#homebrew
1 messages · Page 55 of 1
so no slaying a lich in a cutscene and then stealing its special eyes
(2014 btw)
Any other way to limit CR that you’d suggest?
hooooooold the line
I mean, quarter level or lower
I dont understand
I should probably get more hours in DND before doing this; perhaps I'll rework this concept again once I've gotten more hours
With quarter level, you could graft a CR 1/4 creature at level 1, and a CR 5 creature at level 20
hours playing the game isn't so important as just understanding how the classes and abilities work
as your first homebrew, a subclass is a little hefty
but its something we can work with,
ah ok, yes that
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"
I wasn't sure if you were meaning like, "1/4 minus 5?" or "1/4 to 1/5?"
Still looking at the other features
additionally to devourer, all barbarian subclasses start with a niche to their rage
Ooh that's long; have I accidentally stepped into a yugioh server?
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?
You may; I'm open to recommendations and balance changes
As well as insults and criticism
Small tweak; I’d allow you to activate the bite for the level 3 feature when you activate your rage too
Oh yeah that's a good point
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.
and a name
i need that too
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.
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
That is all
Speaking of abusing it, couldn’t you just carry around the corpse of a squirrel?
Yeah but then the squirrel is gone
Thx btw what is DC? Like in a beginners terms (as I said I only have 50 or less hours)
A dc is regarding the number a creature needs to roll to avoid the effects of a feature or spell. For example, when the enemy dragon breaths fire at you. The dm will ask you to roll a saving throw. The number you need to hit at least is referred to as the DC
it's basically what you need to roll to get some sort of effect. like how with some spells it says "causes a ... saving throw DC ..."
So in your subclass, enemy creatures need to beat 8+ your strength modifier + your proficiency bonus to avoid the negative effects of your traps
Ah alr, Dice Check I'm assuming is the acronym
That's a better version than the real thing lol.
What's the real thing?
difficulty class
Difficulty class
But I agree, Dice Check is better
Ah nvm mine is better
yeah, 100% better
this was fun to describe in game
"he's looking pretty beat up, but he's also looking more dangerous"
Realistically that would change the grammatical usage, but it is 73,000% more intuitive for new players.
Just bite the tail
I mean, it’s gonna use up the characters hit dice anyways
So there is a limited number of times they can do this
And there is a maximum number of hit points
The feature isn’t allowing overhealing or temp hp
Fair
What are some weapons the rapier is commonly reskinned into
Dexterity longsword
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)
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
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.
the one thing that makes me perplexed is the 7hp
its CR 1/8
i thought it was the average = modifiers?
but yeah if the HD is 2d6+2, it should be 9 hp
thats what i meant error
yea i messed up lol
while i like the feature ideas, i wonder how relevant that will be in play
this is why we ask for feed back XD
do you plan on telling the players about the d4 or disadvantage when it happens?
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
it is quite crunchy. i was gonna get to that in context of encounter structure too
In terms of contextually in world, 7 Str on a humanoid is very low
the disadvantage thing will only really happen if you throw them in big numbers since thats how the feature works
I dont think it would be a harm to just give them 9 or 10 str
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
considering how low their hp is, theyll die quite fast i imagine, leaving little spotlight for them
the one i really like a lot is the panic slash
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
the slash is the one thing im not worried about at all
though, considering theyre 1/8CR, that might actually be too strong
i wonder
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
imagine if they do hit with both
i dont think there is a difference here effectively
the stat block doesnt list bonus actions, so taking up that slot wont do anything mechanically
it opens up the possibility of the thiefs not being able to slink away for free
oh nevermind i missed that
i thought that part was just a passive, yeah i like that then
true it can also help balance a cr1/8 enemy having a feature of a lvl 2 rouge as they will need to make a choice
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
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
now 2 crits? not gonna happen
1 crit though? that might happen
i think getting oneshot by a 1/8 enemy is a pretty wild thing
maybe have 2 of these, one without the extra slashes, and one at higher levels
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
that would be quite strong for CR 1/8
oh s***t i didnt think of that
32 damage a turn 1/8 enemy lets go
also they should be doing 1d4+1 damage for the dagger
oh no but then it gets even stronger
from 12 dex
32?
even though that is correct
im not giving them proficiency since its more for show they havent trained in any way
crits double dice, so if the flying-solo applied to damage rolls it would turn the 2d4+2d4 roll into 2d4+2d4+2d4+2d4
proficiency isnt added to damage rolls anyway
the ability score is though
proficiency is in the attack roll
oooh right im still acting like that 1d4 aint going to damage ahaha
it was just a what-if joke no worries
i thought you only add the ability scores if youre proficient in a weapon if not its flat weapon damagew
I assumed it wasnt the intention lmao. It just nice to have clear wording so that its easier to remember when your in the middle of battle managing a bunch of stuff
i dont think thats correct
proficiency just applies to attack rolls. Ability mods are still added to damage
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
I mean the dagger attack roll bonus is correct, +1 Dex + 2 prof
the damage is 1d4 + 1 (Dex)
i originally had it at 1d4 + 1 but changed it XD but thats where my mix up came in
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
combat at low levels can be really rough
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
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
so even if it goes wrong, they wont tpk you
Very true, playing the enemies in character is always good advice
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
They see your party go down? Splendid!!, they yoink a couple of things and get the heck out
since theyre not assassins, theyre just thugs trying to get away
i dont knowwww. ive had 4 DMs and at lest 2 of them would absoloutly tpk at lvl 1 lecry
probably just didnt think about it
while its not impossible for lvl1 encounters to feature things that would actually finish a humanoid off, its pretty rare i feel
most level 1 encounters are criminals who dont plan on killing people specifically, or animals that would run rather than stay and kill you
Outside of that, I think the statblock is pretty good
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
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
my first dm had use fight 6-7 (cant remember spesifically) zombies for our first encounter. it came very close ahaah. then after that it took us a year to reach the second village so left the group (also had other personal reasons too that were more important but very personal)
didnt know that wes a thing at low levwls but will change the wording
damn i guess zombies would finish you
maybe
it probably isnt, but just in case it never hurts
They are mindless undead
though at least they wouldnt start eating you mid combat right?
theyd focus on whatever is moving
not sure if they actually eat anything in dnd
if they drop to 0 they do a con save of 8+damage delt and if they pass they stay on 1 hp
so unless you all die, no tpk
did know that part
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
wait did someone tag me in here
i might just be wrong
nope not since your last msg
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??
Eh, they could be wearing a light leather vest that gives them 11 base AC or something, I think 12 AC total is fine
Probably better to just have the thieves take the Dodge action when your party starts firing on them
That way the thieves are intentionally avoiding the ranged attacks rather than having some sort of ability that let's them do so naturally
the problem i have with that is i want him to be able to do 1 of two things.
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use his action to interact with objects that can be used as obsticles in the chase.
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hold his action so when he is cornered he can use his panic slashes as a last resort attack
Although, you could add to Slippery Bastard that they can also take the Dodge action as a bonus action or something
But maybe if they take the Dodge action though the Slippery Bastard ability, any attacks they make are at disadvantage
So as to reinforce the craven nature of them
And also because bonus action Dodge is pretty strong in combat at such a level if you don't nerf it a bit more
this works
i get that if it was a real fight but hes mostly gonna be running
but in the hands of the wrong dm it is a bit bs XD
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
thats one of my main reasons for getting feed back on my first one. stops me forming bad habbits
thank you to those who have engaiged with me
dont usually talk in public spaces
No worries, bouncing ideas off of others is how you practice and improve dming
Also, you could probably have them wear Leather Armor and give them an AC of 13
Especially if you want them to have a bit of a higher chance to avoid attacks
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
Yeah, the group of thieves maybe managed to rob some leatherworker or something and got some equipment
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
or they were once a performer that specialised in slight of hand tricks but took a lone out with some lone sharks and how is desperate to pay it off resorting to petty theft
What's your players class makeup and stats out of curiosity?
none existant. i've got no group but have the d&d itch so just fiddling around with things
only been a player but been told id be a good dm so thinking about it
Could be a good story for one of the thieves in case you want to open up the option of having the players make friends or allies with one. Or could be the backstory of the leader of this group of petty thieves
Lmao I get it, happens all the time
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
i did have a (1) in this server
but then it dissapeared
i posted a subclass here that i've been working on
im not familliar with the website and i dont trust liks could you potentially paste the key information here for me?
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.
Deleted some text to make it clearer
so my friend opened the link and read the class details and the premise is solid. there are a few nit-picks.
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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.
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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???
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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
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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.
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the not hindering allies is with ranger aoe terrain effects is a good addition too early. make it for like 5th level??
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wayfinding lvl 7. i like this
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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???
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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.
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no to urban environment. you are a ranger. this should be forest and other wilderness environments.
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i have no comments for lvl 11 ability. me like it. and it's balanced for level??
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again no comments. its decent.
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
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.
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
its a secondary feature not a full ability
agreed but they mentioned at the start its a wayfinder for tracking and stuff but then styles it in a different way to their own theme.
I'll include the reaction part though
Not by flavor no, but it is worth nothing that the game basically begs you to stay at a range. Mainly because the archery fighting style is stupid good, and being at a distance is basically always better.
Tbf that's an issue with the game as a system, not necesarily with Ranger specifically
Yes but it is an issue with ranger by extension is what I'm saying, and it is more pronounced there due to archery
It is an issue with the overarching game, AND ranger.
Sure but that doesn't mean a Ranger subclass that leans into melee is bad
Not inherently, but it is a massive point against it (power wise)
A ranger subclass that leans into melee isn't bad inherently, but the fact that it leans into melee is bad
And that's my point
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?
The average table will not be feeling this effect nearly as strongly as mid-high op tables
On the contrary, I think the average table benefits more from keeping distance, because monsters usually aren't as strong or capable of dealing with them
High OP tables usually have the DM megabuff encounters
Ranger has more meanings than that
Well yes, optimized builds and strategies will be more effective at tables that don't have optimized encounters
A ranger is a real life profession
It doesn't refer to distance
"Park ranger" is a good example of this term as it is used here
but then it goes against the urben style he wanted
My point is that being in melee is inherently bad, so melee focused features ought to be extra powerful compared to range-agnostic ones.
This is why I usually advocate for making "overpowered" barb subclasses
Ranger still could be used to mean that outside of the "park" context
"parks, forests, countryside"
or a body of armend men. typically refering to rangers using bows and modern day rnagers using rifles
I also don't get point 4. High ground doesn't have an inherent advantage outside of maybe better sightlines. The Ranger is maybe getting advantage on 2-3 attack rolls per turn, something that's super easy to get otherwise.
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?
High ground's advantage is the ability to take cover when your enemy cannot, usually
It's taking the bonus from the stat but not the proficiency bonus 🙁
Not many tables play in 3d though
I was thinking that, but I have a feeling they might be confusing BG3's high ground advantage which does give a flat bonus iirc
could be homebrew but all tables i've played at have adv if on higher ground with range weapons
That would be homebrew yeah
Oh I agree. I think at the moment it should be buffed if they really want to lock in a melee playstyle
I think the non-combat stuff right now is pretty good, the in-combat stuff could use a little work
thy probably saw it in bg3 and liked it. most of my dnd experience has been within the past 2 years sooo makes sense
its funny because its the combat stuff that's the most important port of the books since the group will be creating their narrative their way
by that i mean the out of combat stuff causes less debates that the combat system
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
thats me for the night chaps. thanks to those who have helped me and good night to everyone here
Alright, here is my fully complete paladin subclass
let me know where'd you rank it in terms of paladin subclasses
if you want to of course
where can i send an image of my monster i made
i wanna see if you guys think it’s strong enough for a level 3 party of 5 ppl
if you throw the image into a google doc or any other trusted site like it, then you can send it
The Alex Mercer type of build
I need major help w homebrew race ;0
I'd be happy to help what's the problem?
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
Oh okay well what are the varients
A flame based version, water, lightning, necrotic and poison
I have ideas and everything out, i just don’t know how to implement them into the varient itself when I tested it
Oooh interesting for starters I think it would give them resistance to their type and for things like the water and lightning variety maybe give them a plus to their dex stat
If your issue is with implementing it in ddb, you might want to check out #ddb-support unless im misunderstanding
Oh ty, sorry for messing up there
Good ideas tho, i’m fosho gonna use some of those (cuz I forgot resistances exist)
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
I have a good amount of stuff already planned out, but tbf i got a good idea from ghost void
On a different note, i could use some ideas from here for my next planned campaign for my friends
"Once per day, you automatically succeed your first save against nonmagical sources." How strong would this be in early levels?
strong, but extremely limited
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
Very limited too because it's just the first and you have have succeeded anyways
Reasonable
You can't control when
at least if your party attempts to take advantage of it
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.
The idea was
Take Gentle Repose
Make it portable and more versatile
But also brutality fitting of the origins of the spell and what it comes from
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 😛
I can amend
Amendments
• The ruby must be within 5ft of the caster to activate the healing properties.
• While encased in the ruby the body does not age mentally or physically.
I feel the main benefit of this spell is still gonna be the at-will no actions required instant heal 😛
I'd say yes. Blindsight is both extremely rare and extremely powerful
Blindsight enables some of the game's best, most consistent strategies.
Be wary
This spell does require more than just it’s components to provide its healing.
When I worded it as “the body” instead of “the corpse.”
That was no accident. Think of it more as…
How low are you willing to go for the sake of survival?
i also have to keep in mind uhhh- you don’t know the lore 😅 so- the severity of this means nothing atm
Yeah we can only really judge any homebrew by the context of the general game and its rules
Which makes sense- I don’t wanna bore ya with my lore just to justify the spell 😓
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 (:
Will cause the spell to not work on races that aren't humanoid 😏
It’s all fun and games till you’re messing with the arcane rites of an ever present, ever hungry force of nature…
so, how do we feel about an elemental fighter that uses art as the way they channel them, mostly though movement
Can anyone review this btw? It would help out if ya did
just point out if there are any text issues or feel free to give feedback
I mean right off the bat, the level 3 feature feels busted. If any creature rolls a 1 or 20, you just get a free reign to change any d20 roll to a 1 or 20 at will, with no limit other than one at a time limit
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.
How much AC would a Lich with an adamantine body have?
Depends on the required CR of the creature (and the rest of the statblock)
So i guess if its CR 21 then it'd be 21?
Also, adamantine doesn't really have a set AC, it just ignores crits
Not at all, CR 21 creatures have varying levels of AC, but it being CR21 means the fight needs to be quite difficult
Ah alright
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
I'm trying to make a Lich fight meant for very optimized parties
You can take higher CR monsters instead, like using the Vecna statblock (who is also a lich)
Ah alright
working on a remake of circle of the land, any suggestions on the 10th level feature?
https://www.reddit.com/r/DnDHomebrew/comments/1pi5v8z/revised_circle_of_the_land_druid_subclass/
This is a link to a homebrew druid subclass i made. How does it look?
It looks rlly good! Keep up the good work
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
which biome mechanic do you think you like the most?
I personally liked arctic, ice stuff in general interest me
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
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?
Sounds pretty cool, love the roaring ember, Primal Flame idea
I have a link but idk if im allowed to send
I sent it in fms
Dms*
I feel like the second one is on the weaker side, the first one is super OP in 2024 but I think jumping in 2014 is different
are there an amount of uses tied to this?
its pretty cooll though i like options
Swag! Thank you!
I don’t think it should activate on Action Surge and I think it should only activate on Second Wind
No prob😉 :p
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
Well one is a save, the other is just passive
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
Idk if you can do standing jumps in 2014 lol
Both long jump and high have you moving forward (at least I think)
it’s very strong to have a BA damage option without constraints, actionless damage is insane
still free damage
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
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
This
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
Does anyone know of any good desert themed ranger subclasses?
hey sheeple im in need of aid balacing a boss for my level 3 pary
party*
anyone i can dm the creatyre sheet to?
Feel free to upload the sheet to a trusted filesharing site like Imgur or Google Drive and send the share link to it
How many players are in this party?
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
i wouldn't really trust ChatGPT for reliable D&D advice
you won’t like this, but I’m planning on using Winterwalker and swapping Cold for Fire 
It is definitely strong though
well i dont really have anything else to confide in
Are you planning on running minions with the boss?
too strong>
not even alittle
its meant to be just them VS it
skeleton picking is alittle misleading but the skeletons it summons are inanimate
kind of a Gaara or Sandbender vibe
So what would be considered a "skeleton produced by Bird of prey" then?
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*
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
oh i meant magni's and skeleton picking doesnt stack
That makes it better
Ah the statblock said 9 (1d4+2) slashing + 2 (1d4) necrotic so I assumed the 1d4 was a typo and not the 9
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
Hmm it's probably a lot more balanced then.
like winnable?
I will say a lot of its abilities make it harder for melee martials than ranged martials and spellcasters
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
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
i mean i made all the homebrew classes
so i think i have a rough idea on how this can work
If player power is higher than normal, the boss has strong abilities, but also it loses in terms of action economy, etc etc
i would say player power is higher than normal
so pretty well balanced?
but hard to actually know untill we play it
Given all the factors I'd say to just playtest it
with the party? but its a main story boss kinda thing i dont wanna give it away
I mean like in session when they fight it
Huh?
You can always adjust monster strategy / ability usage on the fly
isnt that just the fight?
oh yeah always
so to just tweak it on the go if i need to?
I'd say adjust HP too but I'm not a huge fan of that except for extreme cases
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
80 seems fine
great\
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.
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?
So did anybody play with living nightmare fighter subclass?
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: InstantaneousYou 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?
What is that from?
Oh its from a kickstarter homebrew book
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.
Yeah, about Eldritch hunt
Yeah, I think a better question is to see if anyone has read or played that homebrew. I don't think many people would know about it unless from that circle
I guess
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?
@wintry reef i updated the monster
https://docs.google.com/document/d/1-KPS1FZPQpStFmBsx-XnkgZTV6HQmpwrLLtAfQX1tMo/edit?usp=drivesdk
i think this is better for the 5 level 3 pcs now
what yall think
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?
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
I would help if i could read no offense
you can read
you have permission
I meant it's blurry
zoom in
that’s how it was when i downloaded it
i would send an image but i have no perms for some reason
did you see it better
I zoomed it and it's barely readable but there's still words and stuff I can't read
huh???
for me it’s fully visible
I'd send a ss but i can't no image perms
try refreshing
ok how about now
@surreal totem is this meant to be a boss or miniboss
like a miniboss
it’s not important but it’s meant to be a challenge
How high are your players to hit
well i have level 3 of these:
wizard bars fighter barbarian and a rogue who focused on range
Use common sense IRL. It doesn’t have to make sense; just let them switch to be honest.
That’s my answer because the priority is fun not realism to mechanics
they haven’t uh done their character sheets yet
And dnd can’t cope with that
You’re asking a question dnd literally has no valid answer too
Do you mean bard instead of bars
I see, I'd recommend lowering the AC. You don't know when they might get screwed over by low rolls and if they do the boss could actually pose a bit big of a threat for a miniboss
but still they could steamroll it
Are you sure?
Wait how many attacks does it do per turn
one
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
Ey just saw this.
It's closer to the mark. I wish I had time to playtest it, lol.
The damage is in a way better spot. It makes me wonder if maybe dialing back the HP just a teensy little bit would help... I'm not sure.
You can always play it by ear. If you feel like it's hitting too hard you can pull your punches.
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.
If Autognome had a more strict 2/1 ASI, would it be +2 CON, +1 INT, or vice versa?
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.
I would probably go for +2 con / +1 int, but I could see it go either way tbh
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?
Depends what your doing. If poison, yes. If thorns, piercing
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
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?
What kind of wizard was he?
Thanks for the feedback, changed it to an allied creature so it likely won't come up as much and it has to be on a saving throw or an attack in order for you to get a weave token
Changed fragment of opportunity, Changed absorption to temp hp, I don't feel like aura of convergence is absurdly overpowered so I didn't change it
i’m not that experienced but i’m creative!
How about the different spell you have “equipped” the sword does a different type of damage
lightning bolt? - lightning damage
fire ball? - fire damage
etc etc
Just learned the campaign imploded from player and DM gossiping and drama
Thanks for offering the help
it’s never killing the big bad that ends the campaign is it
I've created a few potions for my setting that grant permanent benefits to the consumer. Are these completely busted for a player character of 11th level?
https://docs.google.com/document/d/1yKeRbI3pyKX99XNGNjZ2tkqyGQSTL8o3p_rJTWYZ7VY/edit?usp=drivesdk
yes, these are absolutely insanely busted
Would you make them legendary?
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.
You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
None of these can exist as-is
I think that's a stretch
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
I was thinking the last one was over the top. I'm just unsure how to make it balanced without sacrificing accuracy to the lore (I do, of course, try to prioritize balance over accuracy). I could instead have it grant resistance instead of immunity and also grant you an unarmored defense like the barbarian, but probably a tad higher
Maybe immunity to one of those damages, once per day for 1 minute?
Still strong but, not universally busted
These potions cannot be purchased. In fact, magic item shops do not exist in this setting period. In order to obtain them, they must either be gifted to you, or you must concoct them yourself, i.e. kill a dragon and cut out it's heart, find one of the rarest fish in the world, etc.
The rarities I assign them is just to keep track of what level I should give them out
Honestly, any permanent effect is hard to balance, the last one is artifact level
Completely busted, yes. Not even for 11th level, just in general
These potions are a caster's dreams
Aye
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.
I'm gonna assume your party is all casters, since yeah this widens the gap 
It is not. There are just equally powerful items for melee characters
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?
As long as they’re just fighting vecna multiple times, it’s balanced
there is not magical and non-magical fire damage
Could I light you on fire with a torch? Did I do magic to do it? I think that the only exclusive one is force and maybe radiant/necrotic
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
Damage type has nothing to do with whether or not the damage is magical.
Damage is magical when the source of that damage is magical.
That was my reasoning, but I didn't know if it applied in the game. I don't think I've ever read anywhere about a trait/effect that grants resistance exclusively to non-magical fire damage.
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
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.
A magic item that does not require attunement granting permanent immunity to any damage types is a very bad idea
Just make it a literal dragon heart with runes or something that you can attune to
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
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
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
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
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
Prob more like artifact level, and certainly nothing for level 11 characters
I think the immunity to nonmagical attacks seemed fine because the monsters that they'd be fighting by 11th level are almost exclusively magical, and thus can bypass such immunity.
ah, is this for 2014 rules?
Maybe something for late t4
Aye
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
I did say that my homebrew content is largely still balanced comparably to official content
If you think your party will be facing enemies that warrant such items, I think thats ok
Was moreso directing that at itens which "do the same thing"
I agree with everyone else, it should be bumped up a tier in rarity
but the rarities as they are are quite low, even from a general idea
Mhm
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
If it's balanced for official content, then these items are for late t4, not 11th level at all
All close to artifact level items
the fact they stack with each other is what makes them largely unbalanced
I have edited them throughout the course of this conversation btw. Not sure if anyone has checked since then
they dont seem to stack, note at the bottom of the doc
you can get +4 WIS and INT for 50k gold
but maybe that line should be put to the top and bolded
The Azhdahā Heart could become advantage on saves against being frightened as opposed to immunity
That is quite ridiculous
the thing at the bottom seems to me like it's part of the Dragon's Heart Blood
and there's another one for the top one
it seems like a potion cannot stack with itself from what I can tell
your prob right
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
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
then that's an artifact, you can technically craft any magic item given you have the proficiencies, materials, and time
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
the second one is very clearly weaker than the other 2
this is like a Deck of Many Things situation
They're not a singular item nor a set that go together, so that's not really comparable
but instead of the object itself being hazardous, it's the surroundings that I assume you're planning on making hazardous
In order to craft one of the latter two, you'd need to kill a dragon (very difficult), and to craft the first you'd need to go on a whole quest to find the fish. Both of these would essentially become their own side stories if players took it upon themselves to seek out such materials, or those goals would be integrated into the main plot
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
it's way stronger than other legendary potions, the way it's written rn, it's a Legendary Potion which is what I'm comparing it to
why is it both INT and WIS instead of INT or WIS
Maybe make it so that the way to craft these items is only known by some small amount of people?
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.
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
As long as these items arent easily or consistently created, even with the required materials, i'd say go for it
but your question was if it was a balanced item compared to the rest of the game which it is not
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
yeh, I agree with that change
And I might get rid of the con increase from the dragon's blood all together
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
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
Where do you draw the line of something being a feat vs a spell?
what do you mean by a line? theyre distinct things
What could I add to a flower/plant based race variant for spells, etc
You mean like inherent spells for a race/species?
Yea
The line of how you decide if it is to be a feat or a spell.
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
What flavor do you have in mind? And could anyone do this with training, or a someone who’s devoted their life to casting?
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
Alr ty
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.
Idk why I thought a cannon that shoots stars was a good idea but here it is:
https://docs.google.com/document/d/1-3WdJ9PASAWQDqhSqwBXuGLbBwKatdsUneGt8MIkj5k/edit?usp=sharing
Why did it go dead silent?
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
Make sure to eaplain what the link is when sharing it
Thank you
e.g. what are folks going to see if they click it?
Wha sort of plant-esque attacking spells are there
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
Check the druid spell list, it will have the majority of the plant flavored ones
Thorn whip and spike growth are the two that come to my brain initially
Ty
There are more surely
Are you wanting specifically spells that do damage or also spells that inflict conditions?
Both
Plant esque spells that are in core rules 2024 dnd!! Btw
Thorn whip, ensnaring strike, entangle, hail of thorns, spike growth, wither and bloom, speak with plants, grasping vine, wrath of nature, wall of thorns,
These are all the ones I see on my initial glance that are “plant” offensive spells
Holy.
There are a lot more that are utility based
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
Arguably blight
Are some of these not in ddb?
Depends on what plant themed is to you
DDB is in my opinion garbage tier programming and should never be relied upon
I use ddb because I prefer it
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
That's fair. And if you are aware of its rampant mistakes, it is usable.
It does forget a lot of spells though
Especially after I spent a month looking for the stupid think
For example it won't pull any spells printed before 2024 into your spell list
Thing
Even though all spells not reprinted are still valid
You need to own some books in order for spells to show up in the search
If I recall correctly
Or at least to add them
No need, i jsut had to go to addition spells list or wtv it’s called
And they were added
Anybody have any caster rogues that are not Arcane Trickster?
This is why I always select a character based on what the party lacks
they didn't really ask what the other players had
You should always talk to your group about what they are thinking about playing
it doesn't mean you have to play something different
but it's good to get a scope of things
No but following, I had a pyrotechnic/fireworks rogue that I was going to make initially as a caster rogue. Curious to see what you find.
Considering half the party(4) of them are goblins, team coordination is hard
Well yes i do lol
A cleric 3rd caster believe it or not
https://homebrewery.naturalcrit.com/share/xcRUFjQbodge
Its in this thing, prob just going to have to scroll lol
1 and 1/3 trench coats I see
Hmm not quite the flavor I was going for
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.
well, multiple goblins per character
My character is a knowledge broker/information gatherer. I might just smash together thief + basic spellcasting from AT and call it good.
@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.
I appreciate that, I still have a few weeks before my new campaign starts so I've got time to rework it,
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
I didn't see much in there that might help, but maybe something similar to the brute strength abillity
With some of your advice, I reworked a new version.
https://www.dndbeyond.com/subclasses/2671692-path-of-the-battered-knuckle
You can change the reckless swings thing to
"You benefit from reckless attack while making unarmed strikes."
could you already not in 2024? or is this 2014
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.
I'm not sure, but yeah you can in 24
I updated the location data in brute strength.
Otherwise seems alot more interesting to play. Again though, maybe something to do with unarmed attacks at 14 aswell as the death feature. Maybe "when you make an unarmed strike, you may move 5 feet in any direction without provoking opportunity attacks." Or something. Then you can also pull somone around while striking them if they're grappled.
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".
Yeah that could be cool, I did just fix the wording on the reckless swing
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
uncommon
An item like that would generally have attunement, but overall yeah uncommon sounds about right
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
im moslty just thinking about enspelled itms.... but they might be a outlir
Like, a Enspelled (Lvl 1) Weapon is uncommon
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
Cube of Cubes from Obojima
I was going to make something pretty similar, I think I might just tweak it
ok, obojima just is a bit cracked
I think I’ll just make it so you can cast each of the spells only once
but you have to roll a d6, if you land on one that you previously cast, it does nothing
sounds good
yeh, but that’s mostly just the potions
the other magic items are mostly balanced from what I can tell
but this one is just overly weak for no reason
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.
If you wanna go even futher, you can have it grant immunity to mind reading and adv against enchantment spells or smthn
Might do an upgraded version which requires Attunement with that kinda thing
so like... wild magic with a spell instead of an effect? yeah uncommon
I'd say you could make it rarity varies for higher spell levels
not exactly, it’s all combat spells and you choose the target after you find out what spell it is
so not quite, but yeh I guess
Is there a way for me to get a wizard subclass that emulates the psion class that was created by someone else?
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.
This is a video on a UA that they did a few years ago on a psi wizard
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).
Would it be over-tuned to let a war magic wizard take Graviturgy Dunamancy spells?
This is 2024 dnd homebrew btw and the lore can be found here #dm-world-building message
I don't think so
Orcs are already one of the stronger species, they don’t need more
Also, Free Spirit never recharges
Oh no! Anyway <3
Oh whoops, ty
Eh disagree, at least in just cool factor. Phb24 orcs are so bland and I do like these homebrew subspecies options
Awww Ty Skittle
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
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.
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
Ty for the feedback!
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!
Wait, not savage attacker, I mean brutal critical
Like I know champion fighter is ass but c'mon leave something for it😭
Abyssal Might doesn't effect that either since this is 2024 homebrew and I can't find a champion fighter ability named brutal critical
Sorry, I was wrong again
Brutal critical is a barbarian class feature at 9th level
It adds a single extra damage die to crits
It's okay. There is an unholy amount of abilities to keep account of when homebrewing so I appreciate it
I feel bad for doing this a third time but... that's been replaced in 2024 😢
What would a Cantrip or 1st Level Spider Climb look like?
Isn’t spider climb already a spell? Do you mean like a weakened lower level version of it?
Cantrip would be one time advantage on climb checks and 1st would be advantage on all for a minute
Pretty much. I'm reworking some Races to either get a Cantrip or a 1/LR 1st level Spell (Eberron Marks are Reeling). To be nice, if you're playing a Spellcaster or Warlock, these become Spells Known.
The hell's a Climb Check? Is this 3e?
An athletics check made to climb
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
I should say this 'Spell' is actually a Trait for Dhampir to replace Spider Climb, because that's actually a 2nd Level Spell and thus too high for my Cantrip/1st Level criteria. They get 35 ft Climb Speed by default, so I'm wondering if they should get anything at Level 5.
so its useful for scaling relatively short walls, but not for extended portions of vertical terrain
oh, a species buff?
Trying to streamline the races and lineages to not be so wonky, hence the spell restriction.
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
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.
A 1st level spider climb could be concentration for 1 minute and doesn't allow you to have hands free
But your climbing speed becomes equal to your walking
At that point, I'd just give the Climb Speed.
ah i guess spider climb lets you literally climb upside down and stuff
Pretty much
Could probably just limit it to walls and give it conc, hands free should be alright
is this a fully custom dhampir race or are you basing it off of anything?
Hands free for concentration seems fine enough
-# hopefully
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
I just taking the original version and making it more balanced with other races and lineages. All of them have 3 Active Traits, Ability Score included. Darkvision was tricky, but I'm calling it Pseudo-Active, so it's fine as long as you don't have another sight like Blind or Tremor.
Ebarb?
Ebarb is a short hand for Eldritch Blast with Agonizing and Repelling blast
You evil SoaB.
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
Another thing is, that feels too early, so I put a lot of improvements at Level 5 at the earliest, including Fly Speed.
At Level 5, you gain a 20 ft Fly Speed. This increases to 30 ft at Level 11, and 40 ft at Level 17.
Aarakocra and Air Genasi get a buff to this
Wait, so you have Dhampir fly speed?
No, I just used it as an example of one of my changes to races in general. That was pulled from the Feral Tiefling Variant.
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
I wonder if you could make a homebrew race out of the Zonai, from TOTK/AOI
I know nothing of them. Give me some traits.
Construct for creature type, free mage hand, idk what else
Is it ok to share a homebrew campagin I found on Reddit here?
It's actually Zelda related too!
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”
A free cast of tiny servant from XGtE would fit
https://www.reddit.com/r/zelda/comments/1ozo9bw/mm_oc_majoras_mask_for_5e_dd/
Sharing it regardless! It's a Majora's Mask themed campaign. Would love to find people to play it with. 🙂
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.
“As an action, you can make a creature or object move back to the spot where it was at the end of your last turn. If a creature is unwilling, it must make a saving throw (idk what kind) with a DC of 8 + your intelligence modifier + your proficiency bonus. A creature cannot move in this way if the path it took is obstructed.”
Isn't there an Artificer Infusion that does that?
Maybe 2024
Oh!! That sounds super fun !! Count me interested
I'd love to find more people too! and a DM haha
If you ever make it happen, definitely lemme know! Zelda is my shit
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
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.
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.
Is it ok to add you?
Sure!
You just found this? It’s really cool
Yeah, I saw it a couple of weeks ago I believe. But didn't take the time to sit down and read what it was about!
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)
i could see like, a movespeed bonus for the lightning and then some sort of temp HP or damage redirection for the necrotic one
the ice/water/cold one has movement so dont really want two of the same
basically
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.
in a nutshell, there are 6 forms mainly tied to damage types, which are fire, cold, lightning, poison, necrotic and radiant
that necrotic one seems very niche
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
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
than dont......let it?
Make the user die and can’t be revived
Problem fixed : )
On a scale of 1-LORD HAVE MERCY how OP is it?
That should be an artifact to the point where the dmg is put to shame
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
guys could i get some help over here please?
Don't make a party of 4 fight 3 of these guys at level 2
This can go south REAL quick
Well the plot thing requires 3
They stop fighting at half HP
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
Cool, but lets say your main frontliner guys fail their saving throws that is 3d6 damage for potentially 3 turns without the creature even attacking
Gimme the rundown of your party so I can help with math
like classes
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
do you mean the artificer subclass alchemist?
I think at that levsl its 4 fighters
or is it a homebrew class
Yup its a dragon rider class and the different types of dragons are what makes class differences but at level 2 before subclasses ur basically playing a fighter
So 4 fighters
No second wind or action surge tho
Im confused on this whole fighter thing
Instead they have reckless attack and lay on hands
Think a fighter with lay on hands and reckless attack
Its complicated to explain
why not just let them play the classes when they start off the campaign?
Bc the dragons need to grow
This is a httyd campaign
And were doing a dragon rider thing
Ah i see
Hello
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
Would anyone teach me how to play I've always found it interesting but I never learned how
alright well if its sort've like 2 characters, i'd imagine it would be fine if its only 3
Not the place to ask
Oh alr
Yeah
got to #dnd-newcomers or #dnd-discussion for that
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.
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
You might want to explore an older edition of d&d, or something like pathfinder 1e if this sort of thing is your jam
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
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
I personally have never seen the appeal of realism
realism? in my dragon filled dungeons?
IMPOSSIBLE
I’m not too concerned with slowing combat down any. I use foundry so most of combat is already automated. Opens up for attentional bookkeeping.
It’s actually kinda supposed to. I find it really irritating that armour never needs to be repaired. Like it’s invincible. An that’s really breaking my immersion.
It’s supposed too … that’s uh, the basic idea behind it to be honest with you.
Correct! This is the point!
If realism is your goal, do you also ban casters?
Steel has a AC of 19 in the DMG.
Object AC, not player AC importantly
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
I have made that distinction and included a example of using the distinction above ^_^
So you’re also overhauling the game to be done in realtime
Yeah at that point you might want to explore different game systems
Yeah it’s not sounding like 5e anymore
I just find combat not realistic. If I don’t move I have more time to attack or cast spells.
at that point im curious why you want to overhaul 5e to add these changes
Building D&D gritty realism!
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
That doesn’t really relate imo. Gritty realism can be done without making the game try to function in realtime
It’s just kinda a personal project for people like me who could use a little more realism out of the game
Isn’t gurps realistic?
I’d also point out that many spells take more than 3-6 seconds to cast
You enjoy things that 5e, as is, isnt equipped to support
It’s not very realistic to stand there and waste precious seconds of time doing nothing during combat. An the current system gives off that vibe.
This is largely an issue of abstraction that's required in a turn-based medium.
It’s not doing nothing though. Not moving in your turn does not mean your character is standing still
I mean if you have the time to do so there is nothing stopping you. Its hardly an impossible venture, but these are immensely big changes to 5e
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.
Well, maybe if your character’s a 5 ft cube but I digress 
Not if I have anything to say about it. If a round of combat becomes 1-3 seconds instead of 6. And each of the different tasks is assigned a second value to execute.
Than we can actually reduce this by a huge amount. Where it seems more like no second has been wasted.
So you’re setting a 1-3 second timer for player actions, which seems relatively absurd
I ask this as kindly as I can. Why not just write a book at this point?
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
are all the martials staying the same?
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
if so
This is still an issue, because things are still occuring at the same time; it's just a matter of how finely you want to tune it.
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
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
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.
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.
I get very detailed with these rules editions.
Will eventually release for public use
Sure but I’ll point out that those are additions to the game rules, not fundamental overhauls
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
Yeah a lot of things will have to be overhauled. Injuries, called shots now on the table, etc
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
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.
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
Hi
Ultimately, unless your aim is to use 5e's popularity to try and help drive attention and interest in this sort of project, i'd say that it would probably be much easier to add these sort of changes to a system that is already designed for more gritty, realistic and crunchy calculations. Base 5e is basically everything that this sort of a system is not
Everyone thinks differently, I don’t want to punish slower people and remove them from the fun is all
you really want to play pathfinder or something dont you?
So a player could just take more time on their turn to get more attacks?
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.
That’s just one issue issue with running to realtime instead of doing turn abstraction
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
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.
Honestly I think this all works fine in a play by play text based roleplay
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.
But in a system for DnD as a game it sounds like so much as a player
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
I’m trying to make the mechanics match the narrative ^_^ because I think it’s fun
The mechanics do match the narrative, it just seems like you don't understand the implications bridging them
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.)
Yes! But I think a overhaul wouldn’t be so difficult, especially if I put multiple minds together
We’re already sort of pointing out how the fundamentals of this change are difficult/impossible to do without making it not 5e anymore
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.
I mean your basically making your own system, to that I say good luck, ive heard its a ridiculous amount of work
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.
Maybe then a turn instead of a second should be broken into 3? Allowing casters to cast in a single turn?
I still think with spell failure chances gone, they used to be a thing. The abilities to always damage and for the amounts they do hit for is kinda OP to be honest. The game does need more balancing
One of the biggest hurdles I'd identify to this idea being faux-realtime is specifically that of "projectile travel time".
Spell slots are a limited resource and not infinite. And plenty of potent spells are save or suck or attack rolls anyway
genuinely a real time system of this caliber would be impossible to process without unironically just making a videogame
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
until you get the technology for linked lucid dreams with rule implementation, you're not getting freeform real time evolving RPG
Aye, it would need to be a videogame if you wanted actual immersion.
I’ve actually looked this up. A master swordsman can swing, proper form with force around 1/8th a second and have follow up swings. So to me, that’s a fighter action surging. 8 attacks in a second. A can only be done by masters of that field who’ve dedicated their life to this feat.
key word master
as a first level fighter, your no master
And in D&D, making eight attack ROLLS in six seconds is a level 20 fighter using a limited action surge.
Ok now in the middle of combat, how many attacks will be effective, meaningful strikes?
It doesn’t make sense why I can only attack once or twice in a 6 seconds rather than period, especially if I’m not doing anything else.
The narrative was done quickly and lazily
Perhaps if we abstracted the flow of attacks into discrete instances, and called them attack rolls. And Fighter could get the most.
You're not not doing anything else.
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
I think using 5e as a base it an easy way to create rules and additions or changes to a game. Everything needs a base.
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"
need an idea for a robot clown.
My advice would be to look deeper at the narrative, because I think you are making a few hasty conclusions that likely are making it harder on you.
My immediate thought is they have a concerning error for what's defined as Funny and become essentially a horror monster
any good homebrew? (i cannot do this myself because my skills in homebrew are undeveloped)
ohh that is good
warforged
It’s a core rule. Each round of combat is broken into 6 seconds. I suppose my rules changes just puts you in charge of all those moments you personally imagine the struggle happening a your attacks are just the openings.
It’s how I used to view the game
Consider that a character is technically not only acting on their turn, but also on others turns in a more reactive way.
You’re beautiful! This is what I need! Now I look up how fast the different attack options are in real life!
This could be the nerf ranged characters needed!
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.
That’s why at level 1 you only get 1 attack a second ^_^ extra attack allows you to stack more in there.
reflavoring
actually that is the concept I am running with now
You're thinking that only what is mechanically stamped is happening, instead of understanding that a lot happens in a fight, we just have rules for what mechanically happens.
We don't have rules for minutae like everyone's footwork. But it doesn't mean everyone is just standing around and isn't narratively constantly adjusting their footwork.
This all seems like a description issue
fair fair. counterpoint, i don't need the warforged subclasses and I don't have enough time to homebrew new ones
However it breaks my realism and I find it stupid in 6 seconds a real life sword master can attack that many times six times over.
subclasses?
huh?
subRACES
Said sword master would also fail every single saving throw and get hit by every single attack roll against them, though.
I mean subraces
Except if we look at the D&D rules
this is "How many rolls of the dice to they get to potentially deal damage off of"
and level 20 fighter gets the most
This is the primary flaw in the idea, by the way (if you want 5e-esque fantasy), which is that you leave no room for reactivity.
I distinctly remember playing a core book warforged with a subrace
old old wayfinder's guide?
might have pulled it off of unearthed arcana
To me, it looks like you’re only swinging that many times. If it was a meaningful impact you wouldn’t need to roll to see if it was a hit.
It would just be a hit.
Could make this a rule but I like my clickity clacks and won’t give them up