign."
I think either just let him copy spells or don't.

somber pawn
#

yea its like the class cant copy spells but his subclass makes it so he can

#

the action economy is my reason for it being "Balanced"

cerulean seal
cerulean seal
#

Imo, this is why this should be a statblock because then you can give him cool ass legendary actions and, especially since this boss is all about being in this throne room, you give him Lair actions

#

Lair actions are so cool

somber pawn
#

hmmm

#

thats fair

#

but like idk what to do with the boss then

#

like how do i make it unique

#

and challenging

#

but still good for a story

#

maybe copying abilities from people in the throne room?

#

and maybe he can have like monsters that are trapped in there?

cerulean seal
#

What flavor are you wanting for this guy? A mad king who drains the power of would be heroes? Or a mad king who has absorbed all the most powerful monsters of their abilities?

somber pawn
#

so the players can take out the monsters first to get rid of some abilities of it

cerulean seal
#

Like what's his deal?

somber pawn
#

well hes like uhh ig not really a king but more like an entity which is trapped in some specific ruins because if he leaves hes insanely weak and he comes from the abyss

#

the throne room part is more thematic

cerulean seal
viral patio
#

Wrong channel lol

cerulean seal
# somber pawn well hes like uhh ig not really a king but more like an entity which is trapped ...

This big bad boss is targeting very powerful creatures and beings in the world and sending out its minions to bring them to it so he can absorb them.
Your players are tasked with preventing this to stop him from getting stronger and when they finally get to the final boss, the boss has all the abilities of every person or monster they let get kidnapped and ultimately absorbed by the boss.

#

Then you keep track of those creatures and build the final statblock with specific abilities based off the absorbed things

somber pawn
#

yesss i like your way of thinking

#

i have an idea from this

#

cause in the story i already have written a part about a succubus or incubus disguised as a human trying to lure people over there

#

they also try to lure the party over there

#

at the start

somber pawn
cerulean seal
#

Yeah, with this kind of structure you can make your players feel like they have an active role at effecting the big bad boss way before ever meeting them officially

cerulean seal
#

Keep in mind that this big bad boss is probably going to only target the more powerful of creatures for itself so you are talking like CR20 creatures and such

#

Tarrasque, dragons, etc.

#

Because I personally wouldn’t just want like… a goblin in my lair giving me nothing.

#

So you would have to manage very powerful creatures in the same encounter

somber pawn
#

i mean there are some good abilities in lower cr but yea i get it

#

problem is how do i explain the creatures got there

cerulean seal
#

I mean, a big bad boss usually has minions and such

somber pawn
#

like whats a fair CR for a party of 4 lvl 15s to fight

#

yes he has minions from the abyss

#

like succubus and incubus and stuff

cerulean seal
#

Against his commanders and such

somber pawn
cerulean seal
#

So they can handle a lot

somber pawn
#

ig fair hmm thanks ill rework the boss with this

cerulean seal
#

since that seems pretty similar to this guy

#

but adjust as you need

somber pawn
#

okay Thanks!

#

ohh wait i just got an idea what if when the players walk into the throne room i have them make a check where if they fail Tyrakos will be able to use their abilities as well

urban vapor
#

Is anyone able and willing to do a review for my homebrew class, and potentially get to playtest?

simple tinsel
urban vapor
#

That's alright

cerulean seal
#

Let me get my laptop and I’ll read over this

modest storm
whole mural
#

greetings mortals. For my latest campaign my DM has tried to make a subclass for each of us that is (somewhat) mechanically different from the rest. They're still working on them and appreciate player feedback, so i want to hear some shiz from you guys

The one for my character was a Guide / Support Ranger. Doing some rogue-like things like searching for traps, not getting lost and doing a bit of shenanaganery while still doing some damage. I know rangers are much more well known for their striking ability rather than spellcasting and toolboxing but we wanted to give it a go anyway. I liked the 'Battle Medic' Rogue build as inspo.

Currently level 3, and i know the 'formula' for them (aside from Beastmaster and Drakewarden is)

  • Spell List
  • Extra Damage
  • 'major' feature
  • 'minor' feature


Spellcasting:

  • 1st Sanctuary
  • 2nd: warding bond
  • 3rd: beacon of hope
  • 4th: aura of life
  • 5th: Rary's telepathic bond

Extra damage:

  • First attack on each turn
    • advantage if creature attacked an ally
    • 1d6 damage if adjacent to an ally, 1d4 if not adjacent

Major Feature:

  • Bonus Action
  • Choose ally in 30 feet, heal equal to wisdom modifier if within 5 feet of an ally, half of wisdom modifier if not adjacent. Ally can then end Prone or Frightened
  • Adds 1d4 at 7, 2d4 at 11 and 3d4 at 15. At 11 the grappled condition gets added to the list
  • Charges = PB per Long Rest

Minor Feature:

  • Allies ignore difficult terrain created by ranger spells you cast for the duration of those effects.

How do these stack up? The extra damage seems alright, I know Fey Wanderers get 1d4 for free, and Horizon Walkers get 1d8 for using their bonus action so this seems like a good middle ground

The spell list is VERY support orientated, which again is useful but my spell slots are precious

The 'major' feature seems interesting. Not quite as toolboxy as I would kinda like but gives me healing in a pinch

and that minor feature is a feels bad i'd say

modest storm
#

20 is also kind of a nothingburger

urban vapor
#

I think the 14 is fine to be a bit mundane as a break from everything else, but what would you suggest change for 20?

cerulean seal
# urban vapor Here it is :) https://docs.google.com/document/d/1QjdGnxUZXLrsJV4XHNSRtruVLGAzKS...

I'm a bit worried about the healing potential of combined Vital Essence and Autophagy. Might be something worth playtesting the numbers but I worry you basically become an endless healbot until you run out of hit dice. Especially like, since most healing abilities are just used to pick up downed allies, you become so good at this for little cost.

Maybe Autophagy should be a little higher level because of this. Also because we are already getting a subclass feature at this level too.

Empowered strikes is just the monk feature, think maybe something more interesting should go here. Especially since you are giving unarmored defense too. I would consider something of similar effect but different flavor. Monk in 2024 ended up just giving them the option to use force damage instead of being "magical".

I agree with Scorched that level 14 feels very meh and not very flavorful.

Perfect anatomy is once again too similar to 2014 Monk capstone and isn't really doing much. 2024 monk had to resolve this too by giving them something more active.

#

Everything else seems cool and dandy

urban vapor
#

Thank you so much for the feedback, I will take it into consideration.

#

Regarding the healing, my reasoning was that if you focus the VP on healing, then you really sacrifice on your abilities. But are you saying even still its too much healing? If so, then I'll change it because I intended this class to be an offhealer

cerulean seal
#

I will also say as a general rule of thumb. All classes get like 10 "unique" defining features for them. A number of these features are just existing features from other places but here, which is fine, but that puts your number of "unique" features more around 7 or 8. So you gave some room to flesh this out more or to adjust existing features for more oomph

cerulean seal
#

X number of times a day equal to like your int or con

urban vapor
cerulean seal
urban vapor
#

As for Capstone, I still want to keep the shapechanger immunity. Do you think some kind of expansion on that would be better?

cerulean seal
#

You can get nutty at high levels

quiet pewter
urban vapor
#

Maybe I could put Autophagy instead of Empowered Strikes, to put it at a bit of a higher level?

whole mural
#

any idea on what advice / feedback to give my DM for my subclass? or would you guys need the rest of the abilities to gague power levels?

whole mural
#

i only posted the level 3 features because this is after a bit of a rework, the other features havent been totally adjusted

cerulean seal
# whole mural i only posted the level 3 features because this is after a bit of a rework, the ...

Would probably need to see the test of the subclass to get an idea of what the progression is like.

Spell list is okay, but as you said, spell slots are precious for half casters so might be worth being very sure about your spells depending on the exact flavor you want for this subclass.

Extra Damage: Is fine but should probably scale maybe unless there are other damage sources in this subclass.

Healing in general is nice but often is just used to pick up allies. The healing increase at the milestones listed is decent. Might be a little too little at level 3, maybe just make it 1d4+Wis mod at 3rd level and progress form there. I think it is a little odd to adjust that progression of the heal dice with adding another condition. Might be better to just add that to a different feature later.

Minor feature: This is fine but idk if its adding to the flavor of like a battle medic

whole mural
# cerulean seal Would probably need to see the test of the subclass to get an idea of what the p...

7th Level

  • Wayfinding: Advantage on ability checks to navigate, track, or avoid becoming lost.
  • Trap Steward: When a chosen creature would trigger a trap within 60 feet of you, you can use your reaction to warn them and grant them advantage on their first saving throw against the trap, or impose disadvantage on the trap's first attack roll against them. Additionally, you have advantage on ability checks made to detect or disarm traps.
  • You have advantage on Wisdom (Perception) checks made to detect hidden doors, secret paths, or ambush points in natural or urban environments.

11th level

When a creature you can see within 30 feet of you takes damage, you can use your reaction to move that creature up to 15 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks from creatures you can see.

  • Bolstering Shift: If the creature ends this movement adjacent to you or to one of your allies, it gains temporary hit points equal to 1d8 + your Wisdom modifier.
  • Uses: You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Wayfinder's Mark Upgrade: Close Quarters damage becomes 1d8, and Open Lanes becomes 1d6.

15th level

  • Swift Triage: When you use Field Triage, you can instead cast a healing spell of 1st level or higher that you have prepared as a bonus action, expending the spell slot as normal.
  • Wayfinder's Mark Upgrade: The extra damage from Wayfinder's Mark becomes 1d10. If the target of your first attack on your turn has not damaged one of your allies yet this turn, your attack still deals an extra 1d10 radiant damage on a hit, but you do not gain advantage from Wayfinder's Mark in that case.
#

this is what they are at the moment

#

going into this i did like the idea of battle medic / toolbox character

like the thief rogue + healer feat combo, or a little like the cavalier fighter but ranged

cerulean seal
whole mural
#

2024

cerulean seal
# whole mural 2024

Okay so a few opinions. I think this subclass does a lot of different things but kinda doesn't have a main focus that it builds upon. Some of these features too are just things Rangers already do especially since they get expertise in skills which will handle the exploration and trap stuff.

Definetly the utility support stuff is going to be more beneficial. But you should probably focus on how that utility is used and improve on that rather than a number of different things it does currently.

#

Also if the 15th level feature is going to have a feature fully dedicated to buffing healing spells, the spell list needs to give healing spells

clever aurora
#

If anyone is up to home brewing a Calvary fighter subclass please do I can't find any that exist and I'm too dumb to do it myself

quiet pewter
#

Isn't calvary just fighter cavalier from Xanathar's Guide to Everything not a expert and everyone else is asleep but maybe thats what you're looking for dndLove

cerulean seal
#

Or you could play a paladin since they get Find Steed as a class feature now

clever aurora
true forge
#

note Cav fighter doesnt need a mount to be used

#

its more, optional

amber hollow
#

it has like one feature buffing mounts, but also gets a regular feature at the same level anyway

true forge
#

that buff is also abit niche from what i remember

amber hollow
#

it thankfully doesn't fall into the hole of "without easily removed external asset, subclass cannot function"
in that all the features except for one niche buff to mounts, work on foot

peak inlet
#

I wanna make a spell that starts a Deck of Many Things fortune reading

#

I can’t tell what level to make it though considering it’s not actually giving any information or changing any outcomes

#

but I also don’t want them to be using it to make all their choices (also, summoning an entity with a full Deck of Many More Things seems like it should be higher than 1st level)

stable radish
#

dunno if this is #homebrew cause it's more about custom enemies for a game I'm running

but I'm thinking of giving a pair Tandem Actions or something

where like Commander's Strike they can each sacrifice an attack to allow the other to attack instead or something

#

(flavour wise they're a Monk and a Rogue, just not with all the baggage of a full Statblock, so lots of movement and setting up for the "Rogue" to do Big Damage

indigo escarp
#

I wanted to share my take on the Artificer once more, as I saw that many other people where unsatesfied with the update we got. I promes you guys that I keep updating it to improve it with the feedback i get and keep the things that come out in new books such as the latest eberon and the other books. The document includes the Artificer, Subleases (New and tweaked ones), new enchantments (Infusons), new items and new feets. Have fun with it ^^ Feedback would be great^^

https://drive.google.com/file/d/13YV-abDctoflzDgXLN3UWKorrHQyIyM4/view?usp=sharing

mild cove
#

How does this feat for 2014 look:

Artifice Initiate
Increase your intelligence by 1, up to a maximum of 20. You learn two artificer infusions available to artificers at 2nd level. You can have one active at once on a nonmagical object, applied at the end of a long rest. You must meet any prerequisites it has. Whenever you level up, you can choose to replace one of the infusions you know with another one available at 2nd level.

indigo escarp
mild cove
#

lol

deft adder
#

Ooga booga

remote lance
#

Oh, nope

native gale
#

Artificer Initiate is the name of an existing feat, but it is magic initiate for artificers, and has nothing to do with infusions.

olive urchin
#

Had this idea of a very rare magic item that as an action 1/day you can transfer spell concentrationinto it, with the caveat that if the item is struck, it immediately drops concentration.

#

Does that sound busted? Because it feels like someone can just shove a delayed blast fireball concentration into it and then focus on combat while their grenade grows in power

native gale
#

The problem is that "caveat" will basically never come up. While it is technically possible, pretty much everyone ignores the fact that you can attack a creature's items and gear. That's not really in the spirit of the game

hardy shell
#

Does anyone have any good homebrew sources for a unarmed barbarian subclass?

tulip forum
#

So I'm making a halo based d&d campaign, and I need to figure out how to balance Mjolnir armor as the party will be playing as a Spartan Fireteam, can anyone give me a suggestion?

coral delta
#

DnD does not seem like the appropriate medium for a Halo campaign of all things

#

But if you had to, I guess you could pick a rarity and give everyone magical plate armor of their choice in that rarity

ashen urchin
#

Sorry to interupt, but this'd be where I put my homebrew for general community review, yeah?

coral delta
#

Folks can look at it here, if they have interest / time, yeah. If it's particularly lengthy, please keep it behind a link to something like Google docs.

ashen urchin
#

sweet, just finished a race and my friends are not really experienced enough to tell m e if it sucks or not

#

I'll upload the image of the pdf in a minute

tardy crown
#

I came up with a Cool idea for some Magical Armor

Shield Guardian Armor
This armor is forged from the steel and iron pieces of a Shield Guardian's remains after being slain. the Pieces come together as an armor set of Boots, gauntlets, a helmet, and Chest piece.

AC: 17
Armor type: Heavy armor
rarity: Very rare
Effect: Once per long rest when a creature makes an attack roll to hit you with an attack, you can increase your AC by +2. This effect lasts for 1 Round after being activated.

native gale
#

Typically when magic armor, you have to select a nonmagical armor type to serve as the base. So if you want the base AC of this armor set to be 17, then the armor type would be Split.

That being said, this Very Rare split armor is just straight up worse than normal +2 split armor, which is also Very Rare

coral delta
#

I don't think this really constitutes Very Rare rarity. Maybe Uncommon or Rare at most, considering it's nearly on par with mundane Plate Armor. I guess it doesn't have the Stealth Disadvantage or Strength requirement, which makes it very slightly better than Mithral Splint Armor.

tardy crown
#

Yeah, this is kinda just the Beta version

#

I chose it to be heavy armor because Shield guardians are Large sized

#

and the effect is just the shield reaction they have because idk if it would have the other ability where they can store a spell

#

"Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."

#

And the AC 17 is just the Shield Guardian's natural AC so

#

Overall I just think having armor made of Shield guardian Pieces would look cool as hell

bitter whale
#

Making magic items that can be won at a fey carnival. So far i got:
-A magic luck charm that when attuned to removes a 1 from your d20 rolls, but each time you roll a nat 20 you loose 200 gp.
-Frogstick - a lipstick with the magical power of turning people you kiss into a frog (dc 17 save polymorph)
-Amulet of bear. When attuned you can wildshape into a bear once per day
-flower bow. A + 1 bow that crits on a 19, 20, and causes flowers to sprout from the impact.
-Fairy lamp. A lamp with a fairy inside. When released it explodes in a wild magic surge.
-Poisoned apple. When eaten it puts you into a coma. Only a kiss can wake you.
-Blade of teleporting. A magical dagger that when thrown you can teleport to it as a bonus action.
-Alpha choker. Once per long rest you can howl like an alpha wolf. Roll a d 20 (with advantake if its a full moon) on a 10 or higher you summon a wolf to your aid, on a 20 you summon 3 wolves.
-Rainbow pants. Pants made out of a rainbow.
-Liars band. the wearer has advantage on all persuasion rolls but every time they lie their nose grows

coral delta
#

These range wildly between common magic items and very rare magic items. I don't think I'd expect to see something worth 5,000 to 50,000g as a prize at the faire.

remote lance
#

They’re going to forcefeed the BBEG the poisoned apple

#

I think you should maybe go for like, one step above trinkets

bitter whale
remote lance
#

Are these supposed to be super strong?

bitter whale
coral delta
#

I don't think players are going to give up a very rare tier magic item for 'casino points'

bitter whale
bitter whale
#

my bad for being unclear

indigo escarp
tardy crown
#

That would actually Make it more interesting

keen comet
#

I was thinking about making a 2024 sorcerer subclass based around building up suits (like from a deck of cards) and expending them to play a "hand" for differing effects.
The thing im running into is what effects I want it to do. In a way if anyone has played expedition 33 its a take on Lune with her stains.

tardy crown
#

also I was thinking of doing what some Variant items do

so Medium armor version is Rare and Heavy armor version is Very rare

wheat kindle
#

Yo guys! Do you think an item for a wild magic sorcerer that's a wild magic focus would be too op? It would allows you to channel your wild magic through it, as in send it's effects through the item, so if you get the turned into a potted plant effect, you can pass it onto the item, or if you get the magic missile effect you can either cast it from yourself or from that object

unique parrot
#

It gets rid of some of the risk of the wild magic
And a lot of the effects target a creature and wouldn’t make sense targeting an object

unique parrot
#

It wouldn’t be overpowered to have an ability to redirect the effects of wild magic, but the risk is a big draw of the subclass

lavish dock
#

Guys if my forest elf can grow flowers in her hair in spring and then berries in summer, what type of ability would it be?

pliant cairn
#

I may have tinkered around with some paladin homebrew, it's pretty rough but I came of the the "Oath of The Collective", an oath with themes of Sonder and justice for the common folk

#

Paladins of The Collective know that every creature has a deep and rich story, there are no main characters, only those that get recognition for their efforts and those that don't, a few general guidelines are kept at heart by almost all Collective Oath keepers:

For The Good of Many: Collective Paladins understand that true good affects as many of their peers as possible, it is better to save a town than a single noble, however, one must have a keen judgement and recognize when this simple rule fails to cover complex problems

Rally The Masses: Your actions speak volumes, make sure the example you give through them inspires the low and down trodden, and to avoid giving a bad example.

Tell Tales of the Forgotten: Many people have a deep and telling story of their own, if someone helps you in your own story, it is your responsibility to tell that tale to give them the recognition they deserve.

Dismantle Oppression Where Possible: There is no greater failure of a leader than to abuse those they are responsible for, as a leader you must act with grace and with the wellbeing of those under your rule, those who instead crush those beneath them to lift themselves up are to be subject to justice of those oppressed with as little mercy as they've shown to the masses

Unfortunately, the Oath of The Collective is easily warped, several less than noble paladins have taken a variant of this oath with the idea of their people being the only one that matters

#

The mechanics are still very rough and not yet checked for balance but the general theming is there, if you'd like me to share

lavish dock
pliant cairn
#

The main mechanics involves using tools of labor as your paladin weaponry, like pickaxes, shovels, crowbars, scythes, etc.

lavish dock
pliant cairn
#

You basically turn one tool or warp an existing magic weapon into a "Tool of Progress" that counts as both an improvised weapon and a martial melee weapon for which you have proficiency, and has features to support grappling as a paladin

#

It's intended to be compatible with tavern brawler

solar anvil
#

If Flerken were to be brought into 5e, what would you suggest their stat block be?

wheat kindle
remote lance
unique parrot
severe trellis
#

Idea I have for my PC's Cleric of Selune

Full Moon Buckler
Works as a +1 shield passively
Has 6 Charges and regains 2 charges for every night spent in direct moonlight, regains them faster if you are standing in a moon beam(might remove the moonbeam bit)

It displays different moon phases depending on how many charges it has

Expend charges for different things

1 Charge: BA a small beam of moonlight shoots out to target one creature for some radiant damage

2 Charges: Reaction to get AC Buff of maybe +2 and do like 1d6 Radiant back at attacker

4 Charges:Magic action to do a big beam of moonlight probably a cylinder shooting from you to have enemies make a Wis Save vs taking a Bunch of Damage.

6 Charges:Put down a big area of protection/safety, things in the Radius get AC Buff, resistance to Necrotic and Radiant and bonus to selective saving throws.

Maybe does too much but putting initial ideas on paper, any thoughts on the concept?

river sierra
#

I think it sounds pretty cool. What's the rarity?

severe trellis
#

I dont know yet, I'm thinking probably Very Rare on the high end

river sierra
#

I'd say the 2 charge benefit should be changed up, it's kind of a more expensive version of the shield spell for some minor damage. I'd say for the damage, probably compare it to existing spells, I could see the 1 charge being like 3d6 radiant. And i can see the 4 charge being around sunbeam-ish damage

severe trellis
#

I was debating on weather to swap the 1 and 2 charges

#

I need to get the numbers right of course

opaque warren
#

How would you guys go about making a card based character

opaque warren
#

Like

#

Magic cards

#

That do damage

#

But only based on a tarot system lol

cerulean seal
#

Like if a rogue has throwing weapons that are cards

#

Or you could play a spell caster and flavor their spells as tarot cards

opaque warren
#

I’ll use Kunai damage as a base or smth

restive tusk
restive tusk
flint marsh
#

dart maybe

#

they still benefit from both archery and thrown~

cerulean seal
sacred current
smoky sand
#

Would making sephiroth in DND be considered homebrew?

frank berry
cerulean seal
amber hollow
#

Here's a quandary

Given a magical power source, and thin metal barrels with which to funnel it...
How would one make a minigun work in D&D?

stuck raptor
#

DEX save

amber hollow
#

I was also thinking that, yeah. A line of "constant threat"

frank berry
#

Yeah, definitely a Dex Save in a line

#

Kind of like a breath weapon

true forge
#

but change it up

amber hollow
#

fair point

finite dragon
#

how long can my post be because i have a vary long item i went to post

#

and im talking about maximum discord character type of item

#

nvm its 2679 to many characters

#

big sad

cerulean seal
#

I'm working on a subclass for a custom class i've been working on.
The subclass is based off living armor/weapons. (Think Bleach or Fi and the Minish Cap from Zelda)

Mechanically, do you think it makes more sense for the main 3rd level feature to GIVE you a new custom "magic" item you get from the subclass or instead you touch a piece of equipment you already have and make that the host of your features?

chilly jewel
#

Either can work but most people would prefer the latter I'd imagine

#

If they find a cool magic sword they wanna use it you feel

cerulean seal
#

Maybe it saves me more headaches too so I don't have to write extra features later to have the weapon "keep up" with magic items they will be finding

urban vapor
#

How is this change in Capstone? Previously it only granted the Shapechanger immunity, as well as ceased aging and disease immunity.

Perfected Anatomy - At 20th level, you have achieved an unparalleled mastery over your own body. You are counted as a Shapechanger for the purpose of gaining immunity to body altering effects, such as the Polymorph spell.

Additionally, when you are reduced to 0 HP but not killed outright, you can choose to sever one of your mutations and instead drop to 1 HP, as well as gain an amount of vitality points equivalent to the tier of mutation severed.

indigo escarp
indigo escarp
indigo escarp
urban vapor
indigo escarp
#

Okay. Changed it, what do you think about that then? They regain know both hp, and since it's a ability you only use in the worst case as a capstone it's fine to be strong

indigo escarp
urban vapor
urban vapor
#

2014

indigo escarp
#

Okay, than I would change it to 5*the tier or equivalent to it

indigo escarp
urban vapor
urban vapor
indigo escarp
urban vapor
#

Those only work for Eldritch blast though

indigo escarp
#

i gave it a size limitation know:

Path of the Arcane Knowledge. When you cast a Artificer cantrip that deals damage and has a range of 10+ feet, its range increases by 10 feet × your Artificer level. Once per turn on a hit, you can push a creature of large or smaller size up to 10 feet away in a straight line.

urban vapor
indigo escarp
indigo escarp
indigo escarp
cold pumice
#

I have 2 levels of exhaustion from sleep deprivation and I must brew

Barbarian Path of the Quaking Earth

Lvl 3
Enhanced jumping
When you choose this path, you gain proficiency in athletics or acrobatics, if you already have proficiency in the skill you choose, you gain expertise. Additionally you can add your athletics or acrobatics modifier to the amount of feet you can jump.
Diving Strike
If you take fall damage during or before your turn and end up within 5ft of another creature, you can use a bonus action on your turn to make an attack roll against that creature, on a hit you deal 1d6 + your strength modifier + the amount of fall damage you would have taken (up to a maximum of 5 times your barbarian level), and take that amount of damage less fall damage

Lvl 6
Advanced Acrobatics
When you enter a rage you gain a climbing speed equal to your walking speed. Additionally jumping while enraged only takes half as much movement.
Crashlanding Expert
You have resistance to falling damage, this gets applied after any feature that lets you reduce falling damage taken.

Lvl 10
Earthquake Strike
When using your Diving Strike feature you can ignore the requirement of having an enemy within range and instead target all creatures within a 15ft radius of you, all creatures within range must then succeed on a dexterity saving throw equal to 8 + your proficiency bonus + your strength modifier, creatures that succeed the saving throw take half your Diving Strike damage, creatures that fail take the full damage and fall prone.

Lvl 14
Earthquake Incarnate
The amount of falling damage you can take for the purposes of your Diving Strike feature is increased to an amount of D6 equal to twice your barbarian level.

true forge
#

as on any other turn, it doesnt seem right to do that diving attack after the fact

cold pumice
#

that was there so you can kinda turn around an enemy knocking you off somewhere and turn it into you absolutely decimating whatever is unlicky enough to be below you

true forge
#

or you could say when you take fall damage, feature happens

#

as tbh, if your going to be taking fall damage, might as well compensate

cold pumice
#

ah so just screw turn order, when you take fall damage you just do it

#

makes sense yeah

true forge
#

makes alot more sense then on your turn

#

but

#

i feel like its still weak

cold pumice
#

oh I was too scared of making it stronger lmao

true forge
#

its not really that strong as you have a high chance of killing yourself for massive damage or just alot of missing HP from using it

cold pumice
#

idk if u saw that but you also negate the fall damage you would take so take that into consideration

#

yeah u kinda have to hit the attack to not die

true forge
#

also, by wording

#

its just a normal 1d20 attack roll

#

no PB or anything

cold pumice
#

oh yeah

#

maybe make it a melee weapon attack roll

true forge
#

i would make it a saving throw myself

cold pumice
#

it becomes a saving throw at later levels, I kinda wanted the gamble to be there early

true forge
#

i mean

#

you could have the same stuff just as a DEX save or smt

cold pumice
#

still make it single target and then split the damage on a successful save?

#

yeah

#

so you still have a drawback

true forge
#

also

#

doesnt barb get falling damage resistance as its just bludgeoning?

cold pumice
#

oh yeah, I guess this is kinda for out of combat too

#

but yeah that may be misplaced a little bit lol

true forge
#

eh, your risking alot of HP for not much gain, so idk how useful it could be really

#

you need alot of elevation to begin with, or just a DM that lets you do that when you jump

cold pumice
#

that's what the enhanced jumping and climb speed is for but I agree

#

you can't really make any features based on elevation because so many maps are just outright flat

true forge
#

hmmmm

cold pumice
#

I just wanted a way for you to hit a beholder from the top rope

true forge
#

maybe just do, when you fall from a height that would cause you to fall damage, effect here

cold pumice
#

wait what would that solve?

true forge
#

needing stuff to climb/jump from without help from friends

cold pumice
#

sorry I don't follow, you still need to either jump the height or fall from the height it doesn't change anything

#

afaik if you just jump high enough you can still take fall damage

true forge
#

i mean

#

you can jump pretty high with this subclass

#

(it also means you could jump 10 feet and do it)

cold pumice
#

does it not work like I thought it did?

#

I thought that's how it worked

#

I thought if you jump 10 feet straight into the air you take 10ft of fall damage

true forge
#

fall damage starts at 10 feet, increasing by 10 feet, 1d6 damage per 10 feet

cold pumice
#

yeah

true forge
#

1d6 damage is really nothing to cry about for DMs/players imo

cold pumice
#

yeah

#

sorry I really might just not be following you, but that's what you want, you want to fall from a great height to do the damage

#

and the jumping helps reach even greater heights

#

I should really sleep I think lol

true forge
#

its more like

#

to get maximum value from it

#

you need to jump from very high

#

which, depending on things, could be 20d6+prone+more if DM has rules on it fall damage

#

taking damage to use subclass features isnt really a good practise for anything, its bad design

cold pumice
#

well you don't take damage if you just hit :)

#

but yeah I get it

true forge
#

you go splat

cold pumice
#

death or glory :3

#

I wanted it to be high risk high reward

#

also at lvl 3 you would need to take like 23 falling damage on average if you hit to exceed the max you can mitigate, which isn't that punishing especially if you're raging too

#

so you shouldn't jump from that high at early levels anyway

#

I really hope I make sense, I'm kinda delusional maybe

true forge
#

sooooo, how do we feel about (what amounts to) hexblade's 1st level features being used for a 1st level of a full class but being sperate choices?

(nerfed but scaling ofc, curse is 1d4 upgrading to 1d10 at 15th and CHA weapons is prob going to be reduced to simple, then martial, or just nerfed to make it the only thing you can hold (and two handed wise, not allowed)

for my pact magic half caster, that is basically the what if Hexblade was a full class (but more army man then, living weapons)

cold pumice
#

I really love hexblade flavor, sad that it's kinda eh slapped on a warlock

#

I'd love to see it as it's own kinda class

true forge
cold pumice
#

in 2024 it kinda is

#

in 14 i think the flavor was pretty good

#

except the spectre

#

idk what that was about

true forge
#

mechanics are, wack (had to say it)

cold pumice
#

I mean I do but it doesn't fit for anything other than raven queen, which everything else is so far removed from

true forge
#

warlock, much like sorc, doesnt gish well

#

even with blade pact, its not good at it

cold pumice
#

nah warlock gets crazy gish even without hexblade

#

genie warlock can make a crazy gish

#

goolock can

true forge
#

eh, its still not good and requires multiclassing to be used to make it somewhat enjoyable

#

anyway back on topic

cold pumice
#

can you elaborate on the (but more army man then, living weapons) part

native grove
#

I want to make an eldritch/alien Druid, does anyone have any subclass suggestions?

cold pumice
native grove
#

I’m looking for HOMEBREW subclasses for it

cold pumice
#

ah

tulip comet
#

Hey I need some ideas of how to get my kahjit race to work in DND so you can tell the difference between a Tabaxi and kahjit any ideas I need alot of help

true forge
cold pumice
tulip comet
#

Well that but you know that they can be separate races like Tabaxi and leonin

#

I need an idea anything

cold pumice
#

okay so khajit in lore change appearance based on the phase of the moon they're born under, so you can give them abilities based on that, they're mostly sneaky in lore I think but so are tabaxi

peak inlet
tulip comet
#

What about like raw strength or maybe magic abilities or anything there has to be a difference between the two I just need to figure it out

cold pumice
#

I feel like it's a fruitless endeavor tho, they're so similar

tulip comet
#

The one thing that they do have they speak coins slash they speak their own language

peak inlet
#

you have Shifters as well

peak inlet
cold pumice
#

you could also kinda integrate that one race feature everyone hates where they don't believe in personal property lmao

peak inlet
#

if it has the same fantasy, it should just be a reflavoring

tulip comet
#

Because my DM won't allow me to play as a khajiit plus I want to bring my own character that I play in Skyrim over to D&D

#

It's just I don't know how the heck I'm going to do this

peak inlet
#

by playing a Tabaxi

#

idk what a Khajit does

cold pumice
#

I'm not sure but they've just been a copy of 2e tabaxi ever since arena

cold pumice
#

unironically

peak inlet
#

but you keep talking as though it’s literally just Tabaxi but you wanna force it to be different

peak inlet
cold pumice
#

well TES is kinda racist like that lmao

tulip comet
#

Well I mean the one thing they do have going for them they speak coin they are born underneath the Moon they do have the ability to use night vision and they do have sharp claws and plus my version of the khajiits prefer to live near the mountain ranges just like the ones in Skyrim so I can give them the more mountain line kind of appearance or the more kind of like you know like sabretooth a little bit

cold pumice
#

so... a tabaxi with night vision

#

nvm they already get that too

tulip comet
#

Nope they have sharp claws they have night vision they also have a roar like a lion

peak inlet
#

what are the mechanical differences

tulip comet
#

Okay I just need to think of an idea of the difference between the two just give me a sec

peak inlet
#

if the fantasy is the same

#

just don’t make something new

#

reflavor

#

always reflavor first and homebrew second

cold pumice
# tulip comet Nope they have sharp claws they have night vision they also have a roar like a l...

Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

that's literally just tabaxi

#

maybe steal the roar from leonin too

#

but there's not much more

#

except for culture and appearance

#

you don't have to homebrew something that's already perfectly good for your use case

#

you could also give them special abilities, cantrips or something, based on the star signs from morrowind

#

but we're reaching at this point

tulip comet
#

Dang this is hard to figure out how to get this thing to work

cold pumice
tulip comet
#

Maybe to go along with their lore maybe to give them more of a better idea they do worship the moon gods and the moon Lords include the moon goddess and the moon Lord and they have a little bit more of connection to dragons and maybe sometimes khajiits can be dragon tamers this race can work in both ways

#

Plus someone made a page about the khajiits for D&D and maybe if it's okay you should take a look at it maybe this could help me out but we should take a look at it

restive tusk
#

You can post it for feedback if you want

true forge
restive tusk
#

But this is what concerns me. #homebrew message

If your DM isn't allowing you to play a homebrew Khajit race why are you trying to make one for your DM's game

tulip comet
#

Star check your dms

restive tusk
#

I took a brief look at it and it still doesn't answer my questions

peak inlet
#

I have no idea why you’re trying to homebrew anything

tulip comet
#

Why do I not want to play as a taxbi it's just I don't know I got more used to playing as a you know kahjit from akyrim it's just I like playing the game and I like playing as my character and bring him over from a video game to an actual D&D setting

restive tusk
#

Your DM is already not allowing you to play a species designed for another game. Trying to find a homebrew species for a Khajit doesn't change that

peak inlet
#

yeh, so play a Tabaxi and just call it a Kahjit with the different back story

#

what’s the issue there?

tulip comet
#

Yeah you're probably right

true forge
peak inlet
#

you are literally just wasting time here

true forge
#

Which both basically have the same stuff

tulip comet
#

Yeah you're possibly right so that means I did this all for nothing

true forge
#

Or stuff you can get very easily (stealth proficiency from background/class, thats it)

restive tusk
#

Yes & no. It was already a futile effort since your DM has already told you they won't allow you to play a Khajit.

tulip comet
#

Me bubble do you want to see the one thing I did found that could work but you know once I become a DM I'll allow that

restive tusk
#

It does have some value though, you also gained:

  • Insight to a similar (enough) species that already exists
  • Possible material if you ever wanted to run a Skyrim-themed campaign for yourself
tulip comet
#

I mean I don't think anyone plays those kinds

restive tusk
#

People play homebrew campaigns all the time

true forge
#

Like, nearly every game is homebrew

#

Or uses homebrew in some way shape or form

#

Changing potion drinking rules is homebrew, really the smallest changes can be homebrew if we think about it

chilly laurel
#

do u guys know where i can ask tips about my homebrew im new to dnd

cold pumice
#

right around here is fine

chilly laurel
# cold pumice right around here is fine

is this too overpowered?

Rock hard (u get this at around lvl 3-4)
At tier 1, the first time you take Slashing or Piercing damage each short rest, you may reduce that instance of damage to half.

Rockier (u get this around lvl 6-7)
your plating fully encloses and reinforces your form, gain +1 bonus to AC.
get a second charge of rock hard, that also includes non magical bludgeoning damage

#

its supposed to be for like a tanky class im working on

#

i can send the whole thing if this isnt enough to judge on but that might be a hastle to read my writing sucks and its a lil much text

restive tusk
#

Is this for a class?

chilly laurel
#

im not really familiar with the way dnd scales so it might be over/underpowered idk

restive tusk
#

You should probably send the full document

#

Rock Hard so far sounds fairly underpowered, it's much weaker than, say, Uncanny Dodge

peak inlet
#

yeh, that’s an insanely low impact feature

#

when you’re designing, try to balance frequency and impact, the impact in itself isn’t horrible, but the fact it’s only once per short rest with that impact level makes it feel more like extra bookkeeping than an actual feature

chilly laurel
# restive tusk You should probably send the full document

Tier 0-1

Tougher stand
even before your bones start to show, they are sturdier than most. Starting from tier 0, gain +1 max hp at every level, and your unarmed strikes now deal 1d4 bludgeoning damage.

Visible manifestation
when you hit tier 1, determine on which part of the body the hokeike breaks the skin.
Choose between: Head (eyes, jaws, skull), Chest (ribcage), Back (spine, clavicles), Arms (forearms, upper arms), Legs (Tibia, Femur).

Tough skin
At tier 1, your hardened exterior grants you +1 bonus to AC.

Rock hard
At tier 1, the first time you take Slashing or Piercing damage each short rest, you may reduce that instance of damage to half.

Big hands
once per short rest, you can form one of the following bone weapons:
Spike – 1d6 piercing damage
Knuckle shards – 1d4 slashing damage + STR modifier
Forearm club – 1d8 bludgeoning damage (two-handed)
The weapon will last for 2 hours, or until combat ends.

Structural reinforcement
At tier 1, you may add your Constitution modifier to checks made to resist being shoved / grappled / knocked prone.

Jagged skin
your protrusions make you unable to wear any armor that isn’t specifically tailored to you.

Fractures
Whenever you roll a natural 1 on an attack roll made with a bone weapon, you take 1d4 damage.

#

Tier 2
upon reaching tier 2, your skeletal manifestation develops in one of two distinct directions. choose either the Internal or External Path.

Internal

Rockier
your plating fully encloses and reinforces your form, gain +1 bonus to AC.
get a second charge of rock hard, that also includes bludgeoning damage

Hard footing
your stance becomes firm and difficult to disturb.
you now have advantage on checks made to resist being shoved, grappled, or knocked prone.

Big boom
your body adapts for direct fighting.
your unarmed strike damage increases to 1d6, and whenever you hit with an unarmed strike or bone weapon, you deal bonus damage equal to your current tier.

External

Extended formation
your bones elongate into ridges, spikes, or blades, your bone attacks gain +5 ft of reach.
when attacking with a bone weapon, you may choose to deal Slashing or Piercing damage.
once per turn, if you hit a creature at your maximum reach, deal bonus damage equal to your current tier.

Explosive formation
your skeletal structure stores force and expels it outward.
once per short rest, release a 10 ft cone of compressed shockwave.
creatures in the area take 2d6 bludgeoning damage + your tier, and must succeed on a Dexterity saving throw or be pushed 10 feet away from you.

#

Tier 3

Internal

exoskeleton
your plating fully encloses and reinforces your form, gain an additional +1 bonus to your AC.
once per long rest, when you would be reduced to 0 HP, you instead drop to 1 HP. afterwards, all bone weapons and hardened features crumble, and you lose all class features above tier 0 for 1 hour.

Feel it in your bones
your bones move instinctively to block attacks. when you take damage, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier + your tier.
you can do this a number of times per long rest equal to your proficiency bonus.

strong strike
your arms and torso thicken with layered bone. your unarmed strike die increases by one step (1d6 → 1d8). your unarmed and natural attacks deal extra damage equal to your Constitution modifier.

Bigger stakes
your body becomes tougher but heavier. whenever you take 20 or more damage from a single hit, you have disadvantage on Dexterity checks and Dexterity saving throws until the end of your next turn.
Whenever you take more than 40 damage in a single encounter, gain disadvantage on Dexterity checks and saving throws until a short rest.

External

armaments
your outer bone growth becomes fully weaponized. at tier 3, choose one form your manifestation takes:
cleaver - 1d10 slashing, heavy
lance - 1d6 piercing, +5 ft reach
crusher - 1d12 bludgeoning, two-handed.
you can reshape between these forms during a short rest.

Volatility
if you hit a creature at the maximum possible distance, deal bonus damage equal to your tier

Surge
once per long rest, unleash a strong attack:

  1. 30 ft line, 3d8 bludgeoning + bonus damage equal to your tier
  2. Targets must make a STR check or be knocked prone and pushed 10 ft

Shedding
your protrusions break under stress
whenever you roll a natural 1 on an attack with a bone weapon:

  1. take 1d6 of damage
  2. extended bone snaps off & your reach is reduced by 5 feet until an action is spent regrowing it.
#

these are the 3 tiers that a player can reach

#

theres a last tier but that isnt for players

restive tusk
#

What do you mean by Tier? Like the 4 tiers of play?

chilly laurel
restive tusk
#

So this is a class that does not use class levels

chilly laurel
#

yes basically

#

but idk maybe thats too complicated and i should just use class levels

restive tusk
#

It doesn’t seem terribly compatible with the game, that’s a fairly fundamental mechanic

#

For example, this class can’t determine its HP or proficiency bonus without class level

chilly laurel
#

hmm

#

what levels would u tie to the tiers

restive tusk
#

That depends on your expected power budget. I’ll say that all these features so far are quite weak

#

As an example, why would anyone want to have Bigger Stakes. As levels increase it’s a much higher likelihood that you’d take 40+ damage in an encounter, so the feature actively punishes the player

chilly laurel
#

i thought it was too overpowered so i added a downside 😭 should i remove all the downsides or make the kit stronger

restive tusk
#

As another example, External - Armaments just effectively gives a nonmagical weapon that can be purchased pretty much anywhere

#

There’s also quite a few instances of forcing a creature to make a saving throw but no listed way to calculate the save DC

coral delta
#

To be entirely frank, even the most experienced DnD players tend to make very imbalanced homebrew classes. A homebrew class is quite literally the most difficult homebrew to design.

I would not recommend attempting to make a homebrew class if you're new to DnD, especially if you're very unfamiliar with how player progression works.

restive tusk
#

If I may ask, have you seen what a typical class page and feature set looks like?

chilly laurel
#

i was level 4 once and the other time level 6

#

do u guys think its better to add more features or make the given features stronger/more accessible

cerulean seal
#

Same deal with full casters

#

or half casters

#

To the sake of simplicity. I would take an existing class and observe how its structure and use that as your foundation. Then change all the features to fit your class fantasy

cerulean seal
cold pumice
cerulean seal
#

BEcause they function differently and have different limitations for a reason

chilly laurel
#

wait martials i get

#

what are casters

#

just magic?

#

or also rangers

cerulean seal
#

Warlocks are pact casters

chilly laurel
#

are there half martials

cerulean seal
chilly laurel
#

ahh

cerulean seal
#

Half spell caster, half martial

cold pumice
chilly laurel
#

are casters and martials the only catagories?

cold pumice
#

well there's half casters

#

and there's psionics and pact casters

chilly laurel
#

yeah but thats kinda like a sub catagory basically

cerulean seal
chilly laurel
#

whats a psionic

cold pumice
#

but those are both used only once

#

uhh

#

psychic magic

#

weird

cerulean seal
#

They are a weird thing

cold pumice
#

yeah

#

best deal is don't worry about it

coral delta
#

Psions (still currently in beta testing) are just normal full casters.

cerulean seal
#

Yeah don't worry about it currently because it's not officially printed yet

cold pumice
#

is it? I thought it was different

#

I thought they get like points and stuff instead of slots

coral delta
#

You're probably thinking of the old Mystic

cold pumice
#

or was that a different revision

#

ah

coral delta
#

That never made it to print (for good reason).

cold pumice
#

noooo, mystic was totally balanced, idk what you're on about

cerulean seal
chilly laurel
#

guys i wrote this before i knew all this does this even make sense still 😭

they are separated into 3 combat hokeike's (organs, muscles and bones) and 1 support hokeike (nervous). the combat hokeikes, in a vacuum, function as a rock paper scissor matchup (organs perform well against muscles, muscles perform well against bones and bones perform well against organs).

cold pumice
coral delta
cold pumice
#

not really

cerulean seal
cold pumice
#

at this point you're kinda writing your own ttrpg system lmao

chilly laurel
#

LMAO

cerulean seal
cold pumice
#

and also 3/4ths casters which is artificer kinda

#

but yeah

coral delta
coral delta
cold pumice
#

is it? I thought they got their spells earlier

#

or am I still stuck in 2014

coral delta
#

You're outdated, yeah

chilly laurel
# cerulean seal Are these supposed to be subclasses? I don't understand

the way i pictured it (BEFORE i got all this knowledge) is that they are all classes but they serve a different purpose so say a bone class is like a tank and a muscle class is like a brawler or whatever and then within every class u had like a subclass and that everyone not just u or ur teammates but also npc's and enemies have the classes

#

it was supposed to be like the powersystem of the world

cold pumice
chilly laurel
#

i think im doing too much

#

this is mad embarrasing 😭 😭

#

i dont understand at all

coral delta
cold pumice
#

I think it's better if you just play a bit of dnd first

cerulean seal
#

Here's your guide to writing a class:

  • Decide a character fantasy and type of role you want the class to fill
  • Determine which existing DnD classes are most similar
  • Understand those classes and why they work the way they do.
  • Design your class using another class as the "bones" or general structure. (Ability score increases, amount of subclass features, etc.)
  • Compare the power level of your class to other existing classes
  • Troubleshoot
chilly laurel
# cold pumice I think it's better if you just play a bit of dnd first

so i did but only a tiny bit bc it was like an extra curriculair activity in class but now we're done and me and my friends wanted to do it again outside of class but we also all agreed that homebrewing sounds way cooler cuz we all arent like super fans of the like almost cliché medieval wizard stuff

#

i played like 2-3 sessiosn and we were all relatively new 😭

#

we did get guidance tho so it was fun

cerulean seal
coral delta
#

I would recommend looking into a different TTRPG system, then. DnD is hyper designed to facilitate swords and sorcery games.

chilly laurel
#

theres different ones?

coral delta
#

Thousands.

chilly laurel
#

this is so much info yall 😭 😭

#

did any of yall

#

watch

#

tokyo ghoul

#

do u have a TTRPG that fits tokyo ghoul

cerulean seal
# chilly laurel theres different ones?

DnD is just a set of game rules created by Wizards of the Coast. You do not have to use those rules.

There are lots of companies who have made other games rules

chilly laurel
#

for my own rules

coral delta
#

DnD is like Skyrim. It's a specific game for a specific genre. You can mod the game and make it a little different than intended, but if you want to play a game about shooting guns or driving cars, you're probably better off playing a totally different game.

chilly laurel
#

without altering it too much ofc

cerulean seal
#

But as Dosh said. At a certain point when you have to completly restructure stuff, just play a different system

coral delta
#

And similarly to video games, DnD is just one title. There's plenty of other games which you could play instead.

chilly laurel
#

do they require a lot of learning

cerulean seal
#

Depends on the system

#

some are really simple

#

some are complicated

chilly laurel
#

do theys till use like dice and stuff cuz thats what i like about dnd

#

or are they that different

#

from eachother

cerulean seal
coral delta
#

You can check out things like Blades in the Dark, CAIN, Monster of the Week, or other similar TTRPGs.

chilly laurel
#

noted

cerulean seal
#

The main difference you are going to experience is how the rules work or how rthey handle powers and such

#

If you want an "Anime" based TTRPG, check out OVA

chilly laurel
#

wait so do u guys think my power system is that incompatible with dnd or do u think i can alter it to make it fit

cerulean seal
#

It's pretty flexible about the power systems

chilly laurel
#

cuz im ngl if i tell my friends i wanna swap from dnd to soemthing else i feel like itll demotivate them 😭 😭

#

also sorry for asking sm 😭

#

u guys are a huge help

cerulean seal
#

Well you have two options imo. Either get really familiar with DnD and modify to fit. OR, since you guys are not that expereinced with DnD as is, just learn another system that may fit your needs

#

If all you are wanting to do is make Tokyo Ghoul in DnD you can do that

#

But I would look at existing classes and subclasses and reflavor

#

since that's really easy

chilly laurel
#

bet ill do that ur a huge help

#

im repeating myself

cerulean seal
#

but you are just using the mechanics and stuff of a long sword

#

no work on your part other than wording

still gate
#

Hi

native gale
#

Hello

still gate
#

Is this where i put my homebrew

native gale
#

yep. You can post something for feedback or discussion

rancid basalt
#

Hey, anyone got some suggestions for a maid outfit magic item?

#

It's very important

coral delta
#

Going to need a little more context than that.

cold pumice
#

it should give you access to prestidigitation for cleaning

mild cove
cerulean seal
wicked fractal
#

Hello I am looking to discuss my world i am creating as well as the new magic system as well

native gale
wicked fractal
#

It mainly limits how magic is used

cerulean seal
wicked fractal
#

And turns it into magic scroll use unless a version of dark magic then it can be weilded freely but has repercussions depending on the class. In short the world's magic system is broken and only certian spell types work like they are supposed to. It is the players job to fix the magic system.

#

The stronger the dark magic the worse the repercussions are for simple spells they must have a sacrifice of some kind like a memory, an hour of their life something must always be taken but the bigger the spell the bigger the sacrifice. Healers are the blessed ones in this world but there are not that many left there are 9 in total one for each god. A player can pick the healer but only one healer is allowed in the party. Healing is allowed through scrolls but scrolls are one time use unless they find a catalyst which extends the scrolls use.

cerulean seal
#

So is this a martials only campaign then?

native gale
cerulean seal
#

Because if I wanted to play a full caster this system just ruins my experience

wicked fractal
#

You can play a full caster it would just be in the dark arts and there is varying levels of dark arts the main class that is limited is the healers. I have made 6 classes so far that deal with spell casting and plan on making more its just basically instead of having a mana pool you have to sacrafice kind of like a give and take to use the broken magic in the world there has to be a sacrifice

cerulean seal
wicked fractal
#

Yes

cerulean seal
#

Idk why I personally would choose to play a full caster if I’m just going to be punished every time I want to cast a spell though

#

I feel like scenarios like this work well in Books but idk about a game system but that’s up for debate

wicked fractal
#

The spells are extremely powerful when a sacrifice is given you could literally sacrafice a minute of your life depending on the spell level

cerulean seal
#

Like

#

Okay I sacrifice a minute of my life, how does that work in the current gameplay?

#

I doubt the campaign is going to span over the course of 100+ in game years

native gale
cerulean seal
#

Getting to sacrifice a minute of my life every time I cast spells is easy peasy and kinda just doesn’t add anything to the stakes of the spellcasting in terms of gameplay

wicked fractal
#

Thats the issue im running into

#

Im trying to make it "functional"

cerulean seal
#

Also if I’m an Elf that can live for hundreds of years then minutes is literally nothing

cerulean seal
#

Because that’s probably pretty similar to the mana pool idea you already have

wicked fractal
#

Imma take a look at that

azure perch
#

I'm considering making a custom magic item for a character in my party, meant to be some form of Vestige of divergence-like evolving weapon that would be given to him in its second of three forms (meant to be roughly equivalent to a very rare magic item)
The idea so far is that it's a +1 dagger with a number of charges equal to the character's prof. bonus, with 1d4+1 charges recharging every dawn.
Charges can be spent for an effect similar to the phantom rogue's class feature. The user can either spend one charge after dealing sneak attack damage in order to teleport up to 30 feet to another enemy and roll half their sneak attack dice against them, or they can spend one charge to make an attack roll on an enemy they can sneak attack up to 30 feet away, teleporting to them if they hit and rolling half their sneak attack dice on them on top of the normal sneak attack damage

#

Does that seem reasonable for a very rare item? Is it maybe a bit too strong?

tulip comet
#

I figured if OUT HOW TO MAKE THE KHAJIIT a race for D&D and it's going to be a subclass race to the tabaxi

urban vapor
#

How is this class feature? Previously it was only the expanded crit range

Deadly Precision - At 14th level, you know the weak spots in a creature's anatomy. Attack rolls of 19 or 20 count as critical hits, but only if the target is not an undead or a construct. Additionally, after a successful critical hit made on a target with this feature, the next attack against that creature ignores any damage resistances, if applicable.

native gale
stable radish
#

dumb idea that came to me for a Monster Trait

Survivor: Increase PB by 1 (or 2?) when Bloodied

#

maybe only for specific things like attacks idk

urban vapor
coral delta
#

It's a decent idea on a mechanical level, but very hard to keep track of on a practical level

native gale
# stable radish dumb idea that came to me for a Monster Trait Survivor: Increase PB by 1 (or 2?...

I would say this doesn’t really work. You’d probably want it to be a bonus to specific rolls or something, rather than a bonus to their PB. There’s quite a few monsters out there who have attack rolls and ability check bonuses that do not equal “ability modifier + PB” so trying to figure out how to recalculate their modifiers for all their d20 rolls on the fly would be very difficult

#

You could do something like:

Rend. Melee Attack Roll: +7 (+9 while bloodied)

urban vapor
native gale
#

That’s also a good suggestion

stable radish
#

that could work for sure

heady stream
#

also good to have monsters get more powerful as their HP drops

#

to keep the tension

stable radish
#

yeah it feels like a simple way to have Phases

#

gonna try to brainstorm more stuff like that tbh, especially moves they can only use while Bloodied

native gale
#

How about a bonus action, 5-6 recharge, that can only be used while bloodied, and it gives the monster a large burst of temp HP

stable radish
#

very tempting

lethal cedar
#

What is a good way to make a racial trait for a bite to leave a bleeding wound?

azure perch
azure perch