#homebrew
1 messages · Page 52 of 1
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
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
I got a subclass made is there a way to link google docs lol
So I've been wanting to make a race of my own just ain't sure how to balance it out and fully make it, (#newbie to DND) but I call it "creations of hatred"
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 so
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.
You should be writting in second person rather than first
when i put it on dndbeyond i will, but thanks for the advice!
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)
That's a huge amount of damage. Probably a pretty high rarity item
Yes, it’s a very rare lore driven item
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.
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
😭 😭 😭
It is an attuned weapon as well
Easily legendary if not artifact.
Dragons wrath is a high legendary and it does a good bit less damage.
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)
Easily yes
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
😭 😭 😭
Literally just made this up in the spot so it isn’t amazing (and yes the second special is just Yuji from JJK)
Making items is so fun

Skill issue
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
True
Uhhhhhh
Yeah
Thx twin
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
why does Flame Charge have a saving throw?
and how long does it last?
Idk, that’s just what came to mind first, I’ll probably change that tho
Each attack (flame charge) uses 1 charge, so just that one turn
I gotta tweak it
Just an idea so far
it should probably just be a straight up 2d6 without save
Yeah good idea
The subclass already make you large. Why would you need another rune to do the same thing that the subclass is already doing?
what rarity is this item?
I’m gonna change it
or make a 4 charge feature that allows you to come back from 0 Hit Points once per Dawn
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
That’s a fire idea
Use the mage of prismari fire effect if you like that idea
I would say Very Rare Attunement probably
Id also remove the 2nd effect
You can stack size to huge with might + enlarge
So if I play an assassin rogue with this and I auto critical do i do 100% sneak attack damage 3 times?
Because its not a separate attack
I don’t think they have a good idea of what the item does rn
Considering a normal Rune Knight would need to be level 18 to get nearly this exact effect (without the resistance), I think this is too strong. I would consider discarding this idea.
Honestly just dumb it down. +2 weapon. and your unarmed becomes d6's if it isnt already. Add 1d4 fire damage
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
even Rare attunement I would give d6+d6 fire damage +2
Well if a monk holds it they'd use their base unarmed. Or unarmed fighting style
Each hit (using two charges) will impact twice, which means if you hit twice it’ll impact 4 times but all your charges will be gone
non-attunement Rare is +2 or +1 and 1d6 or 2d6
Lot of nova potential on it
OK YALL ILL FIX IT JUST GIMME A SECONNNDD
Like just frontload the bbeg with 4 holy smites
It’s giving me Blackflash from JJK
Yuuji in jjk is like a lv 20 fighter
Bro is a Monk
Bro jumping and climbing and dodging like no one’s business
I think is Wis is pretty high tbh. His int is the dump stat
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
Gurps superhero system would be best
You can probably dump his Str stat since 2024 monk uses Dex for most of the stuff needed now
Even though he is super strong
That’s my inspiration
Is how his punches impact twice
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
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
Mechanically it would just be extra damage on a hit
Yeah it would
“When you hit with an unarmed strike, you deal an additional 2d6 fire damage”
Yeah, I’ve just always liked the idea of one attack hitting twice (even before Yuji)
You mean like
The extra attack feature? 
Once again the human fighter reigns supreme
You know what would be really cool? Spell storing weapons that deliver the spell on an attack
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?
would it be simpler to give them advantage on concentration checks like what the eldritch mind warlock stuff gets?
simpler, yes, but not unique
But not necessarily worse either
maybe a little worse to give them Advantage than let them outright mitigate the need to Concentration Check
Well. As an observe the concept this feature goes obsolete very quickly
After enemies start doing more than 10 damage
i mean, should it be more CDie then?
Or is the intention to add them together
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
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!
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
Dont rune knights already get giants might that makes them large?
And add 1d4 to attacks
What I mean is that the level 18 effect for Rune Knight is a slight damage increase and an increase from Large to Huge. If you're giving the player this ability at level 3, you're giving them their 18th level feature 15 levels early.
Ya mainly wanted to go from large to huge since I'd be inflavor everything else doesn't matter too much personally
Ohh I see I see
Honestly could do 0 damage and id be fine with that
That would still be the majority of their level 18 feature.
Once again, it's a design space issue, not a numbers issue.
Im with dosh I think. The flavor of the homebrew is already achieved in the class just at a higher level than preferred
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
Coolest loxodon i ever saw was a sun monk that shot sunbeams out of his trunk
So far I've only had a necromancer shark reborn and this'll be my second character, he's gonna be a fighter grappler, so he'll grab people with his trunk and poke them with his greatsword to death, so will be fun pulling people around and bonking them (The wep is also homebrew; it might be too strong not sure yet lol)
Loxodons can do that?
I guess you could if your dms cool with it. Raw it doesnt work. Sounds fun tho
No it wouldn’t be an extra attack, it would mechanically be double damage but for flair it impacts twice

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
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
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!
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
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
2024 or 2014?
2024
I mean “war” is a pretty broad theme
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
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
Because I wanna be a ranger knight
The features are just there for me to get the fantasy of it
it definitely seems to incentivize high WIS low DEX
probably with Magic Adept Druid for Shillelagh
isn’t Tireless just Exhaustion removal on SR?
It's also temp HP
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.
I think for 15, it should be some sort of strategist or commander feature
maybe some sort of Reaction to attack when Warmonger activates
Agreed
Maybe it could give a bonus to the attack roll?
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
crows?
I LIKE THAT IDEA
my other thought is that it could be some activation on Initiative roll
I could add some crow theming, as if they were a scavenger, stalking the rage of war
Mastering and benefiting from war
crows are this, european crows (or ravens idk exactly, but black birds) learned to follow war parties because they didn't clean up bodies back in the day, so flying above a swarm of armored knights would also be a massive cloud of black birds, thus how they grew associated as an omen of death
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
Oooh ya, maybe
works with ZRuffian too
I'll think on it
maybe give them a way to capitalize on Bloodied enemies?
like dealing more damage or having Advantage to attack them
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
bringing back the Hunter’s Mark 2024 design
Here is my collection of Psionic crystal skill trees for my campaign - kind of like the Mind Flayer Tadpoles
Basically a bunch of mini feats if you think about it like that lol
Ooooh maybeee
I think extra damage, so it doesn’t overshadow precise hunter
And to stack with hunter’s mark
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.
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)
Oooooooh, I’ll keep this in mind
I’ll be back in a mo to make more ideas
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
Pardon? Daze isn't incapacitated - its sets their initiative to 0?
it says it sets their initiative to 0 then resets it right away
Its just Darkest Dungeon 2 lol
very confusing wording
Huh, I thought it was pretty clear lol - I can reword it though!
it happens at the beginning of their turn
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!
why not just say “When you do X, the target takes their next turn at initiative count 0 rather than at their initiative count”
Becuase if they rolled high say 20 and then you were on 10 if you set it to 0 they would get two turns in a single combat round
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
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 😄
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
Well yeah but its an enemy and a pretty minor effecct
They are jsut doing something a little later
but even then, the debuff or buff extension still stands
Does it?
I would replace headline with "you can't be surprised"
It doesn't force the enemy to take the debuff twice, it just gets resolved later
2024 doesn’t have surprised
If they were like in a cloud of daggers they wouldn't take the damage twice, it would only be once
Making a reaction on rolling initiative feels wonky
it exists in RAW
Ray of Frost for example
I use Ray of Frost, my ally Dazes me, Ray of Frost now lasts 2 turns
Why would your ally daze you?
What?
Are you saying you cast ray of frost on an enemy and then you daze them?
because there are debuffs and buffs that are much stronger than 10 foot slow
???
you cast Ray of Frost on an enemy then your ally dazes you
But that does nothing?
the slow from Ray of Frost now lasts 2 turns
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
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 
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
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
Ray of Frost is the least offensive example, the issue is that you can do this with Blinded, Frightened, Incapacitated, Poisoned, Stunned, Difficult Terrain, etc.
also, setting it to 0 is super inconsistent, it should be setting it to your Initiative and let them take their turn before you
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!
Wait why? That sounds beneficial to the person who got dazed
Why would you want them to take their turn before you?
Magic Items reset on Dawn rather than rests, I would probably avoid using 2 resources for a single resource, 6 charges, 4 for the resurrection and make it more impactful (probably deal damage to creatures around you and heal according the the damage you roll on the die)
it’s not beneficial
you’re delaying their next turn to be right before your next turn
I'm just confused, that change is super weird and unnecessary
it’s still broken in terms of 5e, but way more consistent and balanced than setting the initiative to 0
Its meant to be a mass support tool to help your allies do things
it’s 100% necessary
Or avoid being attacked for a grace period
Its so not, I'm sorry dude but I don't see the vision
but it doesn’t do that
it does a random effect depending on the target’s Initiative roll
Do you think you could expand on the other points then? Because I don't think we can agree on that point lol
including the effect of doing nothing
Then its up to the player to choose when and what enemies its worth targetting
there’s a huge difference between a valid effect that’s used at the right time and an effect that is inconsistent by design
I have enemy iniatives known by the players so they can strategies when it use it
that still doesn’t make it better
Okay that's fair!
you can stack so many things on an enemy with high initiative
So you think the resurrection isn’t strong enough? I was thinking instead of 1 hp it’s a certain amount of dice you roll and that is how much health you gain back
Do you think you could expand on your other points?
I think the whole magic item’s flavor is meant to be much more impactful than it actually is
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
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.
delaying their turn to be right before your next one means that you never get to take 2 turns in a row against them
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
Isn't that just Sentinel but worse?
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!
Sentinel already lets you OA creatures that take the Disengage action
Because I understand your argument and I'll look at some reworks 😄
Thank you for the suggestions!
But there were some other things you mentioned that I'd like to understand better (:
which parts are those?
yeh I was about to say that
unless you’re doing this to stack it with Warcaster?
2024 Sentinel does not activate War Caster, but this technically would
You still think the second ability isn’t good???? How much damage does it have to do 😭 what if it ALSO inflicts a burn that does damage every turn
it’s not about how much damage it’s supposed to do
I just don’t this it makes sense for it to be there

Twin
Pheonix=flaming bird
It’s gotta have a fire attack
I REFUSE to not give it one

isn’t the 1 charge already a fire attack?
yeh, that’s the part I think is meaningless
It’s my item tho
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
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
you should maybe show that to Enid
Every creature include you
birb bomb
but you can resurrect yourself using the second ability
actual Phoenix
Who
Nah cuz just nah
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 
I was joking I wasn’t actually gonna do that lol
So no bird bomb

Kind of curious, does anyone have a homebrew for Mithral Weapon[s]?
I was trying to make some way too op item as a funny but I guess it wasn’t even strong enough
Make the area damage 1 mile and it can go thru terrain 
I was thinking the whole planet yk
Also has 100% crit rate
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).”
can someone with a lot of homebrew dm experience help me with my custom final boss enemy? just to check it out
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
prob not lol
Bobble from the name i feel like you know alot about homebrew?
yes....
I want to make a gun that will make God go "uh... I didn't make that"
Like a CR 34 sentient gun
would you mind checking out my custom boss character?
well i made it as a PC
yes idk if it was smart but i thought it would be better
it is when the class and everything is custom
I'm not sure if I wanted a kami bound item or an awakened one.....personally.
send it in this chat then
is it on a doc or something?
just throw it in a google doc
yea i cant send files here
well im prob not going to look at it in DMs lol
?
For long form content, consider using a tool like Google Docs and sharing a link to a publicly viewable version of it.
i could use some help with a character im trying to add into dnd beyond. im new to this 🥺
ohhh smart
So its important to remember that you are not restricted to class/PC rules for bosses and NPC's. You can basically give NPC's any power or ability or capability you want. Honestly, you will probably be a lot more limited by giving them class levels and such.
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
i re-read it with fresh eyes and i really do appreciate it. i think the idea is balanced
this is a subclass/class im trying to add into dnd beyond could use some help figuring it out:
okay but do you think the abilities are fine?
What level is the party this is for?
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
Please?
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.
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"
I think the raised creature should probably exist for 1 minute and probably needs some sort of limitation on what you can raise. Maybe a size restriction so you can't raise a terrasque or something. I also think you shouldn't have to give up your own hitpoints to give to the creature, just maybe make it a scaling health pool with your cleric level or wisdom or something.
Maybe, but I think what this will turn into in combat is just, no reason for them to ever use say like... A monks furry of blows when they can just use a dragons breath attack for the same action economy.
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
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?
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?
so the players can take out the monsters first to get rid of some abilities of it
Like what's his deal?
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
Okay hear me out. I think you base the campaign around this then.
Wrong channel lol
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
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
what if i add to this and make it so all the kidnapped creatures are locked up in cages in the throne room and if the party kills those creatures or gets them out of the throne room Tyrakos wont have the abilities from that creature anymore
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
You could definitely do that
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
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
I mean, a big bad boss usually has minions and such
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
Yeah. So with minions you don’t have to explain it. You can make big arcs and missions of the campaign about figuring out what’s the next creature or person the boss is targeting and your players trying to rescue that creature
Against his commanders and such
hmmm i like it but this question?
Cr is not super accurate. You can find calculators online to use for stuff like that. Level 15 is pretty end game though
So they can handle a lot
ig fair hmm thanks ill rework the boss with this
I would look at something like the Litch statblock for comparison
since that seems pretty similar to this guy
but adjust as you need
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
Is anyone able and willing to do a review for my homebrew class, and potentially get to playtest?
I can do a review but I can't do a playtest
Let me get my laptop and I’ll read over this
Looks solid, one tiny nitpick though, the "You can use this ability once per long rest." texts should be feature instead of ability
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
Honestly the 14 is probably a bit unexciting but official classes have a couple of miss levels anyways
20 is also kind of a nothingburger
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?
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
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
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
Maybe make the healing its own resource pool
X number of times a day equal to like your int or con
Should Restoration use the same seperate pool, or keep with essence?
Truly, restoration is going to come up probably very little in most campaigns so I think either is fine
As for Capstone, I still want to keep the shapechanger immunity. Do you think some kind of expansion on that would be better?
yeah, give more. think about what other classes get at 20th level. Wizards are casting wish now and stuff
You can get nutty at high levels
Would love a homebrew weapon as a starting weapon or atleast a item that could be made later on; I'd love if someone could give advice on changes, balancing, and anything else that would help. Tldr executioners sword with a ball and needle attached to it. (lil concept art at the end too
)
https://docs.google.com/document/d/1JsrcR9xzMdoUtiFSanMPBtF2B7XtcH8SWQbmp3f0VsI/edit?tab=t.0
I'll prob dm a fiverr guy if need bee
Alright thanks!
Maybe I could put Autophagy instead of Empowered Strikes, to put it at a bit of a higher level?
I think that might work
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?
Reading over it now
i only posted the level 3 features because this is after a bit of a rework, the other features havent been totally adjusted
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
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
Is this for 2024 ranger or 2014?
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
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
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 
What Jakasseme said. Cavalier from Xanathars
Or you could play a paladin since they get Find Steed as a class feature now
That's a thing??? I've been looking through every rule book I own how did I miss that thanks y'all.
it has like one feature buffing mounts, but also gets a regular feature at the same level anyway
that buff is also abit niche from what i remember
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
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)
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
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
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.
i created one too, you can find it in the document i sendet
lol
Ooga booga
I think this is already at a thing
Oh, nope
Artificer Initiate is the name of an existing feat, but it is magic initiate for artificers, and has nothing to do with infusions.
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
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
Does anyone have any good homebrew sources for a unarmed barbarian subclass?
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?
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
Sorry to interupt, but this'd be where I put my homebrew for general community review, yeah?
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.
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
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.
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
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.
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
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
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.
Some of these are very strong
They’re going to forcefeed the BBEG the poisoned apple
I think you should maybe go for like, one step above trinkets
good idea probably should make it a con save
Are these supposed to be super strong?
the stronger ones can be exchanged for increasing amount of points in a fey casino, the weaker ones are prizes in a carnival
I don't think players are going to give up a very rare tier magic item for 'casino points'
i want at least some of them to be usefull as the pcs are level 15 and they have been starved of loot for the past year irl
no no i mean the points can be exchanged for these magic items xd
my bad for being unclear
why not granting it the shield spell instead (or a shield spell effekt) with a number of charges (for example 5 and 1d4+1 recovery at dawn
That would actually Make it more interesting
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.
also I was thinking of doing what some Variant items do
so Medium armor version is Rare and Heavy armor version is Very rare
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
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
I see, alrighty, thanks!
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
Oki
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?
Wdym?
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
Like would it be a race trait?
The main mechanics involves using tools of labor as your paladin weaponry, like pickaxes, shovels, crowbars, scythes, etc.
And how could i call it
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
If Flerken were to be brought into 5e, what would you suggest their stat block be?
I'd say you can just ask your dm to have it as a quirk for your character personally
Yeah, that’s just flavor. Not really homebrew
Alr
It sounds pretty similar to a function of the existing Druidcraft cantrip, you could ask to get that instead of an existing heritage
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?
I think it sounds pretty cool. What's the rarity?
I dont know yet, I'm thinking probably Very Rare on the high end
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
I was debating on weather to swap the 1 and 2 charges
I need to get the numbers right of course
How would you guys go about making a card based character
like homebrew?
Mhm
Like
Magic cards
That do damage
But only based on a tarot system lol
Either just homebrew magic deck item. (Some already exist in DnD) or flavor your characters weapons as cards
Like if a rogue has throwing weapons that are cards
Or you could play a spell caster and flavor their spells as tarot cards
I’ll use Kunai damage as a base or smth
Spirits Bard is pretty much this
You mean dagger? Kunai's are not an official item
That’s true. Check out spirit bards
You could also pick the Cartomancer feat if you're playing a spellcaster
Would making sephiroth in DND be considered homebrew?
Making a character inspired by them, taking existing class and features allowed by the rules you feel fitting: Not homebrew
Making new features and abilities to match the character: Homebrew
All I know is that he’s definetly an aasamair
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?
DEX save
I was also thinking that, yeah. A line of "constant threat"
just steal the Burst Fire property :P
but change it up
fair point
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
Thoughts about it?
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?
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
I feel like flavor wise it makes more sense for the subclass to give you the cool armor or weapon. But I do agree with you
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
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.
Improve one item, that way it's still useful when they gain magic items
Give them 20 multiplied by the tear.
When you would be reduced to 0 hit points, but not killed outright, you can choose to sever one of your mutations and instead drop to a number of hit points equal to 20 * to the tier of your severed mutation. You can then expand a hit die to recover hp up to the current hit points you have.
Would someone be so nice and give me feedback on it?
Vitality points are a resource for this class, not referring to HP. Sorry I should have clarified some more information
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
Would you mind taking a look at my artificer for me?
20 * tier is too much, it goes up to 5. Getting 100 HP when you're knocked out is broken even for a 20 feature. Also, other similar class features only take it to 1 still. Thanks for your input though
Sure!
Is it for 2014 or 2024
2014
Okay, than I would change it to 5*the tier or equivalent to it
https://drive.google.com/file/d/13YV-abDctoflzDgXLN3UWKorrHQyIyM4/view?usp=drivesdk
Nice here is the link for it
The recommendation was for 24, since the power lvl is higher there
I do like how it keeps the artificer unique infusions rather than only the replicate magic item that the new artificer seems to have
The second path of arcane knowledge buff should probably require a saving throw for the push, especially with the crazy range its capable of
i took a look at repelling blast and the lance invocation of the worlock for this feature as a inspiration
Those only work for Eldritch blast though
in 24 you can chose any cantrip for it, but you still have a point, as it is limited to just one spell
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.
Thats definitely good to clarify
so, fixed the wording error that accrued to the change and it is just once per turn know
thanks, i am not really a fan of the plans, so i keep the infusions and the replicate magic item option for those who like the plans
do you have more feedback for me?
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.
i would only say when you take fall damage on your turn
as on any other turn, it doesnt seem right to do that diving attack after the fact
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
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
ah so just screw turn order, when you take fall damage you just do it
makes sense yeah
oh I was too scared of making it stronger lmao
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
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
i would make it a saving throw myself
it becomes a saving throw at later levels, I kinda wanted the gamble to be there early
still make it single target and then split the damage on a successful save?
yeah
so you still have a drawback
oh yeah, I guess this is kinda for out of combat too
but yeah that may be misplaced a little bit lol
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
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
hmmmm
I just wanted a way for you to hit a beholder from the top rope
maybe just do, when you fall from a height that would cause you to fall damage, effect here
wait what would that solve?
needing stuff to climb/jump from without help from friends
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
i mean
you can jump pretty high with this subclass
(it also means you could jump 10 feet and do it)
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
fall damage starts at 10 feet, increasing by 10 feet, 1d6 damage per 10 feet
yeah
you could make it immune from 10 foot drops
1d6 damage is really nothing to cry about for DMs/players imo
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
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
and if you miss?
you go splat
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
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)
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
crazy, its flavour is all over the place
in 2024 it kinda is
in 14 i think the flavor was pretty good
except the spectre
idk what that was about
mechanics are, wack (had to say it)
I mean I do but it doesn't fit for anything other than raven queen, which everything else is so far removed from
nah warlock gets crazy gish even without hexblade
genie warlock can make a crazy gish
goolock can
eh, its still not good and requires multiclassing to be used to make it somewhat enjoyable
anyway back on topic
can you elaborate on the (but more army man then, living weapons) part
I want to make an eldritch/alien Druid, does anyone have any subclass suggestions?
I think that's more #character-discussion
I’m looking for HOMEBREW subclasses for it
ah
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
So, instead of gaining your pact magic thought sentient weapons and the other things from hexblade, you instead sign a pact/conscription to a General (aka your patron)
You join the General's army, learning martial combat, magic ect ect
idk elder scrolls lore too much, but is there even any big difference? I guess you could integrate the moon phases thing they have going on
Well that but you know that they can be separate races like Tabaxi and leonin
I need an idea anything
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
if you’re making them speed and traversal you’re not going to get far from Tabaxi
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
I feel like it's a fruitless endeavor tho, they're so similar
The one thing that they do have they speak coins slash they speak their own language
you have Shifters as well
why do they have to be different?
you could also kinda integrate that one race feature everyone hates where they don't believe in personal property lmao
if it has the same fantasy, it should just be a reflavoring
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
I'm not sure but they've just been a copy of 2e tabaxi ever since arena
but you keep talking as though it’s literally just Tabaxi but you wanna force it to be different
that’s a background, not a specie though
well TES is kinda racist like that lmao
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
Nope they have sharp claws they have night vision they also have a roar like a lion
the backstory of the specie doesn’t matter
what are the mechanical differences
Okay I just need to think of an idea of the difference between the two just give me a sec
if the fantasy is the same
just don’t make something new
reflavor
always reflavor first and homebrew second
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
Dang this is hard to figure out how to get this thing to work
wait nvm this wasn't a khajit thing that was just a morrowind thing
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
You can post it for feedback if you want
Basically in skyrim, they have claws, can see in the dark better then others and are stealthy (i think on the stealthy part)
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
Star check your dms
I took a brief look at it and it still doesn't answer my questions
that’s literally just the Tabaxi
I have no idea why you’re trying to homebrew anything
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
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
yeh, so play a Tabaxi and just call it a Kahjit with the different back story
what’s the issue there?
Yeah you're probably right
So, you want to play the cat people from skyrim rather then the cat people from dnd,
you are literally just wasting time here
Which both basically have the same stuff
Yeah you're possibly right so that means I did this all for nothing
Or stuff you can get very easily (stealth proficiency from background/class, thats it)
Yes & no. It was already a futile effort since your DM has already told you they won't allow you to play a Khajit.
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
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
I mean I don't think anyone plays those kinds
People play homebrew campaigns all the time
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
do u guys know where i can ask tips about my homebrew im new to dnd
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
Is this for a class?
yeah
im not really familiar with the way dnd scales so it might be over/underpowered idk
You should probably send the full document
Rock Hard so far sounds fairly underpowered, it's much weaker than, say, Uncanny Dodge
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
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:
- 30 ft line, 3d8 bludgeoning + bonus damage equal to your tier
- 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:
- take 1d6 of damage
- 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
What do you mean by Tier? Like the 4 tiers of play?
no its like class levels basically but its tied to in world events so u cant just go up a tier u have to find some specific things
So this is a class that does not use class levels
yes basically
but idk maybe thats too complicated and i should just use class levels
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
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
i thought it was too overpowered so i added a downside 😭 should i remove all the downsides or make the kit stronger
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
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.
If I may ask, have you seen what a typical class page and feature set looks like?
yeah ive played a campaign or 2 as a monk but that wasnt at a very high level
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
As someone who has been designing a class recently. I recommend looking at existing classes in DnD that are similar to your design and compare the power levels. While every class is going to do something different, all Martials should GENERALLY be in the same power range at certain levels
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
Most classes give you 10 "unique" features that are mostly exclusive and defining to that class.
nah if you make a martial at least make one worth playing compared to casters
Well that's the point. You compare casters to casters. You compare martials to other martials.
BEcause they function differently and have different limitations for a reason
alright alright noted
wait martials i get
what are casters
just magic?
or also rangers
Wizards, druids, sorcerers are full casters.
Paladin, Ranger, Artificers are half casters.
Warlocks are pact casters
are there half martials
Half casters would be what you are looking for
ahh
Half spell caster, half martial
fair, at that point you'd have to redesign all martials to fit the powerlevel of your class
are casters and martials the only catagories?
yeah but thats kinda like a sub catagory basically
Technically yes. Half-casters are the third main defining group
whats a psionic
They technically are not in DnD 5E officially yet.
They are a weird thing
Psions (still currently in beta testing) are just normal full casters.
Yeah don't worry about it currently because it's not officially printed yet
is it? I thought it was different
I thought they get like points and stuff instead of slots
You're probably thinking of the old Mystic
That never made it to print (for good reason).
noooo, mystic was totally balanced, idk what you're on about
I would just focus on officially published stuff now for your comparisons and reading.
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).

So for all intents and purposes, these are the only categories:
- Martials
- Half Casters
- Full Casters
- Warlock
not really
Are these supposed to be subclasses? I don't understand
at this point you're kinda writing your own ttrpg system lmao
LMAO
Warlock my beloved special lads
Agreed with above. This doesn't really sound like DnD at all. Most notably, your mention of Rock Paper Scissors doesn't really make sense for DnD, since monsters won't have this hokeike thing. You're playing rock paper scissors and your opponent is playing blackjack.
Artificer is a half caster. Their progression is identical to Paladin and Ranger.
You're outdated, yeah
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
ah god damnit
Yes, this is definitely not DnD.
I think it's better if you just play a bit of dnd first
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
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
See, the magic of DnD is that you can just reflavor so many of the abilities to not be fantasy. You can make it scifi or modern if you wanted
I would recommend looking into a different TTRPG system, then. DnD is hyper designed to facilitate swords and sorcery games.
theres different ones?
Thousands.
this is so much info yall 😭 😭
did any of yall
watch
tokyo ghoul
do u have a TTRPG that fits tokyo ghoul
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
can i use dnd as a baseline
for my own rules
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.
without altering it too much ofc
Yes, you can modify DnD rules as much as you need or reflavor things to fit your setting.
But as Dosh said. At a certain point when you have to completly restructure stuff, just play a different system
And similarly to video games, DnD is just one title. There's plenty of other games which you could play instead.
do they require a lot of learning
do theys till use like dice and stuff cuz thats what i like about dnd
or are they that different
from eachother
So TTRPG (Table top RPG) pretty much all use dice
You can check out things like Blades in the Dark, CAIN, Monster of the Week, or other similar TTRPGs.
noted
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
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
It's pretty flexible about the power systems
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
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
For sure. It's way easier to just say instead of like... "I swing my long sword" you say "You swing your tendril"
but you are just using the mechanics and stuff of a long sword
no work on your part other than wording
Hi
Hello
Is this where i put my homebrew
yep. You can post something for feedback or discussion
Hey, anyone got some suggestions for a maid outfit magic item?
It's very important
Going to need a little more context than that.
it should give you access to prestidigitation for cleaning
Advantage on all charisma checks except intimidation, which gets disadvantage
Unseen servant on demand
Hello I am looking to discuss my world i am creating as well as the new magic system as well
If you want to discuss the world you are creating then the best place to post that would be #dm-world-building
You can talk about the new magic system here. But D&D's magic system is a big part of the game's identity. If you change it too much, it might be argued that the game you are playing is no longer D&D. Depends on how extensive your changes are
It mainly limits how magic is used
How so?
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.
So is this a martials only campaign then?
What does that mean for character creation? If a player is or is not going to be "a healer" does that limit what classes they can play as, or just what spells they can pick? Wizard is literally the only spellcasting class that doesn't get healing spells. Every other spellcaster in the game (and several non-spellcasters) can learn healing spells and abilities
Because if I wanted to play a full caster this system just ruins my experience
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
Oh so it’s an entire new magic system
Yes
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
The spells are extremely powerful when a sacrifice is given you could literally sacrafice a minute of your life depending on the spell level
But what does that mean functionally
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
If you're making your own classes and game mechanics like a "mana pool" it really sounds like you aren't playing D&D anymore. This sounds like a completely different game
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
Also if I’m an Elf that can live for hundreds of years then minutes is literally nothing
Have you looked into the spell point optional rules in DnD?
Because that’s probably pretty similar to the mana pool idea you already have
Imma take a look at that
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?
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
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.
Aren't Khajiit and Tabaxi basically the same thing? Why do you need to homebrew it?
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
I feel like just a simple "+1 on all rolls (or the certain types of rolls you want)" would be better
It's a decent idea on a mechanical level, but very hard to keep track of on a practical level
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)
Or something like "While bloodied, add 1d4 to all attack rolls and saving throws"
That’s also a good suggestion
that could work for sure
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
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
very tempting
What is a good way to make a racial trait for a bite to leave a bleeding wound?
I suppose since it's mostly just a stronger version of a level 3 subclass feature it's probably tame enough to be considered very rare item-worthy?
Maybe low base damage, but a saving throw that if failed causes damage over time until healed?
