#homebrew
1 messages · Page 57 of 1
could you help me balance it
Sure, what exactly are the main things you want from the subclass?
inflicting status like sleep exhaustion and maybe a couple custom ones while using the onesie as a monstrous form with that sleepy fairytale and eldritch vibe
hey so i made a character into a dnd character not too long ago and was wondering how broken it sounds
Your max level is 18 instead of 20. Unlock a set number of abilities and upgrade them as you level up. Every level up adds 1 to all stats. The regions main currency appears in your inventory upon killing hostile creatures.
whowhat
i would send the pdf of the sheet as a whole btu i dotn have perms
If anyone has ideas pls pitch them im trying to make a subclass and I need help balancing it while retaining the fun with it
nah its fine leave the balancing to the dm who has to balance encounters around you im sure thats a kind thing to do
I dont have a dm im making the subclass for future characters
hey i know a DM
That would what?
what?
Help build the subclass or what?
also whats the context
the dm is me and i can try to help though take what i say with a grain of salt
Make the subclass find a game and discuss the balancing
balancing does require context to the game being played but im assumign this is standard dnd rules and settings
Yes
What's the subclass about?
And for what class?
yea i was wondering that
So the subclass you get a pact armor thats a onesie and its focused around sleep and exhaustion effects on enemy's its a archetype for warlock
so a little like hexblade but utility focused?
Yes
using hexblade as a base to work off of is always an option
how does Hexblade play into the sleep theme?
are you just talking about having a curse?
its a pact armor instead of pact weapon
it hought thats the point of hexblade
was that your pact was with a sentient weapon and stuff similar
ok it manifests int he form of weapons
a pact is separate
it’s just in 2014, Pact of the Blade sucked so bad
that they had to make a subclass to make it work
Anyway its not a pact its the archetype itself
it was bad design to patch up bad design
is the term for warlock subclasses archetype not pact?
if you want to make a pact armor make a pact tree, if you want to make a subclass, try to keep it away from being a pact in disguise
No not a pact its just the archetype and you can choose a pact with said archtype
I just said its not a pact ;-;
that’s just a pact with extra steps
No its like hexblade
But support focused melee
Im just gonna ignore you because you cant read obviously
Okay what im needing help with is creating features for the archetype
ok from what ive gathered youre makign a subclass for warlock designed to function around unique armor that provides the relevant buffs because the armor is sentient and is where your powers come from correct?
the armor thing and the sleep thing do not seem like they have anything in common
Its treated as a wildshape
i feel like you can create a link between them but that takes thematic consistency with design and abilities
oh no, we’re entering Mech design territory
why?
No
Inspire by guita from gackiakuta
you can also just make an armor pact and a separate subclass and use them together
or not have the armor at all
is that not what i already perceived this as?
i thought this was makign a subclass designed around this concept
But its not fitting the theme of the bedtime warlock
flavor is free
No duh thats why im making a homebrew archetype for the sleep and exhaustion effects to inflict on foes
do you currently have features drafted out or are you asking for help to go around designing it?
because if you have something, I would rather look at that, and if you’re asking for tips to go about it, my tip is you shouldn’t have an armor archetype there
Right here
Not asking if I should because I am gonna do it regardless if anyone think its stupid this is for my enjoyment and others to have fun world building this subclass
I already gave my recommendation then, make an armor pact and make a sleep-based subclass separately
or use someone else’s armor pact
Where's the wildshape like feature gonna fit?
don’t do a Wildshape-like feature, that is kind of a broken feature anyway
assuming you really want it, it can either be part of the pact or the subclass
The wildshape comes from the onesie
bedtime warlock?
depending on if you want it to be more of a character transforming into their nightmares type of thing
Yeah!
or an armor engulfing them type of thing
that sounds amazing! have you got sleep as a prepared spell?
Its set in the selected spell list
what is the selected spell list
are you asking what spells are in the spell list or what a selected spell list is?
what spells are in the spell list for the homebrew.
There spells that are specific spells a magic-user chooses to have ready for casting and these spells can be from different classes
Like the fiend warlock can get fireball while others cant
i assume the selected spell list is the list of spells that count towards the spells the caster can use but dont count towards the spells that the caster's prepared spells
yeah that
1st --> tasha hideous laughter, Sleep
2nd --> Calm Emotions, Phantasmal Force
3rd --> leomunds tiny hut, major image
4th --> Dominate Beast, Greater Invisibility
5th --> Dominate Person, modify memory
well, 2014 Warlock specifically is the one that needs to prepare the spells, other classes and 2024 Warlocks just get the spells prepared
Im not sure if this is the right order
so I’m assuming you’re designing around 2014
2024
2024 will give you the spells directly prepared, and 2014 uses tempHP for Wild Shape-like features
which can still be added through a pact progression or a subclass without relying on the other
It wouldn't make sense for the onesie to be a pact feature
and Hexblade no longer exists in 2024 because the pacts are created to be more self-sufficient
Thought they had the Hexblade 2024 UA recently
no mention of a blade
Yeah, it’s very different so it’s not so Pact of the Blade reliant
Which is probably for the best
yeh, they are completely severing pacts from subclasses
which is why getting an item as part of your subclass is kind of completely outside of 2024 design
if you’re making the pact + subclass separately, you’re making a pact of the armor and separately making a bedtime subclass
Its all one thing
stuff like tempHP, armor progression, etc. would be relegated to Eldritch Invocations
while Exhaustion, sleep features, support features will be part of the subclass
not sure why they have to all be part of the same one thing
Imo, the onesie should be more a flavor thing than an actual mechanical thing. You’ll want to reference Genie warlock if you want to make it a physical thing
it’s not pact of the onesie, it’s pact of the armor and the armor looks like a onesie
Since the genie warlock can be like a ring too
Not even what I said
I’m talking about what I said, not about what you said
im not sure im following
Twisting my words why do I even try
a subclass doesn’t have much space in it
you want to focus on whatever is the actual flavor you’re looking for
ig it can work
rather than getting bogged down with the extra stuff
although i wouldnt say Pact Armor, i would come up with a different name for it
Ill find someone more cooperative about it that understands the vision
Because fruits lack the intellect to be devoured
I kinda wanna hear more about bedtime warlock
Dms?
if you’ve got features or something to show, this happens to be the exact channel where you would want to send it
a more armour focus warlock can work, although idk if the thematics of sleep and dreams fit it, although it can work if done right
or even just loose features
No im done here
that’s literally what I’m saying
subclasses don’t have as much space to play around with as you might think
and using class features to cover those gaps is usually way to go in these cases
**Living Spark, Jolting Arc: Electric Slugger. **You call lightning to spawn destruction on your foes. Two Ball Lightnings are formed within an unoccupied space within 5 feet of you. These balls follow you, always staying 5 feet away from you when able. When you make an weapon attack roll, you can instead target one of these Ball Lightnings, doing this sends it towards a target within 60 feet of you that you can see. The target must make a Dexterity saving throw, on a fail, the target takes 3d10 lightning damage and cannot use any reactions until the end of their next turn.
Anyway, i think this works fine enough
what was this again?
level 6 feature?
I would probably make them tiny and occupy the same space as you
is there a reason why you have 2? do they return to you at the end of your turn? get expended? you have to pick them up? just flavor?
15th
what class was it again?
oh right, they dissapper when you fire them, whoops
fighter
I forgot the subclass tbh
basically just form based
does it regenerate on Second Wind or Rest?
CHA uses per LR, BA/Second Wind activation
15th level is each form gains a special action
oooh, I remember it now, ok
3d10 on an attack is strong, but I don’t think it’s OP as a secondary stat x2 times per LR
gives them a nice range and NOVA option
I want to point out it can be activated with Opportunity Attacks and Bonus Action attacks like PAM
well, they arent creatures so to speak, but if a creature did enter OA range, yeah you could
yeh, I didn’t mean they can trigger the OA themselves
just wanted to check if you meant for this to work that way
costs a action to set up anyway
I don’t think it makes it broken, I just wanted to put it out there in case you were doing other stuff around it
I mean, it doesn’t really matter because you can fire both off with your attack action on the same turn
and you’re a Fighter, there’s no reason not to immediately fire both off as soon as you summon them
i think its balanced compared to the other two, maybe, one is attack roll, on hit deal 3d8 cold + reduce movement to 0, other is 20 foot cube of differcult terrain that deals damage upon entering/creating, leaving forces save or damage + form based resource
oh, well, with action surge
action surge sounds so nice
BA to make then you use Attack action to attack 3 times
hitting 2 balls
why would that not work?
you summon the balls as an action, but enter the form as a BA?
you need to in the form to use the action
and you can only summon the extra thing once per form change?
so BA enter form, then action create them
well, forgot about that, but no, ill add that the oldest set disappears
you can only summon the extra thing CHA times per LR?
overall
how long do the forms last?
These actions can be once per turn, a number of times per long rest equal to your Charisma modifier.
a minute till 15th, which then they last for CHA minutes (with the option of ending it as an action)
you can just set the summons up out of combat and then change your form back when you enter combat
the summoned effect doesn’t have a time limit
unless you have stated the time limit elsewhere
so you can summon an extra set after you end the previous combat and just hold onto them until you get in another battle
added lingering actions (like this one) end when your form ends
cool, I think this one is fine, I can’t tell if it’s a bit weak considering it takes away your full first turn of every combat to set up, but if you don’t have an action otherwise, it’s good
is there a reason it’s CHA times instead of something like CON?
is the subclass a MAD subclass?
MAD subclass?
based around art and expression
calling and forcing the elements and beyond to heed to your will
multiple ability dependent, or something along those lines
and CON makes it abit too safe for MCing
are all your features CHA dependent?
I mean this feature isn’t super OP that it needs a separate limit
yeah
kinda reminds me of the new Scion Rogue and how they made it require INT for no reason
(balance-wise, not theme-wise)
but at least that one has the choice of running True Strike to offset it
i mean its for 2014 :P
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
fair enough, I just think your full 1st turn is gone when you do this and it isn’t strong enough to justify doing that unless the plan is to only use it when you can’t make an attack or dash or whatever
Is CON part of MAD?
I would maybe suggest allowing 1 attack as part of that special action
Living Spark, Jolting Arc: Electric Slugger. You call lightning to spawn destruction on your foes. Two Ball Lightnings are formed within an unoccupied space within 5 feet of you. These balls follow you, always staying 5 feet away from you when able. When you create these balls or when making an attack roll, you can instead target one of these Ball Lightnings, doing this sends it towards a target within 60 feet of you that you can see. The target must make a Dexterity saving throw, on a fail, the target takes 3d10 lightning damage and cannot use any reactions until the end of their next turn. On a successful save, the target takes half damage.
i think thats fine?
I would not consider anything that you’re building anyway as part of that, but technically speaking, yes
trying to make it so you can fire one out when you make it
I see, so the other ones are more limited
I like that
Why? /gen
I’m a bit worried about the cold damage one though
well
3d8 cold and reduce movement to zero as a full action attack roll isnt that broken
if you’re a Paladin, the class itself is based on 3 stats, calling a subclass MAD for running within those 3 stats is redundant
yeh, that’s what I’m saying
if it’s only a single bullet in that one, I think it’s fine actually for it to be 1 action
What would be broken is if it was a bonus action thing without any attack roll or saves.
think about level 15 casters at that level
So playing a ranger would be mad as well?
or a monk?
3d8 and speed set to 0 would be theoretically accessible by a half caster at that level
also how do I homebrew a class?
again, I wouldn’t use that term for that or CON scaling, I usually use it for stuff like Swashbuckler and Scion Rogue
where a subclass pushes you to build a further stat that you don’t need otherwise on the class and limits access to stuff based on it
it’s not necessarily a bad thing, but you have to be mindful of how much that affects the number of uses expected and power level
hm... so Eldritch knight fighter is also MAD?
not if you play it right 
most Eldritch Knights don’t run spells that require INT
at least the ones I’ve witnessed
they go for utility spells and stuff like Shield
a lot of Shield
tbf I’ve only witnessed them in lower levels, they might need INT for higher levels, I wouldn’t know
School of the Storyteller Wizard
Prelude
3rd level
When you roll initiative, you can use a Reaction to take the Study action. When rolling to gain information through your Study action, you can roll the check with advantage.
Book 1: Tales of Arcane Creation
3rd level
When you witness a leveled spell being cast with 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.
Book 2: Shifted Narrative
6th level
You can use a Magic action, to allow a creature within 60 feet of you to use their Reaction to immediately take an Action or move up to half their movement speed without provoking an Opportunity Attack. That Action can only be used to take the Attack (one attack only), Magic (Cantrip only) or Utilize action. You can use this feature a number of times equal to your Intelligence modifier, you recover your expended uses when you finish a Long Rest.
Book 3: Legends of the Past
10th level
-# You always have the Legend Lore spell prepared and the spell appears in any spell book you own while you own it. Additionally, you can spend 1 hour casting the spell to cast it without material components.
When you take the Study action to study a creature within 120 feet, you can enhance the action. The next time you or a creature benefiting from your Shifted Narrative feature deals damage to the target before the end of your next turn, the target has Vulnerability to all damage types from that damage. Once you use this feature, you can’t use it again until you finish a Long Rest or use Arcane Recovery.
Interlude
14th level
When you finish a Long Rest, you can choose to empower one of your Book features as follows:
Tales of Arcane Creation. You can cast the spell from this feature at 7th level without expending a spell slot. Once you do so, the spell is no longer prepared.
Shifted Narrative. When you use this feature, you can cast a spell of 2nd level or lower as part of the same action.
Legends of the Past. When you use the Study action on a creature within 120 feet of you, you can reroll one attack roll made against them or one saving throw they make during this turn or your next turn.
a class that generates resource point for every twenty feet of movement, , , ,
slightly convoluted to run, I think something closer to 2024 Charger would be easier to manage, but it depends on how you build it
unfamiliar with 2024 charger,,
if you move 10 feet in a straight line before making an attack, you gain some effect on that attack
I also think resource management takes away from the fast movement fantasy
a speedster subclass (at least the way I think of it) should be able to set up conditions and resolve them as part of their same turn or to have resources that are preset that they can quickly tap into
which moving to build a resource flips around into more of a stalling feeling than an active performer
yyeah it's intended that the resource would be built up and used in the same turn,,
I have something similar in an old subclass if you want inspo. Not a resource, but a stacking buff
https://docs.google.com/document/d/1DALOpMRZecH3NrDp1GdwcnLA2NehswPKEodcekDgRw8/edit?usp=drivesdk
Its kinda overtuned bc speed scaling gets out of control quick, but there are usable concepts
https://docs.google.com/document/d/1q0pS9dd9KUQeoHtjyGcNFhScIMdRPS9rhRoBWthRwtM/edit?tab=t.0
This is a link to a homebrew class i made. What do you think?
hmmmm, what to do with the poison form.....
do you guys think i should add more constellations not based on zodiac signs?
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. This AC reduction can happen once per creature.
Caustic Gas, Poisonous Haze: Toxic Battleground. You can anchor your sphere of poisonous gas to a point that you can see within 60 feet of you. The sphere grows by 30 feet, for a total of a 50 foot sphere. When you use your reaction to trigger the saving throw, you can now cause all creatures inside the sphere to make the saving throw or suffer its effects.
Does the 2nd one seem like a good thing to use your action for?
I want to keep the CR 1/8 specifically for the venomous snake, mule and mastiff. On the other side, I realize having those and letting them have spells through Telepathic Connection is definitely too much. So I got rid of it and now your pet can simply understand you but you can't borrow its sense or use contact spells.
And for the second familiar with mi:find familiar or wizard, you can but actually not ? That's the point of the Special bond. Even if you get Find Familiar from anywhere else, you are stuck with only your bound compagnon as long as you are bonded. At least that's how I intended it.
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 bound companion and benefits from the Disappearance of the Familiar effect as if it had been summoned by your spell. Your bound companion understands the languages you speak and its maximum hit points are equal to its normal maximum plus three times your Proficiency Bonus.
Coordinated combat. The bound 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 bound 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 bound companion by casting the Find Familiar spell again, nor can you summon a familiar with this spell while you are bonded to your bound companion. To end your bond, you must spend a Long Rest concentrated on your bound companion after it has been sent back to its pocket dimension after falling to 0 health points.
Yeah, no problem. I absolve myself of any responsibility for imbalance problems if you use it as is, however.
Question: is it feasible to give an NPC advantage on intelligence/wisdom checks based on what they'd know, e.g., a hill giant having advantage on checks about knowledge of nature?
As in give them an ability akin to a common feature heightened senses giving advantage on perception checks based on a specific sense being used? Or situational advantage? In a latter case, I'd probably say it should be more situational, rather than ALL nature checks, otherwise you could just give them an ability to always have the advantage on specific checks
You can give a character advantage or disadvantage for any reason you want as a DM. As long as you feel like it’s justified
Like, for example, a hill giant chieftain might not know a lot about commerce or writing systems, but he could have a picture-perfect understanding of local animal movements and weather patterns, because he'd need to for the good of his tribe.
I mean that just sounds like proficiency
Just don’t make it specific to their species imo. Because there could be a hill giant priest who lived in a cult their entire life knows nothing about wilderness.
Or expertise, if you want him to be really good
I just don't like the idea of certain species being universally stupid brutes, such that you wonder how they survived this long.
That’s why 2024 rules changed the ability scores and profiencies to be tied to background and not species
Ah, I see. Thank you.
You don’t have to limit all members of one species to specific archetypes
Good to know.
Spell list is REALLY long. I think it's twice the size of the paladins and rangers.
The aura being at 7th level makes it too similar to Paladin imo?
Some of these constellations are REALLY strong as well as some of them just being class/subclass features from other classes/subclasses instead of unique things for this class specifically. Your Constellations being level 2 means anyone can just do a small 2 level dip into this and pick up any of the constellation they want.
Which constellations are too strong?
These are passive buffs correct?
Aries I think is fine? But a fighter takes a 2 level dip and gets +1d6 to so many of their attacks in a single round.
Taurus probably is fine? But duration is pretty long for a resistant maybe.
Gemini is just the Echo Knight feature and imo the fact you are getting an entire subclass feature as a passive buff for no cost is crazy. There is no cost, you can do this every turn forever.
Leo: This is basically a Paladin's aura. I think this probably too strong. Especially for no resource cost.
Sagittarius: This goes bonkers on a Barbarian. They can just do this instead of reckless attacks with no down sides. Sure it costs a BA but no advantage against them.
Aquarius: Same thing I said previously, Expertise is Rogue thing. They get this already this early, even if it is only for 1 skill.
Pisces: I think is fine but probably needs to be playtested.
I think my issue is that you want these to be comparible in power to something like the Eldritch Invocations. Especially since these are passive buffs with no downsides and you are going to be carrying multiple of these at a single time.
You'll want to make sure that they either have conditions to selecting them, or level conditions, or very limited power.
I would also try to make sure as much as possible that they aren't just doing better or similar to what other classes are doing at the same level.
I should probably nerf Gemini, just not sure how.
I think a lot of these are too powerful for multiclassing reasons. Because any martial can take a small dip into this class and get any of these passive buffs for no cost and no restrictions or anything like that. I would add some conditions or prerequisites like Warlock does.
Alternatively they should probably just be simplified to not be on par with whole class features
Hello, I am new, like new new, to creating homebrew species and to dnd in general. I'm wondering how would I make a species trait's modifier in D&D beyond that would give a player a resistance to poison damage and an advantage on saving throws against poison or disease?
What has the modifier anything to do with a feature like that?
But anyways, you could just copy the feature's wording off something that already has it, like Warforged
Oh thx!
Ye, the DDB channels should be able to show you how
is this like too niche or no?
I finally got rough draft of the Bedtime terror warlock subclass
The onesie will be a pact thing with Invocations but it can only work with bedtime terror subclass
What level is the party? Also just seems like an incentive to make good characters, and the rest get debuffed against this monster
!!WORK IN PROGRESS!!
Species - Void Walker:
Void Walkers are beings born from the Void. Appearing as pitch black darkness with nothing to discern their exact features. Using the light absorbed from around them, Void Walkers are able to morph their shadow like bodies to appear as other species. Void Walkers are masters of deception, disguise, speed and stealth.
Size: your size is medium
Speed: your speed is 45 feet
Shapeshifter: you can use the cantrip “Void Shift”
(Spell-Void Shift: alter your appearance and voice. Must be a being you are considered familiar with)
Deceitful: you gain proficiency in deception
Shadow Advantage: while in Void form gain advantage on stealth rolls
Accustomed to dark: you have dark vision
@wanton tapir thanks for the ideas!
np man
Btw would an ability score increase of +1 to strength and +2 to dexterity be too op?
Each race gets +2 and +1 to things, and since tasha's you can put those wherever, so what you have the ability scores increase to be isn't gonna be overly relevant
no not really
Thx!
And thank you too!
would it be too much to have a cursed weapon require a saving throw after using it to kill a creature, and on a failed save, make the wielder spend their movement and action(s) to attack the nearest creature (enemy or ally) until the end of their next turn?
I mean that's pretty much just Berserker's Axe effect, but on killing instead of being damaged, so it might be a bit better compared since the wielder's gonna have a lot more control over when it activates 😛
Also doesn't even last as long, so definitely wouldn't say too much
the weapon I'm putting it on is basically a +1 Weapon of Wounding, but it's supposed to be cursed, and I just don't like the effects of the curse that the module uses
Hey y'all, I'm homebrewing a BBEG for my campaign and I need a question that has more to do with narrative deets than specific gameplay. He's basically a Necromancer whose soul is binded to a 12ft. suit of armor. While he has combat stats, his power is more figurative than literal.
Hey chat
What bardic inspiration do y'all have that is equal parts inspirational and equal parts roast?
This campaign is also meant to be my first crack at a long term campaign
Just need help developing his "weaknesses." This is what I have so far.
True Weaknesses:
- Performing a ritual that unbinds his soul from the armor its encased in. (Must be bound to an object powerful enough to hold him)
- Magic that ignores resistances and damages the soul
- Nullify magic
False Weaknesses/Red herrings
- After he was resurrected, he destroyed all traces of the magical texts, and killed all those involved, so no one knows how to undo it.
https://docs.google.com/document/d/1kffHCIgAa_6fWniREweLdB2mbhkZloNJOAHThWqZQvg/edit?usp=sharing I need help on making a level 6 feature for my Elemental Fire-themed sorcerer subclass. I also would like some feedback on the subclass spells, plz
What i want is a damage boost to fire spells for the feature + gain resistance to fire, but I also don't want to directly copy Draconic Sorcerers Elemental Affinity feature (which says to add your CHA modifier to a damage roll)
You could be spicy and have it be like, "X per day, you may upgrade one damage die on a spell of 1st level or higher that deals fire damage to the next tier."
possible, but that seems complicated. I did just think of something though, sorta an upgraded version of Elemental Adepts second feature: treating a 1 or2 as a 3 on any fire damage die
Hey everyone, pretty newish to DMing, Ive been looking to design a setting for a campaign based on the Monster hunter games, the party would be a group of hunters sent by a guild tasked with maintaining balance in the ecosystem, and hunting down monsters that disrupt the locals or the native wildlife. I wanted to incorporate how in the Monster hunter games, you could craft weapons and gear from the monsters that you hunt. I want to use the 2024 rules since its what my friends are comfortable with, my question is, are their any modules out there that fit this sort of setting that I could get some ideas from?
There is a third party book for that, though I cant remember what it is. You will have to ask about it in #third-party though.
Question: how do I avoid the idea of certain species (ogres, hill giants, etc.) just being really stupid people? Should they be smarter or more explicitly animalistic?
that is just flavor, and flavor is free
Honestly, the idea of near-universally dumb species never felt right to me. Surely they'd have to be smart when it came to certain things, or else they wouldn't survive.
Like, there's all this lore about hill giant culture and beliefs, and they still have a lower Int score than a bog-standard ape.
this topic fits better in #dnd-discussion than in homebrew
Hey guys, I've been looking into bastions recently but the current implementation seems super antithetical to a more roleplay focused game. I've started working on the a homebrew system for a single shared bastion for a party with reworked mechanics to give space for more of an RP focus. Any constructive criticism would be good. I made this in a few hours today so if it's completely delusional or convoluted let me know
https://docs.google.com/document/d/1-oeqwoy6WZvcjykxegKZjTknviF1Hyhzo-HqXSPA4NM/edit?usp=sharing
What do you guys think of this 4th level Artificer spell?
Crystalspire's Instant Attunement
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a magic item being targeted by the spell)
Duration: Instantaneous (Attunement swap) or 1 round (Forced break)
You may attempt to modify a creature's attunement to its magic items.
Attunement swap. You may break a willing creature's attunement from a magic item of your choice, and allow them to instantly attune to another magic item of your choice. If an effect would prevent that creature from breaking attunement from the first magic item, such as a curse, or they are unable to attune to the second magic item, such as not meeting the pre-requisites, this spell fails.
Forced break. You may attempt to break the attunement of a magic item from an unwilling creature. You must be able to see the magic item to do so. The target must succeed on a Constitution saving throw. On failure, they lose attunement to that magic item until the start of your next turn. If they fail the saving throw by 5 or more, they lose attunement to that magic item until they take the time to attune to it again. If an effect would prevent that creature from breaking attunement from the magic item, this spell fails.
2014
i wrote "i don't plan to use it in a campaign it's more just to get me used to making boss kits" at the end
it's just to gt me used to making bosses
thanks, i wanna get used to making homebrew bosses that seem not too "the hell?" so i can get better at it
It’d be a cool effect for a boss to use against its minions. I wouldn’t use it against PCs
Here's the only one I have:
"Have you considered the fact that your words are as smooth as your brain?"
A peculiar magic item fitted with gems and dials, Its overall appearance would be described as half crossbow and half small cannon. With the back half resembling a crossbow stock and trigger while the front half resembles a cannons barrel. However, rather than cannonballs or arrows, this item shoot projectiles of magic energy!
As an action a player can aim and fire this weapon dealing arcane damage on a hit. Additionally a player can as a bonus action activate the wild magic gems lining this weapon for 1 turn causing this weapons attack action to change. When the wild magic gems are active this weapons attack becomes 3d6 of a random damage type as determined by selecting any of the d6 rolled for damage and referencing the below chart!
1d6 Element Type
1 Acid
2 Cold
3 Lightning
4 Poison
5 Thunder
6 Fire
Edit: The wildmagic activation mode only has 3 charges that reset at dawn btw! Opinions?
might want to fix the formatting there
What do you guys think about this magic item? It's supposed to exist in a dnd world where guns don't really exist
Yeh just abt to
How does this feel as a flight option?
Scale Wings.
Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. If your wings get wet, you lose your flying speed until they are dry.
Sounds reasonable!
Homebrewers who have made homebrew classes, may I have your help?
I'm making a Hermit class(yes ik there's the Hermit background), a three-fourth caster class similar to Warlock but with primal magic like the druid. The class is mainly support oriented.
Feature suggestions would be nice, but it would be of great help if you could give tips on how to handle and format the class
Here are some concepts I currently have:
Instead of Pact Boons, this class gets Focal Tool at level 1, which determines their spellcasting focus, grants an extra utility cantrip and a unique spell attack
Ascetic Practices will be this class' version of Eldritch Invocations
A later level feature that allows them to craft Prof Bonus items using Herbalist Kit during a long rest
Made 1 in the past, I referenced Matthew Mercer’s Blood Hunter for formatting, but also looked at D&D beyond’s formatting to keep it somewhat in line
Not sure about features but maybe one you could do is something like a side effect that might trigger each time you cast the spell, to give an idea that the primal magic is unstable, the effects could either be a buff or nerf (something like wild magic, though you can give the players more control, then vary the effects with subclasses)
Oh that’s cool, though the name doesn’t really fit the effects since it’s more about messing with attunements
it was originally gonna just be the first part, but I thought of the second one to add a more general use for it
I could probably think of a more fitting name
I really like the idea of breaking another creature’s attunement, sounds like a cool spell, especially for an artificer character
it really annoys me that Artificer (as of 2014) doesn't have a single unique spell, this was my solution for my game
What if whenever a play is resurrected via magic (Revivify, Resurrection, true Resurrection, Wish spell, ect.) the injury that caused their death shows itself as a scar with the appearance of beautiful gold.
this idea is inspired by the art form Kintsugi, Which is a japanese art form where someone fixes pottery with a type of glue with gold flakes inside, the artform is support to represent embrace the cracks in the pottery
So if a character gets stabbed all the way through by a great sword, then there is gonna be a giant gold scar where they were stabbed
If a character is brought back from being killed from a disintegration spell than golden cracks with appear all across the body
I also really like this idea because it adds more gravity to death, because even if someone is brought back from death, their is still something they have to live with for the rest of their life.
It's a dumb idea I just had and I'm not sure if it should have a mechanical effect. Any thoughts/opinions/feedback?

Wait, it doesn’t?
it is the only caster in the game that doesn't get a single unique spell
That’s actually crazy
Oh that's a good one 
A peculiar magic item fitted with a beautifully engraved wood handle and adorned with large magical gems. Its overall appearance would be described as half crossbow and half small cannon. However, rather than cannonballs or arrows, this item shoot projectiles of magic energy!
As an action a player can aim and fire this weapon dealing 1d10 (+ proficiency bonus) force damage on a hit.
Additionally as a bonus action a player can activate the wild magic gems lining this weapon. This consumes 1 of the weapons charges and causes this weapons attack action to change for 1 turn. When the wild magic gems are active, this weapons attack becomes 3d6 (+ proficiency bonus) of a random elemental damage type as determined by selecting a number on any of the d6 rolled for this effects damage and referencing that number to the chart below! This effect must be used before this hit dice is rolled.
Edited the item a bit I think it works pretty well imo! Would love any feedback
There's no mention of what modifier is used for the attack (it could be presumed to be dexterity, but the attack isn't listed as a ranged attack), or the range of it. That's definitely something to add 😛
"If perfection were to be imperfection you would be perfection incarnate"
Am I able to send a link to a google doc? It leads directly to a homebrew class that I have made. I watched a few videos to make sure it is scaled properly but some of their class features might be too strong and so I want another opinion on the matter
im working on a homebrew subclass themed around fairy godmothers for the warlock and i thought it would be fun to just rob the form of dread and make it more befitting the subclass
main goals for the subclass are support and some healing
i only have the first ability and im unsure how to balance it
Till the clock strikes 12
At first level your patron grants you just the thing for the ball, For 1 minute your gear and clothes are transformed into a glistening gown and you gain the following benefits:
-
your current and max hp are increased by 1d12 + your charisma modifier
-
you may choose one of your allies as your prince they gain a bonus to ac and max hp equal to your proficiency bonus for the duration
-
You and your prince are resistant to being charmed, frighted, or possessed your choice for the duration and you choose during the activation of this form
and i imagine you would be able to do it a number of times equal to your proficiency bonus like the form of dread
any help would be chill im extremey new to mechanics
Where in the description would ou add what modifier is used? (It is Dex)
Would knowing how to drive a truck be a wisdom check
I feel like you could make a plain Land Vehicle check
I don’t know what the rules surrounding that check are, so look through the rules surrounding it
Aight thanks
okay so, I have this stat block I made about a year ago. I think it's alright but coming back to it all this time later, I definitely see flaws, especially in the description. So I'm open to and would appreciate any input
might be better as a google doc or posted from igmur
- the first benefit does not have the
for the durationwording as the second and third benefits. - what does
resistant to being charmed, frighted, or possessed your choicemean? - wording can be cleaned up overall, seems like a cool concept
I'd just specify it as a ranged attack: "As an Action, a player can aim an fore this weapon, making a ranged attack (range xx/xx), dealing 1d10 (+ your proficiency bonus) force damage ona hit"
thank you i was very anxious about it
so i would say advantage against said effect
-
yup i can fix that
-
it means you pick one of the 3 to have resistance against
-
i will try
anyone down to spitball an idea i got?
shoot
You can't be "resistant" to those conditions. At most, you can have advantage on saving throws against being charmed, frightened or possesed, or to end those conditions on yourself (don't even think "possesed" is a condition, most possesions include some sort of charm effect instead). Needs better wording for sure.
This might sound dumb, but have you considered taking notes from Springtrap
does anyone know about homebrew in dnd beyond i need some help
Hey chat
If a mother figure was to join a party and her weapons are her chanclas
How much damage would she deal to enemies?
i cant get size selection to work
Probably just reflavor a mace
Otherwise it'd be an improvised weapon, which unless I remember wrong are 1d4
Yeah, just send it in
Probably better for #ddb-avrae-help and related channels
i'm going to be honest, I don't like the way limited magic immunity works currently, for pretty much the same reason I never liked immunity to nonmagical attacks
I do enjoy the idea of a monster being resistant to magic, or having magic be riskier to use against it, but I've heard people try to defend this feature before by pointing out how little it comes up, which does limit how much it detracts from the game, but again, only because you basically never see it outside of the raksasha and tiamat
so, I was thinking it would kinda work like a buffed magic resistance in the sense that, it gives advantage on saving throws against spells and other magical effects, and if the monster with this abilitiy passes a save against a spell, it gains a number of temperary hit points equal to the level of the spell, times ten (so, if someone tries to cast banishment on it, it gets 40, but if they tried casting phantasmal force, only 20)
I just think this is healthier given it's more clear on what it does and doesn't affect, for example, a warlock isn't just going to be standing there twiddling thier thumbs the moment the come across a raksasha if this was how it'd work, they may not want to use one of thier pact slots, but they'd still be able to use eldritch blast and such. hopefully this logic applies to all spellcasters when fighting something with this ability, because I don't think anything in this game should just hard counter classes, and personally limited magic immunity as it stands right now is kinda like what immunity to nonmagical attacks is for marshals imo
I know this breaks some conventions about design in 5e, but would you consider this balanced?
Moonspeaker
Prerequisite: Shifter, Wild Shape
• +1 to Wisdom (or Con?)
• You can spend uses of Shifting to Wild Shape and vice versa.
• You can use Shifting while Wild Shaped.
• You can activate Wild Shape and Shifting as part of the same Bonus Action.
Thanks
Here is my homebrew class, feel free to criticize it. (The subclasses are yet to be made, I just wanted the main class to be solid first)
I'm currently at work though, when I get off I will look through the messages and see if there's anything I need to correct
I'm currently working on a long term project to homebrew up spells from the dawn of time, how do these two look?
Ember
Evocation via Elementalism Cantrip
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Arcane, Primal, Celestial
Whispering a word of fire, you instantaneously ignite any flammable object or material that is not larger than 7 feet in any dimension. If a flammable material or object is larger than 7 feet in any dimension, then you may only ignite up to 49 square feet of contiguous surface from that object or material. If you target a creature with the casting of this spell. Make a melee spell attack against that creature. On a hit, the target takes 1d4 Fire damage.
Frost
Evocation via Elementalism Cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Arcane, Primal, Celestial
You whistle a calling upon the slumbering seasons, choosing one of the following effects.
Autumn: Choose up to 49 cubic feet of an object or part of an object and cool it down to a temperature of 50 °F (10 °C). This change in temperature lasts for 24 hours, unless you cast this spell again, or if the object takes any fire damage.
Winter: Choose up to 7 cubic feet of an object or part of an object and cool it down to a temperature of 32 °F (0 °C). This change in temperature lasts for 8 hours, unless you cast this spell again, or if the object takes any fire damage.
Heat and Cold were the first forms of magics people came to master (at least in my world)
Your starting equipment offers the player armor and weapons they are not proficient with. (Shields, martial weapons) you either need to remove those or give the player proficiency in that equipment.
I think using Charisma for this is fine However animal handling exists as a skill already so maybe Wisdom works better.
Taunt needs to be rewritten to follow proper DnD writing but I understand this is just a draft. I would look at existing spells with similar concepts like Find Familiar, Beast Bond, Animal Friend, Command, etc.
This feature probably needs a usage limit, like X number of times today. Also "once per encounter" this needs to be changed probably to just a time frame. Say like, 1 minute or 10 minutes or something.
The layout of this class document is really difficult to read. Please space these features out more.
Known Monstrosity: As written currently, this doesn't do anything. "Beasts" is a specific creature type in DnD already, so if you declare dragons you would gain nothing. Furthermore, what does knowing every type of creature in a creature category do for the player? Does this make Taunt work for them suddenly on all those types of creatures? If yes, that's busted. If no then you need to write what benefits they gain from this knowledge.
Behavior Dice: Cool idea, maybe too strong for 2nd level? The number of dice you get should scale with your level for sure. Only one or two dice at this level. This feature potentially is a shield spell or basically being equipped with a shield. If you don't want to mess around with AC stuff you can always just impose disadvantage on the enemy.
Wild Prediction: This feature is very strong because its basically mind control with no limits on what you can declare. You could declare that an enemy guard kills another guard or something. Needs a limited number of uses or limitations.
Predicatable Movement: So a lot of these features are basically mind control features. Its you telling the DM what the enemy is
going to do. I would probably write some features that are not so controlling without limitations. You are going to run into situations where DM's either hate running this class or DM's are not cooperating with the player. This is something called "Mother may I" rules where the quality of the feature is depenant on the DM which you usually don't want. You want the feature to clearly define what can and can't happen.
Heads-up, I don't think enemy needs to get advantage against your ally. That's just not fun for the party.
Animal handling Savant: Just make this expertise in animal handling. No need to make it too complicated.
Watch out: Looks good.
Wild Understanding: I would just make it if they miss you period and you regain 1 dice.
Tamed the Wild: I'm very confused about this feature. What does the whole rations system mean? What taming process? These are a lot of new mechanics with no prior explanation. I would also not make it require you to make the final blow. Just have it if a creature falls to 0 within X feet of you.
This feature needs to come online WAY WAY SOONER this feels very defining for this class and should be coming online at levels 1, 2 or 3
Okay so here's my overall opinions about this class.
Flavor: I love the flavor. Feels very wild life safari explorer. It definetly feels like a beast tame. I do worry about clashing flavor with Rangers though since Rangers get a lot of the "tamer" flavor from Beast master and Drakewarden and such. Something to consider.
Major glaring issues. This class is SO SO SO reliant on your DM allowing a lot of these features to work, putting creatures that benefit you in front of you and helping you make this work. You need these features to work on their own without the DM having to handhold you. Again I would look at the Beast Master ranger and how a pet is handled there or Drakewarden then build from there.
This Class doesn't do anything offensively. It is purely defense and that's an issue in a system with a lot of combat. You aren't going to always be fighting beasts and you are screwed when you aren't. This subclass has 0 offense features. A level 20 in this class does the same damage as a level 1 in this class and that's a big big issue. You need to add more offensive features.
A lot of these features are too similar. I found myself confused about what the difference was sometimes so more variety is needed.
Keep in mind since this isn't a spell caster, this class needs to be comparable to other martials that exist. Currently this class is doing far less than the other martials.
Would 1st Level Water Walk only be cast to 1 Creature?
im trying to make a boxer class and it feels kinda awkward putting "none" on armor, weapon and tools. do i add something in those just so it doesnt feel too empty? 😭
Sounds like you're just recreating Monk.
I think a boxer would work better as a Monk or Fighter Subclass rather than a unique class.
thats a fair point but the reason im creating a class is mostly because whenever boxers are done in homebrew they tend to always fall under one category
i want to do something that gives you the choice between what type of style you are as opposed to the classic just guy who punches fast
Perhaps consider how the Hunter Ranger subclass grants different options at each subclass feature, allowing for micro specialization
Look at Wild Heart barb if you want the build you subclass feel.
Armorer Artificer if you want the multiple modes feel.
Hell you can just write it as, you have X mode that does this, and Y mode that does that. As a BA you can switch between then as needed
frankly i was considering the hunter ranger suggestion but i feel as if making a subclass for an already existing class would cause a different type of issue, the inherent features of existing classes do not go along with my vision for what i want to create
https://www.reddit.com/r/DnDHomebrew/comments/1pnb596/untamed_soul_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made, how does it look?
I'm going to say it's a bit too potent in two areas:
-the druid list is an excellent list, with excellent signatures. Conjure animals is a good example, as is spike growth, plant growth, entangle, ect. Full access to this is already very strong.
-You are better at using conjure animals than an actual druid since every animal adds your cha mod to its damage. That feature alone adds like 30-40DPR to conjure animals, which is insane, by adding your CHA mod to every single animal.
i will get rid of the damage bonus since that is probably too much
Part the plants and hostile foliage are also just high tier features, providing consistent amazing value.
Nothing wrong with those, but in the context of everything else, very strong
Notably allows you to plant growth your own team without consequence
one thing i could do is get rid of empowered beasts and move hostile foliage to level 14
The capstone isn't too bad considering the level. Is it meant to only attack that one creature that hit you? It seems as such, but isn't clear
I'd consider moving part the plants there. Part the plants is very very strong
Difficult terrain is amazing, even without your team being able to outright ignore it
Plant growth that you can move normally in is extremely strong and likely a higher level feature.
Consider that plant growth is among the best level 3 spells even as is
okay i did an update to the subclass to hopefully make it more balanced, take a look
how does it look now?
^
Hey chat
I'm in a wizard battle and my friend casted second thoughts and doubt on me
How do I counter this?
I have no idea what those spells are. How do you expect us to answer this with no context?
It was a joke they made in #dnd-discussion
No clue why it was said here too but
Mysterious
What do you guys think of this subclass now that it has been nerfed?
I need help beating him in our goofy wizard battle
Meteor swarm will do the trick
Something like everyday inconveniences which are turned into spells like
Warm pillow
Charger only works at a certain angle
And such
Perma-wet socks
Foot cramp
Okay that wins
But anyway I feel like this is off topic
Trench foot
Is that an everyday inconvenience? 😭
Essence Mastery
Prerequisite: Level 8, Spellcasting or Pact Magic
Rather than rely on spellcasting foci, you have honed magic through materials to draw out their essence. While holding a component pouch, you gain the following benefits:
- Creatures have disadvantage on ability checks made against your spells using Counterspell or Dispel Magic.
- You have advantage on concentration saving throws.
- When you cast a spell that deals damage, add your spellcasting modifier to one damage roll.
A little inspired by the Mighty Nein and how the animated show handles spellcasting using components instead of foci
Tbh there's not enough stuff for component pouches
Idk if this is necessary. Component pouches are strictly and objectively better than nonmagical spellcasting focuses. The only benefit that focuses have is the fact that they can be magic items
I know that this concept has been done before but I wanted to make it myself, thoughts anyone?
https://homebrewery.naturalcrit.com/share/QSKQ9viZuhwd
https://www.reddit.com/r/DnDHomebrew/comments/1pnb596/untamed_soul_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made. How does it look?
Hey there!!
Someone is availabe to check out a Homebrew subclass I made to wizard. It's based on the "Volstrucker" archetype from Critical Role's The Mighty Nein campaign.
Here is the link, if you want to check it. I be here do read your feedback. Thanks in advance.
https://homebrewery.naturalcrit.com/share/_m_KSKMII070
Can anyone help me make my first homebrew spell, what I want to do is something based of murder drones specifically Callback.ping, my idea for it is the party is fighting a robot of some kind and they have to hide from it and then it casts it
I have no idea what any of these references are, but is there a reason this needs to be a spell? Why not just make it an ability of the monster you're using?
Well callback.ping basically was revealing the location of the MCs and I really like the idea so I want to try make it, I think if I make it a spell I can have a story where a player learns how to cast it by getting infected by the disease
Doesn't locate creature do that already?
Alright, if you're hoping a player tries to learn this ability, then that's a valid reason for making it a spell. Just note that most players will not see a monster use an ability that they've never heard of and think "I would like to attempt to learn how to do that". Monster abilities tend to be exclusive to monsters, so considering this as an option might never even come up.
I think there is a spell that does that already no?
What is it?
In theory, I like the concept of a monster having mobile senors the the players need to hide from. But in practice, why do the players need to hide from it? If this is a monster that the players are expected fight, then there isn't really much reason for them to hide, other than granting advantage on their attacks
I don't watch murder drones so idk what that does so i'm just guessing
The monster can be the creation of the bbeg and they can alert the villain of intruders and the goal would be to maybe hide from it but then try to kill it
I'd like to create a magical map for my party. The goal is this could help give them a means to navigate the region and potentially cut down on Navigation checks. My only initial thoughts are 1. How can this be limited for daily uses 2. If they learn the name of a location it only reveals an area, but further knowledge from someone it shows a direct path on it - is this dumb? How could this be utilized?
Is my subclass good?
Way of the Third Punch
3rd Level — Rhythmic Assault
When you take the Attack action, you may make three unarmed strikes instead of your normal number.
Each strike deals 1d6 + your Dexterity modifier bludgeoning damage.
These strikes count as monk weapon attacks.
You can still use Flurry of Blows as normal.
3rd Level — Measured Force
Your strikes cut through defenses that stop lesser fighters.
Your unarmed strikes ignore damage resistance.
If a creature is immune to your damage type, it instead takes half damage from a successful hit.
6th Level — Tempo Step
When you hit a creature with two or more unarmed strikes on the same turn, you may spend 1 ki point to either:
Move up to 15 feet without provoking opportunity attacks
Force the target to make a Strength saving throw or be knocked prone or pushed 10 feet (your choice)
You can use this feature once per turn.
11th Level — Third Beat Impact
Once per turn, when you hit with your third unarmed strike, choose one effect:
Add your Martial Arts die twice to the damage
Target must succeed on a Constitution saving throw or be stunned until the end of your next turn
Target’s movement becomes 0 until the start of your next turn
You may use this a number of times equal to your Wisdom modifier, regaining all uses on a long rest.
17th Level — Perfect Cadence
As a bonus action, you may enter a state of Perfect Cadence for 1 minute:
Unarmed strike damage die becomes 1d8
The third unarmed strike automatically deals maximum damage
If all three strikes hit the same creature, it has disadvantage on saving throws against your monk features until the start of your next turn
Once used, you must finish a long rest before using it again.
Sounds extremely strong. Also reads like there might be a fundamental misunderstanding of core Monk features.
@coral delta thanks I will look into it and try to fix it if need be
I agree with dosh. Both too potent and doesn't seem to work with how monk works
Questionable capstone mechanically
^ it does a lot of things base Monk already does, but earlier and stronger. This clashes a lot with existing Monk features
And ignores their martial arts die
hey guys is this?
a good a summon for my party?
hold on
is it balanced? i know its strong honestly its kind of meant to be
Thanks for the feedback, I will most definitely fix up the wording and adding extra things that are needed and removing those that are not. I will also work on making it way less DM depending then it originally was.
40 CALIBER MAGIC MISSILE (Rocket launcher)
Severed vocal chords
Itchy bones
Mend buttcrack
METAL SLIVER IN EYE
Spontaneous combustion
Rubber bones
Liquid bones
Are these good?
I can keep going
Making some homebrew abilities for my party rn, does anybody have any ideas for a Beast Barbarian who prefers to use weapons?
Being a lycanthrope is integral to their character rn, I'm planning on them eventually beating their curse and becoming a totem barbarian, but that's not here or now
Does the player know this plan?
yes
The whole point of their character is to find a cure to their curse
The power budget is pretty high, higher than it probably should be, but I run a relatively difficult campaign so I think that balances it out. Let me send other abilities I've made in a google docu
Any unfamilar terms are probably related to the other homebrew I run which is using LL classes, but that shouldn't really affect too much since I'm only looking for ideas for a beast barbarian which is similar to LL's rework of it lol
Hey, I need help with my level 14 feature for my Flameweaver Origin Sorcerer Subclass. (Link: https://docs.google.com/document/d/1kffHCIgAa_6fWniREweLdB2mbhkZloNJOAHThWqZQvg/edit?usp=sharing) I really don't like what I have for it, so I need help deciding an alternative. I do want something where you expend Sorcery points to pump up the damage of fire spells even more.
hey @void jewel, maybe you can help me?
Just read the spell list and the first level 3 feature.
You could delete everything else and it'd be the best available sorcerer sub with just those
Medium + shields in a sorcerer sub is an amazing boost.
And the spell list includes excellent spells like fireball, wall of fire, grease, ect.
i bet you have not reached the pseudo-spirit guardians built into the level 6 feature
Oh damn, all your spells also ignore resistance immediately at level 3
Since they can all become fire and you ignore fire resistance
fire is one of the most common resistances
to be fair
But you also ignore it in that same feature
So for you, none of your spells are resistable now
Except via immunity
Oh yeah, that is a good point. Might need to move that down a bit. anyways, what about level 14? Can you help me with that?
?????level 6 also turns innate sorcery into concentration less spirit guardians??????
yep
Brother I am being trolled
ok, my sense of game balance obviously needs work.
Maximizing fire DMG for 2 sorc points is potent, but is the first reasonable feature I've seen here, given the level
Yeah I'd head back to the drawing board with this one gang. Every feature I'm reading is amazing individually. Some just bonkers good
what about the other 6 level feature?
I have not worked on level 18 yet
Oh burning resolve is fine actually
A solid DPR boost to your spells
Pretty significant but not game breaking
I might just move the "ignore resistance to fire" there, so it is essentally a buffed version of the Elemental adept feat
If that was all you got at 6, you'd be happy, especially considering all your spells deal unresistable fire damage
It'd definitely help to remove that and cause a feat tax
Would tone down the power a bit
However level 3 and the spell list need to be reconsidered
At least together
This thing doesn't need medium + shields.
well the main reason I put that was because I wanted sorcerers capstone for a character I want to build with this
which is awesome, btw. Free metamagic.
I get the appeal. I too, homebrew medium and shields too much. But just accept the dip
Want medium and shields? Dip 1 into another class
At least that gives it a price
Medium + shields should have such a price tag on it. Its a huge deal
fair. I guess I already get a free metamagic anyways if I keep the free transmute
problem is, the feat is not that great, and since I get a stronger version of the seond part as part of the subclass, It does not feel like it is worth it
ok, so how can I tone down the other features, such as the spell list. My thought process was "put a fire damage spell for each level" and then something else that thematically fits.
Fire damage spell on each level isn't a bad idea. However, you've got the best of the best at many levels.
well, there are not many options at certain levels, like at level 4
wall of fire is the only one that deals fire damage
In the absence of medium/shields and with the spirit guardians feature changed, the rest isn't really a concern
Even the good spell list and fire ignoring
oh, well, in that case, how would I change the SG feature
IMO the offender of that combo isn't the ignore resistance it's "all your spells are fire"
well not all, but yeah
I'd scrap it and put something else there. SG is extremely potent. Removing concentration from it is insane.
Even if it required concentration it'd be very powerful because it turns innate sorcery into also an amazing third level spell
well, It was a thought. I do like the theme of cloaking yourself in fire during innate sorcery, so I want to keep that part. How would you do it?
maybe still have it be a fire damage aura without being just a Fire Spirit Guardians
like deals damage, but does not slow
Tbh I think if you come back with a revision it'd be easier for me just to re-evaluate
Some balance things are less of a concern if others are removed.
Fire shield perhaps
Look into that
Much more reasonable spell to use
oh, so instead of copying spirit guardians, we copy fire shield? ok, I'll consider it
problem is that spell requires you to be hit by melee, but I am going for more of a ranged caster.
Which is fine IMO since A. You have another, totally good level 6 feature and B. Innate sorcery is already giving you a potent buff
IMO, its more of a "helpful when it comes up" feature. Which you need. Not every feature in your subclass can be constantly useful. They are not by design in any official subclass
It is tempting to make each individual feature powerful. But that is a trap. You need ribbons. And as ribbons go, adding fire shield to something you already activate is not a bad one at all
sounds good. Now I just need to work on the level 18 feature, Scion of Everflame. I was thinking for it to be a buff to Raging Inferno while it is active.
True, I guess, thinking about it, the fire shield being up should deter creatures from melee attacking me anyways
Hey gang, what can you tell me about the Omikyri?
https://docs.google.com/document/d/1kffHCIgAa_6fWniREweLdB2mbhkZloNJOAHThWqZQvg/edit?usp=sharing ok @void jewel, how does it look now?
Still extremely potent. Moving 3's ignore resistance to 6 helps a little bit but not much. Phoenix immolation feels like it should be on a LR, not SR. It giving you a ton of these spells known+prepared is amazing at 3 in addition to the other buffs -this is close to 50% extra total spells prepared, many of which you'd want to take anyways.
I don't think you should have infinite free fire transmute spell with no strings attached. Probably limit the number of uses. This is one of the big offenders, because in enables so many other features by allowing every single spell you cast that deals a relevant damage type to deal fire damage, which triggers all your riders and whatnot.
IMO Fuel the Fire should be more expensive.
Ok, try checking it out now.
you will also notice I removed the "immunity to fire damage is treated as resistance" part as well
So, what do you think? Think it is now ok for playtesting, @void jewel?
Does anyone know of a homebrew crafting system in dnd cause the normal crafting system sucks
Hey Shredder from TMNT is wearing plate mail right?
id say so yeah
I'm making him the BBeG for my campaign
I'm using this one skaven deathmaster as a sorta basis since the deathmaster is cr 16 and he is going to be cr 17
I'd like to create a magical map for my party. The goal is this could help give them a means to navigate the region and potentially cut down on Navigation checks. My only initial thoughts are 1. How can this be limited for daily uses 2. If they learn the name of a location it only reveals an area, but further knowledge from someone it shows a direct path on it - is this dumb? How could this be utilized?
i know i've asked this a couple of times, but anyone else want to give feedback on this healer / support ranger subclass
the flavour is supposed to be a sort of field guide / toolbox-ish character
I have my own ideas on the abilities, i just want to see if they are founded and reasonable
here's the pastebin link to the class, if anybody wants i can paste it in here too incase they dont trust the link - https://pastebin.com/hg26hKAG
What if whenever a play is resurrected via magic (Revivify, Resurrection, true Resurrection, Wish spell, ect.) the injury that caused their death shows itself as a scar with the appearance of beautiful gold.
this idea is inspired by the art form Kintsugi, Which is a japanese art form where someone fixes pottery with a type of glue with gold flakes inside, the artform is support to represent embrace the cracks in the pottery
So if a character gets stabbed all the way through by a great sword, then there is gonna be a giant gold scar where they were stabbed
If a character is brought back from being killed from a disintegration spell than golden cracks with appear all across the body
I also really like this idea because it adds more gravity to death, because even if someone is brought back from death, their is still something they have to live with for the rest of their life.
It's a dumb idea I just had and I'm not sure if it should have a mechanical effect. Any thoughts/opinions/feedback?
Looks great to me!
||3rd level good, maybe rework the difficult terrain clause||
||7th level is a bit iffy, could do with a general rework - i like trap Trap Steward but the 11th level is already reaction based and its still niche as-is||
||11th level i really like flavour wise, idk how powerful it is||
||15th level feels lacklustre for a capstone especially when other ranger subclasses get mega survivability / support||
those are my opinions on the class myself, but i'm not great at balancing yet
I have something called Bob, Bob is an elemental cataclysm on steroids. Don't worry I suck at balancing as well
i love the vibe! also gives NPCs and other characters little nods if you care to do that in character. an older with hundreds of golden scars, someone with a large section of their body golden
idk if any real mechanical consequenses, maybe some roleplay consequences (some people see those who are resurrected as imperfect - in a good or bad way)
Fair, I was thinking of it having a nod to the conductivity of gold.
Like giving an electricity related buff or debuff
gold can do alot! but it will melt under that kind of damaging electric current, so skip it imo.
need a name for an alt Legendary Resistances for a Avatar of Ouroboros
Staring Down Eternity
i like that one
Avatar of Infinity?
also any suggestions for what to do at 6th level im super torn so i’ve created basically a list of things it could potentially do (im not using all these these are just things that came to mind)
-
your time within the dress increases
-
When you see a ally within 30 ft of you make a save against a attack or magical effect they can add your charisma modifier to it
-
maybe increase gown health buff for you and your ally
-
potentially something to do with like enchantment magic as a fun dip so turning willing spells into unwilling like vs your spell save dc
-
maybe something is that when a ally near you is downed you can grant them a portion of your hp if they are within range of touch (true loves kiss style
fully just lost because im happy with the first level so continuing and making something that’s balanced is hard i also have the name for it
Heavy is the head
im going supportive but the main struggle is making support and healing feel fun
i have a homebrew species that i've worked on for the past couple of days, wondering if anyone would like to review it to see if it's alright for use as an actual species.
its like an android species made for a more futuristic or modern set campaign
it has 4 subspecies / species catagories
i think itd be cool, and i know its cool as a concept
just wondering if itd be cool for use regularly or semiregularly
Just finished working on a home brew species called soulborn. Similar to war forged, but created when a powerful person experiences a strong emotion around an object, giving said object life by trapping a wandering soul in it. It has 20 sub species based on the emotion (love, hate etc) and type of object (relic, cursed, ordinary, etc). Has some major drawbacks but some huge advantages as well. Anyone willing to take a look at it to help me fully balance it?
I'm trying to figure out a way to word a D&D move but the downside is I kinda cannot post it as a gif and my only option is to show a video where it happens
Trying to make a statblock for Shredder as mentioned earlier and was trying to figure out how to have the move performed at 2:50
Main idea I had was a once a day action where they force a person to do a con save or major damage and be stunned
https://www.youtube.com/watch?v=7W-XvNwp2O8
Just copy and paste the stunning strike from monk, im pretty sure thats exactly what you're thinking of
https://www.reddit.com/r/DnDHomebrew/comments/1pnb596/untamed_soul_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made. How does it look?
Is Dridic Soul intended to let you just have access to the whole druid spell list by swapping your spells during level up, or is it a case of wording?
Hostile foliage could use more clarification on the terrain. For example Hallucinatory Terrain would make a 150 cube of damage with no concentration requirement lol. Though grabted the feature specified all creatures, so that'd include you and your allies, so not the biggest example, but "terrain affected by magic" can cover a lot of things I don't think were intended
I don't think a "terrain hazard" is an existing term, so while again understandable what the intent is, it is also a bit vague, and could benefit from clarification
The angry shambling mound is genuinely a funny sounding feature, though should specify where it is summoned. Although for a 18th level feature, it does feel kind of weak or situational, and you could add something like the mound attempting to get closer to the target, since if it can only attack, it would include no movement, or a simple door or being grappled blocking it from approaching its target and making it useless, since it cannot take actions to escape or make its way through such things
got a class inspired mostly by monk and pugilist, its not close to being done but id like some feedback on what i have up to now! https://docs.google.com/document/d/1dkOQTzjZs8by_ANX0N6qJZcON-e7Squ9RDm73-3Ba-U/edit?usp=sharing
ftr the showboat subclass is a complete wip lol i have not added flavor text or put real mechanical thought into it yet
oh yeah, fair warning, im very bad at wording things so if theres anything that is too confusing just lmk and ill clear it up lol
contemplating creating rules for ranged magical attacks using arcane foci
like as weapon attacks
ive been playing dragon age again (veilguard), and the spammy spam attacks using staves gave me an idea
Is there a meaningful difference between this idea and Cantrips? Cantrips are the 'normal weapon attack' of the caster, after all.
literally no difference between "beam from staff" and Eldritch blast
Dunno if this counts as homebrew but I've been thinking of a character that is a half hobgoblin for lore reasons. What Stat upgrades should I use for this particular race since they don't exist in normal DnD?
Guess it would just be a stronger version of it
that is also true
Are you asking what the normal process is for flavoring your character as a half species?
Or are you trying to homebrew an entire half hobgoblin species?
artillerist kind of embodies that better but yeah
this is actually what im stumped with
Oh there is a normal process? Cause if there is, I would gladly go for it
The recommended process for half species using the current rules is just to take the features from one of the two halves and use those. Then, you flavor that your character is visually half another species.
Ohhh i see. That makes sense, I'll do that then. Thank you!
So for example, you could say your character is half Dwarf and half Elf. You'd pick all the species statistics of just one of them, though.
technically this would actually be witch bolt, with the beam
my goal here is to make it a ranged simple weapon attack (magical, ofc lol), with choosing the damage type per attack
the problem i run into is 1) cantrips have to be different and equally viable but also distinctive and have a reason to use these in builds other than AT Rogue, and 2) the issue of extra attacks being something more suited to fighters and martials than casters, all the while 3) not crapping on martials further power-wise
finally finished drafting the 9th level Summon spell 
I know there are too many differences between the choices, but no one is supposed to have access to all choices at once, so I’m hoping that makes it less intimidating
https://homebrewery.naturalcrit.com/share/JmvxwA-wUmkH
just make it a single Magic Missile
Magic Missiles are the most basic form of pure magic
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew druid subclass i made. How does it look?
disproportionately strong for t1
but it quickly stops scaling
I know we talked about it yesterday, but why does there need to be a new unarmed strikes based class when that's already Monk's schtick?
This could probably easily just be a monk subclass.
felt like it
If you are going to make a different unarmed striked based class then it needs to be pretty well different from Monks in terms of mechanics and ability. Just from skimming it feels like a good number of these features are just monk features but reskinned. I'm not feeling the distinction.
shrug, i wanted something like pugilist but without some of the features
its supposed to be similar to both of them without being a carbon copy (as in, monk and pugilist)
Sometimes you don’t have to drive yourself crazy by making homebrew completely distinct from official content. Profane soul blood hunter after all straight up has pact magic
Oh for sure, it doesn't need to be 100% different. I mean, Barbarians had unarmored defense too. And lots of official subclasses in DnD share very similar features
idk, I do have a class that uses Unarmed Strikes, but otherwise it’s not a Martial and has nothing in common with Monks
What i'm referring to though is mostly identity. If you present to be a class that's "It's this but remixed" then I personally want to see a big mechanical difference or at least a strong change which seperates them
if anything, it might be broken down into pieces and built into a Warlock subclass/Eldritch Invocations suite
i actually contemplated making the damage chooseable between force, fire, lightning, cold, psychic, necrotic, thunder, acid, or radiant
oh yeh, for sure, I didn’t look at the class, and I def don’t like people building a whole class for no reason
just make it Force
why just force?
other than the existence of Spellfire, Force is the damage type that signifies pure magical energy
the other damage types require refinement
so it’s like magic weapons that deal other damage types
no right i know that, yeah
you can make magic items that do it or a cantrip that changes the type
my idea was more variable than just shooting raw magic out of an arcane focus tbf, but it would simplify the concept a heck of a lot more
should I remove the higher level spells altogether?
I would have to rework Greed, Lust, and Wrath 
I am not sure if (even when looking at just 1 of their stat blocks) it’s still too complicated
I had no issue running them in my own play tests and my DM has had much easier time planning with those rather than the full sheet they were using
but compared to other player summon sheets, they’re definitely larger
for a ghoul race where i have natural claws as my weapons (1d6 damage) what do you think i should have as a second racial feature? i’m at a loss for a second idea
Is this a species or a class?
and is it 2014 or 2024?
SPECIES SORRY💔
2014
you should give them some self-regeneration and tankiness then
2014 Undead can’t get healed by many spells
What about a minor healing feature that lets them restore like 1d4 hitpoints x number of times a day when they eat meat
both were one of my ideas the issue is it feels like slowly the claws will be useless cause 1d6 isn’t viable for very long
as of now healing is one of my options but it’s annoying to choose
Well, most species features aren't very potent.
The main stuff thats useful forever are like generic stuff like movement speeds or extra proficiencies and stuff
If you really want you can have the claws scale at certain levels
Indeed. Most species traits are used maybe once per session or two. Maybe even less frequently. A player's class is where 90% of their daily use kit comes from.
ill see if its a option to have the claws scale if not i’ll look for something most beneficial to the long game
Don't ghouls climb around and stuff?
You could give them a climb speed/spider climb
that would be useful forever
that’s a good point
final thing with that what would the class be that benefits the most, i played a random character for a campaign last year so im a bit traumatized
You should be aiming to have this species benefit no classes more than another.
The point of a well made species is that it should be class and playstyle agnostic.
A few do, and they're not very well made as species.
Species should be designed around representing that species the best you can imo
it’s more so which class would make sense for a ghoul to be now, i can’t see a ghoul being something like a paladin or something like that
Well you aren't going to have much control over that if you post this or anything. A player can be any class they want and multiclass
fair
The appeal of DnD is making and playing any character you want. An orc wizard, or a halfling barbarian
An undying paladins ghoul works plenty fine, especially if they have an oath thats strong
First pass at a homebrew class based on Hornet and her crests, would love to hear any feedback :)
https://docs.google.com/document/d/191d2z8V0DP6n2s8dlOKDIn0RVxwoewqgYdI4tm5VroI/edit?usp=sharing
subclasses still need a lot more work
joke feat idea:
Italian Casting
You no longer need Verbal components to cast spells, if you have a free hand.
(the joke is we speak with our hands)
(my family is extremely italian too, so i can confirm there is a LOT of gesticulating with our hands and gesturing)
This is really good tbh. Your format is nice. There aren’t any glaring issues here from what I can tell. Only thing is maybe for Vesticrest of Fortitude, allow the player to change their proficiency at the end of a long rest.
Other than that everything looks solid here
oh I do like that idea, fits with being able to swap out your tools
any input on silk soar v1 versus v2? My first idea was v1 but someone suggested something more like v2 and I do like it
I think V2 is probably better since you are using your die a lot already on other features. It also is in line with like a monk or rouge using their BA’s for extra mobility
If you are wanting to give more things to use your die on, you can always treat this like a monk feature where, as a BA you do X, but also you can choose to spend a die to get Y
Like how focus points are now. you can do one thing but spend your points to get some extra spice
Probably not. Depends on how die hungry you want the class to be I suppose
I'm also not certain if the part of Weaver's technique that lets your weapon damage scale with your silk dice is too much or not
I'd wanna playtest that sometime to see how it feels
Honestly, it’s a cool mechanic. Replacing your weapon dice with your class die is unique. It also allows the player to choose to use like daggers or a sling without worrying about damage
Goes kinda crazy on a dual wielding character I think
well it's not unique it's identical to monk except it doesn't buff your unarmed strikes lol
Right, that’s what I mean though. There isn’t a class that has a scaling weapon damage die like this
Just stuff that scales your overall damage
well I'll keep it in for now
I mean it's mostly just for fun anyways I'm not in the habit of publishing homebrew much
I’ve been working on a class too so I know the vibes
I do want to publish mine though
Thinking about a Percy Jackson campaign what all y'all think I should get
You can probably run that with base rules. Could just give the players custom feats based off their parentage
Most of it can just be reflavored there'd only be afew different things youd have to homebrew unless youre planning on making homebrew classes/subclasses
I'm currently homebrewing a system I've been calling Eldritch Taint, I had previously called it Corruption Points but I decided against using that and I just want a decent name for this homebrew mechanic that won't make my players giggle like school children and make jokes about having to make Resist Taint rolls. Open to any ideas
Could you just call it Eldritch Corruption?
Can we change the name so it doesnt sound like an eldritch butt crack
Old Gods' Rot?
Now thats a name
¯_(ツ)_/¯
Also fits into the themes and setting im going for in this homebrew world Thanks man
Yurp
*Blood Vial
Wondrous item, rare
This pocket size glass vial is inscribed with spiraling runes. When filled with fresh blood of a humanoid creature, the runes start rearranging into various shapes.
The blood must come from a living or recently deceased humanoid (within 24 hours).
Extensive Info. While the vial contains a humanoid’s blood, you can use it as a material component for the scrying spell. When used this way, the target has disadvantage on the saving throw, as if you possessed a body part.
**Shape-Shift. **As a Magic action, you can press the vial into your flesh, causing it to dissolve into your body. You magically transform into the humanoid whose blood is stored in the vial. This transformation lasts for 1 hour, until you end it early as a bonus action, or until you drop to 0 hit points.
While transformed:
- Your game statistics remain the same, except for your size, which matches the target humanoid.
- Your voice, physical appearance, scent, and surface-level mannerisms perfectly match the humanoid.
- Your equipment is not transformed.
- You do not gain the target’s class features, memories, proficiencies, or languages.
A creature can discern the illusion with a successful Wisdom (Insight) check contested by your Charisma (Deception), noticing subtle behavioral inconsistencies. Truesight or similar magic reveals the transformation as magical.*
does this look any good?
A bit specific but neat, just looking it over I don't see any glaring issues
I'm thinking of changing how different spellcasters use components and foci. Could I get some advice about balancing for an idea I had?
do yall reckon itd be too strong to make metamagic adept a half feat when porting it over to 2024 rules
Alright, ive been considering giving the Savage Attacker feat a bit of an upgrade, as it seems to be pretty weak/unpopular even for an origin feat. The current 2024 savage attacker is as follows:
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
I am thinking about modifying it to the following:
You've trained to deal particularly damaging strikes. When you hit a target with a weapon as part of the Attack action, you can roll the weapon's damage dice twice and use either roll against the target.
Thoughts? Too strong? I am specifying the Attack action part so that you cant get the benefit on absolutely every attack you could potentially make
obviously it is a massive buff, especially for fighters. Its closer to the BG3 savage attacker functionality. I am unsure if such a change is too strong for an origin feat though
whats your favorite dnd homebrew
Do you guys think it’s fine for a subclass feature to just be extra attack when no other subclass of that class provides extra attack. (The core class gets extra attack though)
like fighter extra attack but only on this subclass?
Yeah, it’s for a half-caster class I’ve been working on. One of the subclass is based off having a living weapon/armor so I figured getting extra attack made sense
The core class gives extra attack (two attacks) and I want the 10th level feature to be extra attack (three attacks)
i like it
Perfect.
A half caster with 3 attacks does sound pretty strong. If you run into balancing issues consider having the 3rd extra attack have some sort of negative effect
or perhaps just some sort of limiter
I would definitely avoid giving Fighter's 11th level feature prior to Fighter getting it, tbh.
Thanks! Do you have any other thought/opinions/suggestions?
Sounds fine, I think it kinda encroaches on what fighter does tho
Still abysmal
The effect just adds extremely low amounts of damage
Savage attacker is bait because it sounds good but mathematically provides very little
Applying it to extra attack doesn't change that much
Anyone?
What if I made it cost a BA?
Or something of similar effect to an extra attack?
What's the context of getting a third attack?
Subclass is based on a half caster having a living weapon or armor. (Think like Soul Eater, or Fi from Legend of Zelda) my idea is that the weapon or armor itself makes another attack on your behalf
Perhaps give it a limited number of uses, like old War Cleric?
Random spells/cantrips to inconvenience NPCs/PCs:
Human blender
Transparent flesh
Glass bones
MEND BUTTCRACK
Unexpected hand grenade (turns a random enemy's hand into a literal hand grenade)
Random hair on tongue
Umbrella
Flaming teeth
ITCHY BONES
TRENCH FOOT
Anything else I should add?
That’s a decent idea
How does this reaction sound?
Devour the Light (4/Day). Trigger: A creature regains Hit Points or deals Radiant damage while within 30 feet of the avatar. Reaction: Reaction effect. If the creature regains Hit Points, it instead regains half the amount, and the avatar deals 13 (3d8) Force damage to the creature. If the creature dealt Radiant damage, it instead deals half the Radiant damage and takes Necrotic damage equal to the damage dealt.
Mean
perfect
Elaborate
In the games they claim that he’s weak to fire, but clearly he can survive and come back, as for true weakness it could stem from ideology, if you stop believing/following him like Vanny did he’s weak
Level 10: Sentient Weapon
Your Armament acts on its own, making additional attacks. When you use the attack action on your turn, you can choose to make a third extra attack. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses on a long rest.
I like the vibe
does anyone have a second to help me with a subclass ability?
Can anyone help me balance something for my character, it's related to their backstory
how overpowered would it be if i gave an enemy an ability to where if it is hit with a ranged attack from within 80 ft it automatically becomes their (extra) turn, but they can’t take a bonus action ? it’s like a max use of 3 times per short
just give them a reaction
ok question how do reactions exactly work???
i’m kind of confused about them
theyre a spcial action they can take when a certain trigger is met
so a reaction where if they are hit with a ranged attack it immedietly becomes their turn would work
To be honest, I'd read the players handbook before you go about home brewing things
Understanding the basics is a needed starting point
Review the rules glossary and the chapters on how the game is ran
i don’t own it
I'd consider finding a way to access the rules of the game before modifying the rules of the game
Basic rules are free
also if you learn things while creating you tend to pick up on them quicker
i just wasn’t sure about reactions since some have different ruling than others when i look at monster stat blocks
Totally. You can find info about reactions, and other things, in the basic rules. Free, as ti mentioned
because their reactions have different triggers and responses
i get it now
Once you understand action economy and the base rules, you'll be able to make lots yourself.
if you could send a good resource that would be incredible
Generally true. But it is also helpful to not be shooting in the dark. In this case, an hour or two of reading will do you lots of good
Totally. I'd direct you to the players handbook rules. They're free on DND beyond (though the website itself is pretty bad, after reading the rules, I'd go elsewhere) or one of countless other ways to access the book
For instance, I've got a physical copy, but there are many many more places to get and read it.
I'd have all players read the handbook, and the DM should certainly be quite familiar with the rules
Roll20 and DnDBeyond has the basic rules listed out. The players handbook is always considered free so you can literally go download the rules from the Wizards websites and read over it
Reactions work as the following.
You get 1 reaction per round.
You may use your reaction at any point during a round as long as a feature or something has met the conditions.
For example, opportunity attacks are if a creature in your attack range attempts to leave it, you can use your reaction to make an attack against them.
There are lots of features that specifically list “as a reaction when…” and then details the trigger and effect.
also any suggestions for what to do at 6th level im super torn so i’ve created basically a list of things it could potentially do (im not using all these these are just things that came to mind)
-
your time within the dress increases
-
When you see a ally within 30 ft of you make a save against a attack or magical effect they can add your charisma modifier to it
-
maybe increase gown health buff for you and your ally
-
potentially something to do with like enchantment magic as a fun dip so turning willing spells into unwilling like vs your spell save dc
-
maybe something is that when a ally near you is downed you can grant them a portion of your hp if they are within range of touch (true loves kiss style)
-
any spell with a range of self can be applied to your prince
-
you can choose an additional ally so you a prince and a squire
fully just lost because im happy with the first level so continuing and making something that’s balanced is hard i also have the name for it
Heavy is the head
What’s the subclass? Can you send the subclass?
Oh wait
I saw it’s on the original post
oh i replied to the first level ability that’s all i’ve got so far
One sec, let me read
i also needa work on the spell list but i’ll needa refine that since i’m working on it last but i had one before
How do you feel about this Druid homebrew rule?
- Upon being able to Wild Shape into Beasts with a CR of at least 1 you can can now also turn into Beasts with a CR of 1/8 or lower as an Action without spending a use of this feature.
ignoring that yea i came up with a bunch of things a advancement could be but my main hurdle is feeling fun and making a support
/ healing based subclass feel fun
Some issues with the first level feature.
- Having the dress just give you extra health is fine but I don’t think very exciting. I think you can probably create a more ivocoutive effect while still bolstering your defenses. Also consider that if this is only lasting a minute, and this is your main subclass feature it should be pretty defining and give the warlock a bit to do.
Warlocks are pretty subclass reliant due to their limited spell slots.
2 Bonus AC to an ally is cool. Max hp is meh. I think you can find something else.
- Resistance to the conditions is cool but these are all passive things and nothing active for the player to do. I think it would be nice for this feature to give something offensive for them to do or active they have to do to bolster their friends
hm ok that’s real
i could increase the time and toss something more useful on there
You’ll definitely want to look celestial warlock since that’s the current “healer support” warlock
1 should i maybe increase the dresses time
i could also maybe add another final effect as the active thing to do while the others are passives
I think 1 minute is fine, but give the feature X number of times it can be used per long rest. Like maybe cha mod per long rest.
If you want this to be strictly for combat then 1 minute is fine
i think i do kinda want some out of combat benefit
since i like the flavor of it being cinderella pilled
To refine it:
-
While the maximum CR for your Wild Shape is 1/4; you can turn into Beasts with a CR of 1/8 or lower equal to your Wild Shape's maximum number of uses doubled.
-
While the maximum CR for your Wild Shape is 1/2; you can turn into Beasts with a CR of 1/8 or lower equal to your Wild Shape's maximum number of uses tripled.
-
While the maximum CR for your Wild Shape is 1; you can turn into Beasts with a CR of 1/8 or lower without spending a use of your Wild Shape feature.
so i think it could last longer and i could retool it to work around that idea
So I would probably do something like this.
-
1st level. You get your dress you can trigger as a bonus action, lasts for 1 minute and provides you XYZ benefits or additional actions you can take.
-
6th level. You get some support and maybe flavor stuff like more illusions or charisma skill stuff
-
10th level, either something that directly improves the dress or a feature that works with the dress.
-
14th level, go full hog with the Cinderella theme. Summon and conjure whole butlers and carriages and so on maybe.
That’s just a rough outline. The specifics are probably up for debate
Sure go for it
idk how neccessary that really is, considering the low CR beasts are as if not more useful than the big beasts for non moon druids, since they're non combat tools (again, for non moon druids)
a non moon druid has more use becoming a rat to get through small spaces and spy on someone than they would become a bear
and druids in 2024 already get a mllion ways to get more wildshapes
*Minds eye
Wondrous item, Very Rare
This amulet is the size of a coin. It depicts a blue eye covered by a hand, and allows the user to peek into the mind of someone.
Peaky blinder. As a magic action, use this amulet to cast the Scrying spell. The amulet requires the same components as the Scrying spell except for its physical requirements. However, the target needs to be in a 1000 ft range of the amulet, and the duration is increased from 10 minutes to 1 hour and requires no concentration.
Snoop around. As a magic action, use this amulet to cast the Detect Thoughts spell. The target needs to be within 500 ft of the amulet, and you can only use the read thoughts option when casting this spell. The spell requires no concentration.
The amulet turns gray whenever: physical contact is lost whilst a spell is active, the user gains no new information about the target after using a spell, or if the user is spotted whilst a spell is active. When the amulet is gray, it has no use and requires a day to be usable again.*
is this any good?
By physical requirments, do you mean material components? S/V components? If it still requires Material Components, does the amulet count as a 1,000+ GP focus for a class that could use one as a focus (like a cleric or paladin)
The part about turning is grey dense and maybe could be summarized better, possibly in a bullet points?
oops yeah i meant material and ur right i should summerize it better thanks
Is a grapple as a reaction when you fail a grapple or when a creature breaks out of your grapple too strong for a racial ability
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew subclass i made. How does it look?
Has anyone had any success using Daggerheart's death rules straight into D&D?
Adapting for rolls to do with hope dice and stuff like that of course
Just thought of a spell:
Stat death: cause one of the target's stats to drop to 0 which results in the following effects:
0 strength = the creature's body is so atrophied that they are unable to move any part of their body
0 dexterity = the creature is in a constant state of dizzyness (kinda like how it feels when you stand up too quickly but permanently)
0 consitution = The creature is incredibly sickly and will die unless someone is there to be constantly healing them
0 intelligence = the creature is in a coma where they cant form a thought forever
0 Wisdom = the creature goes insane, losing the ability to distinguish dream from reality
0 Charisma = I'm not sure yet
Any thoughts or opinions?
9th level for sure
charisma STs are used for erasing personality, basically mind control but soul death, or for getting sent to Hell (lol).
so maybe cha is "you have no rizz and become unresponsive" or something
Hi I'm ordikai, the teacup cat VTuber
this outcome is incredibly funny to me, like the lack of social skills would be the LEAST of your concerns if youre just rendered in a waking coma by this spell
0 con or 0 str should be "i steal all the bones in your body"
for funny shenanigans
0 Charisma. The creature cant stick to its word and every word coming out of its mouth sound like gibberish. Whould fit
0 int makes sense for a coma, and to differentiate the coma idea, maybe make 0 cha soul death
just have your soul instantly deleted a la dementors kiss
0 wis could be mind enslavement
it’s too strong even for a 9th level spell
look at the CON one
your CON drops to -5
meaning the max HP decreases by a lot
if the hit die was d4, d6, or d8, they die and their max HP is 0
so they just can’t be healed
what’s the saving throw on this spell?
it doesn’t even state a saving throw
So I've put Stat Death into a Google Doc:
https://docs.google.com/document/d/16k_CqSfielgCuy569CxzgKOA3QlkKlvyFfOSevZXCa0/edit?usp=sharing
You speak a word of absolute entropy, unraveling one fundamental aspect of a creature’s existence.
Choose one creature you can see within range and choose one ability score. The target must make a D20(16) Constitution saving throw. On a success, the spell fails and has no effect. On a failure, the target must make a second saving throw using the chosen ability. On a failure, that ability score is reduced to 0, triggering a Stat Death effect.
This reduction cannot be prevented by immunity to ability score reduction, unless the target is a deity or an artifact-level entity (DM’s discretion).
I'm working on it
definitely way too much still
It's not meant for player access.
Probably going to be used by a boss or something in late game. Most likely at campaign lvl20.
it still instakills from max HP
you could just use Power Word Kill instead if you wanna do the same thing in a balanced manner
Still has a reasonable saving throw.
or make it a more gradual
which something like Sickening Radiance already does
why affect their stats directly when Exhaustion already affects their rolls giving them an effective -2 to all stats when rolling
without destroying the character’s max HP
make them unable to distinguish friend from foe and become a brute when charisma
If you look at the whole thing health is not the only stat affected
I know, but the other options don’t matter
when you find Checkmate in 1, look for better
only on d6 hit die casters
in which case, heck yeah screw wizards
I mean, I guess d8s will have 3 HP
which means anything can kill them and ignore death saves
which, for like a 9th level spell, might be okay
any character can be killed in 1 attack after this spell lands, and I think you need True Resurrection to remove the effect
otherwise, Revivify just brings them back to be killed directly afterwards
Ending the Spell
A Stat Death effect can be ended only by one of the following:
Wish
Divine Intervention (successful)
True Resurrection
A specific quest, ritual, or divine act tied to restoring the lost aspect of the creature
Greater restoration and similar magic have no effect.
compared to 9th level PWK, where you can just Revivify after
both 9th level
one is clearly broken compared to the other
pwk has no save
i think the spell isnt broken strong, but poorly designed for other reasons
Oh, okay.
as a player, would i have fun getting hit by this? any effect is essentially losing your entire pc up to a dice roll
perpetual death for failing 2 saves definitely sounds broken to me
theres no agency or easy way to counteract this
you fail one save and now you either leave the game or create a new pc
i have similar feelings about other official spells, but most of the time its PCs inflicting those conditions onto monsters instead of monsters inflicting those conditions into PCs
would i forcecage a PC? would i power word kill one?
no, probably not. is it okay if they do it to monsters? yes
I mean it does allow for clerics to be more useful... and it could be used against monsters
you just said it wasnt for players
that’s what I mean really, I don’t necessarily mean that it breaks the game, but it makes the game unfun
agreed
what’s the point of playing the game if I know a creature has that
I did yes, but it's fine by me for anyone who wants to use it to use it
also, you usually put actual limitations on spells not meant to be used by players
like black pearl string from pandemonium or something
there is precedent for a spell like this
on a failed int save, it sets their intelligence to 1 and stops them from communicating
but theres ways to get around it and its rare to have a monster use it on a pc
yeh but INT is pretty different
CON being a choice immediately nullifies the need for the others
1: This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
there are evidently things that get you to 0
I’m not denying that, but those usually are a decrease to a stat or a slow drain
What debuff would permanent soggy socks cause?
bro imagine a bard that instead of the art of singing, he would have some crazy shit like wood carving
or bonus points if you use taxidermy with a necromancer in your party
less effective rest/long rest cuz you cant be comfy because of your socks
How does this warlock subclass look?
https://docs.google.com/document/d/12pk2tbizsQ1u_oxWzyh3srivc4I6EeC_iIr6JoNb3Qs/edit?usp=drivesdk
(2014 btw)
So, I have a few concerns of the bat. Firstly, the flame bearer feature. This is roughly equivalent to the level 14 feature for celestial warlocks. So the fact that you get this at level 3 feels too powerful. Secondly, I'm concerned that in an actual game where someone is playing as this subclass, its going to be a bit boring for them. The level 3 feature only triggers when you fall to 0 HP, and the level 6 feature is something you grant to someone else. So until you reach level 10, you're basically playing without a subclass for 90% of the time. This subclass doesn't give you anything to do.
This is intended to be support, but I do see the problem of them not having enough stuff. Would flamebearer be balanced if I changed the extra damage to 1d10 and removed the temp hp on kill?
No. That’s not the problem. It’s bad game design to try and balance things by adding a downside. And it also doesn’t solve the issue that your primary subclass feature can only be used if you drop to 0 HP. The subclass should give you active abilities that you choose when to use, rather than passive ones that only work when something happens to you
Fair. Thx for the feedback, will work on it
Need some ideas for a Gambling Monk Subclass (Way of the Fateful). The goal for this was the have a feature for every type of dice a player would use.
d4: ???
d6: When you spend a Ki Point, roll 2d6, see what you get from the table. Basically wild magic for monks. (Level 3)
d8: ???
d10: Spend a Ki Point to gain 1d4 of a rolled damage type to attacks for 1 minute. (Level 6)
d12: ???
d20: Spend ? Ki Points to give yourself Advantage on an Attack, Check, or Save, or make a Creature you Hit make a WIS Save. On a Fail, they gain Disadvantage on their next Attack, Check, or Save. (Level ???)
d100: When you Hit a Creature, you can spend 3 Ki Points to have them make a CON Save. On a Fail, roll a d100. The Creature receives a kill threshold equal to the roll for 1 minute. When you bring the Creature to or below that threshold, they die. (Level 17)
d4 could be roll and multiply by 5. Movement speed increases by that until end of turn. As action and 2 ki points
what if i make a puzzle dungeon with a timer and a button that resets the timer and puzzle...but the puzzle is useless and has no actual solution and the room would unlock if the party just lets the timer run out
That means you hate your party
nah it would be so fun to play with them like that
Add an unlikable enemy with an extremely high pitched voice
Does this look better?
Flamebearer
The flame of the Nightmare Heart Preserves you, while pulling in those that seek that flame. As an action, you can gain temporary hit points equal to your charisma modifier. When you next take damage, you can force that creature to succeed on a charisma saving throw against your spell save DC. On a failed save, the creature is charmed by you for 1 minute. The next time you deal damage to that creature with a weapon attack or spell, you deal an additional 3d4 fire damage and end the charmed effect on that creature. You can use this feature once, and regain the ability to do so when you complete a long rest or expend a spell slot. The fire damage increases to 4d4 at 6th level and 5d4 at 10th level.
from a design/fun standpoint yes I like this a lot better. I'm not sure about the game balance for it yet, but I'm not in the headspace to analyze that atm
Ok, thx
Feels a bit overpowered for level 3
It should be limited uses
Nevermind, I misread
Should I remove the burning a spell slot clause? Also, it’s for 2014, so that may change its balance
This has the funny side effect of targeting a teammate if they hit you with an AoE
Now says can
Waiting simulator
Rage bait trap
exactly. this is just to watch them struggle and suffer trying to figure out something meant not to be solved lol
Tbh do that once and watch your party be less engaged with all future puzzles
Puzzle ruiner 3000
its worth it
If you say so G
Likely you'll be the only one enjoying it
You'll reveal it and the players will go "oh OK. That's annoying. Moving on" and then care less about your future creations
This is true. I'm friends with the useless button and he told me he's only witnessed disappointment
I'd like to make a Bag of Wind item based on the sack used by Odysseus. Do you think I should give it a unique effect like the Decanter of Endless Water, or should I give it charges which can be used to cast spells like gust of wind from it?
"This bag has 5 charges. While holding it, you can use an action to cast the Gust spell for 1 charge, the Feather Fall spell for 2 charges, the Gust of Wind spell for 3 charges, or the Warding Wind spell for 3 charges. The bag regains 1d4 +1 expended charges daily at dawn."
Mind’s Eye
Wondrous item, very rare
This coin-sized amulet depicts a vivid blue eye partially covered by a grasping hand. While worn, the amulet allows its bearer to intrude upon the thoughts and perceptions of others.
Peaky Blinder. As a Magic action, you can use the amulet to cast scrying. The spell requires all the normal components of scrying except for its material component. The target must be within 1,000 feet of the amulet. The spell’s duration is increased to 1 hour, and it requires no concentration.
***Snoop Around. ***As a Magic action, you can use the amulet to cast detect thoughts, with the following modifications: the target must be within 500 feet of the amulet, and you may only use the spell’s Read Thoughts option. The spell requires no concentration.
The amulet turns dull gray and becomes inert if any of the following occur while a spell from the amulet is active:
- You lose physical contact with the amulet during the casting of any spell by the amulet.
- You gain no new information about the target by the time the spell ends.
- The target of any of the spells casted by the amulet sees you.
While gray, the amulet has no magical properties. It regains its powers after 24 hours.
is this any good?
I have a player who is a first time player who says they “heard about reborns” and they want to play one and we talked and came up with some good ideas for it going to mix and match some traits of different versions of it and do some of our own stuff. Are there any issues that could come up with this?
I mean a character that is "reborn" can be any specie/race really, thats more about backstory than anything else
unless your referring to something specific
hey yall, i ran a oneshot thats themed after the game team fortress 2 and made homebrew monsters for a level 5 party of 4 and it ran great, and i wanna run a "pro" version (basically just more powerful monsters vs higher leveled party) and i ask for anyone thats very familiar with/plays the game for help on balancing the more powerful versions, dm me if youd be willing to help, thanks!
Reborn is a lineage from VRGtR
Ah ok, then your probably fine
if your worried about balance just try to compare it against some of the other species, should be enough
Does anyone else just do homebrew for the druid sub classes?
dont think anyone here limits themselves to just druid subclass homebrew
So uhh i made a kinda silly spell for warlocks and am just realizing that its stupidly strong
Happens to the best of us
it doesnt even do that much damge by itself its just what happens when you combine it with agonizing blast😭
at level five you fire 13 beams of energy each doing a d4 of force damage
(the equationfor the number of beams is your warlock level times two plus 3)
Agonizing blast only works with eldritch blast
its a sub-category of eldritch blast
called eldritch barrage
im working on a lot of subcategories for eldritch blast
Speaking of, I was working on a spell for the warforged that seems semi-busted
.
That's amazing. Mind if I use it?
Power Word Objection
2nd level Enchantment
Casting Time: 1 reaction, when a creature within 60 feet of you takes an Action, Bonus Action or Reaction
Range: 60 feet
Components: V
Duration: 1 round
_ _
Drawing on eldritch legal powers, you can use the Objection Reaction for the spell's duration, and as part of the Reaction used to cast the spell.Objection. You speak a word of power that stops the creature in its tracks. The creature is forced to make a Charisma saving throw, receiving 2d4 psychic damage on a successful save. On a failed save, the creature cannot use that Action, Bonus Action or Reaction until the beginning of its next turn. If the creature was casting a spell, the spell slot is not wasted.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 round for each spell slot above 2nd level.
Classes: Bard
Got bored so made this
How balanced is it?
Should probably be 3rd level
In big hero six one of the characters has a purse with buttons corresponding to elements on the periodic table. You press a combination of those buttons and get a ball of that compound which is then yeeted at an opponent.
What if it was a D&D weapon that started with the classical elements (Air, Earth, Fire and Water) but unlocked more the more combos you make?
It would also start out weak and get stronger the more you use it
I OBJECT YOUR OBJECTION
Isn’t this just 2024 Counterspell but for anything?
OBJECTION
Is it meant to nullify their action? Because the way it’s worded currently it wouldn’t
Since reactions take place after their trigger unless specified otherwise
The “1 round” duration doesn’t have a precedent afaik
No, just force then to take a different action
Haven't caught up on '24 rules, but that sounds like it got nerfed into oblivion
This spell is simply meant to force creatures to take other actions instead
Can I get some opinions on this 2024 sorcerer subclass I designed? It’s a Devil sorcerer but focused more on the charisma, contract forming side of them.
https://docs.google.com/document/d/1Pg4X2PUHi0dJrM6dRiwSZc8H6wEDt15ckgsy3V89E9s/edit?usp=drivesdk
It’s not really a huge nerf for PCs since no 2024 stat blocks use spell slots so they don’t actually get their spells back
Is anyone able to help me with a homebrew concept I have for one of my characters
I was thinking about making a species that has a bite that can end conditions in exchange for dealing damage, how are we feeling?
Like you bite your ally, drink the magic or poison causing them to be paralyzed then end their paralysis
here is a little Cobblestone Mimic i made for my Dark City campaign setting and wanted to share this guy.. Cobblestone Mimic
Tiny Monstrosity, Neutral
CR 0 (XP 10) | Monsters of the City
At first glance, it’s just another uneven stone in the street. Then it moves.
Cobblestone Mimics are infant mimics that disguise themselves as single paving stones. Individually harmless, they become a serious urban hazard in numbers—tripping pedestrians, stealing loose change, and turning busy streets into ankle-breaking traps.
AC 12 (natural armor) Hit Points 4 (1d4+2) Speed 5 ft.
STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 4 (-3)
Senses darkvision 30 ft., passive Perception 10 Proficiency Bonus +2
Traits:
• False Appearance. While motionless, the cobblestone mimic is indistinguishable from an ordinary cobblestone.
• Adhesive. The mimic has advantage on grapple checks against creatures that step on it.
• Coin Hunger. The mimic is drawn to the scent of metal coins and will follow coin trails if able.
• Colony Creature. Where one cobblestone mimic is found, 2d6 more are usually nearby.
Actions: Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 1 piercing damage.
Trip (Reaction). When a creature moves within 5 feet, the mimic attempts to trip it. The target must succeed on a DC 10 Dexterity saving throw or fall prone.
Side Thoughts For City Use:
• City Watch pays 1 silver per live mimic delivered to pest control
• A 100-ft stretch of infested street can take 24 hours to clear
• When well-fed, cobblestone mimics reproduce by budding
• Some guilds train them as unconventional guard “animals” (feed daily or else…)
i am not an artist but it makes me smile thinking about players stumbling along not knowing about the stones with teeth.. can just see it in the mind
Honestly really cool, you don’t really have any offensive abilities but it looks very fun flavour wise and out of combat. One problem is that the familiar can’t attack unless you specify that it can and the cost feels kinda high for a level 1/5 warlock ability at level 14.
You think I should add a little line that the Imp can attack?
Also I figured the spell list can handle the offensive portion since they are given extra damage spells
Yeah and reduce the cost
Fair
Adjusted. Thanks for the feedback!
Your welcome
Hey! I am coming up with my own homebrew version of the Battlerager subclass for the barbarian. I have only come up with the 3rd level features and I wanted to run them by y’all real quick.
3rd level feature: Armored Barbarian: You gain proficiency in heavy armor, and wearing heavy armor no longer prevents you from raging.
3rd level feature: Battlerager Armor: When you rage, metal spikes appear around your body. If you are wearing armor, the spikes form as though they naturally fit on the armor. If you are not wearing armor, the spikes may appear as spiked cuffs around your wrists, arms, shoulders, knuckles, and neck.
While you are raging, you gain the following benefits:
When an enemy creature hits you with a melee attack within 5 feet of you, they must succeed a dexterity saving throw or take an amount of piercing damage equal to your proficiency bonus.
Your unarmed melee attacks now deal 1d8 piercing damage instead of 1d6 bludgeoning.
When you attempt to grapple a creature, if they fail the saving throw against your grapple, they take an amount of piercing damage equal to your proficiency bonus.
All piercing damage dealt with any ability from this feature is considered magical for the purpose of bypassing nonmagical resistance.
@icy cove sounds great there, personally i would like the spikes to cause dmg to the armor as part of a my image of the barbarian not always looking or smelling 'civil' .
You could definitely reflavor it that way! I just don’t think having an ability that damages your armor would fly well with most players. Abilities shouldn’t punish the player for using them, at least, not unless they’re over the top insane
That's fair, but does the player just knows that their new rage has spikes would that not be a learning experience, as always up to the game being played. just how do you know what an ability can do without a little testing, so wiggle room is fun to debate 😄
I see what you mean. I can definitely see the appeal for playing like that, but I don’t really think it’s for me, especially not my players
cool.. other wise seems a perfectly devastating ability that should sew a certain amount of trouble, do us all a favor and give them something sticky to fight 😛 would really lean into that grapple for dmg mechanic i like it
Do you think the 14th level ability should be 5th level spells or lower or keep it at 3rd level spells?
I think 3rd is fine depends how much you want the sorcerer have to think about what their giving a potential enemy
im currently doing a homebrew with my friends as a dm, ans i need a decently difficult creature for 2 level 5 characters that can kill a creature that would drop a blood diamond
Yeah I wanted it to be a subclass that deals with doing passive damage. Barbarians are already tanks, so not only will they be soaking up damage, but my version of the Battlerager will also be giving back a little bit of what they take!
can anyone give me like a, suggestion?
So a sorcerer can potentially give these spells to an ally too which is why I figured a sorcerer giving a concentration 5th level spell to their fighter or something might be busted?
Cause then they can have an extra concentration spell up on the board
Perhaps a Dragonborn of Tiamat? I forget their CR but I threw one at my level three party with a bunch of other enemies and not only did they win the encounter but they also killed it, barely though. Not only that but they had a lot of npcs helping them and I forgot to have the enemy spellcasters actually cast spells. I’m sure you’re a competent dm so you could probably use this db of Tiamat better than me. Should be a solid challenge for them!
Good point
okay thank you!!
It’s a lineage so they’d be a Human Reborn as the species
If I understand correctly
I swore I read somewhere that like, reborns are like fading and they will continue to forget more of their previous life until they fade out of existence and their whole thing of being stuck between life and death makes it so the ultimate goal of almost all of them atleast once they discover this is like one or the other, to return to life or to fully pass on to death, is that an outdated description? If so what’s it from?
reborn are pretty damn new
Neither of the “mordern” descriptions I can find right now say it but I swear I read it when I was first discussing the player being a reborn listed among other details of them
yeah, what i mean by that is that there isnt much lore in the first place about them
for a half caster with pact magic, is it a bad idea to let them have a 6th level slot but tied to a feature (maybe once per day)
not really
Sounds fine
If you are worried about the upcasting, you can just make it a separate feature that lets them cast 6th level spells like once a day without a spell slot