#homebrew
1 messages · Page 53 of 1
Bleed effects are weird in that they're hard to make good without being too good
like they'll either be easy to ignore, or literally deadly
DoT in general, imo
without the luxury of bigger numbers like on CRPGs
I made a similar thing for the Ceratosaurus race and the way I tried to balance it was it's damage is only 1d4, if they fail to end their poison condition
high damage but easy to end (basically just being Action Tax) can be fine, imo
You can use your septic bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.```
Should we call the Psion Subclasses 'Mentalities'?
not a bad idea
yeah sounds neat
Whenever I come up with a fun homebrew/character spice mechanic that I’m proud of, a lot of the time someone also had the idea and it gets popular on the internet so I can’t use it cause it’d seem like I copied lol. How do y’all deal with that if it happens?
Mindset or Headspace could also work
so Psikinetic would be Destructive Headspace or whatever
I think I had a similar idea when it still had Attack and Defense Mode
something like "Change your Mind" vibe
Don't feel too bad about it. As they say, Great Minds think alike. Worse case scenario, add something else to it, whether it be a flavour or social feature.
It's peak...
Got a homebrew Japanese Korean inspired world if anyone interested
Anyone know a good homebrew buckler that’s balanced?
The isle player spotted
Funny thing: I haven't played since Ceratosaurus was added because my laptop cannot handle the graphics
Could make it give only 1 ac or even no ac against ranged attacks but give some bonus in close quarters combat since that's kinda how bucklers work iirc
As in they're designed for close quarters combat as a less protective but easier to control alternative to bigger shields
I wanted a shield that would allow you to still use 2 handed weapons. If I make it plus 0 or plus 1 armor class but it still benefits from shield master, would that be balanced?
I'm pretty sure wielding a two handed weapon with any shield wouldn't really work but since the buckler attaches to your hand and not your arm i think it'd be even worse for that
Do you want shield master for the shield attack?
For the interpose shield mostly
Can’t you just take interception instead?
Gwf isn't that great either so you're not missing out on too much
The idea is taken from the gladiator from for honor who uses a trident (which I’ll be reflavoring a spear into) together with a buckler
If it’s not a buckler that he uses then I apologize. But in the game he’s able to hold the shield and still use the trident with 2 hands
There's a trident weapon in the game btw
It doesn’t benefit from polearm master
Let me check it out again
That’s one issue eliminated, thanks
I check the gladiator out, seems like the shield is just a cosmetic to him. There's no protection from it realistically
Now that I think about it you’re right. He just uses it to punch people in the face which I don’t intend to do honestly
And a spear is all I need to use interception too correct?
Yup
"Blessing of Blood" as a name for that kinda thing kinda slaps, to me
probably most appropriate for something like a Vampire
Has anyone found a "muscle wizard" homebrew that they like? Im trying to write my own.
I have not but the wild magic barbarian subclass, which is an official class, is a fun "melee with magic" theme
Looking for feedback for my Alternate Ranger (Laserllama homebrew) High Elf Princess:
https://docs.google.com/spreadsheets/d/1JOgShf0AmrY7ycFcLIoEBvwZ_DPfy_g7jget_G7mc68/edit?usp=sharing
Thats a fun subclass, but I'm trying to capitalize on the "I cast punch" idea
Specially for the wizard chasis
Vanilla wizard with reflavored spells I think
You can just cast magic missile on the guy beside you and flavor it as punching him three times
So i cooked up a magical musket as a practice in homebrewing. Is it good? And what would you recommend to replace the Steady Aim from Temu because i originally made this to be wielded by a ranger
Hawkseye Rifle
Weapon (Musket), Rare (Requires Attunement) 2024
This weapon on the surface looks like a master-crafted musket, but the barrel is cut with spiral grooves, and inlaid with runes to strengthen the barrel, and an etched spyglass is carefully attached to the top of the weapon.
You have a +2 to attacks and damage rolls with this weapon. Additionally, you can spend a Bonus Action to look through the spyglass, aiming clear at your target. Choose a creature within range. Until the start of your next turn, you have Advantage on attack rolls against that target, provided you have not moved that turn, and your speed is reduced by half.
Damage: 2d8 Piercing
Properties: Range (120/480), Two-Handed, Slow, Loading
who can help me make a slayer class in dnd baced off of demon slayers
I would not adjust the move speed (no real point, since you've already stipulated that you can't move and aim at the same time).
I would adjust the wording slightly:'
As a bonus action, you can aim at a creature through the spyglass. Choose a creature within range. Until the start of your next turn, you have Advantage on attack rolls against that creature. If you move, you lose the benefits of aiming.
Why not just play fighter?
Unless this is for all your players?
Try the Blood Hunter™ class, It was written by Matt Mercer, gamemaster of the popular Critical Role™ webseries.
What are some of the coolest homebrew mechanics/systems that give more power to players but doesn't seem too OP. For example, I am considering a profficiency system-
Create 6 attunement slots
3 are toolset proficiencies
3 are armor/weapon proficiencies
You can gain proficiencies by training with the item or on successes with that item, giving better downtime activities and also giving a cool way to allow my sorcerer to... for example go 3 proffeciencies into heavy armor, which would be hillarious to think about but kinda awesome
This is a massive nerf to rogues and bards
True, but none of my party are rogues or bards so I am not particularly bothered.... Is there a way to make this less of a nerf? Maybe make it stack with rogue/bard proficiencies
Maybe instead you could let people swap their proficiencies with tools or skills during long rests?
I.e, taking my stealth expertise and putting it in perception
Would be cool, but I enjoy the idea of creating downtime activities in that way, hmmm. Maybe they get to "prepare" 2 proficiencies
But really I am looking at tool proficiencies and armor/weapon proficiencies, although that is certainly very cool
There is a feat for armor proficiency
I like this option better
updated a shelved project so if anyone would be willing to skim and give feedback thatd be pretty sick https://docs.google.com/document/d/1-p6KXEKFzbP7n3doQsjCf55r4q-S3pexO7d5LaKXPg0/edit?usp=drivesdk
it is
ya but it wont fit i may be able to modifie it but isk
I would probably recommend have them all play martials only and then maybe design custom subclasses around the breathing styles
Or find a way to flavor existing subclasses as breathing styles
Because like, Inoske to me is a Barbarian
no what im doing is they keep leveling up in there chosen class but every level they get a secondary and at level 1 they chose a breathing and get first form but as it keeps going they unlock more?
Are you allowing full casters and stuff then?
no it works as a multi class by restricting power but otherwise its like a secondary class
atho magic is not that effective against demons so maybe
Is this a demon slayer specific campaign? Like in universe?
yes i have been working on it and im test running the first session rn
ai is a hard way to test runn it tho
it wont roll below 13
is that bad?
Don’t use AI. I would just find a real calculator
how?
It’s not bad. Though, magic in Demon Slayer is way different than DnD magic. Even the demon arts are very specific
This is called Gestalt rules
yeah i found some stat blocks custome made that can be changed
Getting two class levels at the same time in different classes instead of multi classing
yeah thats what i wanna do
I think that’s fine. Though a lot of DnD subclasses are very magical in nature so you’ll probably want to ban those?
Like Eldritch Knight fighter is just a straight up spell caster.
This is why I personally was saying it might make sense to just give them only martial classes and make specific custom subclasses based off the breathing styles they want and each subclass feature gives them a number of features or breathing style options/form
yeah atho i was doing somthing to balense it demons are not immune to magic lower moon are resistant and upper moon are immune
Eh, idk if that’s the solution.
Because if I as a player pick the spellcasters subclasses and then my subclass just doesn’t work against most of the enemies I’m facing, what’s the point?
That’s just a waste of a class/subclass pick
I would just ban any subclasses that give spells
Martials only
ok yeah but what about wizards because i have a player who is a multi class artificer wizard who channels magic throuh his technology. and i like this idea a lot
I mean, if the player wants to do that then sure but again, I think it’s unfair to punish that player for wanting to play a spell caster by making every enemy strong against spells
Half caster are probably fine. But wizards get access to Wish
And crazy spells
oh yeah he told me to pick a magic class for him i though wizard but maybe not
so what will be best i did chose light spells and stuf that form light are strong against demons but like random spells are weak
I mean, imo, I think it’s okay to allow half casters since they are a lot less spell slots and more easily to manage spells.
So artificers, rangers, paladins, are fine.
You can make radiant spells more effective but then you make paladin Divine smites a bit OP. Imo I would not make demons resistant/immune to magic. There are a lot of demons who are affected by spells and weird effects. Canonically demons are still effected by demon arts
ok yeah i havent seen much of the show unfutunaly but i do know a bit about it
Also demons in Demon Slayer aren’t weak to all light just sunlight so radiant damage meh
Out of curiosity, why are you running a demon slayer campaign then if you don’t know the series? Just a general question
yeah 20 damege each turn in sunrise and it goes up more damage
i have watched a bunch of it it was like a long time ago like 3 years 2 years idk so im restarting it and using the stuff i know to make a campain
Ah gotcha
yeah its also an way to rewatch the show
wrong system to be running that show
you
I think you can run Demon Slayer easily in DnD
i got 6 campaigns soon.
How is homebrewing
I just think you don’t run spell casters
Martials only, and maybe make breathing style special feats you pass out or as custom subclasses
ok
is break this week 
for demon slayer campain
Eldritch Arts
Starting in 1st level, you are taught how to commune with your army. Over the course of a short or long rest, you can perform a 1 hour ritual to connect yourself to your General's army. When you finsh this ritual, you can choose one of the following Arts.
- Eldritch Curse. As a bonus action, you can condemn a creature within 30 feet with a feeling of uneasiness and foreboding for a number of minutes equal to your Charisma modifier. When you attack this creature with a weapon attack, The creature takes an additional 1d4 necrotic damage. This damage increases as level in this class: 1d6 at 6th level, 1d8 at 10th and lastly, 1d10 at 15th. This can be used a number of times per long rest equal to your Charisma modifier.
- Bound Weaponry. The next weapon you touch becomes bound to your soul. As a bonus action, you can summon this weapon to your hands aslong as it is in the same plane of existance. This weapon cannot willingly leave your hands.
- Militaristic Might. As a bonus action, you can speak works of incoragement, bloostered by your army's cries, to a creature within 10 feet of you. This creature gains advantage on the next attack roll, saving throw or ability check they make. This can be used a number of times per long rest equal to your Charisma modifier.
If you do this ritual again, you can choose to remove your current Eldritch Art and replace it with a different Art.
sooooo, thoughts on this first level feature for a full class
Have you never played a martials only campaign?
they are boring, it is just smack and stand still (most times, fighters and rogues can do ranged stuff but not as fun)
Maybe. But some people want low magic settings
low magic and no magic are very different
i host them
that's how I know it's a myth
its an annoying myth
i really wish people woul stop trying it because they're not actually goo wit numbers
Oh I don’t run them personally
But if you are going to run a no magic setting like Demon Slayer outside of demon magic arts and such
Hey there, I am trying to recreate a subclass in Homebrew that my player sent me because the extended spell list doesn't work on ddb. I am having the same issue. Do you guys have a good reference I can watch or read to make sure I am doing it correctly? (Tried reaching out to the original creator, but no response from them. Not trying to steal their credit, only using in a homebrew game)
Brewed up essentially a mash up of knowledge domain cleric into the bard base class - Seminary of Oghma. Does this feel balanced to everyone?
Seminary Spells (3rd Level)
You gain additional spells that reflect Oghma’s doctrine. They count as bard spells for you and do not count against spells known.
3rd Level: Comprehend Languages, Identify
5th Level: Augury, Mind Spike
7th Level: Arcane Eye, Divination
9th Level: Legend Lore, Modify Memory
Oghman Scholarship (3rd Level)
You gain proficiency in your choice of two of the following:
• Arcana
• History
• Investigation
• Religion
• Any one artisan’s tool used for writing/scribing
If you already have proficiency, you instead gain expertise.
Additionally, when you make an Int ability check, you may add +1d4.
You may use this feature a number of times equal to your proficiency bonus, regaining uses on a long rest.
Burst of Knowledge (3rd Level)
Your voice channels sudden insight.
When a creature you can see within 60 feet fails an ability check or saving throw, you may use your reaction to roll your Bardic Inspiration die and add the number rolled to the check. If the creature still fails, the use of this feature is not expended.
You may use this feature once per short or long rest.
At 10th level you can use it twice per rest.
Cognitive Focus (6th Level)
Your mind is a disciplined archive.
Whenever your roll allies Bardic Inspiration die, you can treat a roll of 1 or 2 as a 3.
Additionally, you always have Detect Magic and Guidance prepared, and they don’t count against your spells known.
Archive Mind (14th Level)
Your memory becomes a permanent sanctum of Oghma.
You gain the following benefits:
Mnemonic Perfection.
When you finish a long rest, choose two spells of 5th level or lower from any class to add to your spell list. These spells are treated as bard spells for you until the end of your next long rest.
Flawless Recall.
You gain proficiency in all Intelligence-based skills, and expertise in Intelligence-based skills you already have proficiency in.
Soooo, thoughts on this?
Has someone thoughts to share about it? (You can ignore the ring with mistra in it, it's a plot hook for campaigns)
is this 2014 or 2024?
Burst of Knowledge doesn’t really give a new use for Bardic Inspiration, I think it should only work if someone’s already using their granted BI and they fail, then you can expend an additional die to try to pass it again
The level 6 spells could just be added to the spell list
The level 14 feature’s first half is just a worse Lore bard feature in 2014 and 2 additional prepared spells in 2024. My opinion is that you could prepare a free casting of a specific spell at the beginning of the day
the effects are not an issue but I feel like there are different ways like Curse being a modified Hex and Might being an enhanced Help action. Also, Bound Weaponry says it cannot willingly leave your hand is that a typo or on purpose?
its not a typo?
it cannot leave your hands unless you want it to
so it cannot unwillingly leave your hand?
yes? it cant get dropped or removed from your hands unless you want it to
the sentence you wrote means that it can only be removed by disarming
disarming wont work
Yo guys! What do you think of a magic item which as a side effect gives you a random cosmetical change or a mood change at the start of the day?
The bond weapon sounds significantly worse then the other abilities to me. Like way way worse
That's great!
What's the class idea btw?
Is it kind of like sun jin woo?
Advocates are empowered with military might and eldritch magic to act as soldiers within grand extraplanar wars. With powerful figures acting as their Generals, an Advocate enacts their will in conquering and defending as is their duty to fulfil with their life, body and soul on the line.
basically, warlock fighter combo (much like paladin)
I see. Sounds fire tbh
Will you let them use their weapon as the spell fasting focus?
its a half caster lol, so getting it at 1st makes no sense really
Sad
Imo all half casters should be able to do it
You can tack it on to their spellcasting feature
paladin's spellcasting feature mentions letting them use their holy symbol as a focus
eh, could, but doesnt really make sense to be using weapons as focuses as that mainly a subclass thing another thing in base class (pact boon/invocation, which this doesnt get btw)
What can they use as a focus?
anything that a normal person can use
So just the components pouch?
Or rather just the components
their are other focuses
They're class specific though. Some only use druidic, some holy, some arcane. Don't remember what warlocks use
they are arcane
I see
are eldritch invocations feats going by the homebrew creator?
i have a question abt my homebrew rules (i wonder if my players would like it and want feedback)
While downed
- You can fail 2 death saves to do an action and stabilize yourself. But until you get healed, if you get hit once you die
- If you exhaust yourself to do a crit in this state, you can fulfil your action dealing max double damage but you sacrifice yourself to save the party
- Temp hp stabilizes and you back by one
- Death saves are made in secret
- After combat is over, initiative keeps going till you are either dead or stabilized
Coming back from being downed does two things
- DC 10 CON save. On a success you get the “Adrenaline” effect. Doubles movement and ADV on all rolls until end of combat
- Player takes one level of exhaustion until the end of combat
Well ultimately, it’s up to your players what they like. We can give advice but only you know your players.
What’s your intention with these changes? What don’t you like about going unconscious & dying, and how do these changes solve those issues?
its 7 level 6 players and they are weaving through encounters and i wanted more stakes to being downed
i removed the "coming back from being downed" part
I’m gonna be real, they are probably weaving through combat due to action economy. Since you have 7 players
this is true
I would either increase the number of enemies they deal with or make the enemies harder
this is also true (average health for enemy is 100 and CR 9)
I think your while downed rules are fine though
Okay, so you want being downed to have higher stakes. Let's go through these in order:
-
You can fail 2 death saves to do an action and stabilize yourself - death saves are rolled at the start of your turn. If you roll a death save, fail, you then can no longer use this because it instantly kills you. No idea if that's what you want but that is how that works. Either way, this kind of does the opposite I think. If I was a wizard and I go down, succeed on my save, and a cleric is coming up next: absolutely nothing is stopping me from using my action, and it's like I was never downed because I never even lost the turn. This gets even more breakable with classes which can heal themselves as an action. A level 3 land druid can use an action to heal themselves AND damage enemies, for example.
-
The automatic crit / max damage roll sounds like a fun idea, it's not going to help you with your stated problems in 99.9% of circumstances. It facilitates big heroic moments, but most players outright won't do them unless absolutely forced to. It doesn't help your stakes issue.
-
Temp HP stabilizes you and back by one - again, undercuts the stakes, makes it easier to get players back up.
-
Death saves made in secret - well known, people love it. This works.
-
Initiative keeps going til you are dead or stabilized - yeah reasonable.
-
Advantage when you come back from being stabilized: This kind of does the opposite of making being downed more tense & high stakes. Being downed gives a benefit that means you're more likely to carry through and win the encounter.
-
One level of exhaustion: Yeah, this is a solid idea. If you want it to be scarier, I would take it a step further and you keep the exhaustion until you clear it normally, but this isn't adding tension to being downed, this is just punishing being downed.
(@stiff notch )
yeah take your time
OH forgot to mention, there is no cleric its
2 rogues
1 paladin
1 artificer
1 warlock
1 fighter
1 sorcerer
What’s the Paladin, warlock, and sorcerers subclass?
vengence, undead and shadow
i still do my best by giving each player a chance to shine, they rp well and it gives me time to plan more and also diverging plotlines for each one
As long as everyone in having fun that’s all that matters
i spend my spare time of my day planning
the veteran player had an arguement with a new player abt learning their stuff and that made me realize "these guys dont know the homebrew rules and backstory feats i gave them" so im doing a google slides for the rules like a session 0
Paladins, Fighters, and Artificers can all heal in some capacity, and I presume these classes are being offset with magic items for healing like potions etc
Or the good ol’ tourniquet. 🤣
or the good ol' tourniquet
or the good ol' tourniquet
Oh, also, warlock potentially benefits from the temp HP rule with their invocation to get 7 temp HP as an action.
« Can I use fireball to cauterize him? »
also heroism spell
Trust me guys, Mending works on an open wound
wizard and sorcerer can also benefit from this
So what I just want to make clear is this: Your changes are interesting but they are gonna make getting knocked unconscious less difficult to recover from for the party
this goes hard thanks for the feedback, my players dont have that much to get temp HP or heal easily
I also think it's important to plan for the future
this is also true
because a cleric or a druid will help your players shred encounters
the players stated that if i add more players they WILL leave
OH
typo
they get the exhaustion at the end of combat
Fighter goes down. Cleric casts bless. Fighter succeeds on their death save with the paladin aura and an extra D4. Uses Second Wind or drinks a potion or something (No idea if you'd allow bonus actions for that first rule). Fighter is back up, rolls a con save, clears the DC 10, that fighter now has advantage on all attacks for the rest of combat, and didn't lose much of a turn. Alternatively, magic intiate: cleric, use an action to cure wounds yourself, you're back up, bonus action second wind, action surge, and we're off.
So here's where I ask again, perhaps a little more targeted this time: What do you want players to feel when they go unconscious? What do you want players to feel when their allies go unconscious?
The looming threat of death is apparent in this arc, specifically with the BBEG threatening to turn the party into undead after they kill them. The party is paranoid that the enemies will take the opportunity while the player is down to turn them along with one of the players soul being messed with by one of the BBEGS acolytes
Okay so we want it to be a state where they are vulnerable and that can be capitalized on
also i keep threatening the "afterlife arc"
I would heighten the threats of death. I'd honestly drop the first rule, I would keep the automatically die for a nat 20 success. I would consider adding the stipulation that this causes you to be raised as a zombie by the BBEG's magic.
Similarly, I'd drop temp HP reviving the party. Again, it just gives the party more ways to get out of that with no consequences.
I'd lastly drop adrenaline surge, it just seems so strong.
I would consider looking the other direction and maybe considering some even scarier changes, but I don't think you need to go that far
but really, I think the changes you're proposing are cool but mechanically undercut the goals you have for how you want the party to feel
bet bet bet thank youuu
An optional rule if you really wanna instill the fear of god in the party: You don't roll death saves - you automatically fail them instead, but also you can't fail saves from being attacked. Force the party to use their action economy in the moment to stem the bleeding and stabilize you. I would heavily discuss this with the party, and likely give an additional round until death.
i have two druid subclass ideas that are mechanically rather similar that i want some opinions on
and I want to emphasize, these should be discussed with the group, these are my untested ideas, and you do not need these changes.
the circle of the other is an eldritch/alien themed subclass all about transforming into a cosmic horror with customizable mutations, giving you certain bonuses.
The circle of the sandstorm is a martial subclass which lets you do what is known as a "desert dance", creating a sandstorm around yourself that you can control.
I actually wrote an eldritch/aberration themed druid, but it was all about wild shaping into actual aberration stat blocks
can i see?
It's AWFUL and old, but I'll try to find the link real quick
It's called the Circle of the Unfathomable, I sorta took the name from the fathomless warlock
https://www.gmbinder.com/share/-MUdNoz1jauE5A8KpVXX
which one of these ideas do you think has the most potential for a subclass?
Probably the eldritch one. The desert one runs the rush of being too niche, like if you lean too hard into fire as a damage type or something
yeah the desert one might work better as a remake of the circle of land
imagine a shinobi subclass of rogue
I like the sand storm more. I don’t think we have a Druid that gets an emanation currently
What would it do different from current rogues?
Doesn't circle of the sea?
Ah yes, I forgot about that
But I still think you can have the emanation play differently
as said i think the concept of a desert druid works better for a circle of the land remake
Looking for some feedback on this 3rd level subclass feature. This is for a half caster class in designing. Is this fine to leave as unlimited uses?
Level 3: Living Gear
Your Armament provides itself for combat, allowing you to use or wear it. You gain proficiency in Heavy Armor.
At the end of a long rest, you touch either a weapon or set of armor and mark it as the body for your Armament. The equipment comes alive, able to float above the ground, talk, and move on its own. While not moving, the armament appears ordinary. This equipment cannot be removed from you against your will. The touched target gains the following benefits depending on the kind of equipment until you use this feature again:
- Armor: You ignore the strength requirement for this armor. You do not have disadvantage on stealth rolls as a result of wearing this armor. As a magic action, you release a pulse of energy from your armor in a 5 foot emanation. Friendly creatures in this emanation receive a number of temporary hit points equal to your Bonded level plus your Wisdom modifier for 1 minute. Creatures of your choice in this emanation are forced to roll a constitution saving throw against your spell save DC. On a failed save they are pushed back 10 feet and take 1d10 force damage.
- Weapon: When you attack with this weapon you can use your Wisdom instead of Strength or Dexterity, for attack and damage rolls. As a Magic action, you can channel your weapons energy causing the weapon to temporarily grow for a massive magical attack in a 15 foot line. All creatures in the space are forced to make a dexterity saving throw. On a failed save they take your weapons damage die worth of force damage and have disadvantage on their next attack roll.
Honestly great! Infinite uses seems fine
So, I've been working on an idea of having the DM be an in universe entity and having a "chosen blade" I was wondering if anyone would be willing to look at what I've got so far:
https://docs.google.com/document/d/16MWLW62wJmmPYhceUHV0cVUoRnPsbm9Sf5orNWXRmTM/edit?usp=sharing
Hello you people. Would iron mans repulser blasts do piercing or bludgeoning damage?
Armorer Artificer is basically in game iron man suit
I haven't read through the new book yet, does it include an integrated weapon system?
Check Tasha’s or the 2024 version
The armorer artificer has its own built in weapon depending on which mode you have it in
In guardian mode you get thunder gauntlets.
In infiltrator mode you get lightning launchers
And the new version in 2024 also gives you another mode where you get a big ball and chain you can throw
I would read over the armorer because it’s as close to Iron Man as you can get imo
I just read through the new stuff, I saw that in the infiltrator
Yeah I honestly kinda forgot the new artificer came out ngl
Okay but regular iron man from the movies/comics, what he shoots doesn't really feel/look like lightning or thunder
It’s not piercing or bludgeoning just can tell you that. lol
They are “concussive blasts”
So probably closer to force damage
I guess bludgeoning works though
I suppose thunder does fit the concussive blast part. I just prefer avoiding giving players force damage when I can
I appreciate the input.
I might also just do that lol
Probably a combo of force+radiant+fire.
Or you could use bludgeoning+radiant+thunder
I didn't think about radiant
That's fair, everyone I've met just forgets it exists.
As a paladin main… I never forget
Also I’m thinking of changing the name of my homebrew class from Battleborn to Battleblood, to make it sound like being born with the abilities isn’t the only way to get them
it's in a pastebin
that's usually a suspect link for those unfamiliar
Complex doesn't mean bad. Active complex tracking of how your character sheet functions is.
I already picked up on the quick read it has do this constantly.
No one wants to deal with that, an dit slows down the game in an already slowgame.
Let me take a look
In the future I would use Google docs btw
Easier to share and read without people getting sus over links
control thief is supposed to say control not energy**
people still use gmbinder, cringe
So level 1 imo is way too strong. It’s basically a free feat for anyone to take a single level dip into. I would either move it to a higher level or change it.
I’m confused about the frenzy thing because there is no explanation about the point system thing here so I have no reference for what it’s referring to.
I think the natural weapons this class gives are pretty weak and the fact that you have to spend a whole turn to get them back is weak. You don’t ever want to have to give up extra rounds or actions just to use your stuff. Just give them a resource cost
Why do you keep being rude to people?
the 4th number is like the control u have and if u spend it all (until level 14/18) ull enter frenzy
idk i feel like its too big of a drawback
I don't even think it's that bad honestly, the formatting is giving me a little bit of a headache because the levels are all over the place
Yeah I would move this to Google doc to make it easier to reads it’s weirdly structured currently
the points are explained the pastebin is just being weird with formatting, they're the 4th column in the table
also i gave an epic boon at level 19 but i honestly have no idea what that does bc i played with the handbook from 2014 not 2024 and there it worked differently are boons even good?
but I think the flavor is there, don't ask me about balance tho lmao
Ah in that case, too many points imo
should i make it like ki/focus points then?
Epic boons are basically required in 2024 so yes. Leave it at level 19
i dunno; why doyou care?
Correct. Or make a more unique point system
Monks already get the highest amount of resource points, you either want to match it or go less imo
You want your class to be unique but not difficult to use
It's not just the arbitrary. When I read it, you have specific bonuses tied to these changing conditions. The playetr has to constantly adjust the math of their sheet.
This is a big ❌ because it introduces a very big level of human error which can change how they're interacting with encounters.
I forget to subtract something here, I add something here, and so on.
It's a big criticism because you have fixed stats as abilities in there that don't require a change of condition(example of the permanent boost)
ohhh
wait so what would be a preferred
situation
how would i swap all those buffs
Make the buffs a short rest or long rest track but not a constant track.
It's just how often they have to change numbers. When yo udo it like,that, you can also make siad buffs stronger since they can't change them out very well
sorry can u give an example 😭
sure give me a moment
I had an idea for an infinite ammo crossbow that shoots eldritch blast style projectiles.
https://docs.google.com/document/d/1QphtK0rNvxvxsBdfB-P8u2rLhD3MDTOx4-uwCtBLOIk/edit?usp=sharing
Is it to OP?
I need to rip one of your features then show it against an actual class feature
I'm confused by this a little bit
at level 3, you grow patches of external bone shielding. Gain +1 AC, whenever you take damage, reduce it by your proficiency bonus once per round for 1 control point.
why would I spend points to lower my ac? does my ac not go down if I don't spend anything?
infinite ammo by itself isn't OP in the slightest as, if we're being real nobody tracks mundane ammo
At level 20 if you know eldritch blast it can fire 18 bolts.
it = the damage you took not the AC lol my bad
okay wait so, at level 20 1 attack with the crossbow does 9 bolts?
Yes and it doubles if you know eldritch blast
some of the wording is a little bad ill fix that when the features themselves are definitive
be mindful of that because a lvl 20 fighter is gonna take an hour to finish their turn
tarting from level 2, you can control your bones to shape a weapon for a control point a time:
spike - (piercing 1d6)
knuckle braces - (slashing 1d4 + STR)
forearm shield - (1d4, +2 AC while active)
the weapon will retract when 10+ damage is taken at once, and will take a turn and control point to repair.
vs.
ou can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
What's the difference between the monk and this concept? None of these actually cause you to have to adjust and change a number on your sheet. They are action-based that call for an effect for sure, but won't change your AC(such as dodge) or your attack(such as unarmed strike).
This is the difference between "active tracking" and "passive tracking"
How so?
ah I see that makes more sense
you need to make 9 attack rolls for every attack action you take, a level 20 fighter is gonna need to make up to 72 attack rolls per torn
that's gonna take a little bit
ahh okay so i shouldnt be giving out ac or resistances so loosely i should achieve the same effect but with less writing
Oh dear, I also just realised that since all 18 bolts can be aimed at one creature...
huge help thanks
I'm critical of people but I don't speak without evidence.
I've been homebrewing for four years.
I'm just mean about it now lol
Oh dear
doesn't matter who you're aiming at you'd still have to roll seperately for each and every bolt as it's written rn
keep in mind I do like the idea
but it's gonna bog down everything really early
Yes but the damge you would do...
yes but the hate your teammates would have for you :)
I don't wanna be next in line to the fighter making his 50th attack roll
Also I have one that's just the same concept but a LOT stronger:
https://docs.google.com/document/d/1MnnKu8wuyobeT_-ZaIAj8Llo24S01NGXVq5jtgv3Xr4/edit?usp=sharing
they're definitely legendary i'll tell you that much
I also really like the flavor text btw
Thank you!
why does the crossbow have a damage when it's gonna fire bolts every time you attack anyways, that seems kinda redundant
oh wait nvm it's the same
that's just there for reference I get it
I think you're definitely closing the martial-caster disparity with an item like that
I try
I wouldn't say game breaking, I would say less fun
that's the fun part, the gnome wizard inexplicably getting the barbarian into a chokehold and absolutely taking him out
I just realised that overdrive protocol+Cataclysmic Discharge is broken
oh wait
wait
it doubles it
that means
144 attacks
per turn
bestie I think it's time to rework that crossbow
And a total of 12d10 damage per creature
OH GOD 120 DAMAGE
THAT POOR GOBLIN
I love it but I won't love it when it's been 30 minutes and the fighter is taking their 70th attack with 70 more to come
also also
at that amount of bolts you're gonna trigger that nat1 effect a whole lot
Imagine the goblin that gets hit by that combo...
just saying this would work really well in a video game
just not in a game where each and every attack takes real time
But do you think it would be effective against a Tarrasque?
just so there's no miscommunication here, whenever you choose to make a weapon attack with this thing it's gonna fire 3/5/7/9 bolts, right?
Depending on level
yeah
so if I am a say level 17 eldritch knight fighter, I could
-bonus action overdrive protocol
-action attack
--fire 14 bolts (1st attack)
--fire 14 bolts (2nd attack)
--fire 14 bolts (3rd attack)
-action surge
--fire 14 bolts (action surge 1st attack)
--fire 14 bolts (action surge 2nt attack)
--fire 14 bolts (action surge 3rd attack)
this would blow up literally anything
in DND, it is bad.
There are other systems that do this specifically.
Let's take example Savage Worlds Adventurer Edition. You can in fact roll an skill check at a target number of 4(it's a d12 die system), but your success/raises determine the penalty they get to rolling against TN 4
are resistances also a part the issue with tracking
a raise is every 4 after TN 4
so if you get a 12, and you have 1 success and two raises, the person rolls an opposed skill check at -6
that means the effective TN is 10
that works in a properly constructed d12 system
d20 systems break apart because of variability
permanent resistances no; changing resistances yes, but also no
it just depends on how many, more than anything
that is 90 bolts of 2d10 force damage, at a 65% chance to hit 120d10 for an average of 660 + 60 times your modifier
this coulda been an email
So a smidge broken
a teensy weensy bit
add onto that something like, hunters mark, hex what have you
for an additional like 2 trillion damage
the reason why eldritch blast fires multiple blasts is because it's supposed to scale with extra attack, with that you're just quadratically scaling because it scales with extra attack already
Still less broken than Bob:
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
four eldritch knight fighters with that crossbow are gonna bring him down in like a turn or two
:3
No, it makes opposed checks completely pointless, nullifying them. This system fundamentally doesn't play well with non-opposed checks(save DCs).
Take save DC ten. A d10 has a 50% chance. Take Save DC 17, and let's sasy an CR 8 creature with a standard +5 in the save. the yahve about a 40 or 45% chance of saving again.
They make the checks incredibly pointless
especially if they're level 20
that's the problem of this systems execution. Without opposed rolling, you don't bother doing it.
There's also a million ways for both monsters and players to just increase their save DC.
Let's take a standard GM crybaby complaint. Flash of Genius, a +5 intellignece mod to any save or check of themself or a player within 30 ft.
Let's take Save DC 20. Let's assume the die rolls a ten. Let's assume the player has a basic +4 in proficiency bonus and only ONE in the mod. that's a +5 modifier. Okay, they're at a 15. Flash of Genius, they're now at a 20.
bardic inspiration, generally going t beat it.
Guidance, easy.
There's also bless.
uh, let's see. Technically silvery barbs can potentially work on both targets, the one initiating and the one rolling against it.
This isn't exhaustive. I'm taking the standard; "my brain can default this out"
collapses instantly if you try that
hence my answer to you is; wrong system to try it in
No, stacking bonuses doesn't guarantee you to fail. The fact is they have very easy access to skill check bonus causing sources for each individual that it guarantees they will always succeed in some fashion on such checks.
Players love their numbers go up
It's the distinction that you're calling for a save DC type mechanic with a skill check.
emphasis on skill
If you're saying a skill check that causes a save DC, it's slightly less messier. But it's still messy.
is temporary health bad
i rarely give it
theres 2-3 moves i think
It’s fine in moderation. It doesn’t stack either
2 pretty sure
But it’s never particularly exciting
yeah, temp hp doesn's stack, you have to choose to keep your old temp hp or take the new value
the only thing I've ever seen do temporary health as a thing worth considering for a lass feature is artilerist protector turret
because it's an AOE temporary health that uses a bonus action and doesn't cost resources
The feature usually specifies
aha thanks
would any1 be willing to look over a homebrew race for me and give feedback :)
Temp hp is one of those like, it’s good to have but you are never particularly excited about having it
Unless it’s bonkers
sure, I'm not nice about it though as gore has noticed
lol. I just think people would appreciate kind and constructive criticism to further encourage creative pursuits
It’s like when the teacher in elementary school said your macaroni art was bad
Like damn
I would appreciate that
give me a sec, trying to figure out how I want to share this without giving out personal info
is just pasting the whole thing here frowned upon
ngl, I'm so edged out about being nice because most of the people here aren't. So I am used to getting kicked so I just do the kicking.
quivering palm sounds stupidly overpowered how is that a real thing
2024 version? Or 2014
gore
i only know the 2014th version is the 2024 version better or worse
Didn’t they change it in 2024? Like a lot?
The only thing they removed was Con save or die.
but they jumped up the 10d10 necrotic to 10d12 force
so uh
and they made it 1 point cheaper
"Resist this" - dies anyways from raw damage
because 2014 was con save or die and even if you save take 10d10 necrotic damage
does that make a big difference
force vs necrotic
technically yes because they can't oneshot your bbeg. 2024 isn't player friendly; the playtesters were mostly GMs who cried about things
so it helps the GM
almost nothing in the game, less than twenty creatures(aside from certain dragon types) are immune to force
its basicalyl meant to be unresisted death
and there are very FEW creatrues with resistance to force
Many more creatures are resistant to necrotic tho
undead are immuneto necrotic
almost half the creatures in the game have resistance toit
so damage basically does nothing except if u have resistance to it
how would a monk deal necrotic
isnt he just fists
necrotic is meant to be in theme a control of life and death
you're literally killing life itself
there are certain traits that creatures have that care about damage type, but for the most part, you're correct
so its on brand
But as a matter of mechanics; it wasn't really used for the necrotic. It was used for save ordie.
And players would make the BBEG and other big enemeis fail.
Because there's no actual target limitation
goodness, I just realized Quivering Palm and a divination wizard go crazy together
yeah that was a common combo. 2024 wasn't designed with players in mind. it was designed to appease crybaby GMs
that's what I got from readng all the playtest feedback
"Hey, my player absued this. Someone could abuse that. My enemy died to this"
there was very rarely feedback about the player experience
It was also the same in playtest arcana, you can observe the same behavior
bump :)
oh yeah thanks for the bump
let me read
ugh is this 2014
with the whole racial limitation thing again
for ASI
I kinda want a cage match spell Ngl
Any ideas or recommendations
wdym by "cage match"
Compell duel?
Or do you mean like, you make an arena
been playing too much overwatch bro 😭
Yes arena
add a way to trigger puppetry mode deliberately and I'd say its fun concept
it's definitely not a concept I'd take if I was being a minmaxing scumbag
but its a fun concept, but that dependency on a 1 is too slow to make use of it
I don’t play either or 😭
ooh, maybe I can frame it like the Tides of Chaos feature that Wild Magic sorcerers get
oh 😭 😭 😭
Mess with a roll in exchange for immediate Puppetry Mode
@wind berry You mind if I Dm you? I already did, I just realized I should have asked first. lol
you can do that, but it goes back to you want the player to have fun, irregardless of the GM, so they need a way to actually have fun with their race
so there needs to be someway for the player to deliberately trigger it
otherwise its not fun
uh I have my DMs muted so thanks for pinging me
i'll take a look
Are you suggesting that I replace the nat 1 trigger, or add an additional (player controled) trigger?
is there any mechanic where i can make a players attack be able to hurt an ally
or the possibility of it
any aoe spell XD
add an additional trigger
or replace
that's up to you
but there needs to be a player controlledtrigger
hmm 🤔
my advice is always about FUN, not necesarily numbers, keep that in mind. I just don't see it as fun at all if the player can't interact with it outside of rolling badly
yeah, that makes sense
other than spells, I don't think there's any RAW mechanics that make an attack hit multiple creatures
alrrr thx
hunter ranger thingy I think
idk what it's called
horde breaker?
yeah that
https://docs.google.com/document/d/1RBxHTKNKqB_quxUTNQViAZ4yli8kUFUIkVCxK8Xa-lM/edit?tab=t.0
idk i feel like i havent changed a whole lot but i removed almost all instances of gaining AC @wind berry
what do u think i can improve on now
contemplating reworking the eberron greater mark of x features so that they incorporate the benefits of potent dragonmark
i like both but tbh i think its very taxing for the target demographic build for 2 feats
Potent Dragonmark is an extremely powerful feat just on its own. I recommend reconsidering this.
i dont really disagree either
but its almost too punishing for a 2 feats tax
instead of just a single feat tax
like the feat IRS can calm down im paying my feature/ASI taxes on time
(lol)
I mean, if you want to have two abilities, you'll have to invest in them. That's kind of how sequential progress works.
the combo would only have "all spells are prepared" and not the extra spell slot
If anything, the Greater Marks feats are usually a little underwhelming. I'd recommend buffing those to be on par with Potent Dragonmark, rather than trying to combine the two.
true
yeah, thats kind of what i meant
like more incorporating the always prepared part into the greater marks
I don't think you need to take the thunder from Potent at all. I think a player should be rewarded for getting both.
Wait! that's wild strong
So if you fire off the avada kedava at them and it turns into a black hole, they get that for free?
if you fail a death saving throw in my games, you take a level of exhaustion
They can cast it at will
That is fair- something balance would look like an equal exchange of cost for that. So exhaustion makes sense
And I think, if they have exhaustion when they cast it next, its
1d4 exhaustion again
plus -5 Con
I want them to use is spairingly
this feels like with great power comes a high electricity bill
Thoughts on this as well for them?
``Infernal Displacement
You can switch places with an ally or object within 30 feet of you by clapping. You may use this technique as an reaction. You can do this
PF time/long Rest.``
That sounds fun though!
So this new weapon is part lore part randomness and part amazing weapon.
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
I caught the reference!
The dragon ate my GIF 😭
All of us are also in a JJK campaign, and they kept asking for abilities\ from it, and I finally gave in lol
Oh that is awesome! so is everything based on cursed energy rather than magic?
im doing one baced on demon slayer:)
I had just finished mine based around a hybrid of Hunter x Hunter, Genshin Impact and Solo Leveling
Yup
that actualy sounts cool any tips?
sounds*
So i took parts that worked well while forming the world. That part i can talk about in #dm-world-building but I took the skills aspect from most adventure anime and homebrew them. The vision aspect from Genshin and made them explorers that were tasked with a mission.
**Best advice is simple is better. **
It was easy to go overload so simplifying it made life manageable and my players enjoyed them. Everyone had "visions" that was a special skill tailored to their character. They were limited to 5 skills but they could evolve depending on how they used them. The missions they took or dungeons they explored gave them more perks being explorers.
ok ty
Also you don't need to make carbon copies of what you reference it can be inspired by that fits what you are looking for
thats a fair point. my thinking here is that potent dragonmark has a LOT of benefit but the allocation of the benefits is overly exacting with how the target demographic build would have to sink both feat/ASI choices from level 4 and 8 into them. its too exacting, but i recognize its also very, well, potent
yeah but my player havent watched the anime so it will be easy to do it i thik idk
todd howard can be heard in the design process/thinking there
it just works
Yeah but considering demon slayer is heavy in breathing styles- it is a high task.
Especially if they want a unique one
yeah
Yeah just keep it simple as possible. Make sure like demon slayer the breathing style relates to one you already have in existence.
yeah ok
https://docs.google.com/document/d/1Jf2vLObHbtrcjCM1kYN-LT6r-0Dryx7pGTl8scCsGN0/edit?tab=t.0
what do we think (i still have to add subclasses)
no first level ability
How cruel must I be to add Localised limb Hp
Check out Runequest.
Alright, I just need ideas to help me flesh this out
Runequest has you covered. It was one of the original D&D homebrews that spun off because the author, Steve Perrin, wanted a more "realistic" system.
It specifically has limb damage. I think 2e is probably the best option.
Idea for a racial trait:
Chaotic Success: All attack rolls, ability checks, and saving throws are made with Emphasis. (to roll with Emphasis, roll two d20 and select the result farther from 10. If the results are equidistant, choose the higher result.)
Thoughts?
Many games have damage location (or « hit location »)
Deadlands Classic, for such an example.
Maybe you should look at ttrpg design books. Like « Succesful Design Patterns In RPGs »
this would get really tiring really fast
Tbh, I only got the idea from Escape from tarkov for my DnD campaign with magi-tech (there are guns too)
Have you read any game outside D&D or its clones (Pathfinder) ?
I would remove the ASIs, these don't feel like half feats
More like full feats?
Yeah
@wind berry
What would you think of this as a trigger ability?
Force of Chaos: As a reaction when you fail an attack roll, ability check, or saving throw, you can change the roll to a 19. You then immediately enter Puppetry Mode.
You need to specify what you're using it as a reaction to, fwiw
Well, I did read pathfinder
But I was only interested in the shields
Still focusing on main DnD
Pathfinder 1e is D&D3.7
It’s not a different game, even in its 2e
I see, I'll go check it out once I'm done with 5e DnD
Go check games that aren’t related to D&D. That aren’t even fantasy.
It will enrich your gamedesign. It will enrich your DMing.
Is this balanced? It’s a racial feature
You have a keen nose that allows you to track down foes with predatory instinct. You can mark the scent a creature within 15 feet of you as a Bonus Action. While marked, you have Advantage on Attack Rolls against the target, and Wisdom (Perception) and Wisdom (Survival) checks to find the target. The target remains marked for 1 hour. You can use this trait a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
I mean, I'm technically doing it
They aren't TTRPGs (Unless I count pathfinder shields)
I'm currently balancing my enemies to be more In numbers rather than spamming legendary monsters
To show that not all party deaths are from legendary bosses/monsters that are official or homebrew
How are you « technically » doing it? Homebrewing D&D is not by any form reading different ttrpgs. It’s just making D&D variants.
I encourage you to play, like, other games than the Fallout series, and you tell me « I am doing it : I am modding fallout 3. »
The variety of ttrpgs is as varied as the video game landscape. Don’t get stuck in one game and miss the richness of the whole… Apocalypse World is to D&D what Quake is to Super Mario : a totally different experience / design / form.
It's vow of enmity but better
Also it's not limited to a paladin/paladin multiclass
I'd say it's way too much
There's nothing broken about this item, right?
https://www.dndbeyond.com/magic-items/10924320-anklet-of-strides
Nope.
Take note that it does not muffle sound. It adds sound effects that cover the ones done normally.
yep
If y'all could improve Eldrich Smite, how would y'all do it?
My first idea was to give it free casts equal to half my Charisma modifier per short/long rest, or something like that.
I mean if you add the opposite sound waves of the ones you’re making, it can completely silence the footsteps
picks up heavy flamer
Listen you...
it’s actually really weak as is, considering Elvenkind Boots gives a Stealth boost for an Uncommon non-attunement
in fact, you can make any sound which means you can completely cover up any noise including any clanking of your armor, which would usually remove your disadvantage to stealth from wearing armor
Would anyone be interested in hearing about the one-shot I built, and in offering feedback if it ends up sounding like dookie?
ooh, thank you!
good, its weak, that is all i need for a thematic item my dm will say yes to my character getting
unless I’m missing something, it’s a Common Magic Item
sure, fine, i already submitted it as an uncommon so its good enough
https://docs.google.com/document/d/1lRNhr0JZ90HJmG5z4CQgllVHd4xVdoafnLTgjJxXcZU/edit?usp=sharing
Meant to be a silly race, but would you allow it in your game? If not, why?
Would a heavy weapon with both Graze and Cleave properties be to good?
Well, just taking mechanics and stuff I like then polishing it to fit into my dnd campaign
Hey hey! I'm creating a homebrew greatsword heavily inspired by gaels greatsword from ds3! Any ideas for moves and things it can do would be greatly appreciated! This will be one of the players main weapons from now till the end of the game
Which greatswors version?
the boss gael or the Normal gael
Boss
Red skulls, lightning, crazy movement
Anything
So, bear with my ideas here
Well it would have great reach maybe like 10 ft since the boss gael sword is large
It would probably be unbreakable (assuming you got weapon durability)
It can maybe apply a effect like darkness referencing its from dark souls therefore stunning the target
Then every time you swing another red slash appears dealing more damage (referencing gaels cloak)
Then it should give necrotic damage, scales up with character level (or the sword levels up every time you reach enough kills)
Then it should give boosts to paladins smite since gael uses magic and fighting style at the same time making him a necrotic paladin
Also, If you get enough kills (or sacrifice a few hp) you get to apply a lightning on your opponents
They need to make a Constitution saving throw or risk being stunned for the rest of the round
Then, you can launch flying red souls that will do necrotic damage if it hits an enemy
The sword could have a description that is from a strong corrupted warrior wearing a red cloak
The sword could also lead to a secret quesline (and the reward is the equivalent of the dark soul or smth)
if its held by a good warrior, it will slowly Corrupt them turning them evil
Unless they drink or do something that can reverse the corruption
Or just abandon the sword
Holy dang I made it too long
Some of these are really good hellyeah
I like the double impact slash, red skulls stuff and the darkness too
I'm gonna add some movement things too
Thankyou for the input this is very helpful
A critical hit will make 2 or 3 Red slashes and stuns target 2 turns!
So it would be like 4 to 5 dices of dmg?
I'm assuming your world is inspired by dark souls?
Not really nop! Bought my friend dark souls 3 and he loved it and so he wants his sword to be gaels
It's still a fantasy setting but very different styles
As a starting gear? Peculiar starting weapon but then again it's DnD soo
No no we are well in to the campaign already
Earlier a session back he found the sword but it had 0 power
He has to unlock it which he will this session
Ah my mistake, carry on then
All good! Thanks for the help
hello can i share my homebrew item here to know if it's not too broken? it an endgame legendeary item
If it’s endgame you can make it as broken as you wish, I believe
here
I updated this to be less damage/combat focused and more info-gathering focused
Detective’s Intuition
Origin Feat
When you use the Study or Search actions, you can modify them in the following ways:
Studious Mind. When you use the Study action on a creature, you choose a number of damage types or conditions equal to your Proficiency Bonus. You reveal whether the creature has vulnerability, resistance, or immunity to each of those damage types or conditions. Additionally, you learn the lowest saving throw for that creature.
Searching Gaze. When you use the Search action to look for a creature, the movements and actions the creature took within the last 6 seconds the creature spent in that room or area up to 120 feet away from you, are revealed in the order they were taken. If the creature is still in that area, they do not benefit from the invisible condition against you for the next minute.
Crucial Clue. When you use the Study action on an object, you cast the Identify spell on it as part of the same action. When you use the Search action on an object, you also cast Locate Object on it as part of the same action.
Once you use this feature on a creature, you can’t do so again for the same creature until you finish a Long Rest. You can use this feature a number of times equal to your Proficiency Bonus. You regain your expended uses when you finish a Long Rest.
you have to make it accessible by everyone with the link
Would you still need a Pearl worth 100+ GP for Identify? Or a forked twig for Locate Object?
I meant for it to skip the material components, thanks for pointing that out
it’s Identify as an Action instead of 1 minute + no need for the pearl, which is why the counter point to it is a 2nd level spell that’s usually an Action and has a free material component
Its a really good feature, IMO, to quickly Identify Magic Items
you do still need to be touching the object though, which I don’t think is usually a constraint for the Study action
Maybe say something along the lines of "Study an object you are touching" 👍
Are there any examples of a magic weapon that acts as two weapons at the same time?
im going funny with this 'fighting styles' lol
Eldritch Fighting
Your training has made you learn a new way of fighting. Choose one of the following options. You can’t take a Eldritch Fighting option more than once, even if you later get to choose again.
Trick Weapon. When you make an attack roll using a weapon, you can change the weapon you are attacking with for another, as the weapon morphs into the new form. This can happen once per turn.
Call to Action. As a reaction when a allied creature within 5 feet of you makes an attack roll against a creature, you can make a weapon attack against the same creature if within range.
Spell Shot. When you cast a spell with a ranger great then self and touch while holding a ranged weapon, you can instead use the ranged weapon's range inplace of the spell's range.
Cull Forces. When you attack a creature, you can also make an attack roll against another creature within 5 feet of the first target. On a successful hit, you deal your weapon damage in force damage.
Grasp of the Commander. When a creature makes an attack roll within 20 feet of you, you can use your reaction to cause that creature to be pulled 10 feet towards you.
the last one may get nerfed to be like protection but pull
(maybe same with Cull Forces)
Hoopak. Not quite a magic item but could get Weapon +1/+2/+3
Been thinking of a paladin subclass that acts closer to a barbarian, the idea of how you get the subclass is similar to the oathbreaker, where instead of getting stripped of your powers if you do something you weren't like betraying the crown, you swap up, oath of repentance, the idea came from the repentia sisters of battle
So I could misty step 600 feet with a long bow with spell shot?
What would a Commoner subclass be like?
Sidekick: Warrior, Expert, or Spellcaster
Bard college of poverty
well, yes, but that was an unforseen thing lol
attack roll spells only now
the backgrounds
Farmer sounds like a Commoner subclass to me
I’m wondering if I should just give those 2 as prepared free casts and detach them from the Study and Search
that way I can enable Locate Object at level 3 instead of level 1
I require assistance on my monsters (i need ideas and recomended stats)
I am currently making a long range boss called The Piercing Reapermancer
a supposedly Cr 25 - 30 Secret boss for my Campaign that is obviously a nightmare against to fight but very rewarding once defeated (I need ideas for rewards too)
that can go invincible temporary once she takes a certain ammount of damage
Then Teleport to another location, has 1.2k Hp and 3 Phases to go through
with phase 2 being at 600 Hp and phase 3 300 hp
The boss is weak in melee however makes up obviously in range using a high piercing long range weapon (it's also enchanted to be catered for her)
From AOE attacks to chain attacks then Single beam attacks
hey can someone help me with a paladin subclass im making?
waaaaaay too much HP
it’ll end up being a very boring long fight
Aspect of Bahamut has 1k HP at CR 30
500 and resets with another 500
but he usually gets away after the first phase
the issue isn’t even the HP which is a total of 2300 if I’m understanding it right
it’s also that you have a defensive feature that gives immunity to all damage after taking a specific amount of damage
depending on how much you allow and in what time frame, that’s a fight that will take 6 sessions or so to finish with a level 20 party
Is this balanced as a racial trait?
You have a keen nose that allows you to track foes with predatory instinct. You can choose a creature within 30 feet of you as a Bonus Action. You have Advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the target. This effect lasts until you use it again or finish a Long Rest.
can someone help me with the paladin subclass?
Maybe also cap it to "until you take a long rest" or something like that but otherwise looks fine to me.
Thanks!
Race: Gnoll
The first gnolls arised [insert lore later]
Creature Type: Humanoid
Size: Medium
Speed: 30 ft.
As a Gnoll, you have these special traits.
Sharp Claws
Your unarmed strikes can deal an extra 1d4 Piercing damage.
Feral Instinct
You have a keen nose that allows you to track foes with predatory instinct. You can choose a creature within 30 feet of you as a Bonus Action. You have Advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the target. This effect lasts until you use it again or finish a Long Rest.
Darkvision
You have Darkvision with a range of 120 feet.
Ancestral Spirits
The echoes of your ancestors reverberate in your blood. You may cast Speak with Dead, without expending a spell slot or material components. When cast this way, the corpse instead speaks as a distant ancestor of yours. The kinds of knowledge the spirit knows depends on your family history. Using this feature, you can cast the spell once, and you must finish a Long Rest before you cast it in this way again.
Any critiques?
My thoughts:
- Sharp Claws should be 1d6.
- Feral Instinct is good.
- Ancestral Spirits is unfortunately too vague, and requires the DM to do too much work.
I'd nudge the darkvision distance down to 60 feet for game balance
The speak with dead is an interesting feature, might also be a bit OP.
Maybe instead they get a double proficiency bonus on survival/investigation checks around dead creatures?
Yeah, I think I’ll change the speak with dead feature to be more inline with Divination. And probably at DM discretion
maybe for that last one, a free Borrowed Knowledge for the History skill might be less harsh
Feral Instinct doesn’t mean anything to me, do you just mean you can use the Search action as a Bonus Action but the range is limited to 30 feet?
In 2024, Gnolls were changed to be Fiends if you want to play with making them a playable Fiend species
I think 120 feet of dark vision is fine if they don’t have much else going on. There are a bunch of new species in Lorwynn that got 120ft DV
I’m making this for my homebrew world where they aren’t fiends, but thanks
No, it gives you advantage on checks to find it until you use the trait again. Like hunter’s mark
Do you think this is better?
Ancestral Spirits
The echoes of your ancestors reverberate in your blood. During a long rest, you may receive a message concerning a specific creature, event, or location from a distant ancestor of yours, at the DM’s discretion. The message might be a short phrase, a cryptic rhyme, or a dream. The kinds of knowledge and advice you can receive depends on your family history.
I dunno, my problem with the previous one was that it hinged on DM discretion. I think that player features should be activated by players.
you should specify that
and a duration
I did. “You have advantage on wisdom (perception) and wisdom (survival) checks to find the target. This efffect lasts until you use it again or finish a Long Rest”
https://www.reddit.com/r/DnDHomebrew/comments/1pewc7c/oath_of_the_afterlife_paladin_subclass/
This is a link to a paladin subclass i made, how does it look?
This is incredibly overpowered
Being able to knock all nearby creatures prone and immobile for a minute? And there’s no limit on how many times you can use it?
wait, so it just has unlimited uses?
I mean there is, channel divinity is once per short or long rest I’m pretty sure
Oh
Yes, although it is one at a time
With that out of the way, what do you feel about the rest of the subclass?
Idea is cool, a bit poorly defined at parts
hmmm, I think that’s fine, but then I do think you should go for 60ft DV
the unarmed strike feature is really strong, that’s a free permanent Divine Favor for Monks
and this feature is very flexible
the last feature should be toned down and the DV should go down to 60ft imo
The DV is now 60, and the last feature is…
…now this
I mean it’s not bad, I just feel like I wish it was more defined
you can keep it, I don’t think it’s broken or anything
hey is it normal for an enemy to give players free Opportunity Attack?
I'm trying to connect the dots on why you're asking that in the homebrew channel
i'm inventing an enemy that would provide a free Opportunity Attack
I mean, it's up to the DM to determine creature behavior. Is it normal for DMs to purposefully incur opportunity attacks so the players feel more engaged? I dunno, you'll need a bigger sample size
What do you mean by “free?” Like it doesn’t cost their reaction?
like it falls outside of the normal rules of Opportunity Attacks
I apologize, but it's not really clear what you're talking about here
i mean i was trying to get a general concept of other extingent circumstances for a free Opportunity Attack
Can you describe a situation wherein this might happen? I still have no idea what you're talking about
when the enemy takes its movement, it gives a free Opportunity Attack to anybody with line of sight on it, and hitting it will Prone the enemy as well as dealing damage
And 'free' means no reaction used, in this case?
so the trigger is still movement? How is this different from a normal opportunity attack?
i just wanted to know if anybody else had anything similar to giving Opportunity Attacks in circumstances thay don't normally cause that
Movement normally does cause an opportunity attack
like when an enemy moves at all?
When they move out of a creature's reach
this would be triggered regardless of if it's in a creature's reach, if somebody sees the enemy moving they get the Opportunity Attack
Sees them at all? Like even from range? So I could “opportunity attack” them with a bow from 30ft away?
So just to be clear, you want to design a creature that:
- Moves in any way
- You prompt the players "do you want to make an opportunity attack?"
- You confirm "yes, you can make an opportunity attack against this specific enemy even if it's not leaving your reach
- If they say yes and hit it, it knocks them prone and deals damage to them
Is this all correct?
yea, it could be 30 or 60 or 90 or however far you can reach and you can attack it on Opportunity
do these 2 classes compare in power and do they seem fun/balanced to play?
https://docs.google.com/document/d/1Jf2vLObHbtrcjCM1kYN-LT6r-0Dryx7pGTl8scCsGN0/edit?tab=t.0 &
https://docs.google.com/document/d/1RBxHTKNKqB_quxUTNQViAZ4yli8kUFUIkVCxK8Xa-lM/edit?tab=t.0
yea this is all right
You can see how this will make the players feel like you've tricked them with no way of knowing that they'll face repercussions, right?
You're prompting them to do something they normally can't do
oh wait "them" meant the players? no
And then if they do it, you slap them on the wrist
when they take the opportunity attack, the enemy takes damage and is Proned
So you just want this enemy to be extremely, extremely hittable?
I'm like 2 sentences in to reading the first document here, and I already see a pretty major issue 😬
like an additional 1d4 of damage on top of what was already dealt on the attack
What's the point of putting this enemy in, exactly?
something to bully and steal the weapons off of
💔 whats wrong
is it the proficiencies?
i have no idea what to put there yet so just ignore that for now 😭
Why does it need features that makes it worse though? Especially if it's muddying the waters of how normal game mechanics work. If you want them to defeat it, just give it worse stats.
The class has no weapon or armor proficiency, and no level 1 feature. You're literally just a commoner for level 1
this was the only ability i thought would be a little weird so i wanted thoughts is all, i heard that people like when combat is spiced up
level 1 feature needed okay
noted
I don't know if I'd recommend spicing combat up using this particular method.
Not to mention, spicing combat up usually involves making combat harder.
it does have some harder, this way of making it easier just seemed a bit strange so i wanted to clear that up
essentially, the enemy is someone with a very heavy shield that they can crouch with to gain Full Cover against one line of approach (i.e. North, South, East, or West (or the directions inbetween), and have Half Cover when they're in the immediate reach of a player, and when they move they provoke an Opportunity Attack with Half Cover to their decided "shield angle" or no cover to any of the others, and on a hit they are knocked Prone, have no cover, and take an additional 1d4 damage
I think directional mechanics like this are too complicated.
More interestingly, perhaps design an enemy that forces a save, and on a failure players are forced to make an opportunity attack if in range.
The enemy can temporarily increase its AC prior, allowing them to 'waste' all the players' reactions.
i mean i like it being complicated, do you think it's inconvenient for the players?
Alright so with this first class, I've only made it to level 3, but basically everything has some degree of issue with it. But I'd say Adrenal Strike and Control have the biggest issues, which sucks because that seems to be the core concept of the whole class.
The issue with Adrenal Strike is that it is far too weak. 1d6+Mod for unarmed strikes is the same value as a monk or someone with the unarmed fighting style, but you are asking them to spend an extremely limited resource to get the same value. And then if they spend all of that limited resource, they start taking 1d6 damage every single turn until they drop to 0 HP. And keep in mind, that apply out of combat too. So there's no possible way to finish a short rest before it knocks you to 0, even if you started the rest the exact moment combat ended.
I'm not going to go much further with reviewing this class, because I think it needs to go back to the drawing board completely
Complicated features are inherently inconvenient for the players, because they tend to require a lot more confirming mechanics, asking questions, and possibly feeling frustrated when the outcome wasn't clear to all parties
Simplicity is 👑.
i see, i see. well, thanks for the advice, i'll probably scrap the concept then? idk
I still think this angle will achieve what you're looking for, using more conventional methods.
hmmm will u look at the second one?
maybe the whole control thing is just bad
yeah I'll take a look
oh yea i'll look into using that, but probably for a different enemy
see i was considering giving the players that shield as an item was the thing
Just out of curiosity, how long have you been playing D&D?
😭 😭 😭 😭 im new
i played like 2-3 sessions
for my classes
and me and some friends decided we want to do it outside of classes too
what kind of class teaches you DND????
Skubr, I'll give you the same recommendation I gave you two days ago.
nothing a little practice cant fix no
its a new system where u have to follow an extra curricular
every couple of weeks
My point is that even the most practiced DnD players still make garbage homebrew classes.
stuff like rock climbing and cooking
I don't mean to be rude when I say this, but I could kind of tell that you were new based on how a lot of this was written. I don't want to shut down your creativity, but I HIGHLY recommend that you do not use or create homebrew content until you feel very familiar with the game. It is not something that a newcomer should do. If you think of it in video game terms, its like trying to design a balance patch for the game before you've played it. You need a very deep understanding of the game, of its design philosophy, and its balance before you can make a successful and fun homebrew anything. Let alone a whole class. That is literally the hardest project any homebrewer could do
Why no starting equipment?
i still have to actually make the starting equipment cuz that was going to be homebrew too (just regular weapons but reskins 😭 tbh) but lots of people telling me i shouldnt even be doing this so idk
I would say you shelve the idea for now, and come back to it later when you have more experience playing the game using official content only. I don’t think you need to scrap everything, you just need more experience before you try to tackle such a difficult project
An item that doubles Misty Step's range from 30ft to 60ft, how strong and rare would you guys say an item like that would be and should be?
that is really strong and should probably be decently hard to get
Na. Uncommon.
Easy to get
All it does is add 30 feet you still need to spend the spell slot, have misty step prepared, and use it
And most of the time 30 feet extra isn't going to change how good it is. 30 feet is usually enough
Uncommon in a game without an Archfey Warlock. Rare in a game with an Archfey Warlock.
I'd also make it non-attunmenet
Even as an archfey warlock, I'd throw this out as soon as I got something else competing for an attunement slot
Unless you want it to be temporary in which case attunement
If you want it to he attunment and decent, give a free use of the spell and make it always prepared as well
idk, 60ft of instant locomotion with no reaction just seems spooky to me
30ft teleport means its difficult for a melee enemy to catch back up. 60ft teleport means it's nearly impossible for a melee enemy to catch back up.
As a DM for an Archfey Warlock, I can confidently say that it's a nightmare trying to keep this little guy pinned down, and an extra 30ft on a teleport that's up 5 times for free every long rest would be too much.
Spider brood mother
AC: 11 (natural armour 10 +Dex modifier)
HP: 31 (2D20+con modifier)
● Actions in combat: 2
● Bite attack: +2 to hit. 2D6 piercing damage and have to roll a DC 15 con check or take 1D4 poison damage until the end of its next turn.
● Web: +2 to hit. 1D4 and DC 15 strength check to break out or be considered restrained.
● Legendary action:
● Once on initiative 20 the brood mother can summon six of its brood. Each brood member is considered a minion and has AC 5 and 1 HP, they also do 1D4 damage on a hit.
The Brood mother is considered to be a large creature.
● Str: 18 (+4)
● Dex:13 (+1)
● Con:15 (+2)
● Int:5 (-2)
● Wis:8 (-1)
● Cha:6 (-2)
Please can you help me balance this out, I've built this "boss" for an encounter with four or five players that are level one. I don't want to accidentally kill my players, but I also don't want it to be too easy.
Monsters don't get "2 actions in combat", they get multiattack, which allows them to make two specific attacks when they take the multiattack action. This is a very meaningful difference.
Notably, this creature is dealing 11 damage on average (+2 average if they fail the con save). This means that your average level 1 Wizard has a 25-50% chance to die instantly with no death saving throws from full health if they get hit even once.
So lower the damage output to possibly either 1D6, or a D4 damage with 1D4 poison damage until he end of the monsters next turn, or possibly have a fixed damage of 2 piercing damage and 1D4 poison damage until the end of the monsters next turn if they fail the con save?
You're really just comparing damage numbers here, trying to hit that sweet spot.
1d6+4 = ~8 damage, which will instantly down a squishy caster but probably not outright kill them. I think that's a reasonable space to sit at.
Aight, bet. Thanks, I don't want to one hit a caster, but it might be a fun challenge for the players
And how about the legendary action? Is six minions too much, or is it just enough, since they all have 1 HP?
If you don't want to one-hit a caster, then you're starting your players off at the wrong level 
It's supposed to be a level one encounter, that's the problem😂
The amount of minion-type enemies relies entirely on what resources your players will have access to at the time.
Does your wizard have Burning Hands up? Great! Minions are 0 problem.
Does no one have any AoE? That's probably a TPK.
I'll add a note for myself to lower the amount of minions if the players don't have any of those ready, probably two or three minions. As for resistances and immunities, I'll rip off the giant spider sheet to see what it's resistances and immunities are
why not just the normal giant spider statblock? you can still have the spide swarms showing up
Let’s say that I’m making custom version of life cleric, what I should change/add?
What are your issues with it?
Enemy damage is often bigger than healing output
That's not an issue with life cleric, that's an intentional dynamic that's built into DnD as a system.
Alright, alright.. fine then. I was going to throw that anyway as sort of hypothetical question
Shouldn't a life cleric have a lower damage output than a healing output?
Intentional 5e design yeah
Healing being as potent as damage would make for much less tension
Definitely not
They are still clerics and clerics are blasters
Well, if you do want to change Life Cleric, and your issue is that it heals less than enemy damage, the thing you would change would be to increase its healing.
There are zero classes in the game that have a main function of healing and that is by design.
I wouldn't recommend it, but that's what you would do.
Healing is always just taped onto the side, ala cleric and druid
Druids are primary controllers and clerics are primary blasters, really
Huh..
There are many reasons. Chiefly that it makes combat less tense and interesting
The other side of healing is condition removal which is often the more impactful side
Lesser and greater restoration aren't often needed, but are clutch when they are
dont mean to necro this too badly, but i skimmed these and i agree with the comments others made about them.
I will also echo previous points of learn the game first before homebrewing. If you must, i would recommend brewing small (feats, spells) and cleave VERY closely to existing content. That's how i learned how to homebrew solid/balanced content too. i tried brewing a class as my first project as well, and it was so bad i abandoned it. even then, though, that was AFTER playing 3 characters (while in the middle of playing the 3rd) AND learning the rules. Focus on learning rules and getting more experience playing the game first before brewing
Learning how to optimize is also an excellent foundation for homebrew.
yes
If you understand why people make the choices they do, it'll help balance.
i learned how to balance/optimize simply by comparing to official content
Get involved in the optimization community. Read tabletop builds. Watch pack tactics. Understand RAW, RAI optimization, and even RAW abuse.
in regards to the concepts behind this brew, i like the conceptual ideas. though, i would focus on making the concept into a subclass of an existing if you really must brew this. otherwise, maybe shelve it till you get experience
Yeah, Archfey Warlock is what I was thinking of for this item. So even with how strong you think it is, you still think it should be just rare?
It's a bit underwhelming at rare imo
If I was an archfey there are many rares I want over it
Okay so I'm getting very mixed opinions
Could someone give me a quick feedback about it, you could although just take a look at stuff you find interesting and give me feedback about that ^^
I just don't think the range extension will even be relevant enough to justify rare, much less rare with attunement.
@chilly laurel i would specifically direct you to the monk class for the muscular stuff if you are brewing to play these. second link doesnt work for me anymore but was it bone knives and stuff?
regardless, i really must stress: play the game and get experience, or do what i did and read the rules to understand them AND when you do brew, use official content as your barometer. also start small when you do start brewing, my first good homebrews that are actually useable were variances or spells and items that did similar yet distinct things to existing content.
Not often will it be a notable difference to be a 30 or 60 foot teleport, given misty step's normal use cases.
ill take a look when i can but when drafting keep in mind why people had issues with the new one. the reviews ive seen are mixed, even with positive reviews bemoaning stuff like tool expertise being YEETed to the shadow realm
yeah i disabled it cuz i cleared it out but thanks for your advice im now trying to redefine my ideas first cuz i noticed that every class has its own appeal (people that want to be upclose tanks will choose barbarian, people that want to fight and use spells will choose paladin, etc etc) so im looking a bit more into the theory behind it all
What if it was a secondary effect on another item or a permanent buff acquired from some big in game event/milestone?
but i will take your advice to heart thanks for taking your time to write it out
That's still something I don't understand, why take the only expertise option they got, yeah it was nice but there was room for improvement. Still thanks for taking a look at it ^^
good idea to do exactly that!
yeah, understanding each class' niche/use is a good start for sure.
dont try brewing a class first, start smaller. the most id go, after understanding each class' theory/use/niche is to make a subclass
i completely agree
More valuable in that case yeah
Also understand what niches don't actually exist. For example, tanking doesn't exist, and melee is almost always bad and isn't a niche.
Regarding learning homebrew
Many "roles" people think are real are not real at all in practice.
That's why I kept it and moved it as a ribbon feature to Lvl 5, as a whole Lvl feature it's not good enough. As a cherry on top of something else on the other hand 🤔
i like that
I gave them although the choice to lean more to the martial or caster side straight from level 1, even before the subclass comes
The Artificer got way more customiseble and flexible than it once was. It is comparable to a warlock know. There are some things that are fixed choices and some that could be changed to fit the needs
briefly skimmed the first few pages
some typos, but on the meat and potatoes:
-i like the arcane companion feature, thats amazing
-i went to skip ahead to see if this interacted with battlesmit and saw the artillerist cannon changes. not a fan of the cannon as a pet tbh, if you really must then have it interact with arcane companion perhaps? i am a fan of feature synnergy within a class, which is beef i have with 2024 clockwork sorcerer's trance of order not using innate sorcery lol
-this is my personal opinion: i actually hate tools required and wish they never spawned it. this is a personal beef, specifically with regards to cantrips. cantrips generally dont require M components except for a few like mesasage and minor illusion (neither of which should have had M components IMHO). in my own HB variances, i like to limit TR to levelled spells (because that makes sense). perhaps consider this
i like that, i wish more caster classes had that choice, or a variation of it
e.g. wizard's scholar feature should have included 1) second school specialty (minor) or 2) get better at blasting
or something like that
I don't want to give just plain weapon masteries, since the alchemist or rune smith doesn't really care about it, but the armorer and battle smith on the other hand will kill for them
yeah, thats valid
maybe give those as part of battlesmith and armorer
i would also avoid making the battlesmith a pet subclass
That would be cool, it would be fun if they did it for all classes
the OG 2014 had it bad but the 2024 one made it worse. the battlesmith is both the gish and pet subclass, and does neither super great
i agree!
For those you can take the forged warrior path at lvl 1, you need to plan upfront your character but that isn't a problem in my opinion
yeah, fair
im looking back and see that now
i gtg back to work but ill give it further review when i can
Yeah, know they are decent at both, at least until they run out of spell slots XD
lol
well yeah but also look at the new extra attack, the construct either gets no attacks because you're attacking or you're using the suboptimal not-attack-action attack option in place of one of your attacks
Yeah, that's why I said you can command them and not just using their attack
So you could smite and still command your pet or attack/cast spells and then command it as a bonus action
I think you will decently like the armorer and battle smith
yeah, sometime peaple are just awfull
In D&D 5e, an Object is a static, inanimate thing (like a door or sword), while a Construct is a creature type representing animated or artificially made beings (like Golems, Homunculi, or summoned spirits) that were once objects but are now considered living entities, making them distinct from raw objects for spell targeting and immunities. The key difference: Objects are just stuff; Constructs are magical automatons or spirits, treated as creatures with special resistances
Object: A non-creature, typically mundane item (table, rock, weapon) with HP and AC, but no real life or special immunities.
Construct: A creature type (like Humanoid, Beast, Undead) given life/animation by magic; they possess sentience (or programmed directives) and specific resistances/immunities.
For me it never made sense that the canon wasnt a construct, thats why i changed it, or which change do you mean exactly?
do you guys change magical tinkering when theres an artificer at your table? if so how? I've seen a good few people point out magical tinkering is nearly useless
As someone who's played like 5 different artificer characters, I actually liked magical tinkering, but I understand the complaints about it. However, the Forge of the Artificer update has completely changed the ability and I think the new version will be much more generically useful
yeah and you can see how in my Artificer document ^^
tbh, if you got creative the old one was pretty good. I dont know why they didnt kept both
Really? I think far less. New version can be replicated 1:1 by just carrying mundane items
At least the old one did something that wasn't completely replicated by mundane items that are borderline free
Any ideas you recommend?
you know that the arcane copanion synergises with the arteficer enchantments and the spell storng item, right?
I didn’t see that no (just got home lol)
the artillerists canon doesnt need to work with the companion. ahh and you should reload the page, since there was a change when it comes to uses for some features, to make it easier to track the stuf
Completely agree with you on this
if it has a hard lock defensive feature, go for around 800 HP imo
that being said, idk you group or what their NOVA is
and idk if you’re running this right after a long rest
https://docs.google.com/document/d/1lRNhr0JZ90HJmG5z4CQgllVHd4xVdoafnLTgjJxXcZU/edit?usp=sharing
Would you let someone play this in your campaign?
Fit of Madness is immediate no
and using that emphasis for every neutral roll is also a lot.
Could I ask what your problem with it is?
removes player egancy and the results are extremely varied in levels
also a bit much for a species
It's both a wild bunch of bonuses and banes, as well as removal of agency as you are run automatically via dice rolls, a chance for that to start every single roll
How do you exit puppetry mode?
Also, what is this species?
it's called polyanima, it's described as "strange", they're an ageless humanoid
but I don't know what this is supposed to even look like. Is it just the cosmetic of anyone, like a lineage from VRGTR?
Discord was just being silly, ignore that message
Something like the rolling for emphasis IMO would have been a limited use thing. Like turning disadvantage into emphasis, maybe
Puppetry Mode, as described in the feature, either ends after one minute (outside of combat) or after two rounds (inside combat)
I'm not sure exactly on the physical look of these, but I'm currently looking at this being a lineage like the Dhampir
Right, so there's no early ending and there is potential to just attack allies
And I do like this idea!
I would personally shrink down the concept of puppetry mode to a little boost to X, if you do X
So you're not losing agency, you're just getting a small bonus to a random thing next turn, each time you roll a nat1 on a D20 Test (maybe limited use if you want to go potent)
I will also say in general with the suggestions of limited use stuff, probably not doing 3 or more limited use traits
And personally I'd say something like choosing a skill and getting a bonus d4 to checks using the skill, instead of being charisma bonus to int checks, only
Okay, cool! Thank you for the feedback!
amm hey guys
What are your thoughts on a psionic artifact. Brewing a custom encounter with psi brawlers in an abandoned mineshaft. Reward item is a strange rock. It uses detect thoughts spell lvl 3. 1 charge per long rest.
On failed save user gains advantage on intelligence checks until long rest.
On successful save user takes 1d6 psychic damage.
pun intended?
trying to think of the subclass naming scheme (think paths for barbs or schools/orders for wizards) but im falling short, any ideas?
for context, its a pact magic half caster with the focus of armies and military, as you join you General's (your patron so to speak) army
Are you looking for military ranks?
i can look them up thats easy, but trying to find a name for the subclasses that follow a pattern, much like Oaths and Colleges
so it would be <name scheme> of X, ect ect all combos i could do
Maybe I’m misunderstanding you but what about the different branches of the military: Army, Navy, Marines, Air Force, Coast Guard, and Space Force
its not like that, that also depends on country aswell with some i think
its for the subclass names, like how paladin is Oath of X, this class would be ??? of X
You could do the chess pieces
“Name of chess piece” of “___”
Knights of death
Bishops of health
no, im not a fan of features that take controll out of my pcs and could cause trouble at the table
Hey fellas
Can a rogue be a tank?
I mean
A rogue that hauls a ton of gold and valuables with each and every heist and robber they do
Surely he could be a semi tank
Sure, just buff your Con score! Backstories are for explaining stats, they don't often grant you additional abilities just by virtue of writing them.
But yeah! I've run multiple games for people who built Strength + Con heavy rogues that were viable and valuable team members.
Trick Weapon. When you make an attack roll using a weapon, you can change the weapon you are attacking with for another, as the weapon morphs into the new form. This can happen once per turn.
how would you guys/gals reword this, or is it fine as is?