#homebrew

1 messages · Page 55 of 1

spring tusk
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yeah I think that works, but note I think that means you only get creatures as high as CR 3

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but if thats the case that's still- really cool

scenic urchin
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so no slaying a lich in a cutscene and then stealing its special eyes

mild cove
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(2014 btw)

spring tusk
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thats really sick yeah

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GoreAndSmores has been typing for like 10 minutes i'm scared

mild cove
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Any other way to limit CR that you’d suggest?

scenic urchin
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hooooooold the line

spring tusk
mild cove
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1/4-5?

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That seems fair

spring tusk
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I dont understand

wet seal
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I should probably get more hours in DND before doing this; perhaps I'll rework this concept again once I've gotten more hours

mild cove
spring tusk
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hours playing the game isn't so important as just understanding how the classes and abilities work

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as your first homebrew, a subclass is a little hefty

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but its something we can work with,

cerulean seal
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Devourer: cool in concept but remember as a barbarian, you are raging every combat encounter and become resistant to all Bludge, Slash, Pierce, damage. So those healed hitpoints basically become twice as much in theory. This might be fine. I would write it like this:
"While raging, As a bonus action you can consume the flesh of a corpse within 5 feet of you. When you do, you can expend 1 hit dice and restore 3 times the number rolled."

Bear Traps: Doesn't work as written but I think the concept is fine. I would write it like this.
"As an action, you can create traps and place them in an unoccupied space within 10 feet of you which remains for 1 minute. Alternatively you can make a ranged weapon attack against a target you can see within 15 feet of you. When a creature is hit or touches this trap, they take 1d8 slashing damage. The creature is forced to make a strength saving throw, against a DC of 8+your strength modifier+proficiency bonus. On a failed save, they become Restained. The creature can reroll this saving throw at the end of each of their turns. While a creature is restrained due to your traps, you can spend a bonus action to pull that creature 10 feet towards you. You can use this feature a number of times equal to your strength modifier and regain all expended uses on a long rest"

spring tusk
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I wasn't sure if you were meaning like, "1/4 minus 5?" or "1/4 to 1/5?"

cerulean seal
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Still looking at the other features

spring tusk
wet seal
cerulean seal
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Bodily Adaption: I think half of this feature is just flavor but I would write it like the following mechanically.
"Due to eating raw corpses and meats for most of your life: your body has developed very strong defenses. You gain resistance to poison and acid damage. You are immune to the negative effects of anything consumed"

Hunting Hour: I don't think you are going to like playing this feature in practice. Honestly its more debuff for your character and not nearly strong enough for this level. The extra speed and shutting down movement is interesting though. Did you want me to provide a suggestion?

wet seal
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As well as insults and criticism

mild cove
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Small tweak; I’d allow you to activate the bite for the level 3 feature when you activate your rage too

scenic lotus
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I'm trying to think of ideas for a monk subclass based on abilities like the kaioken from dragon ball or the eight gates from naruto.

for flavoring i'm just leaving it up to the player, but i need some ideas for game mechanic stuff.

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and a name

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i need that too

cerulean seal
# wet seal You may; I'm open to recommendations and balance changes

Hunting Hour:
Your monstrous hunt reaches its peak. While raging, you gain the following feature:

  • Your movement speed increased by 15 feet
  • You release a 15 foot emanation centered on you. Creatures of your choice who enter your emanation or start their turn in it are forced to roll a wisdom saving against your Bear Trap DC. On a failed save, the creatures movement speed becomes 0 and immediately falls prone. The creature can reroll this saving throw at the start of each of their turns.
wind berry
# wet seal As well as insults and criticism

Everyone’s going to compare your stuff to dandwiki. Always remember; dnd homebrew advice is often not made on the idea of fun but “how do I abuse this”

I want you to abuse them

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That is all

mild cove
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Speaking of abusing it, couldn’t you just carry around the corpse of a squirrel?

cerulean seal
wet seal
cerulean seal
scenic lotus
cerulean seal
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So in your subclass, enemy creatures need to beat 8+ your strength modifier + your proficiency bonus to avoid the negative effects of your traps

wet seal
main trellis
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That's a better version than the real thing lol.

wet seal
scenic lotus
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difficulty class

cerulean seal
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But I agree, Dice Check is better

wet seal
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Ah nvm mine is better

scenic lotus
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yeah, 100% better

stable radish
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this was fun to describe in game

"he's looking pretty beat up, but he's also looking more dangerous"

main trellis
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Realistically that would change the grammatical usage, but it is 73,000% more intuitive for new players.

mild cove
cerulean seal
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So there is a limited number of times they can do this

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And there is a maximum number of hit points

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The feature isn’t allowing overhealing or temp hp

mild cove
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Fair

sour grove
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What are some weapons the rapier is commonly reskinned into

mild cove
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Dexterity longsword

polar timber
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Estoc

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basically any thinner variant of a one-and-a-half handed sword

whole mural
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been workshopping / figuring out a support and healing based ranger subclass with my DM, any suggestions to things?

I'm only level 3 at the moment, and the 3rd level abilities have just been reworked (aside from one, the Your Paths, Their Pace i have flagged as being a bit weird)

https://pastebin.com/hg26hKAG

hidden urchin
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hey guyss. i created an enemy for the first time and want to get feedback. i feel like its balanced well with out being boring but want opinions

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Petty Thief
Medium Or Small Humanoid, Chaotic Neutral
AC 12 natural armour Initiative +1 (11)
HP 7 (2d6 + 2)
Speed 30 ft.
Mod Save
STR 7 -2 -2
DEX 12 +1 +3
CON 10 +0 +0
Mod Save
INT 8 -1 -1
WIS 10 +0 +0
CHA 12 +1 +1
Skills Sleight of Hand +3
Gear Dagger
Senses Darkvision 60ft. (specie dependent [DM choice]), Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Traits
Flying Solo (Recharge 1d4 Rounds). Can add 1d4 to one roll of any kind if there are no allies within 20ft.

Disorganised. Targeting an enemy, who has already been targeted this round, by an ally, will cause disadvantage on the action.

Actions
Panic slashes. make one attack as normal and a second attack with disadvantage as he swings his dagger wildly.

Dagger. Melee Attack Hit: +3 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 ) Slashing damage.

Bonus Actions
Slippery Bastard. Your movement doesn't provoke Opportunity Attacks until the end of your turn.

molten wigeon
polar timber
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its CR 1/8

molten wigeon
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isnt the hp usually the average of the hp dice

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2d6 average is 7+2

hidden urchin
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i thought it was the average = modifiers?

polar timber
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but yeah if the HD is 2d6+2, it should be 9 hp

hidden urchin
molten wigeon
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thats what i meant error

hidden urchin
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yea i messed up lol

molten wigeon
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while i like the feature ideas, i wonder how relevant that will be in play

hidden urchin
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this is why we ask for feed back XD

molten wigeon
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do you plan on telling the players about the d4 or disadvantage when it happens?

polar timber
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I will say, its a bit crunchy for a low level 5e enemy. In the sense that this enemy has regular disadvantage in multiple situations, but then can also add 1d4 to a roll at times if they are isolated enough

molten wigeon
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it is quite crunchy. i was gonna get to that in context of encounter structure too

polar timber
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In terms of contextually in world, 7 Str on a humanoid is very low

molten wigeon
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the disadvantage thing will only really happen if you throw them in big numbers since thats how the feature works

polar timber
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I dont think it would be a harm to just give them 9 or 10 str

molten wigeon
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the effort of the stat block would also be a waste if you dont throw enough at the party for them to pick up on this stuff

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considering how low their hp is, theyll die quite fast i imagine, leaving little spotlight for them

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the one i really like a lot is the panic slash

hidden urchin
# molten wigeon while i like the feature ideas, i wonder how relevant that will be in play

they are more designed as throw away enemies that are random events. such as they are more of a chase event that anything when you catch 1 pick pocketing and the 1d4 might allow it to succeed on the slight of hand or agaisnt a grapple.

while the group one is more thematic but also helps balance it out given their other bonuses at cr 1/8

and the disadvantage to the second attack is again more thematic as they had the dagger more for show and are just thrashing around hoping it hits and i would be describing that as it happens

molten wigeon
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the slash is the one thing im not worried about at all

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though, considering theyre 1/8CR, that might actually be too strong

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i wonder

polar timber
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For the panic slash, consider making it a bonus action for them, Aka. they can make one attack with their action, and then they can use their bonus action to attack the same enemy and make another attack at disadvantage, sort of like a nerfed light weapon interaction

molten wigeon
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imagine if they do hit with both

molten wigeon
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the stat block doesnt list bonus actions, so taking up that slot wont do anything mechanically

polar timber
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it opens up the possibility of the thiefs not being able to slink away for free

molten wigeon
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oh nevermind i missed that

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i thought that part was just a passive, yeah i like that then

hidden urchin
polar timber
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The current bonus action is pretty strong for such a low CR (effectively free disengage without actually taking the disengage action), but I do like that it reinforces how much these guys want to avoid combat

molten wigeon
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i just wanna throw out there, that on a good roll, this 1/8 enemy, which is meant to be real trash iirc, could do up to 16 damage in one turn

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now 2 crits? not gonna happen
1 crit though? that might happen

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i think getting oneshot by a 1/8 enemy is a pretty wild thing

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maybe have 2 of these, one without the extra slashes, and one at higher levels

polar timber
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ALso if you keep the +1d4 ability, maybe specify that it can be added to skill or attack rolls, so that you cant add it to damage

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that would be quite strong for CR 1/8

hidden urchin
molten wigeon
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32 damage a turn 1/8 enemy lets go

polar timber
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also they should be doing 1d4+1 damage for the dagger

molten wigeon
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oh no but then it gets even stronger

polar timber
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from 12 dex

hidden urchin
molten wigeon
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even though that is correct

hidden urchin
molten wigeon
# hidden urchin 32?

crits double dice, so if the flying-solo applied to damage rolls it would turn the 2d4+2d4 roll into 2d4+2d4+2d4+2d4

molten wigeon
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the ability score is though

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proficiency is in the attack roll

hidden urchin
molten wigeon
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it was just a what-if joke no worries

hidden urchin
polar timber
molten wigeon
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i dont think thats correct

polar timber
hidden urchin
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yea no i seem to be wrong. i thought that all enemies are proficient in their weapn so when i was referencing i messed up

polar timber
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I mean the dagger attack roll bonus is correct, +1 Dex + 2 prof

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the damage is 1d4 + 1 (Dex)

hidden urchin
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i originally had it at 1d4 + 1 but changed it XD but thats where my mix up came in

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i might just stick with it not adding the +1. ik the chances are low but hes not supposed to doing a lot of damage to the players and at lvl 1 that 1 extra damage on each attack is big

polar timber
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combat at low levels can be really rough

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These guys are easy to hit though, so as long as your players have like 16 in their main stat they should be fine to take them down pretty quick

molten wigeon
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as a little tip for if this does go wrong, theyre petty thieves avoiding combat
they probably wont bother finishing people off with the specific goal to drop their death saves

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so even if it goes wrong, they wont tpk you

polar timber
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Very true, playing the enemies in character is always good advice

molten wigeon
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your choice as DM but just saying if you ever think it went wrong, you have the perfect tool here to NOT kill off the party

polar timber
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They see your party go down? Splendid!!, they yoink a couple of things and get the heck out

molten wigeon
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since theyre not assassins, theyre just thugs trying to get away

hidden urchin
molten wigeon
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probably just didnt think about it

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while its not impossible for lvl1 encounters to feature things that would actually finish a humanoid off, its pretty rare i feel

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most level 1 encounters are criminals who dont plan on killing people specifically, or animals that would run rather than stay and kill you

polar timber
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Outside of that, I think the statblock is pretty good

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7 STR is a bit low for a humanoid in the case of just average stats of humanoids, but you can conceptualize that as long term malnourishment or something similar

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And maybe have Slippery Bastard specify that they can take the Disengage action as a bonus action, just in case any of your characters have abilities that interact with Disengage in some way

hidden urchin
hidden urchin
molten wigeon
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maybe

polar timber
molten wigeon
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im not too familiar with how dnd does zombies

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do they eat people?

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if so, tpk

polar timber
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They are mindless undead

molten wigeon
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though at least they wouldnt start eating you mid combat right?

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theyd focus on whatever is moving

polar timber
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not sure if they actually eat anything in dnd

hidden urchin
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if they drop to 0 they do a con save of 8+damage delt and if they pass they stay on 1 hp

molten wigeon
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so unless you all die, no tpk

hidden urchin
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its insanity at lvl 1 XD we were doing so little damage it was a relativly easy save. ended up figuring out the paladins smit negated this (was our first time playing ) and just relied on the paladin to smite the higher hp ones to try and get them out of combat

whole mural
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wait did someone tag me in here

i might just be wrong

hidden urchin
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nope not since your last msg

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update:

i realised his AC is also wrong because its 10 +DEX and hes only has a +1 in dex. . .

this got me thinking. his whole gag is a chase event for the most part. so with him having such little HP and AC, should i change slipper B to "ranged attacks have disadvantage" limiting the possibilty of them just killing on site and also makes it easier for them to corner them and subdue??

polar timber
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Eh, they could be wearing a light leather vest that gives them 11 base AC or something, I think 12 AC total is fine

polar timber
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That way the thieves are intentionally avoiding the ranged attacks rather than having some sort of ability that let's them do so naturally

hidden urchin
polar timber
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Although, you could add to Slippery Bastard that they can also take the Dodge action as a bonus action or something

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But maybe if they take the Dodge action though the Slippery Bastard ability, any attacks they make are at disadvantage

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So as to reinforce the craven nature of them

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And also because bonus action Dodge is pretty strong in combat at such a level if you don't nerf it a bit more

hidden urchin
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but in the hands of the wrong dm it is a bit bs XD

polar timber
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Yeah, I just generally prefer to write stat blocks as if I'm expecting someone else to use it. That way you try to make things as clear as possible as to the intentions behind the ability in case you revisit the stat block in the future after a long time of not using it. Makes it easier to remember your thought process

hidden urchin
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thats one of my main reasons for getting feed back on my first one. stops me forming bad habbits

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thank you to those who have engaiged with me

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dont usually talk in public spaces

polar timber
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No worries, bouncing ideas off of others is how you practice and improve dming

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Also, you could probably have them wear Leather Armor and give them an AC of 13

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Especially if you want them to have a bit of a higher chance to avoid attacks

hidden urchin
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i think i'm gonna have to. i was trying to avoid armour on them since they are just your average joe trying to make a living on the streets and armour can be expensive but i guess its easy to say he got one good score and prioritised safety given his craven nature and risky business

polar timber
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Yeah, the group of thieves maybe managed to rob some leatherworker or something and got some equipment

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It also opens up the possibility if you want it to let your party take their armor and sell it for some money if some of the thieves end up dead

hidden urchin
polar timber
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What's your players class makeup and stats out of curiosity?

hidden urchin
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none existant. i've got no group but have the d&d itch so just fiddling around with things

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only been a player but been told id be a good dm so thinking about it

polar timber
polar timber
hidden urchin
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one of my friends is thinking about Dming for the first time for his cousin and invited me jut that probs wont be until jan

whole mural
hidden urchin
simple tinsel
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3rd Level Feature: Balance

Balance: When a creature rolls a natural 20 or a natural 1, you gain a Weave Token. This token allows you to replace a d20 roll with either a natural 20 or a Natural 1. This token vanishes whenever you take a long rest. If you have a token already, and you gain another token, the previous token is destroyed and becomes unusable.

Any thoughts on this feature? It's not meant to be a really powerful feature just something for flavor in case something like this comes up.

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Deleted some text to make it clearer

hidden urchin
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so my friend opened the link and read the class details and the premise is solid. there are a few nit-picks.

  1. The initial lvl 3 ability encourages the ranger to be close, to be effective, which is kind of against the stay back and shoot nature of the class.

  2. The ending the frightened or prone condition with just a bonus action, and no roll, while healing at lvl 3, is a little overloaded, but could be a good addition as a later game feature maybe???

  3. again the upgrades to the lvl 3 ability focus on keeping the ranger close when they want to be far and i don't understand why it would end the grappled condition. could you please expand on this for me to understand your process. and again i feel ending such a condition with no roll is very overloaded.

4.once per creature per turn... this is beyond busted. having advantage on anyone who has delt damage is a little over kill especially as a ranger that is going to be finding high ground

  1. i like the one time use of extra damage on the first attack but why radient. is there a thematic reasoning. this is just curiosity more than critique.

  2. the not hindering allies is with ranger aoe terrain effects is a good addition too early. make it for like 5th level??

  3. wayfinding lvl 7. i like this

  4. this feels semi redundent because if you already saw the trap why are they triggering the trap??? why wait to tell them with a reaction??? like i understand its a backup in case you some how fail the check even with the advantage you get but like. . . you failed the check how are you reacting in time if you didn't know it was there???

  5. you need to choose between the dis advantage and advantage because this doesn't specify who chooses and is more confusing than needs to be.

  6. no to urban environment. you are a ranger. this should be forest and other wilderness environments.

  7. i have no comments for lvl 11 ability. me like it. and it's balanced for level??

  8. again no comments. its decent.

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best i can do with the low context. like i assume oyu wanted a wayfinder but then gave them bonuses in urban environments specifically.

nothing points to deity involvement but they get extra radiant damage specifically

restive tusk
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I disagree with points 1 and 10. Ranger doesn't and shouldn't have to be locked into a forest theme nor a ranged playstyle.

hidden urchin
# simple tinsel 3rd Level Feature: Balance Balance: When a creature rolls a natural 20 or a nat...

my only critique is it should be reaction cast and a coin flip to see which you get between a nat 1 and nat 20.

then at a later level (11 maybe) let them choose since its already only happening on a nat 1 or nat 20 but still takes your reaction if this is used on anyone other than yourself.

then again at like lvl 18 make it not use your reaction at all and becomes a free action and can hold 2 tokens.

but i can imagine this will be dm dependent despite only happening on nat 20s and nat 1s

simple tinsel
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its a secondary feature not a full ability

hidden urchin
simple tinsel
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I'll include the reaction part though

restive tusk
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Urban environments still need tracking

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Concrete jungle and all that

void jewel
restive tusk
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Tbf that's an issue with the game as a system, not necesarily with Ranger specifically

void jewel
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Yes but it is an issue with ranger by extension is what I'm saying, and it is more pronounced there due to archery

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It is an issue with the overarching game, AND ranger.

restive tusk
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Sure but that doesn't mean a Ranger subclass that leans into melee is bad

void jewel
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A ranger subclass that leans into melee isn't bad inherently, but the fact that it leans into melee is bad

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And that's my point

hidden urchin
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i mean its in the name. "range"r. i am all you for creativity and stuff but its litteraly in the name and that is what multiclassing is for?

restive tusk
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The average table will not be feeling this effect nearly as strongly as mid-high op tables

void jewel
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High OP tables usually have the DM megabuff encounters

void jewel
restive tusk
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Well yes, optimized builds and strategies will be more effective at tables that don't have optimized encounters

void jewel
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A ranger is a real life profession

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It doesn't refer to distance

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"Park ranger" is a good example of this term as it is used here

hidden urchin
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but then it goes against the urben style he wanted

void jewel
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This is why I usually advocate for making "overpowered" barb subclasses

void jewel
hidden urchin
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"parks, forests, countryside"

or a body of armend men. typically refering to rangers using bows and modern day rnagers using rifles

restive tusk
late falcon
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I'm trying to add a natural weapon to a custom species on dnd beyond but I can't figure out how to add proficiency bonus to it ! Does anyone know how here?

void jewel
late falcon
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It's taking the bonus from the stat but not the proficiency bonus 🙁

void jewel
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Not many tables play in 3d though

restive tusk
hidden urchin
restive tusk
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That would be homebrew yeah

restive tusk
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I think the non-combat stuff right now is pretty good, the in-combat stuff could use a little work

hidden urchin
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thy probably saw it in bg3 and liked it. most of my dnd experience has been within the past 2 years sooo makes sense

hidden urchin
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by that i mean the out of combat stuff causes less debates that the combat system

restive tusk
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Honestly without tweaking the actual numbers the main thing I dislike is how many different dice are being mentioned in the features, such as Field Triage's 1d4, Wayfinder's Mark's 1d6/1d4. I'm personally more of a fan of sticking to one die size at a time for featuresets

hidden urchin
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thats me for the night chaps. thanks to those who have helped me and good night to everyone here

simple tinsel
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Alright, here is my fully complete paladin subclass

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let me know where'd you rank it in terms of paladin subclasses

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if you want to of course

surreal totem
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where can i send an image of my monster i made

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i wanna see if you guys think it’s strong enough for a level 3 party of 5 ppl

true forge
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if you throw the image into a google doc or any other trusted site like it, then you can send it

distant crescent
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The Alex Mercer type of build

proper summit
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I need major help w homebrew race ;0

hollow vapor
proper summit
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Uhh im trying to figure out how to add varient traits exclusive to that varient, I tried the one on ddb forums and it didn’t help

hollow vapor
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Oh okay well what are the varients

proper summit
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A flame based version, water, lightning, necrotic and poison

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I have ideas and everything out, i just don’t know how to implement them into the varient itself when I tested it

hollow vapor
polar timber
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If your issue is with implementing it in ddb, you might want to check out #ddb-support unless im misunderstanding

proper summit
proper summit
polar timber
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no worries, mainly im just saying it cause I wasnt sure if you were looking for help with ddb specifically or if it was actually about designing the homebrew

proper summit
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I have a good amount of stuff already planned out, but tbf i got a good idea from ghost void

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On a different note, i could use some ideas from here for my next planned campaign for my friends

viscid folio
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"Once per day, you automatically succeed your first save against nonmagical sources." How strong would this be in early levels?

stuck raptor
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strong, but extremely limited

polar timber
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if its once per long rest, its not too crazy depending on how many combats your party tends to get into. I will say something like that is very munchkinery and abusable

void jewel
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Very limited too because it's just the first and you have have succeeded anyways

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Reasonable

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You can't control when

polar timber
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at least if your party attempts to take advantage of it

acoustic pumice
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How does this sound?

• 4th Level Spell •
Symbol of Departure
Casting Time: 10-Min
Range: Touch
Components: (V,S,M) (The ruby seed or the bones of a small creature)
Duration: 8-Hours

Upon encountering a soul who has lost their way, a symbol can be made upon the flesh. Upon completion, the spell surrounds a body in a 10ft tall encasing of ruby, preserving the body for up to 8 hours. This can only effect a creature of medium stature or below.

Said ruby can shrink in size for traveling purposes. The spell can be renewed every 8 hours and upon either dispelling or via the time running out, the body will be set free once more.

While a creature is inside the ruby, should the caster will it, their soul and form can be devoured by the Ruby Lord restoring 1d12 + the AC of the creature in HP to the caster.

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The idea was
Take Gentle Repose
Make it portable and more versatile

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But also brutality fitting of the origins of the spell and what it comes from

frank berry
# acoustic pumice How does this sound? • 4th Level Spell • Symbol of Departure Casting Time: 10-...

Couple potential issues

  • Not sure if intentional, but the rubies have no cost requirement. By itself mostly a non-issue, but feels off
  • While also not wholly busted, by sealing anything in a ruby, you can have an at will no Actions required decent heal (most creatures have at least 12 or so AC, so a 13 - 24 heal) regardless of the ruby's location from you. Not sure if this is intentional, but this could be potentially abused.
  • There is no mention of the body not getting older unlike gentle repose, so all this really does is have an easier time to carry a body. A Bag of Holding achieves the same result 😛
acoustic pumice
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I can amend

acoustic pumice
frank berry
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I feel the main benefit of this spell is still gonna be the at-will no actions required instant heal 😛

void jewel
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I'd say yes. Blindsight is both extremely rare and extremely powerful

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Blindsight enables some of the game's best, most consistent strategies.

acoustic pumice
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i also have to keep in mind uhhh- you don’t know the lore 😅 so- the severity of this means nothing atm

frank berry
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Yeah we can only really judge any homebrew by the context of the general game and its rules

acoustic pumice
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Which makes sense- I don’t wanna bore ya with my lore just to justify the spell 😓

frank berry
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But also the corpse could just be like, a deer or something, so there's very little morality in the choice to use it for healing (:

acoustic pumice
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ah good point

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“On the flesh of a humanoid creature.”

frank berry
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Will cause the spell to not work on races that aren't humanoid 😏

acoustic pumice
#

It’s all fun and games till you’re messing with the arcane rites of an ever present, ever hungry force of nature…

true forge
#

so, how do we feel about an elemental fighter that uses art as the way they channel them, mostly though movement

simple tinsel
#

just point out if there are any text issues or feel free to give feedback

frank berry
sturdy knoll
# simple tinsel Can anyone review this btw? It would help out if ya did

Nice flavor.
Fragment of Opportunity is way too powerful - maybe make the token be able to add/subtract your proficiency bonus from a roll?
Aura of Flux: Absorption is a bit too strong IMO. Maybe make it temp HP and half your paladin level, rounded up.
Same issue withAura of Flux: Convergence. Too powerful. Maybe make it radiant damage based on proficiency level.
Fate Shift is very powerful but I think you've found a good way to reasonably balance it.

surreal kettle
#

How much AC would a Lich with an adamantine body have?

boreal rover
#

Depends on the required CR of the creature (and the rest of the statblock)

surreal kettle
#

So i guess if its CR 21 then it'd be 21?

boreal rover
#

Also, adamantine doesn't really have a set AC, it just ignores crits

boreal rover
surreal kettle
#

Ah alright

boreal rover
#

Official monsters at that CR go from 15 AC to 22, official liches being at 17. If you want to increase that AC a bit because of the adamantine you can, but you could also just leave it at 17 and make them immune to crits

#

Which is the actual mechanics of adamantine armor

surreal kettle
#

I'm trying to make a Lich fight meant for very optimized parties

boreal rover
#

You can take higher CR monsters instead, like using the Vecna statblock (who is also a lich)

surreal kettle
#

Ah alright

native grove
#

working on a remake of circle of the land, any suggestions on the 10th level feature?

proper summit
#

It looks rlly good! Keep up the good work

native grove
#

what do you think of the biome aura mechanic idea

#

?

proper summit
#

I think it’s a neat concept, i personally have no complaints but for the record im somewhat new to dming as ive only hosted one-shots

native grove
#

which biome mechanic do you think you like the most?

proper summit
#

I personally liked arctic, ice stuff in general interest me

true forge
#

Artform

3rd level Stylist feature

Your creative mind mixes with your fighting prowess. You gain proficiency in Painter’s Tools or another artisan tool of your choice. As a bonus action, or when you use your Second Wind or Action Surge feature, you can use this tool to enter an Artform, as seen below, for 1 minute.

If the Artform you choose requires a saving throw, you use your Art Save DC

Art Save DC: 8 + Your Charisma modifier + your Proficiency Bonus

Flowing River, Rising Tide: Your movements become slender and graceful, as an everfollowing river, then as forceful as a mountainous wave. Your movement speed increases by 10 feet and your jumping distance doubles. When you jump, all creatures within 10 feet of you, before and after you jump, must make a Dexterity saving throw. On a fail, the creature takes 1d8 cold damage and falls prone.

Roaring Ember, Primal Flame: Your body and weapons become engulfed in fiery determination. When you damage a creature, that creature takes 1d4 fire damage. At the start of that creature’s next turn, they take 1d4 fire damage. This can happen once per turn, once per creature.

Need to make another or 2 more, but thoughts on it thus far

urban edge
#

Hey, I'm helping a buddy make a world, and he wants to name a land in the language Giant, are there any good fantasy language translator sites out there that would help him?

proper summit
proper summit
peak inlet
chilly jewel
#

its pretty cooll though i like options

urban edge
peak inlet
#

I don’t think it should activate on Action Surge and I think it should only activate on Second Wind

proper summit
peak inlet
#

the reason the second one is weak is because the damage is lacking, but also, it doesn’t have an additional property attached to it

#

unlike the first one where the +10 speed is already huge

#

and then it can also do an actionless prone + 1d8 damage

#

vs. the other one that just deals +2d4 on a hit

true forge
#

Well one is a save, the other is just passive

peak inlet
#

one is a save, the other still requires an attack roll

#

they’re both passive, you can do the first one multiple times as well

#

idk if 2014 is different in that sense

#

but jumping is just movement

true forge
#

Idk if you can do standing jumps in 2014 lol

#

Both long jump and high have you moving forward (at least I think)

peak inlet
#

it’s very strong to have a BA damage option without constraints, actionless damage is insane

peak inlet
#

I think there’s also a feat that makes the windup only 5 feet

#

so you can just bunny hop around a creature a few times before attacking

true forge
#

Ig i can add once per turn for that

#

Tbh thought I did lol

peak inlet
#

and you need to add an action usage

#

either 1 attack or BA

#

also, make it on landing or jumping

#

being on both means you’re getting 2 chances on it anyway and it has prone

proper summit
#

Tl;dr I made a homebrew race, I added traits and all, made variants but I don’t know how to add specific traits to said variant

native grove
#

Does anyone know of any good desert themed ranger subclasses?

tired dagger
#

hey sheeple im in need of aid balacing a boss for my level 3 pary

#

party*

#

anyone i can dm the creatyre sheet to?

restive tusk
#

Feel free to upload the sheet to a trusted filesharing site like Imgur or Google Drive and send the share link to it

restive tusk
#

How many players are in this party?

tired dagger
#

5-6

#

6 all in all but some might not arrive on session day

#

it feels alittle strong or according to chat gpt an instant TPK machine

#

but thats hard for me to believe

restive tusk
#

i wouldn't really trust ChatGPT for reliable D&D advice

peak inlet
restive tusk
#

It is definitely strong though

tired dagger
#

well i dont really have anything else to confide in

restive tusk
#

Are you planning on running minions with the boss?

tired dagger
tired dagger
#

its meant to be just them VS it

#

skeleton picking is alittle misleading but the skeletons it summons are inanimate

peak inlet
restive tusk
#

So what would be considered a "skeleton produced by Bird of prey" then?

tired dagger
#

at the start of the battle it puts down dragon skeletons everywhere

#

its a lair action

#

again just an object

#

just a thing it has to walk to to increase its AC*

restive tusk
#

I would be inclined to think it's too strong, at least at the moment. Assuming no homebrew involved in character creation and no rolled stats:

  • It can achieve 20 AC easily and for a signficant amount of combat (by going Magni's Cruelty --> Skeleton Picking). The average martial will have ~+5-7 to hit, so expected accuracy will be ~30-40% (average is ~65%).
  • Magni's Cruelty has a high DC for level 3s to make, and Concussive Roar has no save. In addition to 3 rend attacks its damage is quite high
  • Bone Club is something to be cautious about. Stuns usually impact the party much more than they impact the NPCs
    Though it has a 70ft fly speed I don't suspect you'll play it cruelly and do hit and run tactics, but it is definitely a TPK encounter if you do
tired dagger
restive tusk
#

That makes it better

tired dagger
#

but 3 rend attacks each one doing 1d4

#

thats 16 damage per round

restive tusk
#

Ah the statblock said 9 (1d4+2) slashing + 2 (1d4) necrotic so I assumed the 1d4 was a typo and not the 9

tired dagger
#

and the arena is small hit and run tactics arent really able to be done bc of how tiny the space theyre fighting in

#

oh thats c i reskinned a wyrmling dragon haha

#

forgot to change that

#

no its 1d4

restive tusk
#

Hmm it's probably a lot more balanced then.

tired dagger
#

like winnable?

restive tusk
#

I will say a lot of its abilities make it harder for melee martials than ranged martials and spellcasters

tired dagger
#

yeah the idea was that the creature this is based off of takes bones and puts it on itself

#

not sure if ur familliar with HTTYD

#

but that was the idea

#

not to mention we only play custom made homebrew classes (kind of) and they tend to be abit strong so if its around the balanced area im not worried

restive tusk
#

If they're running homebrew classes as well then balance will be a bit harder to determine, and as a result "winnability" will be as well

#

I think the scales are roughly equal though

tired dagger
#

i mean i made all the homebrew classes

#

so i think i have a rough idea on how this can work

restive tusk
#

If player power is higher than normal, the boss has strong abilities, but also it loses in terms of action economy, etc etc

tired dagger
#

i would say player power is higher than normal

#

so pretty well balanced?

#

but hard to actually know untill we play it

restive tusk
#

Given all the factors I'd say to just playtest it

tired dagger
#

with the party? but its a main story boss kinda thing i dont wanna give it away

restive tusk
#

I mean like in session when they fight it

tired dagger
#

Huh?

restive tusk
#

You can always adjust monster strategy / ability usage on the fly

tired dagger
#

isnt that just the fight?

tired dagger
#

so to just tweak it on the go if i need to?

restive tusk
#

I'd say adjust HP too but I'm not a huge fan of that except for extreme cases

tired dagger
#

thing is it was originally 60 HP but i did the math it would only last like 2 rounds and i wanted to give it abit more longevity

restive tusk
#

80 seems fine

tired dagger
#

great\

peak inlet
#

the wording feels like it’s too convoluted, it’s basically a credit card. I’m not sure if there’s a way to condense the wording though

Pouch of Coins

Wondrous Item, Common

-# A 6-inch square leather pouch that is embossed with an icon of one of the standard currencies. When this item is created, it must be connected to an enclosed space such as a room, bag, or extradimensional space by spending 24 hours in it.
-# You can insert standard coins into the pouch, sending the money to the designated storage. The pouch memorizes the amount saved into it from this insertion. A single pouch can hold up to 1,000 platinum pieces worth. Anything other than standard coins is rejected by the pouch, if the storage space is full or the amount saved in the pouch hits the limit, the pouch rejects coins as well.

As a Magic action, you can declare an amount of money and reach into the pouch or flip it, ejecting that exact amount in denominations that exists within the storage. Alternatively, you can ask for a percentage of the saved amount, in this case, it ejects that percentage (the number of the lowest denomination is rounded down). If you request an amount higher than the saved amount or the amount left in the storage area, nothing comes out of the pouch.

You can choose the denominations, if you don’t it uses the highest denomination first, converting between denominations that existed in the space within the past month as needed.

-# If the pouch is torn, pierced, or destroyed otherwise, it no longer works and the money stays in the storage area.

sudden pivot
#

Working on a theran chimera based on largely predatory beasts and monsters and radiant damage, so far I've figured that one head'll likely be the fleeced lion and I'm thinking maybe a spirit dragon for necrotic resistance but not too sure, any suggestions for the other two heads?

distant crescent
#

So did anybody play with living nightmare fighter subclass?

sacred current
#

No Interruptions
Level 1 Enchantment
Casting Time: 1 reaction, when a creature within 60 ft of you that you can see takes a reaction
Range: 60 feet
Components: V, S
Duration: Instantaneous

You tell off the creature with enchanted words for interrupting a performance, forcing it to make a Charisma saving throw. On a failed save, the creature receives 3d4 psychic damage and its reaction is wasted. On a successful save, the creature receives half as much damage.
If the creature was casting a spell, the spell slot isn't expended on a failed save.

Classes: Bard

#

Is this spell balanced?

cerulean seal
#

Oh its from a kickstarter homebrew book

native gale
# distant crescent So did anybody play with living nightmare fighter subclass?

Generally speaking, you can't expect anyone else to know homebrew content by name. Homebrew content is fan-made, and there's no rules or restrictions around it, so there's literally thousands and thousands of homebrew subclasses, monsters, magic items, etc. Its kinda like asking if someone knows about an OC from a fan fic you read online.

distant crescent
cerulean seal
dull rock
#

I want to homebrew most if not all charms and tools from silksong into magic items and weapons. Is there a site that will create a stat block that looks similarly to the ones in the books?

surreal totem
#

i think this is better for the 5 level 3 pcs now

#

what yall think

glad veldt
#

Homebrew race that makes its own venom/poison, wondering what flaws it has.

#

Custom poison/venom: charges/doses = prof bonus, deals (con bonus)d4 poison damage, Con save (DC 10+con+Prof). Can level up at levels 5, 11, and 17 adding either a condition (if the condition references another condition you need to take the condition mentioned before the one you want. Ofln a success no condition is applied), or increasing the size of the damage die by 1 (d4 to d6 to d8 to d10)

#

Thoughts?

rose beacon
#

Question: what happens if a cleric renounces their god?

#

Like, obviously they lose their channel divinity and probably their spells, but like...

#

What happens to their xp?

#

If they decide to become a druid or a fighter or something, it seems a tad busted to immediately go from a level 6 cleric to a level 6 wizard

#

Do they have to start from zero at the new class? Cause that also seems a little unfair

#

All that xp and their life skills and their features and their bonuses and buffs and stuff... resetting it all back down to zero sounds kinda cringe

tight lava
surreal totem
#

you have permission

tight lava
surreal totem
#

that’s how it was when i downloaded it

#

i would send an image but i have no perms for some reason

surreal totem
tight lava
surreal totem
#

for me it’s fully visible

tight lava
surreal totem
#

try refreshing

tight lava
#

But for me it's like

#

144p

surreal totem
#

uh

#

try refreshing

surreal totem
tight lava
#

@surreal totem is this meant to be a boss or miniboss

surreal totem
#

it’s not important but it’s meant to be a challenge

tight lava
surreal totem
wind berry
surreal totem
#

they haven’t uh done their character sheets yet

wind berry
#

And dnd can’t cope with that

#

You’re asking a question dnd literally has no valid answer too

surreal totem
#

bard

tight lava
surreal totem
#

but still they could steamroll it

tight lava
#

Wait how many attacks does it do per turn

surreal totem
#

if it has a static charge it can use it to make two attacks instead

#

but also it can use static charge to do many other things

wintry reef
torn orbit
#

Decided to add some stuff to the Psion class [I know it's still in UA & not official yet, but I got inspired] & seek feedback. The spell list is there to ensure backward compatibility & add some I feel should be on there.
Psion Additions

Points of Interest

Subclass: Veilweaver

  • Is Minor Phantasm too much as a passive ability?
  • Which of Cognitive Dissonance or Potent Mirage would you pick for the Level 3 Psionic Energy Dice feature? Aware of the comparison to the Id Insinuation discipline for Potent Mirage, but PM is more relevant for Illusion spells since the DC also applies to checks against them.

Spell List

  • Are there any spells you'd add to the list?
  • Are there any spells you'd remove from it? One I'm not sure on is Misty Step.

Any constructive criticism welcome, not just for the above points.

burnt cipher
#

If Autognome had a more strict 2/1 ASI, would it be +2 CON, +1 INT, or vice versa?

void jewel
#

Depends on the class you are making it for

#

The old ASI systems force you into certain races being for certain classes (taking something that doesn't give you the ASIs you want is actively making your build worse)

#

So give them whatever you want for their class locks.

boreal rover
proper summit
#

I need help coming up with a plant/flower variant for a race im making

#

Do I make it poison dmg since there is no plant damage type?

mild cove
#

Depends what your doing. If poison, yes. If thorns, piercing

proper summit
#

Like plants in general? Idrk

#

Js like nature, plants, flowers

#

I chose poison for now cuz like

#

Poison Ivy.??

#

Btw on a second note: should my race be able to talk to animals? Like it’s a kitsune (more centered on the mythology n all) so it is fosho an animal but shapeshifting?? Idk

sullen echo
#

I need to make a short sword with a legendary item of a magical effect

#

It's basically a fully diamond shortsword that was used by a wizard and had their spells stored inside of it

#

But I don't just want to slap "Cast these spells once per day" onto it

#

any ideas?

mild cove
#

What kind of wizard was he?

simple tinsel
simple tinsel
surreal totem
sullen echo
#

Just learned the campaign imploded from player and DM gossiping and drama

#

Thanks for offering the help

surreal totem
noble lion
native gale
#

yes, these are absolutely insanely busted

noble lion
#

Would you make them legendary?

waxen warren
#

Look, in my opinion, almost all of them seem relatively balanced depending on the campaign difficulty. The only exception is the last one.

#

Granting immunity to the three main types of damage in the game (even if exclusively against non-magical damage) is very unbalanced, almost regardless of rarity level.

sullen echo
native gale
noble lion
#

I think that's a stretch

native gale
#

So, lets just focus on the first one, because I think its the most salvageable. The issue here is because they are potions, they cost half as much gold and half as much time to craft as a normal very rare item. For reference, there is an existing RAW magic item that increases a player's wisdom score by 2 called the Tome of Understanding. It takes 48 hours of down time for the item to take effect, and it can only be used once every 100 years, so its basically a "consumable" as well. So your version is the same thing, but half as expensive, and takes a bonus action to use instead of 48 hours, and grants skill proficiencies as well

noble lion
sullen echo
#

Still strong but, not universally busted

noble lion
#

The rarities I assign them is just to keep track of what level I should give them out

mild cove
boreal rover
restive tusk
#

These potions are a caster's dreams

noble lion
#

Aye

native gale
# noble lion These potions cannot be purchased. In fact, magic item shops do not exist in thi...

When I said expensive I meant to make, not to buy. If you’re trying to balance a magic item, the best thing you can do is compare it against what already exists. With just your first potion, it is multiple times stronger than an existing item of the same rarity, so why would anyone ever pick the existing one over yours? It’s not balanced because it’s just flat out better in every way.

restive tusk
# noble lion Aye

I'm gonna assume your party is all casters, since yeah this widens the gap dndLol

noble lion
#

It is not. There are just equally powerful items for melee characters

waxen warren
#

Hey, question. Are all damage types in the game classified as either magical or non-magical, or is that exclusive to bludgeoning, piercing, and slashing? Like, is there magical and non-magical fire damage?

mild cove
scenic urchin
#

there is not magical and non-magical fire damage

mild cove
restive tusk
#

Without absurd damage tuned items for martials a caster drinking a Dragon's Heart Blood gets:

  • A con cap increase like Barbarian's capstone
  • A better version of Barbarian's Rage to the most common damage type in the game
  • A better version of Barbarian's unarmored defense
#

But yeah I also agree with Colossus, these are easy and relatively cheap to craft

native gale
waxen warren
restive tusk
#

By the existing magic item crafting rules all it would take is:

  • Arcana & Alchemist Supplies / Herbalism Kit proficiency
  • 62.5 days divided amongst everyone working on it (~31 days for a '24 Alchemist Artificer)
  • 10k GP
  • A 75% (in city) or 25% (in another settlement) for the materials to be available
#

A level 11 party should have this easily

waxen warren
#

Perhaps the Dragon's Heart Blood potion could grant its user immunity to non-magical elemental damage associated with the dragon of origin. For example, someone could obtain a variant of the potion created from a Red Dragon and gain immunity to non-magical fire.

native gale
#

A magic item that does not require attunement granting permanent immunity to any damage types is a very bad idea

mild cove
#

Just make it a literal dragon heart with runes or something that you can attune to

noble lion
#

Let me clear up some things about the setting, because I do think these would be undeniably busted in a typical game. Firstly, besides a few basic magic items, almost no items from official 5e sources exist. This means no vorpal swords, belts of giant strength, or alchemy jugs. This is because A: they do not fit the setting, and B: some of the items I've made fulfill the same or a similar niche. The items I have homebrewed do tend to follow the same balance of official content, though. I only say this for the instances where one might say "well this item already does that", since that item is most likely not available.

#

So much conversation happened while I was typing that

#

It's not even relevant anymore

mild cove
#

Just because those items don’t exist, it doesn’t really matter if they’re balanced against other magic items. If they aren’t balanced against your monsters, then there’s a big problem

noble lion
#

Anyways, I do think that these should probably be legendary items and that I could tweak them. Perhaps the ability score cap increases could be lowered to 22, for starters

restive tusk
#

If most official magic items are not in your game, instead replaced by homebrew magic items, and you say your game is removed from a "typical game" then it's hard to give effective feedback on:

Are these completely busted for a player character of 11th level?
Because we are assuming a normal game by default for balance

polar timber
#

All of these could be probably considered borderline Artifact consumables in the scope of base dnd, besides maybe the Azhdahā Heart

#

that one could be legendary

boreal rover
noble lion
polar timber
#

ah, is this for 2014 rules?

boreal rover
#

Maybe something for late t4

noble lion
#

Aye

polar timber
#

Like someone said before, its hard to give you balance advice when this is a bit outside the scope of how dnd handles magic items

noble lion
polar timber
#

If you think your party will be facing enemies that warrant such items, I think thats ok

noble lion
#

Was moreso directing that at itens which "do the same thing"

restive tusk
#

I agree with everyone else, it should be bumped up a tier in rarity

polar timber
#

but the rarities as they are are quite low, even from a general idea

noble lion
#

Mhm

polar timber
#

In terms of base dnd, Azhdahā Heart and An Bradán Feasa Oil are definitely at least Legendary, with Dragon's Heart Blood standing around Artifact level

boreal rover
#

All close to artifact level items

peak inlet
noble lion
#

I have edited them throughout the course of this conversation btw. Not sure if anyone has checked since then

polar timber
#

they dont seem to stack, note at the bottom of the doc

peak inlet
#

you can get +4 WIS and INT for 50k gold

polar timber
#

but maybe that line should be put to the top and bolded

noble lion
#

The Azhdahā Heart could become advantage on saves against being frightened as opposed to immunity

boreal rover
peak inlet
#

and there's another one for the top one

#

it seems like a potion cannot stack with itself from what I can tell

polar timber
#

your prob right

peak inlet
#

and those would not be legendary imo, they might have to straight up be artifacts that circulate your blood or linger in your skin until you die

noble lion
# peak inlet you can get +4 WIS and INT for 50k gold

We've already established that you cannot simply buy these. They are to be given out only when appropriate to the story and tier of play, or if the players somehow obtain their ingredients, which would warrant such a reward

peak inlet
noble lion
#

While they can theoretically be stacked, it's highly unlikely that more than one of these would be encountered in a single campaign, and I assume a party would share them and one player would not hog all the potions

peak inlet
#

the second one is very clearly weaker than the other 2

#

this is like a Deck of Many Things situation

noble lion
#

They're not a singular item nor a set that go together, so that's not really comparable

peak inlet
#

but instead of the object itself being hazardous, it's the surroundings that I assume you're planning on making hazardous

noble lion
polar timber
#

I mean ultimately I can see giving the party a chance to acquire an item at this level around lvl 14-15 if they have made some crazy allies and they are prepping to meet some crazy T5 enemy in battle in the future

peak inlet
#

why is it both INT and WIS instead of INT or WIS

polar timber
#

Maybe make it so that the way to craft these items is only known by some small amount of people?

noble lion
#

The enemies of this setting are quite crazy. That's sort of the idea that goes into making these items, though to explain every homebrew creature I've made every time I present an item would be exhausting for me and the reader.

peak inlet
#

it's not really broken if you're talking about giving those effects to a level 11 PC

#

I threw in a Deck of Many Things at level 3 instead of leveling them up

polar timber
#

As long as these items arent easily or consistently created, even with the required materials, i'd say go for it

peak inlet
#

but your question was if it was a balanced item compared to the rest of the game which it is not

noble lion
#

OH WAIT I just remembered the other thing I was gonna do to balance the one's that increase int and wis, which is to make it either int or wis, instead of both, or to lower the increases to 1

peak inlet
#

yeh, I agree with that change

noble lion
#

And I might get rid of the con increase from the dragon's blood all together

peak inlet
#

should be one or the other

#

still not a balanced item with the written parameters, but you shouldn't have much of an issue giving it to a player

gray plover
#

I'm trying to make a hombrew subclass of DnD Beyond.
Does anyone know how to make it so the subclass gives you the option to change your spellcasting ability to another stat

bright shoal
#

Where do you draw the line of something being a feat vs a spell?

stuck raptor
#

what do you mean by a line? theyre distinct things

proper summit
#

What could I add to a flower/plant based race variant for spells, etc

polar timber
proper summit
#

Yea

bright shoal
#

The line of how you decide if it is to be a feat or a spell.

polar timber
#

For races that get inherent spells, they generally get a cantrip and then later on a 1st level and 2nd level spell (assuming 2024 rules), so look around at spells in that range to decide

mild cove
#

What flavor do you have in mind? And could anyone do this with training, or a someone who’s devoted their life to casting?

polar timber
#

You could always take one spell and reflavor it to be a bit more plant like

#

For example, a faerie fire spell that is basically a burst of glowing pollen

bright shoal
# proper summit What could I add to a flower/plant based race variant for spells, etc

Yeah, I usually either add functions and shorten something in the spell, I avoid rewriting in essence, just a clear, "you can cast (blank), (list the changes)", and you don't have to shy away from something like a form of plant cant:

Greenwhisper
Your plant race knows Plant Cant: You can communicate with plants as if using Speak with Plants, with the following limits:

Plants provide only impressions, not detailed descriptions.

They cannot give names, numbers, or specific identities.

They only recall broad events (movement, damage, changes in weather/light).

Their responses are brief and instinctive, never conversational.

midnight elk
#

Why did it go dead silent?

late falcon
#

https://ibb.co/3Y88m8B5 hey what do you guys think of this homebrewed zombie stat block? Mostly curious how much you think it raises the difficulty. I think there is some evening out since I dead fortitude is changed

sturdy knoll
late falcon
#

Thank you

sturdy knoll
#

e.g. what are folks going to see if they click it?

proper summit
#

Wha sort of plant-esque attacking spells are there

sturdy knoll
#

In homebrew? Probably countless. It's not like there's an official library of all D&D homebrew ever created...
that would be quite the library

proper summit
#

I mean in core rules

#

.-.

#

For my homebrew*

polar timber
#

Check the druid spell list, it will have the majority of the plant flavored ones

cerulean seal
cerulean seal
#

There are more surely

cerulean seal
proper summit
#

Plant esque spells that are in core rules 2024 dnd!! Btw

cerulean seal
#

These are all the ones I see on my initial glance that are “plant” offensive spells

proper summit
#

Holy.

cerulean seal
#

There are a lot more that are utility based

proper summit
#

292

#

Wow

#

Thank you so much

#

0-0

cerulean seal
#

Yeah, there are a lot of decent ones are more utility that are nice

#

But these are the damage no or ones that inflict status conditions or something

void jewel
#

Arguably blight

proper summit
#

Are some of these not in ddb?

void jewel
#

Depends on what plant themed is to you

void jewel
proper summit
#

I use ddb because I prefer it

void jewel
#

Build your character using the actual books then put it on whatever sheet you like. If you just trust DDB, it'll cause you to make mistakes

void jewel
proper summit
#

Mhm

#

I know majority of it

void jewel
#

It does forget a lot of spells though

proper summit
#

Especially after I spent a month looking for the stupid think

void jewel
#

For example it won't pull any spells printed before 2024 into your spell list

proper summit
#

Thing

void jewel
#

Even though all spells not reprinted are still valid

proper summit
#

They are NOt missing infact

#

Wowaaaa

cerulean seal
#

If I recall correctly

#

Or at least to add them

proper summit
#

No need, i jsut had to go to addition spells list or wtv it’s called

#

And they were added

hot anvil
#

I have good news, the entire party dumped wisdom!

#

let's go

#

(9 players)

fierce pendant
#

Anybody have any caster rogues that are not Arcane Trickster?

simple tinsel
hot anvil
#

they didn't really ask what the other players had

simple tinsel
#

it doesn't mean you have to play something different

#

but it's good to get a scope of things

bright shoal
hot anvil
true forge
#

A cleric 3rd caster believe it or not

simple tinsel
fierce pendant
waxen warren
#

In your opinion, would this Feat be balanced or would it need some changes?

Adrenaline Rush.

Prerequisites: Human
Your body reacts to stress by creating a fight-or-flight mechanism. You gain the following benefits:

  • Increase your Strength, Constitution, or Dexterity by 1, to a maximum of 20.

  • When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

    Additionally, you can choose one of the following benefits:

      *-Flight Instinct.* Immediately after using your Adrenaline Rush Feat, you can use a reaction to gain the benefits of Dash and Disengage and utilize your speed to escape potential threats. You must end this move further away to the enemy than you started.
    
      *-Fight Instinct.* Immediately after using your Adrenaline Rush Feat, you can use a reaction to gain temporary hit points equal to twice your current level.
    
hot anvil
fierce pendant
#

My character is a knowledge broker/information gatherer. I might just smash together thief + basic spellcasting from AT and call it good.

proud cairn
#

@sly cedar so yeah just the DM language,
slam might need some changing due to topple mastery and sundering blow already readily available and working in grappling, while also allowing extra attacks.
Saving throws should have some additional condition or resource or something, or be a different benefit.
And death effects are only good when you're dead so maybe give them another toy aswell at 14,
(Maybe something to do with unarmed strikes)

Are my notes.

sly cedar
proud cairn
#

Feel free to steal some ideas from this rage damage bonus replacement I made.

marble hull
#

Idk if this counts as homebrew but I’m making a campaign that involves a lot of hunting and eating monsters so I reflavored a few enemies to make them actually edible?

One of them is a moth that’s eaten so many pages from spell books it has grown and become able to cast spells, this would take the place of some rogue magician or something

proud cairn
proud cairn
#

You can change the reckless swings thing to
"You benefit from reckless attack while making unarmed strikes."

stuck raptor
#

could you already not in 2024? or is this 2014

proud cairn
#

And I forgot to mention where the previous creature goes at first. With slam. Might want to clarify that so people don't get too confused.

proud cairn
proud cairn
proud cairn
#

Or "if you land 2 unarmed strikes in 1 turn on a creature you are grappling, you can have them fall prone on the second strike".

sly cedar
peak inlet
#

what rarity would a magic item that allows you to cast a random 1st level combat spell from a curated list once per long rest (no attunement and no spell slot) be

stuck raptor
#

uncommon

polar timber
#

An item like that would generally have attunement, but overall yeah uncommon sounds about right

peak inlet
#

that’s what I was thinking too, but I was looking through references and the closest one I found was Rare

#

it’s 3rd party so I guess it might not be balanced correctly

#

but I couldn’t really find any other references

stuck raptor
#

im moslty just thinking about enspelled itms.... but they might be a outlir

polar timber
#

Like, a Enspelled (Lvl 1) Weapon is uncommon

peak inlet
#

Enspelled Items have more charges too

#

that’s what I was thinking

polar timber
#

this does similar except its random from a list and only has one charge per long rest

#

sounds reasonable

#

honestly i'd say to give it like 3 charges

peak inlet
#

Cube of Cubes from Obojima

#

I was going to make something pretty similar, I think I might just tweak it

stuck raptor
#

ok, obojima just is a bit cracked

peak inlet
#

but you have to roll a d6, if you land on one that you previously cast, it does nothing

polar timber
#

sounds good

peak inlet
#

the other magic items are mostly balanced from what I can tell

#

but this one is just overly weak for no reason

rancid basalt
#

Magic item idea: Inspired by the Juggernaut's helmet from X-men 3

Crush/Smash Helmet
Wondrous Item, Rare

While wearing this magic item, you have Advantage on saving throws against being Stunned. You can use the helmet to make Unarmed Strikes, which deal Bludgeoning damage equal to 1d6 + your Strength modifier on a hit, which counts as magical for the purposes of overcoming immunities and resistances to nonmagical damage.

Cranium Crush. When you score a Critical Hit with a headbutt using the helmet, the target must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn.

tacit leaf
rancid basalt
gloomy flower
#

I'd say you could make it rarity varies for higher spell levels

peak inlet
#

so not quite, but yeh I guess

copper pine
#

Is there a way for me to get a wizard subclass that emulates the psion class that was created by someone else?

sturdy knoll
#

Not directly but you could create homebrew feats (no need to publish, just keep it for your own use) and add them to a homebrew wizard subclass.

sly cedar
primal osprey
#

I've made 3 lineages for orcs for my setting and I'd love just some quick feedback about their bonus abilities that add on top of the regular orc abilities. I'd just like to know if they're functional and balanced

#

Outrider Orc abilities. When you choose Outrider Orc as your lineage, you gain the following benefits:

Free Spirit. If you have the grappled or restrained condition, you can end it as a bonus action. You can use this feature a number of times equal to your Wisdom Modifier (minimum of 1).

Unstoppable. When you use your adrenaline rush feature, until the end of your turn you are unaffected by difficult terrain and you cannot be affected by effects that slow you down or otherwise reduce your movement speed as long as your movement speed is not 0 at the start of your turn.

Depth Sworn abilities. When you choose Depth Sworn Orc as your lineage, you gain the following benefits:

Menacing. You gain proficiency in the intimidation skill.

Fiend’s Endurance. When you use your relentless endurance ability, one creature within 5 feet of you when you use it must make a wisdom saving throw (DC = 8 + PB + your constitution modifier), on a failed save the creature is frightened until the end of your next turn.

Abyssal Might. When you score a critical hit on a creature within 10 feet with a melee attack, the creature takes an extra 1d10 necrotic damage.

Hope Child abilities. When you choose Hope Child Orc as your lineage, you gain the following benefits:

Infectious Optimism. You gain proficiency in the Persuasion skill.

Glimmer of Hope. When in darkness, you shed dim light in a radius equal to 5 times your proficiency bonus, this light shines even in magic darkness.

Warrior of Hope. You always have the Guiding Bolt spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

azure needle
#

Would it be over-tuned to let a war magic wizard take Graviturgy Dunamancy spells?

primal osprey
remote lance
#

Also, Free Spirit never recharges

primal osprey
#

Oh no! Anyway <3

primal osprey
river sierra
primal osprey
#

I wanted the option to have old fashioned evil orcs, and have the new, pilgrim adventurer style orcs

#

As well as a secret third option for funsies

fiery thunder
#

Came up with this race called "The false dragon". What do you think?

Wings. Your movement speed is equal to 25 feet and your flight speed is equal to 35 feet. If you are wearing heavy armour, your flight speed is reduced by 10 feet.

Ability score improvement. You can add 2 to the scores of two of your characteristics.

Four-legged. You have an advantage to Athletics or Acrobatics check when being knocked prone if you are standing on the ground. You can also carry twice as much weight, but not while flying.

Size. Your size is Medium.

Age. False dragons reach adulthood at the age of 20 years and can live up to 100.

Dragon’s scales. You gain a resistance to one type of damage, which depends on your dragon ancestor. You also gain +1 to your AC.

No hands. You do not have hands. When performing a skill check, that depends on using hands (using a tool, picking a lock etc.) you have a disadvantage on that check. When using a weapon, you can hold it with your mouth. If you are holding a weapon in your mouth, it is considered to be held with two hands. You can not use a shield and a weapon at the same time. You can not cast spells with verbal component while holding anything in your mouth. You also have disadvantage on ranged attacks with weapons. A crossbow or a bow can be modified for you to use normally, but such weapons cost twice as much as normal.

Claws. Your claws are considered simple melee weapons with properties finnesse and light and they deal 1d4 slashing damage.

Non-humanoid. You can not wear regular armour. You need armour made specially for you. This kind of armour costs twice as much as regular armour.

Languages. You know Draconic and Common.

Darkvision. You gain 60 feet of Darkvision.

azure needle
# primal osprey **Outrider Orc abilities.** When you choose Outrider Orc as your lineage, you ga...

Unstoppable should only apply to difficult terrain. Since orc already has a strong base of abilities, giving it freedom of movement at first level is a bit much

Abyssal Might is effectively a better savage attacker (doesn't require a feat, and necrotic damage) for glaives that stacks. That's pretty nuts. I'd reduce the extra damage to a d8 at least.

Child of hope is the only one of the sub races that doesn't Enhance one of base orc's pre existing abilities. Not necessarily an issue, but just something to note for consistency's sake

Glimmer of Hope cutting though magical darkness and increasing in radius with PB might be too strong, as it's a passive non-resource ability that works in place of spells like daylight. I'd reduce the size to a flat 10 feet

primal osprey
#

Yes, I shall impliment unstoppable only working in difficult terrain, and I'll change Child of Hope around a little

#

Abyssal might is fine to me because savage attacker has nothing to do with critical hits

#

But the feedback is greatly appreciated!

azure needle
#

Wait, not savage attacker, I mean brutal critical

#

Like I know champion fighter is ass but c'mon leave something for it😭

primal osprey
azure needle
#

Brutal critical is a barbarian class feature at 9th level

#

It adds a single extra damage die to crits

primal osprey
primal osprey
burnt cipher
#

What would a Cantrip or 1st Level Spider Climb look like?

lucid kraken
mild cove
burnt cipher
burnt cipher
mild cove
#

An athletics check made to climb

polar timber
#

could also just have it give you a climb speed for one turn

#

until the start of your next turn*

#

or maybe until the end of your current turn, just to make it clear that you cant chain cast it easily

burnt cipher
polar timber
#

so its useful for scaling relatively short walls, but not for extended portions of vertical terrain

#

oh, a species buff?

burnt cipher
#

Trying to streamline the races and lineages to not be so wonky, hence the spell restriction.

polar timber
#

I guess im mildly confused on why you want to give them some form of spider climb when they already get climb speed for free

#

built in climb speed is already better than spider climb iirc

burnt cipher
#

According to Spider Climb, you gain a Climb Speed equal to Walk Speed and you can still use your hands. I was going to go halfway and say "You can use a hand", so no Two-Handed stuff.

azure needle
#

But your climbing speed becomes equal to your walking

burnt cipher
#

At that point, I'd just give the Climb Speed.

polar timber
#

ah i guess spider climb lets you literally climb upside down and stuff

azure needle
#

Could probably just limit it to walls and give it conc, hands free should be alright

polar timber
#

is this a fully custom dhampir race or are you basing it off of anything?

burnt cipher
azure needle
#

I play a dhampir ebarb warlock in a campaign and my DM kinda has to add ranged attackers to indoor combats because I can just stick to the ceiling and Eldritch Blast them

burnt cipher
azure needle
azure needle
#

But that's kinda why I say to not allow ceilings, because for a 1st level spell slot at low levels a caster would be able to trivialize the majority of combats

#

Even Dhampir itself gets the ability to cling to ceilings at level 3

burnt cipher
#

Aarakocra and Air Genasi get a buff to this

azure needle
burnt cipher
#

I wouldn't give them new Traits unless they were lacking Active Traits and are thematic to the lineage. So far, I haven't needed to, and I've gotten through a lot of lineages so far.
-# 28 pages in the Race & Lineage Subtab

dark silo
#

I wonder if you could make a homebrew race out of the Zonai, from TOTK/AOI

burnt cipher
mild cove
gleaming dune
#

Is it ok to share a homebrew campagin I found on Reddit here?

gleaming dune
dark silo
# burnt cipher I know nothing of them. Give me some traits.

Ancient godlike race from ages before Hyrule existed, extremely technologically advanced, beast-like, a few in game abilities, ones that let you ascend up through ceilings, build various constructs quickly, etc etc. I’d share what they look like but I can’t share photos here rip

#

They come from the sky

#

Strong magic and strong engineering capabilities, they remind me of Dwemer from Skyrim in being able to construct extremely advanced pieces of tech

#

There’s also recall, idk how to describe it beyond “pull an item back along the path it just followed”

mild cove
#

A free cast of tiny servant from XGtE would fit

gleaming dune
burnt cipher
#

Did a little research. Mage Hand Cantrip is a given, +2 INT because Artificer, not sure about +1. If they have good eyesight or hearing, give them Perception. If night vision, Darkvision.

mild cove
burnt cipher
mild cove
#

Maybe 2024

dark silo
gleaming dune
dark silo
river sierra
# fiery thunder Came up with this race called "The false dragon". What do you think? Wings. Yo...

hm.. I can tell this is a very strong race, which you seem to try and balance by being unable to use your hands normally and buy regular armor. This is something hard to judge since not much else is compared to it. I think that with the no hands thing, I had to check official art to see dragons using their front claws to see how really handlike they are, while I didnt see much from my glance of them holding things, I did see art of them using spells pretty clearly from their hands, so I'd probably argue that if you want this to be consistent with that, it might be fine to let them use somatic components (Also I figured for a dragon spellcaster class, it might be impossible for them to use foci/material components for a lot of spells if they hold their focus or component in their mouths as that would inhibit verbal components). I'd also think that theoretically a dragon spellcaster can ignore a lot of the weaknesses, since they dont need to care about armor and weapons. The claws should also be stated to be a natural weapon/unarmed strike in some manner, just so its clear they dont need to put their claws in their mouth to attack.
I'll say it might be better to make the flying speed around thirty for some fairness.

#

I do like it and think it's pretty creative as a whole, though

waxen warren
#

Hey everyone, is it okay if I ask your opinion on a feature I created? I wanted to know if it's properly balanced or not.

**Adrenaline Rush. **
Prerequisites: Human
Your body reacts to stress by creating a fight-or-flight mechanism. You gain the following benefits:
-Increase your Strength, Constitution, or Dexterity by 1, to a maximum of 20.

-When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Additionally, you can choose one of the following benefits:
Flight Instinct. Immediately after using your Adrenaline Rush Feat, you can use a reaction to gain the benefits of Dash and Disengage and utilize your full speed to escape potential threats. You must end this move further away to the enemy than you started.

Fight Instinct. Immediately after using your Adrenaline Rush Feat, you can use a reaction to gain temporary hit points equal to twice your current level.

#

I suspect Fight Instinct isn't quite strong enough.

river sierra
#

you can't use dash or disengage as part of a reaction, at least it wouldn't do anything.

#

it's better to just say something along the lines of "you can move up to your speed without provoking opportunity attacks"

#

also just on the mechanics themselves, this almost completely turns humans into orcs, minus darkvision.

gleaming dune
dark silo
mild cove
gleaming dune
true forge
#

so, peoples, what would be a good passive effect for something lightning based and something necrotic, want more mechanical stuff but more flavour stuff is fine
as its for a form based fighter, those two are the only ones without a passive effect (both have weapon based stuff)

river sierra
#

i could see like, a movespeed bonus for the lightning and then some sort of temp HP or damage redirection for the necrotic one

true forge
#

basically

mild cove
#

Lightning could be creatures that hit you have disadvantage on attacks against creatures other than you, and necrotic could make you regain hit points if the last creature you hit would provoke an opportunity attack.

true forge
#

in a nutshell, there are 6 forms mainly tied to damage types, which are fire, cold, lightning, poison, necrotic and radiant

true forge
mild cove
#

Then don’t use it

#

Or the damage could be when it attacks

true forge
#

Decayed World, Lightless Ruins: Your art turns morbid, resulting in your fighting turning more brutal and chaotic. When you deal damage using a weapon, you can swap the damage for Necrotic. Once hit with a weapon attack, a creature cannot regain any HP until the end of their next turn.

thats the necrotic one btw

tired dagger
#

hey guys! i wanna put my party against 3 of these but not sure how balanced it is

#

party is level 2 and if everybody comes theyll be a party of 4

#

its the very first encounter of the campaign so i dont wanna make it too tough

#

ping me for awnsers please! i wont see your awnser otherwise

midnight elk
#

I have a problem.

#

I made a weapon that could possibly do 4096 damage in one hit...

tired dagger
#

than dont......let it?

mild cove
#

Problem fixed : )

mild cove
#

That should be an artifact to the point where the dmg is put to shame

daring zephyr
#

Could I make it so gauntlets are wrapped in scrolls of fireball or firebolt that the person wearing the gauntlet can fire a lot back to back without a spell slot

tired dagger
simple tinsel
#

This can go south REAL quick

tired dagger
#

They stop fighting at half HP

lucid kraken
#

So I kinda want to like, modify the combat system as to encourage ingenuity. Using abilities and the environments in ways that will catch opponents off guard being good things. But I’m not sure how to do that and don’t want it to just become a lawless free for all

simple tinsel
#

Gimme the rundown of your party so I can help with math

#

like classes

tired dagger
#

Well we are using homebrew

#

All of them

#

The whole system is homebrew

#

But basically

#

We got a qarlock a bard an alchemist and a rogue

#

Wait no

simple tinsel
#

do you mean the artificer subclass alchemist?

tired dagger
#

I think at that levsl its 4 fighters

simple tinsel
#

or is it a homebrew class

tired dagger
#

So 4 fighters

#

No second wind or action surge tho

simple tinsel
#

Im confused on this whole fighter thing

tired dagger
#

Instead they have reckless attack and lay on hands

tired dagger
#

Its complicated to explain

simple tinsel
#

why not just let them play the classes when they start off the campaign?

tired dagger
#

This is a httyd campaign

#

And were doing a dragon rider thing

simple tinsel
#

Ah i see

tidal kelp
#

Hello

tired dagger
#

So yeah the rider might be a fighter but the dragon has abilities similar to different classes

#

But the dragons at level 2 are very weak but they basically give the players a second turn bc they can attack as well

tidal kelp
#

Would anyone teach me how to play I've always found it interesting but I never learned how

simple tinsel
tidal kelp
#

Oh alr

vernal fable
#

So I need more to track in my D&D games because realism is my nut.

I really don’t like that armour and weapons don’t have a HP range. Like they’re basically indestructible once created. An I have a hard time with this.

I want to put a HP value to equipment. So they degrade after a certain amount of lost HP. Making the item not able to work as well. Slowly degrading over time, unless you repair the item. Also general upkeep tasks will be listed and provide a temporary HP for the item. Allowing the item to last longer under use than those being unkept.

I have a question for the fellow world builders in here.

Should armour have a damage threshold? Provide a damage reduction or have and AC value? Or should there be a combination of these different mechanics at play when calculating hits, damage and so on.

Damage threshold. So all damage up to a certain point is seen as inconsequential. Anything over actually punches through the armour damaging the player and the armour as well. Different armours will have different damage thresholds based on the amount of armour class they have. This means you won’t take under a certain amount of damage. So it’s a little unrealistic. But allows the armour to take damage.

Damage reduction. Armour will provide a constant reduction to damage received. Giving a steady buffer to damage, increasing based on the type of armour worn. The armour will have a pool of health points and whenever it reduces damage, it takes damage equal to the damage it’s reduced the damage by. Lowering its reduction value as its HP reduces until it reductions hit 0.

Should armour have a AC based on the type of material it’s made out of? An attacks over this value are able to damage the armour as well as the character behind it? Example, steel has a AC of 19. While chainmail has a AC of 16. Meaning it covers that much of your body. While other parts are still exposed. Assuming 10 dex on character. The first 10 AC plus your dex mod, is your characters ability to avoid the attack. So any attack roll up to 10 for this character, the move out of the way of. Any attack roll from 11-15, hits the armour and doesn’t do any damage. 16-18 finds its way through where the armour protects. An damages the character directly. A attack roll of 19 and over, is strong enough to hit the armour and break through if you choose to do so. Damaging the armour as the attack punches through it. So both the armour and the character take the damage of the attack. This allows for both high and low damage to be done.

Has anyone else put time into this at all? Maybe it should use a combination of these rules.

I personally think the AC method is the best. But I’m old older editions used AC and reduction methods with their armour

#

I talked it out with some AI and quickly figured this out lol.

restive tusk
#

I'd try not to rely on AI for mechanical competence

#

The immediate issues I see is that:

  • This makes the game a lot harder and more expensive for martials
  • Damage Thresholds will need to be high, maybe unrealistically so to be an effective protection to monster damage scaling.
  • Damage Reductions runs into the same issue. Armor will also need to have large HP pools to combat the high monster damage output
#

Armor is also already prohibitively expensive (1500 GP per plate armor) to buy and time-consuming to make (30 workweeks divided by the number of people working on it). The current ideas discourage the use of Armor entirely (outside of indestructible magical armor) in favor of other features that increase AC such as Unarmored Defense or Mage Armor

#

Upon reading it further, the last system unnecessarily complicates the attack roll AC system with 3 other values to check. The first and second values mean nothing mechanically and checking them would slow the game down compared to just describing how the attack roll missed.

It's unclear what Armor you're using for your value example since you list both examples for Steel (plate I assume) and Chainmail.

  • If it's for Chainmail (AC 16), then there's an arbitrary range for where an attack damages you and where it damages both you and the armor. Is the +2 range intentional, and if so why?
  • If it's for Plate Armor (AC 18, though I assume you're brewing a unique Steel Plate for AC 19), then the AC 19 is a sort of "lie" in that attacks will actually hit at an arbitrary lower value.
    In both cases there's at least 1 extra value that needs to come packaged with Armor and checked when an attack roll is made. As with my previous statement this just encourages non-Armor methods to increase AC since you don't have to deal with that system
polar timber
#

I do agree with stars observations, attempting to implement a more realistic armor system into 5e will most likely result in a net loss for martial characters. Mainly because the system isnt really designed with realism in mind. It abstracts a lot of things into a singular value, like AC, and introducing something like what you propose will also slow down combat considerably. If you are planning to run a low magic gritty campaign with no caster PC's, then i can see this working moreso

flint marsh
#

honestly D&D isn't built for realism

#

no d20 game really is, pathfinder's even more egregious, it's just also more granular. you may enjoy modiphius' conan for grit/realism/granularity

cerulean seal
#

I personally have never seen the appeal of realism

true forge
#

realism? in my dragon filled dungeons?

simple tinsel
vernal fable
vernal fable
restive tusk
#

If realism is your goal, do you also ban casters?

vernal fable
restive tusk
#

Object AC, not player AC importantly

vernal fable
# restive tusk If realism is your goal, do you also ban casters?

By legit lore, a spell takes 3-6 seconds of speech to cast, assuming you need to speak to cast.

I’m also proposing that combat be broken down into seconds rather than actions.

While a fighter or anyone else can make 1 attack a second. Spells will take 3 seconds or rounds to actually activate

vernal fable
restive tusk
#

So you’re also overhauling the game to be done in realtime

polar timber
#

Yeah at that point you might want to explore different game systems

restive tusk
#

Yeah it’s not sounding like 5e anymore

vernal fable
#

I just find combat not realistic. If I don’t move I have more time to attack or cast spells.

polar timber
#

at that point im curious why you want to overhaul 5e to add these changes

vernal fable
polar timber
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it would be much easier to find a system that is more aligned with such mechanics then to try and remake 5e to such an extent

restive tusk
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That doesn’t really relate imo. Gritty realism can be done without making the game try to function in realtime

vernal fable
cerulean seal
#

Isn’t gurps realistic?

restive tusk
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I’d also point out that many spells take more than 3-6 seconds to cast

polar timber
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You enjoy things that 5e, as is, isnt equipped to support

vernal fable
faint sonnet
restive tusk
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It’s not doing nothing though. Not moving in your turn does not mean your character is standing still

polar timber
faint sonnet
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Keep in mind there's nothing wrong with trying another system, especially because other systems with these assumptions baked-in will likely be better for your purposes.

restive tusk
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Well, maybe if your character’s a 5 ft cube but I digress dndLol

vernal fable
restive tusk
#

So you’re setting a 1-3 second timer for player actions, which seems relatively absurd

cerulean seal
#

If you are going to go through the effort of removing the game from the roleplay, why not just write a book

#

Or free form roleplay

true forge
restive tusk
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Otherwise you’re abstracting it to a “turn” where players have (technically) unlimited time to decide what they want to do, which is the same thing 5e already does

true forge
#

if so

faint sonnet
true forge
#

your going to have to explain why fighters can make 8 attacks a turn with a weapon, why anybody can cast magic, movement

#

oh gods movement

polar timber
#

Honestly it sounds more like you want to create your own game system, which I think is cool overall, but I'm not sure why you want to use 5e as a basis for it

vernal fable
# polar timber I mean if you have the time to do so there is nothing stopping you. Its hardly a...

It’s a project I slowly work on and complete more aspects of the game as we go on.

I even do flora and fauna lists so I can tell you exactly what you find foraging.

Will be home brewing different things to create ingredients for things created through crafting like poisons.

So you can come across those while foraging as well.

Added meat preservation rules and even detailed food poisoning rules. Added them into the diseases section of my game.

faint sonnet
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I will say that one of the most difficult parts of this is that saving throws and defensive AC will largely have to be nixed because they don't work without abstraction.

vernal fable
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I get very detailed with these rules editions.

Will eventually release for public use

restive tusk
cerulean seal
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I’m trying to think about the time thing because like… I feel like some classes are now more heavily punished by making time a resources they have to factor

restive tusk
amber hollow
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The thing is, "one attack per 6 seconds" is less of a hard and fast narrative dictation and more... mechanical.
Narratively you're all clashing and fighting and tussling. Every hostile imposes disadvantage on ranged attacks if you're in 5ft because they'll be generally harassing you trying to shoot.
Making X attack rolls per round doesn't equate to only ever narratively trying to hurt them exactly that many times

vernal fable
# true forge are all the martials staying the same?

All characters period will have the same attack speed. Extra attack is the only thing to increase your attack speed.

But! If you don’t need to move. At level 1 you could attack 6 times in 6 seconds rather than once.

So once martials get to their spot, it’s basically game over.

cerulean seal
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A spell caster can sit in one spot and do all their normal business. But maritals with multiple attacks, or bonus action stuff, or a lot of movement, will have to decide what parts of their classes to use rather than just getting to use it all putting them at a further disadvantage from spell casters

bronze delta
#

Hi

polar timber
vernal fable
true forge
restive tusk
amber hollow
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Also an important thing is that creatures don't "wait around" on other people's turns - it's a Round of 6 seconds, and it's what they do in six seconds.
Moving 30 feet in 6 seconds while wearing armor, carrying a bunch of stuff, and trying to hit the next incomprehensible horror, or trying to cast a spell manipulating the laws of reality... is reasonable limitation before you start getting to basically superhuman stats.

restive tusk
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That’s just one issue issue with running to realtime instead of doing turn abstraction

polar timber
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You would literally have to do more work just to deconstruct 5e in a way that implementing your changes doesnt shatter any balance that is already in 5e

faint sonnet
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Even with realtime, there's a lot more stuff to think about. From spending a lot of time on stuff like MMOs, it's really easy to underestimate how much goes into dynamic combat, and I think you'll find that there's a lot of stuff that's just tedious and has to be entirely overhauled.

cerulean seal
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Honestly I think this all works fine in a play by play text based roleplay

vernal fable
# faint sonnet This is still an issue, because things are *still* occuring at the same time; it...

Rounds need to be broken down into the smallest amount of time.

I can take this insight though and think I’ll add that other things may be done while moving just at a disadvantage, because moving at like 15 feet a second or whatever I decided it was in combat (for a 30speed character), is difficult to achieve that speed. So trying to attack while holding that speed is possible. Just way harder than taking the time to stop and focus on another task.

cerulean seal
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But in a system for DnD as a game it sounds like so much as a player

amber hollow
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A level 20 fighter isn't necessarily the only person possibly able to harm something with a greatsword 4 times in 6 seconds without extra exertion, if abstracted to IRL
IRL you can see people swinging a greatsword around using the rotations and swings to get the blade going forward many times
the issue is, well... Mechanically getting X amounts of potential triggers for on-hit stuff, dealing amounts of damage. Dealing more instances of damage meaning more Concentration saves.
Mechanically, only Fighter gets those 3rd and 4th extra attacks innate

vernal fable
amber hollow
faint sonnet
# vernal fable Rounds need to be broken down into the smallest amount of time. I can take thi...

See, there's a big problem to this, and it's the fact that the closer you try to go to real-time combat, the more apparent the cracks will be. From working on my own major rework, I know you'll be better served with a different system than 5e, because the changes you'll need to make will basically not make the game 5e at all anymore (and I don't say that rudely or in the sense of trying to dissuade you.)

vernal fable
restive tusk
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We’re already sort of pointing out how the fundamentals of this change are difficult/impossible to do without making it not 5e anymore

amber hollow
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If you walk up next to an enemy, they now have disadvantage on ranged attacks, because you are next to them.
Mechanically you haven't actually made the push to attacking to damage them towards death yet.
Narratively, you're in an exchange of swings and dodges and such. Difficult to shoot when doing that.

polar timber
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I mean your basically making your own system, to that I say good luck, ive heard its a ridiculous amount of work

amber hollow
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When you take the Dodge action, this doesn't mean you've never tried dodging unless you take this action, you're just fully focusing on dodging stuff for a bit.
When you take the Attack action, this doesn't mean you've never swung your weapons around or generally threatened nearby enemies. Opportunity Attacks exist as an extension of this narrative bridge too.

vernal fable
faint sonnet
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One of the biggest hurdles I'd identify to this idea being faux-realtime is specifically that of "projectile travel time".

amber hollow
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Spell slots are a limited resource and not infinite. And plenty of potent spells are save or suck or attack rolls anyway

amber hollow
restive tusk
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So far most if not all of these proposed changes seem to make the narrative match your mechanics instead of the other way around as you intend, at least imo

amber hollow
#

until you get the technology for linked lucid dreams with rule implementation, you're not getting freeform real time evolving RPG

faint sonnet
vernal fable
true forge
#

as a first level fighter, your no master

amber hollow
restive tusk
vernal fable
amber hollow
amber hollow
restive tusk
#

The number of attacks in the attack action doesn’t strictly narratively mean you’re only swinging the sword that amount of times. It’s the amount of times you’re making meaningful impacts

vernal fable
amber hollow
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You're moving, maybe a bonus action, can speak, draw a weapon, you're passively going to be saying "i am next to you, disadvantage on ranged attacks for you!" and "I am next to you if you run away I get to make an attack roll for free"

bitter ginkgo
#

need an idea for a robot clown.

faint sonnet
amber hollow
bitter ginkgo
#

any good homebrew? (i cannot do this myself because my skills in homebrew are undeveloped)

true forge
vernal fable
faint sonnet
vernal fable
bitter ginkgo
# true forge warforged

see warforged immediately runs off of the concept it was built for war. this bot was built with intelligence, self-awareness, like the best AI you can imagine. and all of that for one misplaced line of code in "funny" that makes it a brutal killer that pulls off kills in the most sadistic, painful way possible.

vernal fable
bitter ginkgo
#

actually that is the concept I am running with now

amber hollow
bitter ginkgo
# true forge reflavoring

fair fair. counterpoint, i don't need the warforged subclasses and I don't have enough time to homebrew new ones

vernal fable
bitter ginkgo
#

subRACES

faint sonnet
bitter ginkgo
#

I mean subraces

amber hollow
true forge
#

they only have one thing right?

#

unless for 2024, then i have no idea

faint sonnet
bitter ginkgo
#

I distinctly remember playing a core book warforged with a subrace

amber hollow
bitter ginkgo
#

might have pulled it off of unearthed arcana

vernal fable