#homebrew
1 messages · Page 56 of 1
If you want to keep dice, I would definitely move away from simulationism, tbh.
You and I don’t agree. I don’t think a rogue will tell you how they’re fainting your attacks to stab you in the back harder.
Simulationism and dice are generally anathemas, because simulations remove the need for dice, as everything is resolved by how it is.
when I looked at your pfp I thought it was that talking sprite of lancer when he says pants hole
Did you read that as unironically actually saying those things out loud to the enemy, and not in mechanical distinction terms?
I think you just take things way too literally.
You've seen how things are resolved via an abstraction, and have an issue with how the abstraction isn't one-to-one with something simulationist. When inherently, D&D's rules are not going to be 1:1 with exactly what happens in an exact way, because it is an abstraction in order to mechanically resolve things when things go time sensitive.
But we could. We could pick fighting styles that included bonuses to certain things and negatives to others. Allowing certain characters to pick up more they can switch between. Older editions did do this.
It’s why a lot of people prefer older editions. More details
Older editions were still turn based
Aye, 2e had spells that took effect later in initiative, but was still very clearly turn-based.
I would like my robo clown to be able to cut open the bbeg's stomach and pour in boiling hot extra chunky vegetable soup
that is a goal
I'll be honest, I think the idea behind this all is fine, but I really think 5e is not the system to use, because this would basically un-5e 5e.
idea
I don’t really thing so, I think you could still try to dodge reflexively while making an attack. Bixers do this all the time. Moving over 5 feet though, moving outside of that space you control and stance in? Not able to do that effectively. It’s why that zone exists in the first place. Set up right and you can do stuff within it optimally
it constantly addresses an invisible "fourth wall" speaking directly to the players
You'd probably want to do more research into the topic, in that case, as you're incorrect on the dodging and attacking at the same time. (The dodge precedes the counterattack.)
I think that would be fun
It works out to the same thing, only I suppose you could look at it as getting that opportunity once each second. Instead of once every 6.
You COULD view it that way if YOU wanted too.
If you go down the path of simulationism you'll end up in the inner workings of a successor to TCfNA:TDW (a wargame that is estimated to take ~20 years to complete a game of due to how complex it is, like with research for fuel caps to reduce passive fuel evaporation rate)
But again that isn't real time due to being simulationist and not on a computer
ok I'm making a mental character list
It isn't about how I want to view it, or how I could view it.
It's about what it is 
At this point, this should go to #character-discussion, if anything.
yeah probably
This IS actually a thing I’ve run into. I think your turn as is is broken into seconds and the reaction takes a second up.
I was thinking of still giving the reaction, an making it once every round or once every so many rounds.
Like it’s a feat of instant speed you capitalize on but to not exhaust yourself you can only use it every so often.
Reactions are a thing I definitely don’t want to loose and thought about breaking a turn into multiple seconds.
So you can choose to save one of those seconds as a reaction. An it has to go off during that second. Like if someone moves during their first second and you chose to have a reaction on your second you can’t use it.
But that just leads to people attacking with both and not having a reaction at all.
So if you have thoughts about reactions, I would love to know what you think.
Might as well write a book. Not my cup of tea
I think your turn as is is broken into seconds and the reaction takes a second up.
And... do you have anything to point to that establishes this as the intention?
I don’t remember reading anywhere that how I’m supposed to view my personal fantasy.
But I suppose some people just think their way is right
Sometimes it's just as simple as "what do the rules say about how much damage they get to do"
the fighter got to level 11 uhhh give them even more potential damage
I think that reactions (and saving throws) will basically be dead on delivery in your system, because the time chunks will be broken down so heavily that you won't be able to abstract away any sort of funky results of those game events not occuring when they seem like they should, which is exacerbated by the fact that your vision is to increase realism, which means that you have substantially less suspension of disbelief allowed by those engaging with those rules.
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 feature, you can enter an Artform, as seen below, for 1 minute. To enter an Artform, you must have the tool from this feature on your person, as you channel the power of creativity from it.
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 ever following river, then as forceful as a mountainous wave. Your movement speed increases by 10 feet and your jumping distance doubles. Once per turn, when you jump, all creatures within 10 feet of you, as you jump and as you land, must make a Dexterity saving throw. On a fail, the creature takes 1d8 + your Charisma modifier 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 + your Charisma modifier fire damage. This can happen once per creature damaged. If you touch a flammable object during this time, you can choose to ignite it.
**Living Spark, Jolting Arc:**Your arms are coated in the electric feeling of expression. Once per turn when you deal damage using a weapon, a jolt of lightning surges into a creature within 10 feet of the target. You must make another attack roll for this jolt, using the same modifier as the weapon you are welding. On a hit, the jolt deals 1d10 your Charisma modifier lightning damage to the new target. This target gains disadvantage on attack rolls that don't target you.
Caustic Gas, Poisonous Haze: Your body releases mist to make sure nobody destroys your art. While in this Artform, a 10 foot sphere of poisonous gas surrounds and follows you. When a creature ends their turn inside the gas, you can spend your reaction to cause the creature to make a Constitution saving throw. On a fail, the creature takes 1d12 your Charisma modifier poison damage and has a -1 to their AC for as long as you are in this Artform. On a successful save the creature takes half damage.
**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. When you reduce a creature you damage is reduced to 0 HP, you gain Temporary HP equal to your fighter level.
Inspired Hope, Banished Darkness: Your fighting becomes the shining light in the darkness that consumes. You emit bright light out to 10 feet and dim light out to 30 feet. When you make a weapon attack against a creature, you can instead cause an ally within 10 feet of you to make an attack roll in your stead, the ally must use their reaction to do this. This attack deals an extra 1d6 + your Charisma modifier radiant damage on hit.
can i get some eyes on this feature by chance?
I don't mean for this to sound like destructive criticism, but if someone posed a set of mechanics specifically for enabling realism, I am going to be much less forgiving of any nonrealistic things that arise from it, such that I think you'll probably need to make some concessions to avoid rules that are dead on delivery in 5e's rules ecosystem.
I’m definitely the person to ask.
You get an object interaction, this takes time. I give it in a life or death situation a second to accomplish. You may attack, 1 second realistically, proper form. A bonus action, we can give this a second as well. An your reaction isn’t just an instantaneous thing, it still takes time to do this. I give it a second. Leaves 2 seconds to travel an average of 30 feet. an that’s actually quite fast. A decent speed for combat. Meaning you travel at 15ft a second assuming 30 movement 😄
There's actually a big problem with this breakdown, which is that it assumes you can't be doing multiple things at once (you are assumed to be doing multiple things at once.)
Do you actually have anything to point to, to establish that "seconds budget" as what is going on?
Not only are you doing multiple things at once, you are also technically doing all of the actions that you'd be forced to do on other creatures turns, such as dodging attacks, making saving throws, taking reactions, etc.
5e just vastly simplifies it so that all of that stuff is happening in an abstract timeframe.
Indeed.
Because a round is 6 seconds, and what you do on your turn is just what you performed in those 6 seconds, but there's also other things happening to you in those 6 seconds from other turns
We just have to resolve things in an order because we are people using rules and are not computers running it fast for real time
I think when I make a saving throw I don’t really allocate much time into it. I think it just kinda happens in the instant. There really isn’t time to think about it, you either make it right then or you don’t.
My changes to combat would allow you to actually dodge the effect area though and avoid the saving throw.
Something you cannot do at the moment.
Oh, it definitely doesn't occur in just an instant.
incapacitated creatures autofail STR/DEX saves
In this supposed system, if I don’t move I get more attacks? Does that mean a creature with no speed from a condition gets to make more attacks?
unironically if you put the passion in to making a good real time fantasy videogame RPG, with mechanical depth and timings involved, you could strike a niche of a unique nature of mechanical complexity and not just an excess of it. Or being obtuse with it like fromsoft
I appreciate realism, an I also appreciate fantasy at the same time. I consider myself quite average and have seen videos of others talking about this same subject.
I’ve repeatedly stated that there’s an element of fantasy to it still an I don’t want to go into perfect realism.
In my personal regards if you’re looking for that feel free to create it. I will not be playing with you lol
Final fantasy/chrono trigger/xeboblade do the timed combat thing
With cooldowns
those are turn based are they not
Yes and no
No I'm talking actual real time. Not turn based and waiting for timers to take turns (???)
Turn based but all your features are on cooldowns so you can only do specific actions after your meter is ready tied to your speed
So it’s in theory timed
so why is it turn based if you can just wait on your turn 
I think if you try to run and drink at the same time you’re spilling that potion in my opinion.
I just see so many issues with the game rules as is, and im not the only one. There’s plenty of free supplements that try’s to get around them.
So for example in Chrono trigger. Every character can do an action, but then you have to wait for that characters bar to refill to do another action with them again. You can time this to make specific combos or lines of actions occur.
It’s hard to explain
Without showing you
Sure, but how are you resolving this without actually going simulationist? What I'm getting at is that your goals seem self-contradictory for what you've stated, considering that you simultaneously want simulationism and don't.
seems like a very obtuse and convoluted system that defeats the point of not being real-time-based, then
I have timed how long it is. And looked up how long certain things are to do, that’s how I determined casting a spell is 3-6 seconds of verbal components.
I mean, it’s a video game. It’s much more fluid in game
I’m not doing a good job at explaining
I'd probably need a much longer write-up or something on the goals of this rework, tbh, as I'm very doubtful of the success of it (from having seen many a 5e rework.)
I’m actually feeling insulted the way I’m being spoken too. Maybe you shouldn’t be talking in home brew if you’re into the base game as is.
Just a thought
So can you point to me where those are so I can read the rules for them?
Or is this just made up and not remotely close to the published rules and commentary of the rules developers?
I also think we get trade value with what’s going on by reducing combat down into less of a time frame
It's totally possible, though there'd likely need to be a playtesting assessment of this, with a determination of how long the resolution takes for certain actions.
You can't just... time things that happen in a turn based tabletop game. Things happen via rules, not ticking timers.
I’m basically deciding what I’m comfortable doing and playing and leaving it within those limits to what I personally want to play.
Based on my own personal common sense. If that wrong here? Or is that not what home brew is for?
Again, I feel like this all works in a text based roleplay or book but mechanically as a ttrpg sounds tedious unless the system is designed around managing time
There's nothing wrong with that at all, though it's worthwhile to mention that people often bring up ideas for others to critique them. I'm not actually trying to tear down your idea and instead seeing if you can focus it into something that's a bit more understandable for someone who doesn't implicitly know all of the considerations you're making and can see your vision. From that outside perspective, I'm a bit lost, because you mentioned liking the idea of using travel time, but (seemingly) dislike the idea of removing a lot of dice rolling.
I think realistically Ttrpgs and DnD especially is designed with the theater of the mind as the focus. Things should feel and play good and easy for someone to understand without much hassle. Otherwise you are pulling someone out of a scene or situation to clarify mechanics and nuance.
Honestly thinking about the 6 second time frame in general isn’t even meant to be as big of a deal as it is. A lot of people would argue that a round of combat “feels” way longer than 6 seconds
Even if everything could happen in 6 seconds
For example, if we are playing with travel time, there will likely be significantly less dice rolling, as one can (potentially) move out of the way of the vast majority of ranged things, but those ranged things still have to be resolved and calculated, as it's possible for something to get in the line of fire. If you have someone firing something like 4 arrows per turn, you'll need to track travel time for every set of arrows every turn, and if you have something like 5 combatants firing arrows, you'll need to track 20 discrete missile locations on the map at any given time. That's a lot of tracking and clutter on the map.
Conversations happen, items are used, attacks are made, reactions are taken, etc.
And if one is trying to make this...
Unironically, making Fantasy SUPERHOT would be a cool idea.
There's also the consideration that 5e combat is technically really fast already, with most combats being a real time of 18-24 seconds (imagine that compared to all of the movies that have combats taking entire minutes or even hours of offscreen time.) If we break combat down into even smaller chunks, you'll need to likely recalculate the entirety of the health and damage system, unless you want to move combats to be even unrealistically shorter (where the entire combat is literally done in maybe 6 seconds).
This is honestly where I think the AD&D 2e PHB describes combat much better than 5e, even though 2e rounds are a minute long 
I would actually be curious to see your take on 2e's initiative/combat system, as it's a lot more "realistic" without being a huge pain.
That's really where I get my idea that chunking down to seconds would do more harm than good, as 5e technically already makes a lot of shortcuts and ends up making stuff significantly quicker than it would reasonably be when you take everything into account. A few quotes from the 2e PHB:
In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns - unplanned events, failed attacks, lack of communication, and general confusion and uncertainty.
... However, a character in an AD&D game is not an Olympic sprinter running in a straight line. He is trying to maneuver through a battle without getting killed. He is keeping his eyes open for trouble, avoiding surprise, watching his back, watching the backs of his partners, and looking for a good opening, while simultaneously planning his next move, sometimes through a haze of pain. He may be carrying a load of equipment that slows him down significantly. Because of all these things, the distance a character can move is significantly less than players generally think.
I actually think you'd love 2e's crunchy initiative, as you reroll it every round too (and it's modified by various things.)
Oh, dang, I forgot about the most important quote. Lemme type it up quick.
I think the dice rolls are chances, a you can’t really remove chance.
You’d need to get into placing shots and things. Like a video game that would be far too difficult to do.
I’m an actual book keeper, so I don’t mind an extra step or two to my in game bookkeeping.
The seconds per round going down, obviously means the amount of things you can successfully do will go down.
That’s just common sense. So an easy way to limit what you can do is assigning things a one second slot of time.
Maybe I should include being able to do multiple things at once, but it’s going to require more booking than I think it’s worth. Like the fun factor doesn’t really increase so it’s unnecessary
Found that I don't need to type it up, huzzah.
If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important).
A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds.
But these are just approximations—precise time measurements are impossible to make in combat. An action that might be ridiculously easy under normal circumstances could become an undertaking of truly heroic scale when attempted in the middle of a furious, chaotic battle.
Imagine the simple act of imbibing a healing potion. First, a character decides to drink the potion before retiring for the night. All he has to do is get it out of his backpack, uncork it, and drink the contents. No problem.
Now imagine the same thing in the middle of a fight. The potion is safely stowed in the character's backpack. First, he takes stock of the situation to see if anyone else can get the potion out for him, but, not surprisingly, everyone is rather busy. So, sword in one hand, he shrugs one strap of the pack off his shoulder. Then, just as two orcs leap toward him, the other strap threatens to slip down, entangling his sword arm. Already the loose strap keeps him from fully using his shield.
Holding the shield as best as possible in front of him, he scrambles backward to avoid the monsters' first wild swings. He gets pushed back a few more feet when a companion shoulders past to block their advance. His companion bought him a little time, so he kneels, lays down his sword, and slips the backpack all the way off. Hearing a wild cry, he instinctively swings his shield up just in time to ward off a glancing blow.
Rummaging through the pack, he finally finds the potion, pulls it out, and, huddling behind his shield, works the cork free. Just then there is a flash of flame all around him—a fireball! He grits his teeth against the heat, shock, and pain and tries to remember not to crush or spill the potion vial. Biting back the pain of the flames, he is relieved to see the potion is still intact.
Quickly, he gulps it down, reclaims his sword, kicks his backpack out of the way, and runs back up to the front line. In game terms, the character withdrew, was missed by one attacker, made a successful saving throw vs. spell (from the fireball), drank a potion, and was ready for combat the next round.
- 2e PHB
dice are for uncertainty, you dont ned to roll for everything
I agree here. That’s why I do the research ahead of time.
I already figured out how many attacks a master swordsman can make a second. Why it an archer as well? If the projectile speed is high enough there’s no need to lag your attack and the hit. It can happen within the same second as the attack, maybe at certain distances that changes. An the attack will be on a delay.
That’s actually a really good idea.
I think the point of coming up with good rules is doing the math for people ahead of time and determining what needs to be or can be static and what requires randomization for.
I’m trying to shorten that and allow you to trade more within that time frame. So you feel like you’re doing more
Well we don’t yet know how fast the projectile travels.
But we can determine a lag time once we know its travel time and work out how close impact happens in a second and then round time based by distance off to decide what round the impact happens in.
So it is possible to do and we can simplify it so it’s not so difficult.
I think you are underestimating the difficulty, as that's just one of potentially hundreds of checks to make every round.
You’re still doing the exact same amount of things. You’re just able to make more choices of what to do in a shorter time frame.
Trading one option for another.
It’s the same amount of things. It’s just broken into a time frame that allows more trades to happen in the same time frame.
Rather than imagine I’m doing more. I can actually do more.
I’m not familiar with it to be perfectly honest is it based on attack time of the weapons you’re using?
Uhhh, that and about 20 other things, with it being basically what you want but more realistic time-wise, which is interesting because it does the opposite direction of what you want. I pasted a few blurbs above.
I would describe 2e's approach to combat as being much more gritty and unforgiving.
When you're casting a spell, you can't move, you get no bonus from DEX to your AC, and if you get hit with an attack or fail a save, your spell is just gone (such as if you wasted a spell slot.)
I already like to address these sorts of things with how I play anyways.
Keeping potions on a belt or inside of a cloak where everyone knows they are. Everything kept within reach or else it takes your action to do it.
If you time how long it takes you to drink a small drink. I think a second is more than enough time to successfully drink a potion. If you haven’t put it in A easily accessible area, another second to get it off and find it.
I think making most things a second it far faster enough. It’s fantasy to do these things all together in a battle field. But that’s enough fantasy as I need to be excited about playing.
Maybe finding these points are difficult for some but I’m good with it lol
I think that’s where some people need to draw the line, by determining things that need a line drawn and why.
The problem with this is that taking a second to drink a potion is realllllly unrealistic, even with all of that stuff you mentioned.
It may just be that you need to do more research to get better numbers, though.
Research could even be trying to emulate said things.
It’s fantasy, you do have to draw a line somewhere.
I just know I’m not alone in looking for a different place to draw that line.
I refuse to turn combat into bookkeeping that isn’t fun so I don’t really care what others do. But I will not be going that route. Hard pass
I think someone made a video where they timed how long it takes them to drink a potion
like a variation of those "Is 30 ft of movement realistic?" videos
I’d simplify it like I stated and remove checks altogether.
But I like the lag. Because you might actually see the arrow coming the further away it is. An be able to dedicate your time to blocking it.
Found the video, yeah; 9 seconds.
did they swirl the potion though
Every combat prepared individual knows you gotta use the swirl method to drink potions!
5.36 seconds when swirled.
thar we go
I feel like that is properly more realistic. I find casters have far too much free to do whatever they want in 5e.
So I’ll likely look up cannon facts on how long it takes to cast a spell, average it out and limit spells with a level within that time frame.
I would honestly just see if you like 2e, as it might do all that you desire and more.
it was a pretty mediocre swirl as well ,so you can probably get it down a bit
2e is significantly more structured to do what you want, methinks.
I’ve timed it, it can be done in less than a second very easily.
I’m putting work and actual research into it.
Out of combat, possibly. In combat, definitely not, hence you need to do some better tests probably.
generally depends how much liquid you conceptualize a potion to contain
Raising the potion and uncorking it would probably take about a second if done very quick (assuming you can get it out of your gear in a second as well), and the drinking would take probably about a second if it's 1oz like new D&D potions.
That’s how I did it. I used a small yogurt drink. Even thick. It can be done in less than a second. Just gotta untwist the top and I’m pretty sure most potions have a cork you push out of the way with your thumb
How big was the drink? Did not take me that long
the potion they used was probably closer to like 2-3 ounces
It was 4oz.
Actually time a second. It’s ALOT more time than you think.
Potion of healing contains a oz of liquid
I have, and I've actually done a lot of stuff that is very tangential to this stuff. See how fast you can take your phone out of your pants pocket with a jacket on and then unlock it and take a picture. That's gonna be about how long it takes to do the full motion of drinking a potion.
So says the DMG anyways.
1 oz is a single shot. I can do a jello shooter in less than a second ffs lol
30ml’s
The drinking itself is the quick part if it's 1oz.
The part that takes the majority of the time is getting it up to your lips, assuming it's stowed away.
Actually if you do try it.
It’s the razing it to your mouth that takes the most time
pressurized potion injector
Again. I’ve done it. I’m not speaking out of my ass.
Go time yourself doing a shot. Getting it to your mouth is the hard part.
Adventurers have trained for these types of things anyways.
I just like the idea of getting more variety out of my 6 seconds than the original game gives you
Would allow artificers to create a automatic potion injection system lol
I do wish you luck on your endeavors, I'm just a bit concerned (for your sake) on the quality control of your timings. It seems like they are based on what would be considered ideal scenarios, as opposed to realistic ones, y'know? If you want the best data, ask some military buddies, as they will know the experiences of stuff taking 5 times as long as it should because of high stakes scenario where your nerves aren't settled and you're making split second decisions that aren't "clean".
I think it’s pretty realistic.
If you stop moving to do something it’s going to have a higher chance of success. An in those situations you NEED to succeed. You don’t take the lesser success chance because your life’s on the line.
That’s why I don’t agree with things being done at the same time. That level of hand eye coordination is absolutely insane.
Not everyone can do that, it would be a task for a ambidextrous person even
You get one good thing in a second.
It’s slower than the half second. But that’s more a person under the haste effect. Getting two actions out of a second. Each thing becoming a half second to accomplish
easy way to settle this, create a mechanic where to drink a potion, you the player IRL have to drink a flask of some juice or something
Milliseconds is inhuman.
My character moves faster than me, I refuse this premise
also worth noting that dnd characters are not your average person
I don't think it's particularly realistic, sorry, especially because I have military buddies who have seen said high pressure scenarios and have said stuff that directly contradicts your timings, and I gotta trust them more than a rando on the internet 
I'd just tighten your quality control, probably.
i dont think you get to dictate your character's speed >_> that's what stats are for
oh, unless like the player IRL has a drinking problem or something, then a handicap is permitted ofc
If you truly want to test combat timings, you have to make it as obnoxious as possible and get away from "nice" tests. Actually do test how long it takes to get out your potion from a rucksack that has a strap over it and has multiple other pieces of gear in it, especially considering that bad moves could realistically break said potions. Stuff like that, y'know?
I do get to dictate that. I generate their stats lol.
I hope your table finds joy in this
FYI, I'm not trying to hate; I assume you brought up the ideas because you wanted criticism on them.
I am less than average probably a -1 to dex. Realistically. I’m not so fit. But I can swing my arms and time how long it takes. A second is more than enough time without becoming inhuman
PCs in general are inhuman
Again, quality control them tests. Make it significantly harder.
You ever see that video of Mohammed Ali dodging 21 punches in 10 second then taking time to dance and smile
I mean … they just kinda assumed I can actually do all that stuff when creating the 5e rules. So I don’t feel generalizations or assumptions really hurt that much
using commoner stats to see how a person more trained and hardier than you are to determine what someone can do is a bit flawed in of itself
I think you’re just being a negative Nancy about my ideas lol
if you generate their stats then i'm missing the argument, just generate their stats to drink however fast you want them to drink and move on
I'm trying to provide a critical eye because essentially no good ideas come about with zero criticism.
Very true. This sort of thing wouldn’t be for everyone. Personally when I host games we vote on all the rules in discord. Majority wins.
Gritty realism got the win. But spell points did not. Figure that lol
I gain nothing from providing feedback on this, as I'll never use it. I just would rather your own system meet your expectations, but if you don't think you need advice on that, I'm not sure what you hope to gain from discussing it in a homebrew channel, y'know?
Crowdsourcing problems with ideas is a tale as old as time.
the channel description does say this is for discussing and getting feedback
Not super human. They’re still just people who have the option to use magics to increase their effectiveness.
But I think half a second per attack is pretty good. If you have extra attack, that means two attacks in a second. With force, using perfect form. I think that pretty impressive.
Action surge puts that at .25 a second for a full followed through swing.
I looked it up and sword masters can swing in less than 1/8th of a second. Fighters when they’re masters can attack 8 times in a round without haste. Using action surge. But still possible. Ergo, every attack action can effectively be broken down into a second.
Meaning so can every other action. It’s all about limiting the bookkeeping and finding realistic comparisons
I will say I am curious of where you got the 1/8 second, as I got 1.3 seconds (as an attempt to set the world record, mind you.)
EDIT: This is the world record, as of the blog post, oops.
Not really. I work in an office. a commoner works on a farm. They’re going to be physically superior to me. That’s just facts. Am I don’t exercise. So I’ll me less than the average person who does do more activities than I do
... where does it say commoners work on farms
for various definition of farm, perhaps
im a framer, but at best im a commoner with 12 str and 11 con
I have not told any of you yet not to give me feedback. I’m not sure why you guys feel that I have. But that’s your prerogative.
toiling away on that frame farm?
again, literally in channel description. its the base assumption
Additonal context: Isao (the guy who generally gets speed records for striking fast), is also known for slicing the BB pellet and stuff.
Discuss home-made game options and get feedback from the community.
if you dont want feedback thats fine, but thats the assumption here
Been reading back a few messages and am trying to figure out what the main discussion is over
same, i've just been tryna fake it...
1.3 seconds per swing as the current world record (with a katana, mind you) actually makes Extra Attack beyond two interesting, as that starts approaching exceedingly fast strikes with something like a greatsword.
Isao Machii over 100 swings in a minute with movement.
It’s faster than that
Did he beat his own record lol? That's the same person I linked to.
I doubt that Isao went from 1.3 slices per second (I said 1 slice every 1.3 seconds above, oops) to 8 slices per second in a span of 8 years.
It’s 87 cuts in a minute pardon me. With movement. Notice how he has the get back into stance to cut properly? He can’t just cut at any angle
Actually it’s 1/8 seconds to attack with a follow up swing.
Is what I said, I just used it for a simple and easy comparison for 8 attacks in a second. Limed up one after another it would be
I'm unsure where you are getting this number, though.
Like, can you link to it directly?
is the argument that fighters should be able to make 48 attacks in a round sometimes...?
It's a discussion on timings for 5e discrete events. I happen to think that Kull is being a bit optimistic with timings 
I got it from googles AI, it’s pretty good at researching and it’s a consistent answer.
Oh man, ive never understood the whole thing about literally interpretting d&d Attacks as actual single swings
Ah, that's your first mistake; never trust AI without being able to cite a source still. The link you sent says nothing of the sort.
ik the conversation isnt exactly about that, and I dont mean to side track, but what a terrible interpretation of how attacks work to actually think that a fighter "attacking" 4 times is 4 literal swings
200 km/h (124 mph) for the fastest swing. He swings faster than a billet can travel
Because he cuts bullets
but even if I grant that its theoretically possible to swing a sword 8 times a second ... what's the conclusion
...do you know how fast bullets travel?
A slow bullet travels about 400 feet per second (272.75 miles per hour).
subsonic ammo is a thing for sure
Muskets, LMAO
Modern ammo is like 3.75K ft/s, iirc.
doesnt seem like it? from a quick google search
i want to say you'd use it with a silencer to get pretty silent firearms but idk i could be making that up
oh dang, actually maybe
I don’t know I guess it doesn’t work. I’m still going to follow through and finish my project
No you’re right it was a BB gun, I misread it as gun that he deflected
Oh, absolutely work on your project. I'm not trying to dissuade you at all. If anything, I think that the idea sounds a lot more fun once you iron out all of the kinks.
I think the idea sounds fine if Foundry can do the majority of the heavy lifting, though I think the difficult part is that the game might become less about actually feeling as if you're playing D&D and more feeling like you're moving a Chess piece.
I absolutely won’t be dissuaded lol.
But maybe I need to go back to the drawing boards and determine what I think in a fantasy game is realistic if that makes sense.
I still have the problem of the reaction to figure out
I'd also check out PF2e if you want crunch. It's basically "D&D, but crunchier."
I feel that way already to be honest. I don’t feel there’s enough back and fourth in games as is.
I need more trade
PF2e even has the three action system that you'd probably like, where you get three actions per turn and each of those actions is meant to take up a discrete amount of time.
Basically breaking your turn in half to 3 seconds.
To an extent, yes. Each action can be movement, an attack, or something else.
Though you get 1 extra thing out of that time frame. 6 opposed to 5
spend one action attacking, spend second action attacking, spend third action attacking, turn don
I will say that I'd be much more inclined to go with PF2e's route, as having 1 thing per second is going to not really feel like a TTRPG anymore.
I think that approaches the line of "Regardless of the rules, a videogame is better."
I was thinking of making it 1 second per turn. So you get to choose 1 action to spend the time on.
It would slow down the strategy of the board allowing you to react better to things changing more, just smaller changes
It’s the same concept is it not?
PF2e has 3 action turns, so the game moves faster.
i'm a big fan of the game moving faster, i have about 15 RL minutes of patience then I space out when it comes to combat
Not at all, no, considering that you get one attack within an action.
They also don’t have extra attack do they?
Not in the same format as 5e, nope.
thats what the other actions are for
You can spend all three actions attacking, but you get no movement or other things.
you either focus your turn on attacking, moving, other things, or a mix
Well I suppose in game without magical aide the max attack speed is 0.75 seconds. Assuming you don’t take time to do anything else. I doubt you can swing that fast effectively and drink a potion at the same time. I think it’s realist to expect you to focus on 1 attack at a time
PF2e may be your jam, honestly. It's also more likely to get players, because it's established.
As uh, the format I’m looking at implementing.
It’s kinda shit. It doesn’t have the lore behind it.
I think d&d’s been my jam for like almost 30 years. It’s probably going to stay my jam.
Pathfinder just breaks actions down into 2 seconds a turn. So it’s slower than 5e is.
Galarion has a ton of lore, though.
I'm not even a PF shill, I just think you should check it out because you're seemingly doing the classic 5e homebrew move of reinventing PF2e 
I think 2 seconds is far too slow. Time a full swing at 2 seconds. That’s ass lol
That's a bit more normal, yeah.
Golarion budded from D&D too :X
if it helps, an entire round is 6 seconds
I get that …
turns are merely there for game's sake
I think the biggest flaw in the thinking on timings is that there seems to be an assumption that the prereq for making a good swing is just totally lined up for you.
Hi
You can easily swing a weapon really fast. You then get it blocked because you were sloppy and then get counterattacked and potentially killed. HEMA channels can go over that, too.
If anything, a lot of your questions could be answered by HEMA forums and the like.
Yeah I don’t know.
I usually do combat as a kinda stop frame thing. So how someone ended their turn is the position they’re in until something happens to them where there’s interaction.
That’s probably just me though.
Kinda up to you to take that position and find your realistic openings from there.
I don’t remember asking how fast a sword can be swong. I remember asking peoples opinions of some equipment durability home brew I’m working on tonight ^_^
only comment on that is hella a lot of hp bars to track
I mean our current hp isn’t broken down into parts so I see no need to break the equipment down that way. Feels like extra for no reason to me
Heck, you might even get another hobby from researching all of this, too, that being some sort of HEMA 
I’m an office worker. I’m not into exercise. I rather play my tabletop games.
Kinda getting the feeling you’re trying to tell me to not play D&D. You’ve been kind of passive aggressively been telling me that a while.
I wonder why you’re in home brew if you don’t like changes to the game >_>
Try being supportive in the future. That’s real people behind the screen ^_^
I'm an office worker too, for context 
It's just that you seem like you want something from D&D that will take so much energy to make and won't resemble D&D anymore that it would be easier to find something that reduces your workload.
I feel like using my brain isn’t too much for me. Probably why I’m taking the project on.
Why not just reflavour another classes abilities to fit your vision? Less work.
That’s not really the spirit of home brew an is counter productive
At least you’d figure it is here.
It's the idea that "changing the game" eventually tips into "making a new TTRPG" and that's not an isolated opinion I hold, as it can be found in wider homebrew communities. It ends up causing burnout and misaligned expectations, and it's happened to so many people that it seems like a disservice to allow people to constantly fail at it.
In your opinion.
Also in many other's opinions, yeah, in said wider homebrew communities.
I’ve seen plenty of combat overhauls. My current favourite is called gritt realistic .
Perhaps an "agree to disagree" is in order followed by a "best of luck" to all parties
It is getting rather late for me, aye.
I don’t know why they’d shit on someone else’s ideas of game changes if they’re into it. I just find yourself kinda aggressive here and I shouldn’t have to defend myself is all.
Not every change is really for me either. Usually why I create my own.
Wonderful game to allow that
^ very fun “overhaul”. Someone who put the effort into creating a decent change to a system that gets stale after a while
Apologies if my criticism comes across as aggressive; my job and my own creation style is to point out flaws with design ideas so that they don't slip through and cause significant damages. A lot of the time the criticism needs to be very specific, and because you were responding to things specifically, I assumed you were actually continuously wanting to engage in that feedback loop.
With that said, I don't think there's much else I can help on with this, and I do gotta go.
Best of luck with the rework, of course. Hopefully it works out well in play (Foundry will be pulling some serious weight, it seems, which would be interesting to see how it handles it.)
Hi can I talk about a boss here?(just for my curiosity and what would you guys think, and no I’m not a dm)
Hey yall I'm coming up with a custom evolving greatsword that ties to a players background, they named the blade Bloodfang.
I want the sword to grow over time so they continue to use it but unsure about what abilities I should give it. Only thing is it activates upon his own bloodline being wiped on the scabbard
Any fun ideas? I got a couple but wanna see what ya'll think of!
Depends on the boss. Do you have its statblock?
https://www.reddit.com/r/DnDHomebrew/comments/1pi5v8z/revised_circle_of_the_land_druid_subclass/
This is a link to a homebrew subclass i made, how does it look?
At base I’d say there’s not enough specifics to really lean into a mechanical theme yet. If it deals with ancestry perhaps it has some kind of curse, or uses curses in some way
Already talked about it, but no stats(and no I’m not a dm), just to sate my curiosity about the boss’ unique mechanic/gimmick.
How would you all setup Yathrinshee abilities... custom subclass or a feat like drow magic?
They get the ability to resist necrotic energies, can raise an undead from something they kill, and get a banshees wail type abiltiy...
Figure could be level locked. Necrotic resistance early levels, once a day or someth when a creature dies to your blade it animates for 1 minute, then late levels some banshee scream...
Does it make more sense as a subclass to my bard or as a feat?
Or would you do something else entirely?
Anyone have any opinions on this?
all of your subclasses have way too many options
ok, you can’t just give them Arcane Recovery straight up
you can make the level 6 feature the exact same always, but the biome is different
probably something like a difficult terrain, but since you’re a Druid that’s not really ideal
you’re usually not planning on being in melee
which makes most of this reading kinda useless
the always-on sanctuary doesn’t need to be limited by monster type if you’re going to give it almost all of them
just make it while you’re in the biome
I’m not gonna look throught the spell lists, the level 3 features are fine, but so many words for the extra ribbon parts
I would genuinely prefer dropping half the words and losing the extra effects than having to read all that text
make it exhaustion resistance when you’re in the biome if you wanna keep it
and scrap the replacement resistances
and cantrips honestly
or put the cantrips in the spell lists
you already have 8 choices, but now, you have like 14 choices because you can choose a different species or plan for a future Wish spell or random temporary resistance spell that gives you a resistance through this feature
Idk the context or how many abilities you will be getting and so on, so a subclass might be fine. If its just 1 ability then a custom feat is fine
I mean personally I like customization in a class/subclass
I mean, circle of land has always been designed with customization in mind
but to an extent
how powerful is this as a subclass feature?
You can use a Magic action to allow a creature within 60 feet of you to use their Reaction to immediately take an Action. That Action can only be used to take the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
I currently have it at 6th level
it’s a Wizard subclass
-# might wanna add a spell slot cost
Has anyone made a 5e Tripkee?
What do you think of the subclass?
Not very i think, you have to consume an action from your turn and a reaction from someone else to use. Its alright in terms of repositioning and can give some decent mobility but can be quite limited outside of that
yeah, that’s kind of my hope, I don’t wanna limit it to a specific number of uses
but I’m wondering whether I can make it a Bonus Action for a 2nd level spell slot
Details on the Yathrinshee for the wiki page is like only a few paragraphs if ya wanna read it.I detailed the abilities they have already tho.
If you are getting all of those abilities then maybe a subclass works. I think if your dm is kind they could make it a series of feats too
If you do party setup, very powerful with a rogue
I'd probs restrict to INT mod uses per long rest
I know it probably should be INT times per LR, but I really don’t wanna do that 
I changed it to be a Study Action (the whole subclass is kind of dependent on that)
but now it costs a spell slot to use
You can expend a spell slot when you use the Study action to allow a creature within 60 feet of you to use their Reaction to immediately take an Action. That Action can only be used to take the Attack (one attack only), Dash, or Utilize action.
I’m still thinking it through, you can get the same effect with Haste
but 3 1st level spell slots is still better than 1 3rd level spell slot + concentration + risk of Lethargy even with Circle casting
I guess you can remove the concentration and Lethargy risk with Circle casting
I’ll definitely end up having to make it INT times per LR
I’m turning it back to a Magic Action and keeping the spell slot use
it’s kinda like having a 1st level Action spell that allows an ally to use their Reaction to attack or move
I’m making it Magic action and INT/LR 
Very, as is. Needs a limit yeah
Int limit is good
Nvm I can't read
Its actually kind of mid
You won't use your action for it a ton imo
But its still a decent feature that will see use
yeh, that’s what I was thinking, it’s a full Magic Action and you’re a Wizard
and your ally also needs to spend their own Reaction, Rogues can do that with a Haste and their own actions
but it’s fine, I’ll limit it to INT/LR, just a bit less worrying imo and I don’t imagine people using it that much anyway
especially since my current level 14 feature allows you to cast a 2nd level spell as part of the same action
In that case yeah some form of limit is good
yeah, that’s why I was flip flopping, I was deciding what the most balanced combination of the level 6 and level 14 features is and INT/LR became pretty reasonable
RAW, dash and disengage dont do anything as a reaction, since they dont give you another chance to move, they just augment the movement you can do on your turn
Then just add “and move up to their speed”
The attack action will be especially strong on rogues since they can trigger sneak attack
I know, that was the old wording I had on there, I changed part of the feature but forgot to update the whole wording
Rogues can Ready to trigger Sneak Attack off-turn already
you are basically trading your full turn as a Wizard for an additional turn on the Rogue
also, your statement is not quite right afaik, I’m pretty sure Dash does allow you to move even if you use it out of turn
When you take the Dash action, you gain extra movement for the current turn.
you are just moving as part of the action basically
your movement on the Wizard’s turn is 0, you use Dash, you get extra movement equal to your speed
which allows you to move on that turn
very technically
The key is more that no rule allows you to use movement outside of your turn.
So you could have movement, but nothing would allow you to spend it.
only thing that comes to mind is Relentless Avenger or something from vengeance paladin
either way, yeh it was old wording, it’s changed now to be a choice between an Attack, Cantrip, Utilize, and movement without provoking OA
it does technically allow you to target yourself rn which at level 14 means you can use a Magic action to cast a 2nd level spell and a cantrip at once INT modifier times per LR
so I’ll have to specify it’s a creature other than yourself
Indeed, but it’s as strong as a full turn for a rogue, where for other classes it won’t usually be
I mean a Cantrip on a Warlock is also a pretty full turn
you are going to be looking for the ones that can actually use it since it is taking away your Action to give them an Action
it does feel a bit strange that it's only worth it when used on certain characters/classes
I have also already decided to make it INT/LR, I didn’t wanna do it previously because it woulda made the upgrade at level 14 too weak, so I changed the upgrade at level 14 to make it more impactful
it’s not only useful for certain classes, Utilize is useful for puzzle or objective rooms, movement without provoking attacks can be useful in a lot of cases, casters using cantrips is also pretty useful
it’s just that it’s not as good when used specifically on something like a Fighter/Paladin/Ranger
but I have special feats that also make it useful for Paladins and Rangers
so it’s literally just the Fighter
even assuming you’re 1 Wizard with 3 Fighters, it’s still useful for repositioning the group with the movement option
and repositioning like this is pretty powerful
Initial idea for an artifact, not sure how to flesh it out:
Crown of Eternity
Wondrous Item, Artifact (Requires Attunement)
While wearing the crown, you gain the following benefits.
Eternal Vigor. You are immune to Exhaustion, and your Constitution score changes to 23, if it isn't already 23 or higher.
Unbound Mortality. You cease aging entirely, and are immune to any effect that would alter your age or lifespan.
if you wanna add fluff to artifacts, let the user roll a couple of the minor/major beneficial properties, some detrimental properties too if you feel this item might have some downsides to immortality
immunity to Exhaustion feels beneficial enough tbh
since that means no need to eat, drink, sleep, breathe or rest
well, rest for regaining limited use features but yeah it's a lot
sounds like you're really undervaluing how powerful artifacts are
Then specifically mention that. As it is now, it doesn’t say that
I don't think it needs to mention all that, since the rules for each of those states how Exhaustion is gained
same way that anything which grants Resistance to Fire or Cold doesn't state the benefits of automatically succeeding saves to endure condition of Extreme Heat or Cold
I’m pretty sure they don’t
“When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save”
but it does state it in the rules
if it wasn’t written there, they would
might as well also add Aspect of the Moon to it
and it’ll still be pretty weak compared to other artifacts
give it some rolled qualities and a spellcasting list, probably also 1 big feature over that
the artifacts I can think of also have a greed drawback
if you abuse a feature, you get some negative effect
Can anyone tell me if these lil' starting buffs for different teams are balanced? Players can pick a team to get these buffs when they make their characters, and the idea is that very slowly over time they improve a bit, but never replace like class abilities and stuff:
- As part of Team A, you gain proficiency with smith’s tools along with the ability to quickly craft. Once per day, provided you have the tools and materials, as an action, you may attempt to craft a simple item. You make a check utilizing smith’s tools and, if successful, craft 1 simple item, or 5 pieces of ammunition.
- As part of Team B, you receive a Technique Notebook, a compilation of combat arts, tactics, maneuvers, and skills. Once per day when you begin a challenge such as combat, traps, puzzles, or negotiating, you may consult your notebook, granting you advantage on your first roll within the challenge.
- As part of Team C, you gain proficiency with Cartographer's Tools. Once per day, you can call upon your memory while within a building, cave, or dungeon, conjuring a magelight that guides you to your choice of the nearest exit, monster, or valuable. It lasts 1 hour, and sheds dim light in a 15 foot radius.
- As part of Team D, you gain proficiency with a musical instrument of your choice. Once per day, you may inspire comrades, granting an ally advantage on one non-combat roll. This must be used before the roll is made.
- As part of Team E, you gain proficiency with water vehicles, and a swim speed of 5 feet. Once per day, you automatically succeed the first save you make against nonmagical sources.
- As part of Team F, you gain proficiency with shields. Once per day, when an ally takes damage while not in combat, you may reduce the damage taken by an amount equal to your proficiency bonus plus your wisdom modifier.
they’re not balanced against each other
for Team A, just use the new Tinker’s Magic feature from the 2024 Artificer
E has a very weak and a very strong feature
genuinely allowing it to do better than team B in team B’s work
you can make the swim speed 30 feet and give them amphibious if they’re going to do water stuff
The idea with that was that I don't want them to be a fish, but the 5 feet is just to remove the disadv from underwater fighting
proficiency in shields is again, pretty strong by itself, it bypasses all the once per day features except the Legendary Resistsnce
you could’ve just said that they don’t get disadvantage from underwater fighting
it’s fine overall, but I don’t see why anyone who doesn’t have shield proficiency and can use shields wouldn’t go for that one
and then all adventurers are going for Legendary Resistance over advantage
C is actually pretty fun, but very technically speaking, that’s a 6th level spell
Bag of Withholding:
similar to BoH but will only dispense when conditions are met (such as a wait time)
How do we feel about a floating gemstone elemental construct that uses legendary actions to fire small (1d4 damage) gems at players. With every gem fired becoming an on-board pylon placed at the characters location that is then used as a centered fireball type thing after the construct spends a round charging them
That sounds really cool
I’m getting ready to make a stat block for a giant spider lady that my players might fight
Later on down the road
Where are they going to maybe fight it
I’d need to find my map for that world
I think attacks that force you to move are cool
A giant spider lady in my mind shouldn't have a cool stat block. It should have a cool lair
I eventually wanna do a big guy with a huge sweeping attack that he telegraphs
Lair actions
Well she’s also the creator of the multiverse that everytime she gives birth to a new spider a new world is born
What do I gotta do here?
I mean- nothing really?
Great so...they dont fight her the fight inside a world she creates and traps them in to convince her to let them live
Thats like.
mega powerful enemy
Oh shit?
At that point youre doing like...every round the map changes to a new scene
Volcano now... next round its a field of flower. Next its a train station
Youre falling through cracks of realities. See everything everywhere all at once
Hope you don’t mind I sent you a friend request
And it makes sense since they’ve already fallen through a reality once
They’ve been through 3 I think?
Maybe 4
You could also go watch sinbad the animated movie
Characters like that dont seem appropriate to...fight in person
I was thinking the Kronika fight in mk11
What is a good way to balance an encounter for a strong lvl 3 party with 5 players?
For a single monster
Add more monsters
But depends on the party and the monster
We need more context to help you
I have a swashbuckler rogue that’s been slightly tweaked, oath of slaughter paladin from grim hollow, battle master fighter, a tanky inventor class that hones in on ranged attacks, and an abjuration wizard
I have a monster concept thought out but I just need a little guidance for how strong to make it
All the players have min maxed a little and each have a small homebrew elements that make them a little on the stronger side so I know they are gonna be a fair bit stronger than your average party
But they aren’t meta gamers
They will be fighting a creature from a class I call the null which are like anti matter beings in my world. Mm I had a thought I could give it lair actions for where they encounter it or once it drops below a certain hp it breaks apart into smaller forms of itself
Hey, new here and new to creating stuff in home brew but I would like some opinions on a subclass I am making
Heyhey
Just wondering if I could get an opinion on a winged kobold variant
I'm thinking of 1 of 2 things
Either
Fly speed is half normal speed
Or
Resistance to damage taken from falling, and no need to get a running start to long or high jump
I would say the second one in my opinion
So I am making a child of Poseidon fighter subclass and want to know if this should be nerfed a bit
The sea's energy courses through your veins. You have a number of Surge Points equal to your Constitution modifier (minimum of 1). You regain all expended Surge Points when you finish a long rest.
How does this look (the mantis is a homebrew race and the mantis claw is an uncommon attunement item):
Traitor’s javelin. Legendary magic weapon (javelin). You gain a +3 to attack and damage rolls with this magic weapon.
Attunement ability: you can only attune to this item if you are a mantis and are also attuned to a mantis claw. You don’t have disadvantage on attacks made when throwing this weapon at its long range. When you hit a creature with a thrown attack with this javelin, you can use your bonus action to move up to your speed towards the creature you hit, without provoking opportunity attacks. In addition, you can let yourself enter a state of madness to increase your physical prowess. As a bonus action, you gain advantage on all Strength ability checks and saving throws, and attack rolls with this weapon for 1 minute. During that time, you have disadvantage on all intelligence and wisdom ability checks and saving throws, and cannot concentrate on spells. You can use this ability once, and regain the ability to do so at the next dawn.
Ranger weapon - +3 weapon, Melee sword 15 foot reach, bow (200/800 ft range), Improvised weapon 5 foot reach. deals 1d12 bludgeoning, piercing, slashing damage. Deals 3d12 damage on a critical hit + 1d6 force damage times the highest level spell slot character has. Target makes Con save equal to spell save DC or become paralyzed. (Cleave, Vex, Nick)
How mechanically could I do a creature that grows continuously during battle?
You mark features that the creature gains at specific hit points. So as they lose X number of hit points they go into the next phase and so on
Or you can do it by number of rounds if you preferred
Whichever is easier or more thematic for you
Just write it as like, “they become X size and gain Y features at this criteria” etc.
I would want it to be like a bit of both, like fighting it fast pace will make it grow faster, fighting it slower will make it grow a bit slower but won’t stop it from growing and the difference won’t be proportional, the only real way to beat it is to overwhelm it’s ability to grow and adapt.
That sounds like you make it based off the hit points then
If they do a lot of damage quickly then it jumps straight to a later phase and is much stronger
If they take their time and set up and such then they can overwhelm them
I’m wondering if this steps on the Bard’s territory too much for a Wizard’s spell prep feature
Tales of Arcane Creation
3rd level Wizard subclass feature
When you witness a spell being cast by hearing and seeing its Verbal and Somatic components, you can choose to prepare the spell immediately (no action required) regardless of whether or not it is in your spell book or on the Wizard’s spell list, given the spell is of a level you can cast of 7th level or lower. The spell is prepared in this way until you finish a Long Rest; and once you use this feature, you can’t use it again until you finish a Long Rest.
yeh but bards are the only ones who can access other spell lists rn afaik
using Magical Secrets and Lore Bard’s 6th level feature
but I definitely feel like this is a very Wizard-like feature
Oh thats what you mean
Bard getting one to four spells from other lists is not really something too unique
2024 bard straight up just gets access to all Druid/Cleric/Wizard spells at 10th level
they’re all just added to their spell list
I mean this one means you can get any lists spells
I guess in 2014, the other classes get subclass spell lists which gives them access and Bard doesn’t get as much from it except for the fact they can choose the specific spells they want
I just realized that my feature technically gives you access to Eldritch Blast
I’ll have to specify leveled spells
using 9th level CME to blast creatures from 10 feet away
Ok thx
yeh, but that’s why they limited the spell list to Druid/Cleric/Wizard for a lot of those things
Warlock for EB, half-casters for their signature spells that full casters would surpass them in
So I'm trying to incorporate a firearm into our fantasy setting and I think I've landed somewhere that works. What do you guys think about a pretty primitive looking rifle that shooting elemental energy? I'm thinking that it shoots a random elemental shot if it hits that you roll a d8 to determine
That or it shoots a random cantrip like firebolt, frostbite, acid orb, poison spray, etc
Vengeful Viscera
1st level Sanguinomancy
Duration: 1 minute
Range: Self
Casting Time: 1 action
Components: V, S
You imbue your blood with poisonous vengeance. When you take damage from a weapon attack, your acidic blood splatters around you, dealing 2d6 acid damage to all creatures within 5 feet of you.
At Higher Levels. The damage increases by 1d6 for every two spell slot levels above 1st.
thoughts on the balance of this spell?
I was going to add a dexterity save for the damage but it was designed for a wizard subclass so i dont think they'll have enough HP to actually exploit this spell as a consistent damage source
GAUNTLETS OF THE SPIDER (rare, attunement)
These gauntlets give you a +1 to Unarmed attack and damage rolls.
The gauntlets have 3 charges that reset at sunset. On a successful hit with these gauntlets, you can use one charge on your Bonus Action to have the target must make a DC 13 Strength saving throw. On a failure, the target is [[Restrained]] for 1 round, or 1d4 rounds if they fail the saving throw by 5 or more. On their turn, the target can repeat this check to end the Restrained condition.
Is this item too much for a Lvl3 paladin?
+1 item that grants free buffed Hold Person on Bonus action to a paladin that has yet to even unlock the hold person spell
it wont break the game but you'll make your paladin significantly more powerful than the rest of the party
true, it does require the paladin to be in melee range and use unarmed attacks which is both suboptimal and dangerous
also Hold Person causes Paralyzed which is far more powerful than Restrained*
The 1d4 rounds does seem a bit much
It's based on the Claws of the Predator which doesn't even have a saving throw repeat https://www.5esrd.com/gamemastering/magic-items/magic-items-by-other-publishers/magic-items-fat-goblin-games/claws-of-the-predator/
but that's not an official item so idk
could change to fail by 10 or more?
It just doesn’t feel like it’s consistent with official 5e content as much, which is fine
Saves are pretty standard for spells, it’s still situationally better than Hellish Rebuke (although a Wizard should typically avoid being surrounded, so you could increase the damage dice to d8 if you make it a save)
Casting time should say reaction
The main problem I see is that it could slow down combat, since you’d need to roll a d8 then the attack
old rifles are just a ball, gunpowder, and ignition
2024 help needed
so i need some help thinking in the way to make create undead work past 9th lv.
a necromancer from the new UA with a eberron manifest zone (mabar)at the bastion can cast "is if" using an 11th lv spellslot.
and no maximum "up to" is listed, and yes i onow it is beyond the scope of the rules as indended, but im atemptti g to get the scale and scope of undead created i cr terms.
Can someone help me with a 2014 5e class I’m working on?
Historically guns and knights existed at the same time.
Sup?
The class in question is known as the star knight, an intelligence based half caster that uses astronomy and astrology to battle. Their subclasses are based on celestial bodies and goes as follows:star, moon, planet, comet, black hole and nebula
Right now I’m struggling to think of higher level class abilities
In my personally experience, higher levels its okay to do general improvement on this early level defining features. Your early levels should be the most iconic and unique features of your class. Mid level introduces some new and also defining features, then your late levels should improve your early features in some capacity
Not necessarily all of them but one or two of them probably
You’ll want to look at Paladin, Ranger and Artificer for comparable class design and progression since those are the existing half casters.
Hello fabulous people! I am homebrewing a weird thing and I have no idea how to type this up into dnd beyond. My player had a parasite dig into his arm and has now fused with his body. It's gonna let him transform his body into different weapons. The player is a turtle druid and has primal savagery, however most circumstances won't let him use that ability. I want this to act as a weapon that stacks with primal savagery
I want it to make it easier for him to use so that he can have the option to use primal savagery more often, cause he does like that ability
Wanna see what I’ve made so far?
Sure, send it to me.
Well, being a druid means it’s a bit tricky for him to be in melee range. You basically need to make the arm a magic “natural weapon” that has specific features in it like… “when you make a successful attack with this weapon, you can also cast primal savagery on they target as part of the same attack roll” or something like that
Yes indeed. That works well with I'm going for. I'm also thinking if it should be sort of a shoot out arm kind of thing. Like a go go gadget extend arm spear thing
Yeah, you can give it the reach property
I think we might be einstein cause that's smart
I think I might do it where he has 2 options for attack, one that's the reach weapon and one that's a sort of close range sweep
Yeah, just design it like a magic weapon with specific properties and such.
Also if you wanna be extra cool, make it a spell casting focus for them
How would the focus work? I'm not well depthed on spellcasters since ei have not played one
Spellcasting focus is just the item or thing they use to cast their spells. Like wands, staffs, amulets, etc.
in this situation the player has the option to use this magic arm as their spell casting focus
Ohhh that's cool. Do I have to write that into dnd beyond with a bunch of modifier things or do I just write in the description that it's a focus
I sent the class to you in PM’s
Description. Since this is a magic item, you just add it into the item description.
Awesome sauce
Thanks for helping I was so stumped on how to write this thing
It's so weird
All good. You can probably steal a lot of the wording from existing magic items and weapons
Cool beans
SLING SAVANT (Feat)
You have mastered a weapon many look down upon, and for that you gain the following benefits
- Your Sling’s normal range is doubled
- As a Bonus Action, You can make an additional attack with your Sling within its unmodified normal range.
- If you take the Attack Action with your Sling, you can load up to 2 pieces of Ammunition at once, doubling your damage die.
How's this?
Honestly, I'm not a fan of the fact that it just basically increases all the numbers on the weapon.
I personally think feats should add utility and complexity, not just flat numbers.
I agree but like what else can you do with a Sling?
I'd recommend looking at the Crusher Slasher Piercer feats for inspiration
ok wait I think I have a funnier idea then
SLING SAVANT (Feat)
You have mastered a weapon many look down upon, and for that you gain the following benefits
- Your weapon attacks with a Sling score a critical hit on a roll of 18, 19 or 20.
- As a Bonus Action, You can make an additional attack with your Sling.
- When you score a Critical Hit against a creature that is larger than you, you and any ally within 30ft of you gain Heroic Inspiration.
Maybe some kind of giant slaying joke/reference?
Against large opponents, you get like extra damage idk
Maybe if you crit on an enemy that is larger than you...
Ok well Crusher does this:
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
it combos well with this
ok idea, if you do this, you and adjacent allies get a 1d6 Inspiration die lol
works like base bardic inspiration
Maybe Heroic Inspiration?
oooh I see
wait does that exist in 2014 rules?
It kind of does, instead called Inspiration, and with slightly different mechanics
ok this is a lot more fun tho
it's not as good but crits are fun
especially if you score them with this dinky little thing
ok I was told No for the Heroic Inspiration thing
I'll do this instead
Sling Savant
You have mastered a weapon many look down upon, and for that you gain the following benefits
- Your weapon attacks with a Sling score a critical hit on a roll of 19 or 20.
- As a Bonus Action, You can make an additional attack with your Sling.
- When you score a Critical Hit against a creature that is larger than you with a Sling, you can roll one additional damage die when determining the extra damage the target takes.
Expect your rogues to take this every time
Pro: Lotta dice and crits
Con: You have to use a Sling which does a 1d4
So if I'm making a homebrew monster, how do I calculate the new Initiatives, and determine if it's the "normal" way, or if they should get the new "Nobody goes before the monster" way?
The damage die of the weapon doesn't matter for a rogue. The majority of their damage comes from sneak attack. So letting sneak attack crit on an 18, 19, or 20 is INSANELY strong for that class
Keeping in mind that is giving anyone with a simple Feat the power of a high level Champion Fighter class ability, as well.
ok I forgot about Crit Sneak Attacks
yeah lowering it to 19
that seems more reasonable
If you're talking about the "Initiative" section on the 2024 stat block, it is literally just 10+dex unless the monster has a special feature that boosts their initiative
And yet I can't find a special reason why a Liche has a +17 to Initiative.
if it's just 19, is it still as good?
Its still strong. That's literally the 3rd level feature for a fighter subclass
Limited to 1 weapon, but usable by anyone and not just that class.
IMHO if you want to make a Sling Mastery Feat, base it off the existing Marksman type feats
Best as I can tell, the Lich stat block seems to have “expertise” in initiative. They have +3 dex, and 17-3=14, which is double their PB of 7
Yeah, I'm just wondering when you decide if a beastie has Proficiency or Expertise in Initiative.
I think that’s just up to the designer. It’s incredibly unusual for a monster to have either of those. There’s no formula or design principle that can tell you whether a monster should or shouldn’t have that
I mean I am pretty satisfied with what I have landed on. Feels unique
has many fun combos tho they do come online at later levels
So we have a feat for most dnd weapons, but what about versatile and sword and board (besides shield master)
Trying to make one for each or fighting style, anyone got ideas?
Shield master seems sufficient
Versatile is meant to be flexible, but I guess you could do some kind of combo system
Like your one handed attacks have +1 to hit while yoir two handed hits have +2 damage
Idk this feels like an unnecessary design space
I like this potion idea, but it doesn't seem irresponsible enough.
Zathan's Irresponsible Mana™
Very rare
Upon consumption, you regain half of your total spell points,¹ you cannot exceed your maximum number of spell points. In addition, you lose 1 hit point per point restored.
¹Prerequisite: you must be using spell points, not slots(DMG p.288-289)
Your next spell upcasts for free but the points you wouldve spent on upcasting you instead take as damage?
Or they roll wild magic
I love that
Wild magic is always a good irresponsible consequencd
Wild magic is fun, but I want there to be some control
I like the idea of hit points getting reduced based on the upcast
For Charger you can switch out the push to knock prone instead with DM approval. Then your attack with your sword with advantage. There are maneuvers you can use or develop as well to flavor your sword and board fighting style.
Actually I'd make it Xd4 damage where X is the number of points you wouldve spent
Oooh that's cool
I forgot a 9th level slot is worth way more than however much hp (idk spell point numbers)
What I hate about this feat is the order. Attack then bash. It really only gets good once you have three attacks.
Wym its good at 2
Its alroght at 1 but respurceless prone chance every turn is super good
How about now?
Zathan's Irresponsible Mana™
Very rare
Upon consumption, you regain half of your total spell points,¹ you cannot exceed your maximum number of spell points. You lose 1 hit point per point restored.
In addition, the next spell you cast is upcasted for free. You lose hit points equal to the number of spell points it would have costed to upcast.
¹Prerequisite: you must be using spell points, not slots(DMG p.288-289)
Remember that dnd isnt single player
Looks good, you can mess woth the numbers later if you need to
Could I get y'all's opinion on a magic item I just made and a magic item idea I have
Yep, that's what this channel is for. Just post your content and people will review it when they have time. You don't have to ask for permission
for sure, thank you
Executioner's Greataxe
Weapon (Greataxe), Rare
You gain a +1 bonus to attack and damage rolls made with this weapon
On a hit with this weapon, deal an additional 1d6 Necrotic damage, then regain that many Hit Points
And the other item idea I had, was a gauntlet that allows you to wield a two handed weapon one handed
Both of these items seem a bit too strong. The gauntlet idea is probably not a good idea at all, because there are a lot of features in the game that are balanced around how many hands you can use for weapons. The axe is much closer to being a reasonable item, but I think the fact that it has infinite uses is an issue. A weapon that heals you should have a limit on how many times it can do that
For example, there is a legendary magic item called the Blood Fury Tattoo. It has 10 changes. You expend 1 charge to deal an extra 4d6 necrotic damage on your attack, and heal that amount. Now obviously 4d6 is a lot stronger than +1 and 1d6, but the fact that the legendary one has 10 changes and yours is infinite shows the power difference
Phoenix feather
(Rare)
- keeping the feather attached to your characters body would grant it power to survive an attack with 1 hp and 50 temp hp
what do you guys think a ghoul race should have for racial traits? im leaning towards mimicry of voices and natural claws but idk
infini bento
- putting food inside this magical box serves like a bag of holding but for food, allowing for you go have many sections of food and able to bring it out as you think of the food you've put in.
If you want that then look for their stareotype and develop a race from there, keep in mind of the balance because you don't want to outshine your friends
instead of healing, which doesn't really do anything to evoke "Executioner" maybe the necrotic damage could be "On a hit with this weapon, deal an additional 1d6 Necrotic damage. If the target is prone, this damage is increased to 2d6. creatures damaged by this weapon cannot regain hitpoints until the start of your next turn"
Or have wisdom saving throw or kneel in a way to be beheaded
I love this idea
"beheading" enemies is a legendary tier ability. That's what the Vorpal weapons do
Didn't know that
the problem is that everyone else is very experienced in homebrew and i wanna make my character cool and fun to play…(cough cough sorcerer cough cough)
dhampir is a pretty nice fit
fair here’s the next thing and last thing what class best fits a ghoul…i can’t decide and it’s very annoying
Either wizard, or other magical class
Edgy stuff
Maybe dark knight
Eldritch stuff
You can be a lych haha
the claws feel kinda meaningless because they count as natural weapons but a lych or dark night sounds cool
i mean to be fair i could remove the mimicry and add some time of debuff type thing to the claws idk now
I need help coming up with balanced funtion of dwarven artifacts/weapons descriptions. These weapons/items serve as instruments for the Ancestor Gods to aid my players during times of great crisis. Basically magical corrupted conquering army. This is for series of one shots in my forever DM's homebrew world. Items fit for Dwarf only one shots.
What I came with so far:
Harp of Plenty (Based off Harp of Gilded Plenty No sentience)
Runesmith hammer (Dwarven Thrower)
Axe of the Storms (Bloodrage Greataxe, lighting and cold dmg)
Trickster's Tankard (Wakened Dragon Vessel)
Lantern Wayfinder (Ghost Lantern)
Rune powered Gauntlets (+2 All-Purpose Tool)
If anyone can help with some suggestions on these that would be much appreciated
As the DM making these items was a lot less of an issue because I loved just giving my players whatever they wanted, but as a player I'm learning I still have some stuff to pick up on when it comes to properly balancing them
In this case, I actually really love that concept for the greataxe you mentioned
I love this
I'm gonna bring it up to my DM
The main reason for the one handed gauntlet is because I want to be able to wield said Greataxe and wield a shield
Would that be too much?
Yes, it would
Well depends on your level tbh
How does this look (the mantis is a homebrew race and the mantis claw is an uncommon attunement item):
Traitor’s javelin. Legendary magic weapon (javelin). You gain a +3 to attack and damage rolls with this magic weapon.
Attunement ability: you can only attune to this item if you are a mantis and are also attuned to a mantis claw. You don’t have disadvantage on attacks made when throwing this weapon at its long range. When you hit a creature with a thrown attack with this javelin, you can use your bonus action to move up to your speed towards the creature you hit, without provoking opportunity attacks. In addition, you can let yourself enter a state of madness to increase your physical prowess. As a bonus action, you gain advantage on all Strength ability checks and saving throws, and attack rolls with this weapon for 1 minute. During that time, you have disadvantage on all intelligence and wisdom ability checks and saving throws, and cannot concentrate on spells. You can use this ability once, and regain the ability to do so at the next dawn.
If this were simply a vicious battle axe it'd be doing 1d8+2d6 in one hand, instead 1d12+1d6 and a conditional additional d6
If that's what you really wanted, it would be better to just design an axe that boosts the wielder's AC. Making a weapon one-handed creates a ton of rules headaches and causes unintended interactions between abilities that were designed to never be used together
I have a feat that covers it in my home games, we've been rolling with it quite a bit since 2021, and it hasn't really broken anything (as it takes an asi spot. Presumably a gauntlet that takes an attunement slot is an even bigger dip)
ultimately even in 2024, strength is underrepresented in terms of versatility and potency compared to all the other ability scores. so I figured (at the time) investing into making it slightly better isn't going to break anything and lo, it did not
it's more potent in 2024 because 2 handed weapons get some more mastery options but... ultimately it's the same as giving them +2 armor for the shield as a feat(+ the equipment itself).
it also enables historical stuff like pike and shield or whatnot
when I'm off work I'll post it up!
Was looking at the Kobold Stat Sheet to see if I could figure out a good +1 Ability... Everything's negative except DEX!!!
I don't know what to give the +1 to
Are you talking about the Kobold monster, or the playable species? I'm confused to why this was posted in the homebrew channel
This reads as "Unknowingly using the Kobold monster stat block to try and build my Kobold player character".
No, it's for the Player Race. I was using the Stat Block as an aid.
Have you considered using the player Kobold option as a base instead?
I did. It was +2 DEX and that's it.
I decided to make it +1 of your choice.
I think you're looking at the outdated Volo's Kobold.
The current Mordenkainen Presents Monsters of the Multiverse Kobold uses a different set of options for their Ability Scores.
it got updated in mordenkainen's monsters of the multiverse
Yeah, but most of it is choose whatever you want on both Score Increases. I'm HBing to make it more restrictive and specialised.
More specifically, it uses the Tasha's lineage ability score set, which is +2/+1 in any two Scores or +1/+1/+1 in any three Scores
Oh.
I suppose I hadn't considered that the purpose of your homebrew was to make the species worse for some reason.
In terms of ASIs, that wasn't the intention. I did have a look through most of the Races' Traits to bump them down a bit and try to make it more balanced across the board. The fact that Base Human gets nothing but +1 in every Ability Score, and some Variants get entire Spell Lists or Halflings get Lucky seemed imbalanced.
I made Feats and Lucky 2-Point Traits. If anything good came from this, players have more choices.
I'd recommend looking into the 2024 rules. It seems like they fix a lot of the problems you seem to have.
Even at like.. level 9-12??
As I said earlier, the issue isn’t the fact that holding a shield and a greatsword at the same time is too powerful, it’s the fact that the designers use how many hands you use to hold a weapon as one of their primary ways to differentiate what features work together and which ones do not. You’d be opening the door to a million weird rules interactions and headaches that the designers specifically tried to avoid.
That’s why I suggested the alternative of creating a magic greataxe that gives the holder +2 AC
Oh, fair
I mean, ignoring the massive can of worms it'd open, actual gameplay wise, does it work?
Like as a very rare item or something
So I mistakenly made a massively overpowered weapon:
https://docs.google.com/document/d/1-3WdJ9PASAWQDqhSqwBXuGLbBwKatdsUneGt8MIkj5k/edit?usp=sharing
Can anyone help me fix it? I may have made it be able to deal 4096 damage in one shot...
least overpowered ChatGPT-made homebrew item:
What do you mean?
The way to have it not do 4096 damage is to either:
- reduce the amount of cores it can store
- Reduce the damage that each core does
- Not have it have an ability that triples that damage
Fair point
what exactly is this item for? youve made a Legendary item that does a lot of damage and thats what it does?
because if this is for spaceship combat its a bit less egregious
I thought it would be neat for a sci-fi campaign, maybe even like a star wars theme.
Definitely would be cool, but if you're worried about it doing too much damage you can just reduce the amount of damage it can do 🤷♂️ Or make it only affect ships/shields or something
everybody loves solar cannons for sure
How about a necromantic dagger that works as an adrenaline shot?
So Epipen but dagger?
PC goes unconscious "I'm helping!" STABS
Maybe restores a Rage on a barbarian?
Or a comical way to cast Spare the Dying without a spell slot
RUBBER DUCK OF REVIVE
thats a cantrip lol
Or a way to cast it from a distance?
Working on a Corgseir (Corgi + Pirate) species homebrew.
https://drive.google.com/file/d/1JQLltjiF_cHBN9t9suUtxdjP_vLza79f/view?usp=sharing
Would love feedback. Am I missing anything / Tweaks I should consider?
What rarity would be a magic item that casts gust as a bonus action 2 times a day?
Or should it be unlimited?
The cantrip? Feels like it should be unlimited
Ok, what rarity should that be?
Rare or uncommon would be a good guess
Rainfall
Level 2 Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a vial of rainwater)
Duration: Instantaneous
Classes: DruidCleansing rain falls on a creature within range that you can see, restoring hit points equal to 3d4 + your spellcasting ability modifier, and removing the Poisoned condition if the creature has it.
If you target a plant creature or a magical plant, the spell restores maximum hit points to it.
This spell has no effect on undead or constructs.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Is this spell balanced?
I think so
hmmmmm, how would you guys word a radius but the effect only happens on the border of said radius? (if there is a spell i could yoink it off, please do tell)
What about a feat that supports those of small size and allows advantage on specifically targeted areas?
THE PUNCH UP FEAT: advantages on attacking enemy; specifically striking below the belt or headbutting
add Dex bonus for climbing up arms
nvm about this lol
changed my mind on it
Just spoof it off the event horizon of a black hole (point of no return)
i dont think that has a dnd type thing lol
unless its in spelljammer which i wouldnt be surpised lol
I meant like call it smthn like "cast horizon" or "spells edge" or "THE DANGER SPELL ZONE"
Oh
do you think it would be unreasonable to ask for a familiar that attacks? what would be a reasonable exchange? (For bargaining. "IF you let it attack you can make it so it cant ___") if this makes any sense
You call flame into being, surrounding all within a flaming prison. A 20 foot cube of flaming chains engulfs a point you can see within 60 feet of you. Creatures that are inside when you create it or enter it on their turn must make a Constitution saving throw. On a fail, the creature takes 2d4 fire damage and cannot leave the cube until the end of their next turn. At the start of a new round, if any creatures are inside this cube, they must make the saving throw. This cube lasts for a number of rounds equal to your Charisma modifier.
thats it
although, uses is being annoying
is it too muck for CHA uses for every form use (which lasts for CHA minutes)? i think it is but :P
What item would you all attribute to giving a character the extra attack ability? Considering it for a war cleric
Gust? or Gust of Wind?
just giving you access to Gust is an attunement Common
not really balanced
the second part is an issue
Gust
if this is 2014, it’s a bit too much healing for a 2nd level spell, 2024 it’s too low and 2024 spells no longer have an issue with Constructs and Undead
either way, the Plant part is the issue with this spell
Well it also makes it a bonus action
Uncommon attunement should be fine
Gust isn’t a damaging spell, turning it into BA doesn’t screw with damage to action
Familiars are extremely useful as is me thinks, maybe you could argue that holding a knife and dropping it on someone counts as an object interaction?
Hm, for more detail, I would very much enjoy a snake who hangs around on my left arm. I use my claws as weapons, so i was wondering how i could make a hypothetical extra damage/sttack on (left hand) claw attacks fair within the constrants of dnd rules
i swipe it bites
well, yes. Im asking for advice on how to bargain for my familiar attacking
as its against the find familiar spell
you can transfer attack roll spells through your familiar
only when its a touch spell no?
And my claw attacks have nothing to do with magic unfortunately
Have you seen the new Sylune’s Viper spell?
It feels very fitting here
From the new Heroes of Faerun book
The snake only lasting an hour is saddening, and most of the benefits i sortve already have. It is a good suggestion though
this will be plan B, thank you
Don’t forget… the spell causes both the Poisoned and Incapacitated condition no saving throw
If you hit of course
It’s pretty damn good
it is very good, and i am a druid
it just isnt quite what im looking for. Akin but i am simply looking for a {snake} that is {mine} that can {bite}. The most efficient way of doing this seems to be by taking the find familiar spell and tweaking it to allow for familiar attacks, although i want to be fair. The original question was what in Find Familiar should i offer to exchange in turn of it having an attack. if that makes sense
Sorry, this is usually how i approach my DM with homewbrew, by bargaining certain utility's of {thing} in exchange for homebrew {thing} haha
You might need to use Summon Beast instead. I do think the familiar having some sort of attack would be too busted. You might want to do what other people say though and take a touch ranged spell or cantrip and use that as the “attack”
the main issue with this is that it isnt permanate. I do want a pet snake for RP/Aesthetic reasons aswell
im sure ill figure something out
I mean, mechanically the snake maybe isn’t active in combat. But flavor wise you could have the snake be on your person at all times just not “active” and your spells are channeled through your little companion
I need some help in coming up with a capstone for a 2024 cleric subclass I call the Spider Domain (for those who worship Lolth).
Can I share a creature stat block I made about a year ago? I think it's one of my best works, but want some input
imo cleric subs should have a wide array of gods to worship rather then 1, me ranting dw nothing to do with your thing
Capstone? What are the other abilities you have added?
Level 3: Domain Spells:
-1st: Command, Entangle
-2nd: Suggestion, Web
-3rd: Hypnotic Pattern, Slow
-4th: Greater Invisibility, Phantasmal Force
-5th: Dominate Person, Wall of Force
Level 3: Web of Intrigue
You gain proficiency in two of the following skills: Deception, Insight, Intimidation, or Persuasion, and you learn one additional language of your choice. You also add your Wisdom modifier to any Charisma-based skill check.
Level 3: Channel Divinity: Sacred Silk
You can use your Channel Divinity to conjure divine spiderwebs that bind your foes. As an action, you present your holy symbol and cause thick, divine spiderwebs to lash out from a point you can see within 30 feet. Each creature of your choice within a 10-foot-radius sphere centered on that point must make an Intelligence saving throw against your spell save DC.
On a failed save, a creature is Restrained for 1 minute by the webs.
While restrained by this feature, a creature suffers the following additional effects:
-The creature can’t take reactions or bonus actions
-The creature has disadvantage on Constitution saving throws
-When the creature takes the Attack action, it can make only one attack, regardless of how many attacks it could normally make
A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 6: Silken Malediction
Your divine magic carries a subtle venom that clouds the body and mind.
When a creature fails a saving throw against a cleric spell you cast or against your Channel Divinity, you can impose one of the following effects on that creature (your choice):
The creature is Poisoned until the end of its next turn
The creature has disadvantage on its next saving throw before the end of its next turn
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a Long Rest.
In addition, you gain resistance to poison damage, and you have advantage on saving throws against being poisoned.
Here is what I got so far
Deepfin Blade
Weapon (Any weapon that deals slashing damage), Very Rare (Requires Attunement from a follower of a sea deity)
This blade has been blessed by the touch of a minor ocean and sea goddess whose name has been lost to time.
Deepsea Slash. You gain a +2 bonus to attack and damage rolls made with this weapon, and you deal an additional 2d6 Cold damage when you hit with this weapon.
Blessing of the Sea. You can breath air and water while holding this weapon, and you gain a Swim Speed equal to your walking speed.
Kraken's Eye. While underwater, you gain Blindsight up to a range of 30 feet.
Blackguard
Weapon (Glaive, Greatsword, or Halberd), Very Rare (Requires Attunement)
This heavy blade were made for the bodyguards of powerful mages in the nation of Zhalf. Specialized in defense and redirecting attacks, these blackguard blades were adept in protecting their wards.
Bodyguard. You gain a +1 bonus to Armor Class while holding this weapon.
Vigilant Protector. You have Advantage on Wisdom (Perception) checks and Initiative.
Defense Runes. The blackguard has three charges, and regains all expended charges at dawn. At the appropriate trigger, you can expand a charge to use one of the following Reactions:
- Strike Back. When a creature misses you or an ally within 5 feet of you, you can make an attack against that creature, and if the attack hits, the creature is pushed 10 feet away.
- Spirit Parry. When a creature hits you or an ally within 5 feet of you, you can add +2 to the hit creature, which lasts until the end of its next turn. Additionally, that creature gains 2d6 Temporary Hit Points.
You call lightning to shock everybody in your path. You fire out a 15 foot wide, 5 foot long wave of lightning, which you can move by spending your bonus action to move it 10 feet in any direction. When a creature is hit by this wave or ends their turn within it, they take 3d10 lightning damage. This wave lasts for a number of rounds equal to your Charisma modifier. If you summon a new wave during this time, the oldest one disappears.
does this make sense?
Me when I add the best possible spells as domain spells
Damn AND int based web ability?
With no reactions and no multi attack on the web??
Tl;DR divine spell list is insane, adding was to charisma checks allows you to also be an amazing face, and the channel divinity is bonkers (better int-based web)
I'd tune this down substantially
Yeah fr
That sub reads as "what is the most min maxed optimized features and spells can I give this within some sort of loose theme"
The premise of the sub doesnt even make sense bc clerics fall under domains, not specific deities, and there's nowhere near enough arachnoid gods or spider worship to justify a whole new domain
A wis based party face is really good (even though rp doesnt really have balance, having a single character good at lying and detecting lies from one stat is big), the CD being an INT save makes no sense, all the extra riders on the INT save Web are crazy, and level 6 isnt too bad in a vacuum but combos too well with the CD and spell list
i did say that more as a rant lol
Serving Lolth would probably fall under death domain or trickery domain
This sounds more like a warlock than anything
anyway, bump
Feels too slow to be applicable outside of hallways or small arenas
Probably 15 ft move and specify whether or not it can turn
Also aoes don't "hit" things, things enter the space
What level is this at?
its apart of a fighter subclass, 15th level
one of the forms special actions they get
I would play into rhe extra attacks then
fair enough
How set are you on this being a wave
Bc I'm thinking balls of lightning that you can attack to refire
i have it for all of them you can sub an attack for one of these actions lol
some (like the fire one) have different usage amounts because of the effect, but this is only the 3rd out of 6 lol
You would be making something big
like spawn balls then attack said balls to fire?
Yeah
could work, more just writing idea i had in the moment lol
The balls are always an active "hitbox" but you can move them around for extra damage
Idk how I feel about the wave in its current form
fair
Its slow and takes significant economy to reposition
It almost feels like itd be better off as just a wall effect bc thats the only way itd be used anyway
Either make it move on its own or make moving it worth the ba
yeah i like the ball bullet thing more lol
Flowing River, Rising Tide: Glacier Impact. You call forth a torrent of chilling water to hit a creature. You must make an attack roll for this torrent, using Charisma as the attack modifier. On hit, this torrent deals 3d8 cold damage and reduces the target's movement to 0.
Roaring Ember, Primal Flame: Warden of Flame. You call flame into being, surrounding all within a flaming prison. A 20 foot cube of flaming chains engulfs a point you can see within 60 feet of you. Creatures that are inside when you create it or enter it on their turn must make a Constitution saving throw. On a fail, the creature takes 2d4 fire damage and cannot leave the cube until the end of their next turn. At the start of a new round, if any creatures are inside this cube, they must make the saving throw. This cube lasts for a number of rounds equal to your Charisma modifier. You can use this action once per use of the Artform feature, unless you spend your Second Wind or Action Surge to recharge it (no action required).
here are the other two
the 2nd one is prob not worded the best lol
The damage profiles are off and the cold isnt siper evocative
Honestly neither of these feel super on theme except for the cold dropping speed to 0
i mean, yeah, but thats kinda the point in a way?
Stylist
Stylists are fighters that are trained in the ways of Artforms, a technique made by using art and other creative methods to channel power from the elements and beyond. Using these new forms, Stylists become the embodiment of creative freedom, creating new ways of fighting as easy as a stroke from a brush.
thats the flavour text
Why would the point be to not have thematic consistency
Fire damage is almost always higher than its peers bc its a super common resistance
The cold damage being a single target ranged "root" is alright but kinda lackluster
And the fire cage doesnt do nearly enough damage for level 15, and I think it'd make more sense for the cage to be difficult terrain with extra damage if a creature wants to leave instead of being a hard stop
welllllll, the 3rd level effect for it is just 1d4 fire on hit and 1d4+CHA burn at the start of the creatures turn
Burns are never fun to track, but that still doesnt change my point
fair, i wasnt really happy with fire's effect (mainly 3rd level)
My guilty pleasure fire effect is setting/drtonating charges
Like on hit plant a stacking charge until the end of your turn, ba detonate
hmmmmmmmm
ig i could do that, makes 3 weapon effects at 3rd with fire, lightning and necrotic
do you think 1d4 fire is too little for it? maybe 2d4?
(i kinda want each effect to have a different dice lol
For a faywild plot hook I need to make a reverse centaur kraken. How should I alter the statblock ? It’s gonna be a kraken with human legs and arms
I wanna make a Summon spell that’s 9th level
I don’t understand why it doesn’t already exist in the game, but I have a feeling I’ll find out soon
What does it summon?
I am playing a character whose familiar has been recognized by the other deadly sins as the sin of despair
long story but I’m currently using Spirit of Death as the stat block
he is supposed to have a ceremony at the end of the game to officially be recognized by the Kings of Hell as an actual Sin, and thus, my plan is to have a 9th level spell to summon him with once he goes through that ceremony
it’ll probably be some kind of higher version of Spirit of Death and Summon Dragon combo
So it would be Summon Sin?
(also, making a template sheet for a deadly sin summon now would be very helpful to play off of)
yeh, probably
they’ll have the same everything except for the breath weapon type and the special trait
And ofc, increased health, AC and other goodies
for Lust, the special trait is a targeted charmed, Despair would have the same haunting as Spirit of Death, etc.
yeh, my plan for the stats is that they are gonna be a +6 spread throughout which allows all forms to share stats
That is problematic, seeing as it was meant to be a form of mirror to Blight
for the extra traits, I’m probably going to create 7/8 spells that I specifically tag to be replaceable in the stat block
plus, Nystul’s Magic Aura
immediately breaks that spell
or if someone plays some creature that is a plant creature
or a 10,000 year old magical tree that you can now instantly revive from 0 to max
any plot point regarding a dead plant is completely destroyed
What do you guys think of this weapon?...
A bladed Pistol like weapon. Can attack in melee(5ft) or at range(20/80ft). Light and finesse. Both melee and ranged attacks to 1d6 piercing damage and both have the nick weapon mastery.
Later can enhanced via some background story related event/skill/whatever to be a +1/2/etc. weapon and have this unique passive:
"When ever you make a ranged attack with this weapon and the attack hits, you may roll a d10. If you roll a 9 or 10, the target is Marked. On an 8 or lower, it does not expend a usage. You may do this only once per turn and an up to amount of times equal to your proficiency bonus. You regain all uses on a short or long rest."
"Marked: The target receives 50%(rounded down) more damage from the next instance of damage that hits it. If the damage is from an attack, this affects all instances of damage caused by that attack (does not include start/end of turn damage effects or damaging terrain effects). Once this buff is applied, the target is no longer Marked."
TLDR: A light, finesse, melee + 20/80ft ranged d6 weapon with nick that has a 1/5 chance when it hits at range to buff the next attack/spell's damage against that same target by 50% (1 buff max per turn).
What y'all think?
Buffing spell damage by 50% is pretty crazy. Imagine a fireball doing 50% more damage only because you landed a hit.
Really depends on your level
Even on the 1/5 chance and only 1 buff per turn, huh? How would you balance it?
don’t buff spell damage probably
or attack for that matter
The weapon is inspired by Clair Obscur: Expedition 33. The melee weapon users in that game also have a free aim mechanic with hand guns. And there is also an equippable buff that gives those free aim shots a 20% chance on hit to apply a Mark to enemies with the same effect I wrote. And that Mark buff everything that isn't dot or self damage, so single target and aoe damage.
you can make it so the next attack lands an autocrit if you crit with this weapon or something
next attack on that target
which would allow both spell and weapon buffs, but it’s restricted to a specific target
I don’t think buffing damage is the way to go
just make it depend on the d20 roll, no additional die
It's already restricted to that same target
Buffing damage was the whole point, tho...
I don’t think an autocrit is an issue
the issue is that you can increase crit damage with that
or do specific shenanigans that shouldn’t work with AoE spells
Yeah, fireball with 50% more damage sounds crazy
50% more on just that 1 target
autocrit should be fine, but at best, you can give it a 10% chance to do that
unless it’s a legendary magic item
then 20% chance to give an autocrit should also be fine
Maybe limit the auto crit for cantrips only? Not leveled spells?
Paralyze gives autocrits anyway
this would be an autocrit if you land the attack
so it still goes through that barrier with leveled spells
I’d think it’s fine
But how often is an enemy creature paralyzed?
what attack roll spell do you think would be an issue with that
best I can think of is an overleveled Chromatic Orb
forces the first bounce
but that’s all it does
on a Legendary Magic Item, you’re looking at pretty high level players where the casters have Hold Monster anyway
So the reason why we're scared if the 50% version is that it can be applied on top of crits, which we're scared of on leveled spells, but level spell attack rolls aren't common/concerning??
How do i set up a jujutsu kaisen campaign with my mates, all i have is a laptop and a bose speaker
it’s not just that it can be applied to crits, there are so many reasons why a 50% increase like that is an issue
im actually so stuck
I don’t think this is a Homebrew question
#dnd-newcomers I assume
Oh dang
oh sweet i didnt even see that
thanks
Hmm. The Mark is likely to only ever be on 1 enemy at a time, if at all, during a turn. Because of that things like Fireball being affected by it is on purpose, but I see what you're saying with things like Disintegrate. I'll workshop it more.
lightsaber for homebrew?
Already exists. Sun blade magic weapon. 
For a faywild plot hook I need to make a reverse centaur kraken. How should I alter the statblock ? It’s gonna be a kraken with human legs and arms
I always imagined lightsabers doing force damage, but radiant damage works I suppose
What? Lmao how does that look or work logistically?
It’s called a light saber though. That’s pure lasers
Okay yeah, it makes more sense for it to be radiant
it doesnt its the faywild. Imagine an octopus with 2 human arms with too many joints, and 6 human legs with too many joints
Classic feywild abomination
yup
I mean, maybe give it the ability to grab with the hands, but other than that sounds like the limbs aren’t particularly functional. They’d just kinda thrash and flail around like a regular kraken. Maybe lower AC and give it more attacks per turn
The Centaurates call it "The reversecentauraken"
What do you mean arent functional. They are going to kick everyone
Yeah but that’s no different then a regular kraken tentacles just lacking the armor plating, it wouldn’t be able to stand or balance on the legs
I made a statblock for my bbeg, planning to use him in a level 8-10 party with 6 players. Any thoughts on the balancing? Theyre essentially a glass tank. (IF MY PARTY SOMEHOW SEES THIS, DO NOT UNCENSOR IF YOU DONT WANNA SPOIL 💔)
||Guild Master Viktor Holloway
Medium humanoid, Lawful Evil
Armor Class 20 (Holloway Plate)
Hit Points 113
Speed 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
17 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws Dex +10, Con +8, Wis +7
Skills Arcana +10, Deception +9, History +10, Intimidation +9, Perception +7, Persuasion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered; holloway guild weapons
Damage Immunities acid, necrotic, poison
Condition Immunities charmed, frightened
Senses passive Perception 17
Languages Common, Deep Speech, Draconic, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP)||
|| Crystal Core. While below half HP, he takes double damage on all melee weapon attacks, but his ac increases by 2+, and advantage on all saving throws.
Rebound Engine. Whenever Victor takes 25+ damage before his next turn, he gains 1 Crystal Charge.
If he takes 50+ damage, he gains 2 Crystal Charges.
If he takes 75+ damage, he gains 3 Crystal Charges.
He cannot gain more than 5 charges.
Fog of War. A 15ft circle of green fog surrounds Victor. When a creature ends their turn inside of the fog, they take 1d6 poison damage, and Victor gains a Crystal Charge.
Actions
Multiattack. Victor makes three attacks: Crystal Saber, Crystal Charges, or Holloway Guild Gas Pistol
Gem Saber. Melee Weapon Attack: +10 to hit, reach 5ft. Hit: 15 (2d8+5) Slashing
Holloway Guild Gas Pistol. Ranged Weapon Attack: 15 (4d4+5) Piercing
Piercing Gas. Using 2 Crystal Charges, as an action, Victor can send a burst of fog in a straight 15ft. line, causing all creatures within range to roll a constitution saving throw, as shards of crystal enter their lungs. (DC: 18) On a failure, their movement is halfed until their next turn, and they deal (24) 3d12 Piercing damage, and half as much on a success.
Harnessed Fog. Using 3 Crystal Charges, as an action, Victor selects a point within 60ft. On the start of his next turn, Victor invokes all creatures within 30ft of that point to roll a constitution saving throw. (DC 25) On a failure, The creature takes 4d10 Poison Damage, and falls prone in a fit of coughing.
Bonus Actions
Prism Step. Spending 1 Crystal charge, as a bonus action, Victor teleports 40ft. and crystal fragments shatter around where he once was. The echo explodes, causing creatures within 10ft to roll a dexterity saving throw. (DC 18) If failed, they take 2d8+2 Piercing damage, and half as much on a failure||
For the fight theres ofc gonna be some minions too
Hey everyone! I’m looking for some help as I try to make a home brewmagic item on D&DBeyond.
It’s an arcane firearm that I would like to use INT for hit/damage instead of DEX. Is there a way to do that cleanly?
Based on the pistol ^^ I should add
well, can you help me figure out a capstone for the subclass? and how would I tone it down?
btw, it is not just lolth, she was just an example. Any spider goddess works
I'd consider neutering the spell list. As is, it is the best cleric domain spell list by a wide margin
Here are the spells there that are easily among the best in the game:
Entangle (best first level area control bar none, not normally on cleric list)
Suggestion (the game's best save or suck)
Web (everyone knows how strong web is. The best second level spell, really)
Hypnotic pattern (a wizard must-pick for how it instantly ends encounters. Insanely potent)
Wall of force (same as above, immediately wins encounters. The best fifth level spell in the game)
Command always prepared is also great, since you're almost forced to prep that anyways with how good command is, its basically +1 slot.
And the channel divinity is web (already a spell that is like third-level power) but with debilitating extra effects and targeting the best save in the game to target.
each spell on a spell list is its own independent feature. This subclass has among the best ones in the game, not normally available to clerics (in fact, some wizard exclusives even)
I gave the cleric a boon that gives him another way to use channel divinity: Reverse Healing spell.
When casting a healing spell, the user can choose for it to deal damage instead of healing. No save or nothing, just straight damage.
Surely the conse won't quence on this one, right?
watch out for 70 damage no save with heal
That's exactly what he said too
It's a scary thought, but screw it we ball
hmmm what would you suggest I would remove and replace with? We have to keep web since this is the Spider Domain though
Wish. Instant 700 damage
then use mass heal
We're at the end of the campaign, so I thought, why not?
So I've been making companion stuff for prehistoric animals and I had a bit of a weird crazy idea for one of them
The dinosaur Coelophysis I already planned early level stuff it gains but later levels I've been hard to determine. But it was found in Ghost Ranch.
The idea I had is: They become able to fight ghosts
That's kinda cool! but how does it works?
Basic idea I got: level 8 it gains the ability to see into the etheral plane out to 30 feet. and the final level up it gains the ability to ignore the resistance a ghost gets to non magical attacks
That's actually cool
The book base I'm using gives features at 1,4,8, and 10 (for a beastmaster the companion will level up every 2 levels)
So a level 8 beasmaster has a level 4 Coelophysis
So the creature at level 8 see in the etheral plane? Player level 16?
The level 16 player I suppose does not
So i suppose it would be a scenario of a dog barking at nothing
at least for the player's POV
Currently the level 1 and 4 options Coelophysis gets are effectively the same level up options a mastiff gets.
Ok, i think that's cool, but for only seeing i would put it lower level. Its just not that strong, since still cant affect it, and juste seeing your Dino angry at air for like 5 levels is so much more funny and cahotic
But that's me! I find the idea really good tho!
It's using the companion rules from Pets and Sidekicks so it gains pet tricks
So at level 4 you get to pick one of these
- Trained Hunter. The Coelophysis gains proficiency in the Survival skill. It learns the Hunt and Track pet tricks
- Trained Herder. The Coelophysis gains proficiency in the Intimadtion skill. It learns the Herd pet trick.
- Trained Scout. The Coelophysis gains proficiency in the Stealth skill. It learns the Guard and Scout pet tricks.
- Trained Worker. The Coelophysis gains proficiency in the Athletics skill. It learns the Labor pet trick.
Ouhh! I didn't know those, looks fun tbh
Pretty cool book I've been basically making a bonus to it for some prehistoric animals
I've added Dimetrodon, Dicynodon, Gorgonopsid, Gallimimus, Hadrosaur, Tyrannosaurs, Carnotaurus, Coelophysis, Heterodontosaurus, and Amphicyon
Are you running a campaing (i speak french, that word feels so wrong? ) with those creature involved
campaign
I have a D&D setting where Permian to present fauna all coexist
Has anyone taken a look at Retroactive Reestablished?
Thanks, much better lol
So like: Nanuqsaurus, polar bears, pachyrhinosaurs, and moose all share a region
Daeodon is definitely going to be added
Fire should have higher damage but probably bigger dice instead of more dice
Acid usually gets a lot of d4s
Help me come up with a fitting Curse for this Magic Item?
Soul Threaded Needle of Stealing
1 Action
Range: 30 Feet
Hit: Charisma Modifier + Proficiency Bonus
Piercing Damage: 1+charisma Modifier + Proficiency Bonus.
Soul Threaded Theft (Recharge 5-6)
Once Per Turn when you hit a creature with this needle and Thread, they must make a Charisma Saving throw against your Spell Save DC. On a Failure, The Needle Threads itself through something belonging to the Target causing it to be stolen from the Target.
Roll a 1d12 to determine what is Stolen.
1-3 = 1d20 gold pieces
4-6 = 1d6 HP, transferred from the target, to you, or an ally within range. Excess healing is gained as temp HP until the beginning of your next turn.
7-8 = You steal a random resistance from the Target determined by the DM. Until the beginning of your next turn The target loses that resistance, and you, or an ally within range gains the resistance. If the target has no resistances to steal, they instead take damage as if they were hit by an attack.
9-11 = You steal a random Item from the Target determined by the DM.
12 = You Steal a single lowest level available Spell Slot from the Target. You can either keep the spell slot, or give it to an ally within range. If there are no spell slots to steal, they instead take damage as if they had been hit by an attack.
Kleptomania
The intense desire to sew
The spirit of an elderly lady thief haunts them and nags them all the time. She also provides great recipes
I need idea pitches for my homebrew subclass for warlock pact of bedtime terror
A sleep and illusion melee based warlock
Why not just call it nightmare?
Too cliche and basic
Bedtime terror imo doesn’t sound better
Because the pact weapon is a onesie light armor and its your patreon
Name is in the works
Pact of snuggle monster
Hell yeah
Okay ideas. Uhh… so sleep is really scary to deal with in DnD and there are not a lot of ways to induce it.
Thats what kinda inspired it
So maybe you can have the subclass deal with exhaustion and eventually the unconscious condition
Also traversing dream spaces and peoples minds might be cool
Being able to see surface level thoughts/day dreams and when people are asleep, you can literally go into their dreams
Maybe inflict disadvantages on wisdom stuff?
That could work depending on the exact context
Enter people's dreams like a pact of genie
How could I implement the onesie to transform into a bedtime monster
So that would probably be your first feature. A transformation you can go into, maybe Wis mod times per long rest. And you get a list of benefits from the form.
You can either make this like as complex as a Wildshape or just a “mode” you go into that provides you a set number of benefits
I think the mode will give you more flexibility about the power budget
I've been trying to make something that would let characters have a pet at level one without having to take Magic initiate for Find Familiar a two cantrip. Sometime you just want to bring your pet dog or family goat on the road without becoming a spell-caster.
Tamer
Origin Feat
You gain the following benefits.
Bound compagnon. You always have the Find Familiar 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. When you cast this spell, instead of summoning a familiar, you can choose to bond with an existing Medium or smaller Beast you touch that has a CR of 1/8 or less. This Beast then becomes your bonded companion and benefits from the Telepathic Connection and Disappearance of the Familiar effects as if it had been summoned by your spell. Your bound compagnon's maximum hit points are equal to its normal maximum plus three times your Proficiency Bonus.
Coordinated combat. The bonded companion is your ally and that of your allies, and it is not trained to serve as a mount. It rolls its own initiative and acts in turn. When your bonded companion is 1.5 m or less from you and you take the Attack action, you can forgo one of your own attacks to allow it to make its own attack with its Reaction.
Special bond. You cannot change the form of your bonded companion by casting the Find Familiar spell again, nor can you summon another familiar with this spell while you are bonded to your bonded companion. To end your bond, you must spend a Long Rest concentrated on your bonded companion after it has been sent back to its pocket dimension after falling to 0 health points.
Although I think it works as written, I not sure if I haven't over-tuned it for an origin feat.
Any other ideas for features?
Im going to need 4 of them up to level 14
I adore this, i was just asking yesterday about something akin to this... would you mind if I used this as an example feat to my DM/take inspiration from it?
here so i had this boss passive effect in mind
"Verdict"
all evil or chaotic creatures that make an ability check or saving throw against this creature have disadvantage
is that like too niche?
i don't plan to use it in a campaign it's more just to get me used to making boss kits
What do you have so far? Also 2014 or 2024 rules?
2024 rules
- Lulling Horror
1st-level subclass feature
Your presence carries a dreadful calm that pulls creatures toward sleep.
When you deal psychic or necrotic damage to a creature, you may force it to make a Wisdom saving throw against your warlock spell save DC.
Failure: The creature becomes drowsy until the end of its next turn.
Success: The creature is immune to this feature until the end of your next turn.
Drowsy (Condition):
The creature has disadvantage on Perception checks
If the creature ends its turn without having taken damage since the end of its last turn, it must succeed on a Constitution saving throw or fall unconscious until the start of its next turn or until it takes damage
You can apply this effect once per turn.
Remember that 2024 warlocks get their subclass features starting at 3rd level.
Also I like the condition however I think having to make the enemy fail 2 saving throws to make the feature work is a bit weak. Also the base condition as is without the unconscious is a bit weak in combat
Basically what this will be is you effecting enemies, your entire party having to not target that person at all for a whole round, then finally they fall asleep and then you can utilize this feature
That’s a lot of conditions
This is just better MI: find familiar really
CR 1/8 is way better than CR 0 and it can also attack, as this is written
More importantly, you can be a human and take both this AND mi:find familiar or take this on a wizarf
wizarf made me giggle a tad, thank you