#homebrew

1 messages · Page 53 of 1

lethal cedar
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Trying to work on the race of dinosaur people that represent the clade Carnosauria so Giganotosaurus, Allosaurus, Mapusaurus... those ones

stable radish
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Bleed effects are weird in that they're hard to make good without being too good

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like they'll either be easy to ignore, or literally deadly

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DoT in general, imo

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without the luxury of bigger numbers like on CRPGs

lethal cedar
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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

stable radish
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high damage but easy to end (basically just being Action Tax) can be fine, imo

lethal cedar
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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.```
burnt cipher
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Should we call the Psion Subclasses 'Mentalities'?

stable radish
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not a bad idea

lethal cedar
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yeah sounds neat

halcyon solstice
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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?

stable radish
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Mindset or Headspace could also work

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so Psikinetic would be Destructive Headspace or whatever

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I think I had a similar idea when it still had Attack and Defense Mode

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something like "Change your Mind" vibe

burnt cipher
wise kettle
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Got a homebrew Japanese Korean inspired world if anyone interested

sour grove
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Anyone know a good homebrew buckler that’s balanced?

lethal cedar
wheat kindle
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As in they're designed for close quarters combat as a less protective but easier to control alternative to bigger shields

sour grove
wheat kindle
wheat kindle
sour grove
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For the interpose shield mostly

remote lance
wheat kindle
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Gwf isn't that great either so you're not missing out on too much

sour grove
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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

wheat kindle
sour grove
wheat kindle
sour grove
wheat kindle
sour grove
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And a spear is all I need to use interception too correct?

stable radish
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"Blessing of Blood" as a name for that kinda thing kinda slaps, to me

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probably most appropriate for something like a Vampire

silent ridge
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Has anyone found a "muscle wizard" homebrew that they like? Im trying to write my own.

sturdy knoll
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I have not but the wild magic barbarian subclass, which is an official class, is a fun "melee with magic" theme

worthy flame
silent ridge
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Specially for the wizard chasis

void jewel
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You can just cast magic missile on the guy beside you and flavor it as punching him three times

weary flame
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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

merry cobalt
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who can help me make a slayer class in dnd baced off of demon slayers

ember sorrel
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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.

cerulean seal
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Unless this is for all your players?

ember sorrel
spring folio
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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-

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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

remote lance
spring folio
remote lance
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I.e, taking my stealth expertise and putting it in perception

spring folio
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Would be cool, but I enjoy the idea of creating downtime activities in that way, hmmm. Maybe they get to "prepare" 2 proficiencies

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But really I am looking at tool proficiencies and armor/weapon proficiencies, although that is certainly very cool

remote lance
prisma glacier
merry cobalt
merry cobalt
cerulean seal
# merry cobalt it is

I would probably recommend have them all play martials only and then maybe design custom subclasses around the breathing styles

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Or find a way to flavor existing subclasses as breathing styles

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Because like, Inoske to me is a Barbarian

merry cobalt
cerulean seal
merry cobalt
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atho magic is not that effective against demons so maybe

cerulean seal
merry cobalt
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ai is a hard way to test runn it tho

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it wont roll below 13

cerulean seal
cerulean seal
# merry cobalt is that bad?

It’s not bad. Though, magic in Demon Slayer is way different than DnD magic. Even the demon arts are very specific

merry cobalt
cerulean seal
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Getting two class levels at the same time in different classes instead of multi classing

cerulean seal
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I think that’s fine. Though a lot of DnD subclasses are very magical in nature so you’ll probably want to ban those?

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Like Eldritch Knight fighter is just a straight up spell caster.

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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

merry cobalt
cerulean seal
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Eh, idk if that’s the solution.

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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?

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That’s just a waste of a class/subclass pick

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I would just ban any subclasses that give spells

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Martials only

merry cobalt
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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

cerulean seal
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Half caster are probably fine. But wizards get access to Wish

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And crazy spells

merry cobalt
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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

cerulean seal
# merry cobalt so what will be best i did chose light spells and stuf that form light are stron...

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

merry cobalt
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ok yeah i havent seen much of the show unfutunaly but i do know a bit about it

cerulean seal
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Also demons in Demon Slayer aren’t weak to all light just sunlight so radiant damage meh

cerulean seal
merry cobalt
merry cobalt
cerulean seal
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Ah gotcha

merry cobalt
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yeah its also an way to rewatch the show

wind berry
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wrong system to be running that show

stuck raptor
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you

wind berry
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oh no i've been foun out

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time to scram

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runaway

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jingle berries

stuck raptor
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Get over here

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not even a hi?!

wind berry
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hi ti-moth

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hope games going well

cerulean seal
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I think you can run Demon Slayer easily in DnD

stuck raptor
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i got 6 campaigns soon.

smoky sand
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How is homebrewing

cerulean seal
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I just think you don’t run spell casters

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Martials only, and maybe make breathing style special feats you pass out or as custom subclasses

wind berry
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“Don’t run spell casters”

Literally everyone has spellcasting

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The cope is real

stuck raptor
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is break this week BadEye

merry cobalt
true forge
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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

cerulean seal
true forge
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they are boring, it is just smack and stand still (most times, fighters and rogues can do ranged stuff but not as fun)

cerulean seal
true forge
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low magic and no magic are very different

wind berry
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that's how I know it's a myth

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its an annoying myth

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i really wish people woul stop trying it because they're not actually goo wit numbers

cerulean seal
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Oh I don’t run them personally

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But if you are going to run a no magic setting like Demon Slayer outside of demon magic arts and such

soft kraken
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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)

tame wing
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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.

indigo escarp
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Has someone thoughts to share about it? (You can ignore the ring with mistra in it, it's a plot hook for campaigns)

peak inlet
# tame wing Brewed up essentially a mash up of knowledge domain cleric into the bard base cl...

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

peak inlet
true forge
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it cannot leave your hands unless you want it to

peak inlet
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so it cannot unwillingly leave your hand?

true forge
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yes? it cant get dropped or removed from your hands unless you want it to

peak inlet
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the sentence you wrote means that it can only be removed by disarming

true forge
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disarming wont work

peak inlet
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then it’s “unwillingly” instead of “willingly”

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opposite meaning

wheat kindle
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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?

wheat kindle
true forge
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ik, i plan on buffing it

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and it helps that the next level is fighting styles

wheat kindle
wheat kindle
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Is it kind of like sun jin woo?

true forge
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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.

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basically, warlock fighter combo (much like paladin)

wheat kindle
wheat kindle
true forge
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its a half caster lol, so getting it at 1st makes no sense really

wheat kindle
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Imo all half casters should be able to do it

modest storm
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paladin's spellcasting feature mentions letting them use their holy symbol as a focus

true forge
wheat kindle
true forge
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anything that a normal person can use

wheat kindle
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Or rather just the components

true forge
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their are other focuses

wheat kindle
true forge
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they are arcane

wheat kindle
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I see

dire dirge
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are eldritch invocations feats going by the homebrew creator?

stiff notch
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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
west tangle
stiff notch
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its 7 level 6 players and they are weaving through encounters and i wanted more stakes to being downed

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i removed the "coming back from being downed" part

cerulean seal
stiff notch
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this is true

cerulean seal
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I would either increase the number of enemies they deal with or make the enemies harder

stiff notch
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this is also true (average health for enemy is 100 and CR 9)

cerulean seal
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I think your while downed rules are fine though

west tangle
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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.

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(@stiff notch )

stiff notch
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thats alot of words

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my username holds up still

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let me take a sec to read

west tangle
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yeah take your time

stiff notch
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OH forgot to mention, there is no cleric its
2 rogues
1 paladin
1 artificer
1 warlock
1 fighter
1 sorcerer

dull robin
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7 PCs ? Wow

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I have done it but it’s not the easiest…

cerulean seal
stiff notch
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vengence, undead and shadow

cerulean seal
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God damnit

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No healers here

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Guys we can’t all be Dps

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lol

stiff notch
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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

cerulean seal
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As long as everyone in having fun that’s all that matters

stiff notch
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i spend my spare time of my day planning

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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

west tangle
# cerulean seal No healers here

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

dull robin
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Or the good ol’ tourniquet. 🤣

west tangle
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or the good ol' tourniquet

stiff notch
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or the good ol' tourniquet

west tangle
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Oh, also, warlock potentially benefits from the temp HP rule with their invocation to get 7 temp HP as an action.

dull robin
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« Can I use fireball to cauterize him? »

stiff notch
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also heroism spell

cerulean seal
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Trust me guys, Mending works on an open wound

west tangle
stiff notch
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if your a warforged maybe

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like artificer homunculus

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but a guy

west tangle
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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

stiff notch
west tangle
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I also think it's important to plan for the future

stiff notch
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this is also true

west tangle
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because a cleric or a druid will help your players shred encounters

stiff notch
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the players stated that if i add more players they WILL leave

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OH

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typo

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they get the exhaustion at the end of combat

west tangle
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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.

stiff notch
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this is true

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hmm

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i might change the adrenaline

west tangle
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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?

stiff notch
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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

west tangle
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Okay so we want it to be a state where they are vulnerable and that can be capitalized on

stiff notch
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also i keep threatening the "afterlife arc"

west tangle
# west tangle Okay so we want it to be a state where they are vulnerable and that can be capit...

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.

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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

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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

stiff notch
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bet bet bet thank youuu

west tangle
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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.

native grove
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i have two druid subclass ideas that are mechanically rather similar that i want some opinions on

west tangle
stiff notch
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sticker of a cat doing a thumbs up

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-# this server wont let me use stickers :(

native grove
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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.

fierce dome
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I actually wrote an eldritch/aberration themed druid, but it was all about wild shaping into actual aberration stat blocks

native grove
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can i see?

fierce dome
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It's AWFUL and old, but I'll try to find the link real quick

native grove
fierce dome
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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

native grove
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yeah the desert one might work better as a remake of the circle of land

restive verge
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imagine a shinobi subclass of rogue

cerulean seal
cerulean seal
cerulean seal
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But I still think you can have the emanation play differently

native grove
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as said i think the concept of a desert druid works better for a circle of the land remake

cerulean seal
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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.
midnight elk
quartz frost
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Hello you people. Would iron mans repulser blasts do piercing or bludgeoning damage?

cerulean seal
quartz frost
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I haven't read through the new book yet, does it include an integrated weapon system?

cerulean seal
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Check Tasha’s or the 2024 version

cerulean seal
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In guardian mode you get thunder gauntlets.
In infiltrator mode you get lightning launchers

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And the new version in 2024 also gives you another mode where you get a big ball and chain you can throw

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I would read over the armorer because it’s as close to Iron Man as you can get imo

quartz frost
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I just read through the new stuff, I saw that in the infiltrator

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Yeah I honestly kinda forgot the new artificer came out ngl

cerulean seal
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The thunder pulse too is kinda iron man too

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But those are melee

quartz frost
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Okay but regular iron man from the movies/comics, what he shoots doesn't really feel/look like lightning or thunder

cerulean seal
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It’s not piercing or bludgeoning just can tell you that. lol

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They are “concussive blasts”

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So probably closer to force damage

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I guess bludgeoning works though

quartz frost
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I suppose thunder does fit the concussive blast part. I just prefer avoiding giving players force damage when I can

cerulean seal
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That’s fine. Do bludgeoning or thunder imo

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Or just copy armorer

quartz frost
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I appreciate the input.
I might also just do that lol

midnight elk
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Or you could use bludgeoning+radiant+thunder

quartz frost
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I didn't think about radiant

midnight elk
chilly laurel
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guys does this look good

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its a homebrew class

primal osprey
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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

wind berry
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that's usually a suspect link for those unfamiliar

chilly laurel
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oh

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yeah i mean its an annoying amount of text

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to put into seperate messages

wind berry
#

quick read it's not a good class

#

it's bad

#

too much tracking

#

already a big 👎🏿

chilly laurel
#

what do u mean by tracking

#

like its too complicated?

wind berry
#

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.

chilly laurel
#

is that bc of the control

#

values

#

and all the loose ac ig too

cerulean seal
#

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

chilly laurel
#

control thief is supposed to say control not energy**

wind berry
cerulean seal
# chilly laurel https://pastebin.com/k865RgKe

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

cerulean seal
chilly laurel
#

idk i feel like its too big of a drawback

cold pumice
cerulean seal
#

Yeah I would move this to Google doc to make it easier to reads it’s weirdly structured currently

cold pumice
chilly laurel
#

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?

cold pumice
#

but I think the flavor is there, don't ask me about balance tho lmao

cerulean seal
#

Ah in that case, too many points imo

chilly laurel
cerulean seal
wind berry
cerulean seal
#

Monks already get the highest amount of resource points, you either want to match it or go less imo

chilly laurel
#

wait so thats why theres also a lot of tracking right

#

its too arbitrary

cerulean seal
#

You want your class to be unique but not difficult to use

wind berry
# chilly laurel its too arbitrary

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)

chilly laurel
#

ohhh

#

wait so what would be a preferred

#

situation

#

how would i swap all those buffs

wind berry
#

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

chilly laurel
wind berry
#

sure give me a moment

midnight elk
wind berry
#

I need to rip one of your features then show it against an actual class feature

cold pumice
#

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?

cold pumice
midnight elk
chilly laurel
cold pumice
midnight elk
chilly laurel
#

some of the wording is a little bad ill fix that when the features themselves are definitive

cold pumice
#

be mindful of that because a lvl 20 fighter is gonna take an hour to finish their turn

wind berry
# chilly laurel sorry can u give an example 😭

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"

cold pumice
cold pumice
# midnight elk How so?

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

chilly laurel
midnight elk
chilly laurel
#

huge help thanks

wind berry
#

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

cold pumice
#

keep in mind I do like the idea

#

but it's gonna bog down everything really early

midnight elk
cold pumice
#

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

midnight elk
cold pumice
#

they're definitely legendary i'll tell you that much

#

I also really like the flavor text btw

midnight elk
#

Thank you!

cold pumice
#

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

cold pumice
#

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

midnight elk
#

I just realised that overdrive protocol+Cataclysmic Discharge is broken

cold pumice
#

oh wait

#

wait

#

it doubles it

#

that means

#

144 attacks

#

per turn

#

bestie I think it's time to rework that crossbow

midnight elk
#

OH GOD 120 DAMAGE

#

THAT POOR GOBLIN

cold pumice
#

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

midnight elk
#

Imagine the goblin that gets hit by that combo...

cold pumice
#

just saying this would work really well in a video game

#

just not in a game where each and every attack takes real time

midnight elk
#

But do you think it would be effective against a Tarrasque?

cold pumice
#

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?

cold pumice
#

yeah

midnight elk
#

Minimum 3

#

Maximum 18

cold pumice
#

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)

wind berry
#

wrong system for it

#

That's the answer.

cold pumice
#

this would blow up literally anything

wind berry
#

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

chilly laurel
wind berry
#

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

wind berry
#

it just depends on how many, more than anything

cold pumice
wind berry
#

this coulda been an email

cold pumice
#

a teensy weensy bit

#

add onto that something like, hunters mark, hex what have you

#

for an additional like 2 trillion damage

cold pumice
# midnight elk So a smidge broken

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

midnight elk
cold pumice
#

:3

wind berry
#

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

cold pumice
#

especially if they're level 20

wind berry
#

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.

cerulean seal
#

Players love their numbers go up

wind berry
#

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.

chilly laurel
#

i rarely give it

#

theres 2-3 moves i think

cerulean seal
chilly laurel
#

2 pretty sure

cerulean seal
#

But it’s never particularly exciting

pseudo salmon
#

yeah, temp hp doesn's stack, you have to choose to keep your old temp hp or take the new value

wind berry
#

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

chilly laurel
#

how long does temporary health even last

#

if no damage is taken

cerulean seal
pseudo salmon
#

until the next long rest

#

or if the effect has a duration

chilly laurel
#

aha thanks

pseudo salmon
#

would any1 be willing to look over a homebrew race for me and give feedback :)

cerulean seal
#

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

wind berry
cerulean seal
#

It’s like when the teacher in elementary school said your macaroni art was bad

#

Like damn

pseudo salmon
#

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

wind berry
chilly laurel
#

quivering palm sounds stupidly overpowered how is that a real thing

cerulean seal
wind berry
#

gore

chilly laurel
#

i only know the 2014th version is the 2024 version better or worse

wind berry
#

that distinction

#

is so little lol

cerulean seal
chilly laurel
#

idk i dont think so

#

they look familiar

wind berry
#

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

wind berry
#

because 2014 was con save or die and even if you save take 10d10 necrotic damage

chilly laurel
#

force vs necrotic

wind berry
#

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

wind berry
#

its basicalyl meant to be unresisted death

#

and there are very FEW creatrues with resistance to force

pseudo salmon
#

Many more creatures are resistant to necrotic tho

wind berry
#

undead are immuneto necrotic

#

almost half the creatures in the game have resistance toit

chilly laurel
#

so damage basically does nothing except if u have resistance to it

#

how would a monk deal necrotic

#

isnt he just fists

wind berry
#

necrotic is meant to be in theme a control of life and death

#

you're literally killing life itself

pseudo salmon
wind berry
#

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

chilly laurel
#

😭

#

is there also like weaknesses

#

like take double damage instead of half

pseudo salmon
#

goodness, I just realized Quivering Palm and a divination wizard go crazy together

wind berry
#

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

wind berry
#

oh yeah thanks for the bump

#

let me read

#

ugh is this 2014

#

with the whole racial limitation thing again

#

for ASI

pseudo salmon
#

oh

#

I generally view that as the suggested ASIs now

pure iron
#

I kinda want a cage match spell Ngl
Any ideas or recommendations

pseudo salmon
#

wdym by "cage match"

cerulean seal
#

Or do you mean like, you make an arena

chilly laurel
pure iron
#

Yes arena

wind berry
chilly laurel
#

or valorant ig

#

iso or mauga

wind berry
#

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

pure iron
pseudo salmon
chilly laurel
pseudo salmon
#

Mess with a roll in exchange for immediate Puppetry Mode

cerulean seal
#

@wind berry You mind if I Dm you? I already did, I just realized I should have asked first. lol

wind berry
#

so there needs to be someway for the player to deliberately trigger it

#

otherwise its not fun

wind berry
#

i'll take a look

pseudo salmon
#

Are you suggesting that I replace the nat 1 trigger, or add an additional (player controled) trigger?

chilly laurel
#

is there any mechanic where i can make a players attack be able to hurt an ally

#

or the possibility of it

pseudo salmon
#

any aoe spell XD

wind berry
#

or replace

#

that's up to you

#

but there needs to be a player controlledtrigger

pseudo salmon
#

hmm 🤔

wind berry
#

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

pseudo salmon
#

yeah, that makes sense

pseudo salmon
chilly laurel
#

alrrr thx

pure iron
#

Bomb?

#

Hum yes bomb does do this

cold pumice
#

idk what it's called

pseudo salmon
#

OH

#

Yeah

cold pumice
#

horde breaker?

pseudo salmon
#

Its the Volley thing

#

yeah

cold pumice
#

yeah that

chilly laurel
#

what do u think i can improve on now

hollow siren
#

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

coral delta
#

Potent Dragonmark is an extremely powerful feat just on its own. I recommend reconsidering this.

hollow siren
#

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)

coral delta
#

I mean, if you want to have two abilities, you'll have to invest in them. That's kind of how sequential progress works.

hollow siren
#

the combo would only have "all spells are prepared" and not the extra spell slot

coral delta
#

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.

hollow siren
#

true

hollow siren
coral delta
#

I don't think you need to take the thunder from Potent at all. I think a player should be rewarded for getting both.

magic osprey
#

@versed galleon

it dosn't use a spell slot

#

It just happens

versed galleon
#

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?

magic osprey
#

if you fail a death saving throw in my games, you take a level of exhaustion

magic osprey
versed galleon
#

That is fair- something balance would look like an equal exchange of cost for that. So exhaustion makes sense

magic osprey
#

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

versed galleon
#

this feels like with great power comes a high electricity bill

magic osprey
#

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.``

versed galleon
#

That sounds fun though!

magic osprey
#

I think they'll like it

#

Both are based off of JJK, and nerfed to 5e ish

midnight elk
versed galleon
magic osprey
#

The dragon ate my GIF 😭

magic osprey
versed galleon
merry cobalt
versed galleon
merry cobalt
#

sounds*

versed galleon
# merry cobalt that actualy sounts cool any tips?

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.

versed galleon
# merry cobalt 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

hollow siren
merry cobalt
hollow siren
#

it just works

versed galleon
#

Especially if they want a unique one

versed galleon
# merry cobalt yeah

Yeah just keep it simple as possible. Make sure like demon slayer the breathing style relates to one you already have in existence.

chilly laurel
hidden grail
#

How cruel must I be to add Localised limb Hp

ember sorrel
hidden grail
ember sorrel
#

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.

pseudo salmon
#

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?

dull robin
#

Deadlands Classic, for such an example.

#

Maybe you should look at ttrpg design books. Like « Succesful Design Patterns In RPGs »

ember sorrel
hidden grail
dull robin
#

Have you read any game outside D&D or its clones (Pathfinder) ?

sacred current
#

Are these two feats balanced?

pseudo salmon
#

I would remove the ASIs, these don't feel like half feats

sacred current
#

More like full feats?

pseudo salmon
pseudo salmon
modest storm
hidden grail
dull robin
hidden grail
dull robin
remote lance
#

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.

hidden grail
dull robin
#

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.

flint marsh
#

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

hasty onyx
dull robin
hasty onyx
#

yep

heady surge
#

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.

peak inlet
hasty onyx
#

picks up heavy flamer

Listen you...

peak inlet
#

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

normal quiver
#

Would anyone be interested in hearing about the one-shot I built, and in offering feedback if it ends up sounding like dookie?

stuck raptor
normal quiver
#

ooh, thank you!

hasty onyx
peak inlet
hasty onyx
#

sure, fine, i already submitted it as an uncommon so its good enough

pseudo salmon
hasty onyx
#

Would a heavy weapon with both Graze and Cleave properties be to good?

hidden grail
loud pasture
#

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

hidden grail
loud pasture
#

Red skulls, lightning, crazy movement

#

Anything

hidden grail
# loud pasture Boss

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

loud pasture
#

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

hidden grail
#

So it would be like 4 to 5 dices of dmg?

loud pasture
#

That's sick

hidden grail
loud pasture
#

It's still a fantasy setting but very different styles

hidden grail
loud pasture
#

Earlier a session back he found the sword but it had 0 power

#

He has to unlock it which he will this session

hidden grail
loud pasture
jolly shell
#

hello can i share my homebrew item here to know if it's not too broken? it an endgame legendeary item

dull robin
#

If it’s endgame you can make it as broken as you wish, I believe

jolly shell
#

here

peak inlet
#

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

jolly shell
#

i shared it in dnd beyond the homebrew page

#

it's called Krevlin's flaming horn

silk hedge
peak inlet
#

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

silk hedge
#

Its a really good feature, IMO, to quickly Identify Magic Items

peak inlet
#

you do still need to be touching the object though, which I don’t think is usually a constraint for the Study action

silk hedge
#

Maybe say something along the lines of "Study an object you are touching" 👍

frail ferry
#

Are there any examples of a magic weapon that acts as two weapons at the same time?

true forge
#

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)

silk hedge
mellow pollen
#

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

mild cove
plush burrow
#

What would a Commoner subclass be like?

silk hedge
mild cove
true forge
#

attack roll spells only now

peak inlet
#

Farmer sounds like a Commoner subclass to me

peak inlet
#

that way I can enable Locate Object at level 3 instead of level 1

hidden grail
#

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

native grove
#

hey can someone help me with a paladin subclass im making?

peak inlet
#

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

remote lance
#

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.

native grove
#

can someone help me with the paladin subclass?

sturdy knoll
remote lance
#

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?

coral delta
sturdy knoll
#

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?

remote lance
#

Yeah, I think I’ll change the speak with dead feature to be more inline with Divination. And probably at DM discretion

peak inlet
tacit leaf
#

In 2024, Gnolls were changed to be Fiends if you want to play with making them a playable Fiend species

peak inlet
remote lance
remote lance
remote lance
# coral delta My thoughts: - Sharp Claws should be 1d6. - Feral Instinct is good. - Ancestral...

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.

coral delta
#

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.

peak inlet
#

and a duration

remote lance
# peak inlet you should specify that

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”

native grove
remote lance
#

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?

peak inlet
native grove
remote lance
#

Oh

remote lance
native grove
#

With that out of the way, what do you feel about the rest of the subclass?

remote lance
peak inlet
#

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

remote lance
peak inlet
#

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

ornate niche
#

hey is it normal for an enemy to give players free Opportunity Attack?

coral delta
#

I'm trying to connect the dots on why you're asking that in the homebrew channel

ornate niche
#

i'm inventing an enemy that would provide a free Opportunity Attack

coral delta
#

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

native gale
#

What do you mean by “free?” Like it doesn’t cost their reaction?

ornate niche
#

like it falls outside of the normal rules of Opportunity Attacks

coral delta
#

I apologize, but it's not really clear what you're talking about here

ornate niche
#

i mean i was trying to get a general concept of other extingent circumstances for a free Opportunity Attack

coral delta
#

Can you describe a situation wherein this might happen? I still have no idea what you're talking about

ornate niche
#

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

coral delta
#

And 'free' means no reaction used, in this case?

native gale
#

so the trigger is still movement? How is this different from a normal opportunity attack?

ornate niche
#

i just wanted to know if anybody else had anything similar to giving Opportunity Attacks in circumstances thay don't normally cause that

coral delta
#

Movement normally does cause an opportunity attack

ornate niche
#

like when an enemy moves at all?

coral delta
#

When they move out of a creature's reach

ornate niche
#

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

native gale
#

Sees them at all? Like even from range? So I could “opportunity attack” them with a bow from 30ft away?

coral delta
#

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?

ornate niche
coral delta
#

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

ornate niche
#

oh wait "them" meant the players? no

coral delta
#

And then if they do it, you slap them on the wrist

ornate niche
#

when they take the opportunity attack, the enemy takes damage and is Proned

coral delta
#

So you just want this enemy to be extremely, extremely hittable?

native gale
ornate niche
#

like an additional 1d4 of damage on top of what was already dealt on the attack

coral delta
#

What's the point of putting this enemy in, exactly?

ornate niche
chilly laurel
#

is it the proficiencies?

#

i have no idea what to put there yet so just ignore that for now 😭

coral delta
native gale
ornate niche
chilly laurel
#

noted

coral delta
#

Not to mention, spicing combat up usually involves making combat harder.

ornate niche
#

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

coral delta
#

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.

ornate niche
#

i mean i like it being complicated, do you think it's inconvenient for the players?

native gale
# chilly laurel 💔 whats wrong

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

coral delta
#

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 👑.

ornate niche
#

i see, i see. well, thanks for the advice, i'll probably scrap the concept then? idk

coral delta
chilly laurel
#

maybe the whole control thing is just bad

native gale
ornate niche
#

see i was considering giving the players that shield as an item was the thing

native gale
chilly laurel
#

i played like 2-3 sessions

#

for my classes

#

and me and some friends decided we want to do it outside of classes too

ornate niche
#

what kind of class teaches you DND????

coral delta
#

Skubr, I'll give you the same recommendation I gave you two days ago.

chilly laurel
#

nothing a little practice cant fix no

chilly laurel
#

every couple of weeks

coral delta
#

My point is that even the most practiced DnD players still make garbage homebrew classes.

chilly laurel
#

stuff like rock climbing and cooking

native gale
#

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

chilly laurel
# remote lance 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

native gale
#

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

heady surge
#

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?

ornate niche
#

that is really strong and should probably be decently hard to get

void jewel
#

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

coral delta
#

Uncommon in a game without an Archfey Warlock. Rare in a game with an Archfey Warlock.

void jewel
#

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

ornate niche
#

idk, 60ft of instant locomotion with no reaction just seems spooky to me

coral delta
#

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.

exotic cedar
#

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.

coral delta
# exotic cedar Spider brood mother AC: 11 (natural armour 10 +Dex modifier) HP: 31 (2D20+con mo...

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.

exotic cedar
#

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?

coral delta
#

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.

exotic cedar
#

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?

coral delta
#

If you don't want to one-hit a caster, then you're starting your players off at the wrong level dndLol

exotic cedar
#

It's supposed to be a level one encounter, that's the problem😂

coral delta
#

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.

exotic cedar
#

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

river sierra
#

why not just the normal giant spider statblock? you can still have the spide swarms showing up

supple musk
#

Let’s say that I’m making custom version of life cleric, what I should change/add?

coral delta
#

What are your issues with it?

supple musk
coral delta
#

That's not an issue with life cleric, that's an intentional dynamic that's built into DnD as a system.

supple musk
#

Alright, alright.. fine then. I was going to throw that anyway as sort of hypothetical question

exotic cedar
#

Shouldn't a life cleric have a lower damage output than a healing output?

void jewel
#

Healing being as potent as damage would make for much less tension

void jewel
#

They are still clerics and clerics are blasters

coral delta
void jewel
#

There are zero classes in the game that have a main function of healing and that is by design.

coral delta
#

I wouldn't recommend it, but that's what you would do.

void jewel
#

Healing is always just taped onto the side, ala cleric and druid

#

Druids are primary controllers and clerics are primary blasters, really

supple musk
#

Huh..

void jewel
#

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

hollow siren
# chilly laurel do these 2 classes compare in power and do they seem fun/balanced to play? http...

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

void jewel
#

Learning how to optimize is also an excellent foundation for homebrew.

hollow siren
#

yes

void jewel
#

If you understand why people make the choices they do, it'll help balance.

hollow siren
#

i learned how to balance/optimize simply by comparing to official content

void jewel
#

Get involved in the optimization community. Read tabletop builds. Watch pack tactics. Understand RAW, RAI optimization, and even RAW abuse.

hollow siren
heady surge
void jewel
#

It's a bit underwhelming at rare imo

#

If I was an archfey there are many rares I want over it

heady surge
#

Okay so I'm getting very mixed opinions

indigo escarp
#

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 ^^

void jewel
#

I just don't think the range extension will even be relevant enough to justify rare, much less rare with attunement.

hollow siren
#

@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.

void jewel
#

Not often will it be a notable difference to be a 30 or 60 foot teleport, given misty step's normal use cases.

hollow siren
chilly laurel
heady surge
chilly laurel
#

but i will take your advice to heart thanks for taking your time to write it out

indigo escarp
hollow siren
void jewel
#

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.

indigo escarp
# hollow siren i completely agree

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 🤔

indigo escarp
# hollow siren 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

hollow siren
#

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

hollow siren
#

e.g. wizard's scholar feature should have included 1) second school specialty (minor) or 2) get better at blasting

or something like that

indigo escarp
#

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

hollow siren
#

yeah, thats valid

maybe give those as part of battlesmith and armorer

#

i would also avoid making the battlesmith a pet subclass

indigo escarp
hollow siren
#

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

indigo escarp
hollow siren
#

i gtg back to work but ill give it further review when i can

indigo escarp
hollow siren
indigo escarp
#

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

indigo escarp
indigo escarp
#

yeah, sometime peaple are just awfull

indigo escarp
# hollow siren briefly skimmed the first few pages some typos, but on the meat and potatoes: -...

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?

ashen urchin
#

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

native gale
indigo escarp
indigo escarp
void jewel
#

At least the old one did something that wasn't completely replicated by mundane items that are borderline free

hidden grail
indigo escarp
hollow siren
#

I didn’t see that no (just got home lol)

indigo escarp
indigo escarp
peak inlet
#

that being said, idk you group or what their NOVA is

#

and idk if you’re running this right after a long rest

pseudo salmon
stuck raptor
#

Fit of Madness is immediate no

amber hollow
#

and using that emphasis for every neutral roll is also a lot.

pseudo salmon
stuck raptor
#

removes player egancy and the results are extremely varied in levels

#

also a bit much for a species

amber hollow
#

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?

pseudo salmon
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Discord was just being silly, ignore that message

amber hollow
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Something like the rolling for emphasis IMO would have been a limited use thing. Like turning disadvantage into emphasis, maybe

pseudo salmon
pseudo salmon
amber hollow
amber hollow
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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

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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

pseudo salmon
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Okay, cool! Thank you for the feedback!

visual kindle
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amm hey guys

crimson storm
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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.

scenic urchin
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pun intended?

true forge
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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

dull pollen
true forge
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so it would be <name scheme> of X, ect ect all combos i could do

dull pollen
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Maybe I’m misunderstanding you but what about the different branches of the military: Army, Navy, Marines, Air Force, Coast Guard, and Space Force

true forge
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its not like that, that also depends on country aswell with some i think

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its for the subclass names, like how paladin is Oath of X, this class would be ??? of X

dull pollen
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You could do the chess pieces
“Name of chess piece” of “___”

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Knights of death
Bishops of health

indigo escarp
barren sand
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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

glass glade
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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.

true forge
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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?

spring tusk
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Anyone up rn willing to help me with something

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I need some ideas for a weapon that fits with my D&D character

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I plan on making all the actual effects myself, but I mean just like

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Vibe wise I'm kinda lost