#homebrew

1 messages · Page 58 of 1

stuck raptor
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Mystic Arcanum

true forge
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thats the one

cerulean seal
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Might be too similar in flavor but idk what the context is

true forge
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your 'patron' gives you more power

peak inlet
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half casters who are not full martials should be expected to have cantrips and 6th level spells

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but it should probably be a bit limited

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depends on when they get it

true forge
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18th

peak inlet
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mine just gets a Mystic Arcanum at level 20 with non-damage choices

true forge
peak inlet
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it’s really that simple

true forge
peak inlet
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no, artificers are non-martial half-casters

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the other 2 are martial half-casters

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Artificers get limited access to 6th level spells and cantrips

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the other 2 don’t

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in fact, Artificer has 2 subclasses that do get Extra Attack and Martial proficiency, and those don’t get 6th level spells

true forge
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i just see the term Half Caster more for the martial kind lol

peak inlet
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I think they should also get Fighting Styles but I guess the devs decided the extra stuff they get are equivalent to Fighting Styles

peak inlet
true forge
peak inlet
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level 15 feature

true forge
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oh this is for 2014 lol

peak inlet
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I think you can still take this thing from 2024

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because 2014 Artificer was miserable

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and if you’re designing a half-caster, you don’t want it to be useless

true forge
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well its prob just once per day casting of a warlock 6th level spell (as tbh, spells to be annoying lol)

peak inlet
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what’s your capstone then?

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because this is a pretty capstone-y feature

true forge
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a final upgrade to your base feature, aka make them uber powerful

peak inlet
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catshrug idk what the balance is there, but i just wanted to say that there’s precedent for half casters getting 6th level spells even before they can cast 5th level spells

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so you should be fine as a baseline

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I can’t judge the whole structure though

true forge
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Eldritch Arts

Starting in 1st level, you are taught how to commune with your army. Over the course of a short or long rest, you can perform a 1 hour ritual to connect yourself to your General's army. When you finsh this ritual, you can choose one of the following Arts.

  • Eldritch Curse. As a bonus action, you can condemn a creature within 30 feet with a feeling of uneasiness and foreboding for a number of minutes equal to your Charisma modifier. When you attack this creature with a weapon attack, The creature takes an additional 1d4 necrotic damage. This damage increases as level in this class: 1d6 at 6th level, 1d8 at 10th and lastly, 1d10 at 15th. This can be used a number of times per long rest equal to your Charisma modifier.
  • Bound Weaponry. The next weapon you touch becomes bound to your soul. When you deal damage with this weapon, you can instead deal necrotic, radiant or psychic damage instead. As a bonus action, you can summon this weapon to your hands aslong as it is in the same plane of existance. This weapon cannot unwillingly leave your hands.
  • Militaristic Might. As a bonus action, you can speak works of incoragement, bloostered by your army's cries, to a creature within 10 feet of you. This creature gains advantage on the next attack roll, saving throw or ability check they make. This can be used a number of times per long rest equal to your Charisma modifier.

If you do this ritual again, you can choose to remove your current Eldritch Art and replace it with a different Art. This lasts until you replace it for another.

those are the 1st level effects

peak inlet
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but my pact half-caster has that feature as their capstone

true forge
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and at 7th they upgrade further (curse gets RP stuff, bound can deal extra damage equal to CHA and acts as a focus for spells, might now effects all allied creatures within 10 feet of you)

peak inlet
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extra CHA damage or using CHA as the weapon mod?

peak inlet
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that’s pretty strong as a permanent effect

true forge
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maybe, but then again

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lifedrinker

peak inlet
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Lifedrinker is 1d6 and takes away an Eldritch Invocation

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and once per turn

true forge
peak inlet
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that’s 3.5 DPR, yours is 10-15 DPR

peak inlet
true forge
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i mean, before it was just CHA as weapon mod

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but to late for that type of effect

scenic lotus
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so i'm thinking of making a cleric subclass that's whole this is making allies do more damage. does anyone have ability ideas?

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I know i'm 100% stealing that one grave cleric ability that makes enemies vulnerable to attack damage

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(i think it's grave cleric?)

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ok yup, it's grave. i'm deffinatly stealing that

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ooh, maybe they could cast a self target spell on someone else? just an idea

true forge
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kinda uncreative

scenic lotus
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fair point

nova basin
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Also cant be used anywhere but table

true forge
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that too

nova basin
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Maybe creatures youre targetting with a concentration spell gain a flat bonus to damage rolls equal to how many hits you got before the start of your next turn

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Mmm melee weapon/unarmed strike hits

nova basin
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Idk if your visual is my visual but I might go makw my own off that concept

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Yeah I will

peak inlet
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extra CHA damage once per turn could be a good compromise

fossil gull
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go ahead!

peak inlet
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Being of the Craft

General Feat (Prerequisite: Level 4+, the Craft Adept Feat or the Replicate Magic Item Feature)

Ability Score Increase. Increase your Constitution or Intelligence score by 1, to a maximum of 20.
Skill Proficiency. You gain proficiency in Arcana. If you already have proficiency in that skill, you can choose an Artisan’s Tool to gain proficiency in instead.
Potent Servant. You can cast Homunculus Servant once as a Magic action without a material component or a spell slot, and it is upcast to the highest level your Artificer level can cast (minimum 2). You regain the ability to do that when you finish a Long Rest. When you summon the Homunculus in this way, choose one of the following additional features:
Servant of the Craft. Your Homunculus Servant has proficiency in Arcana and any Artisan’s tools that you have proficiency in.
Servant of the Arcane. While your Homunculus is alive, you can choose 1 spell of a level equal to or lower than half the homonculus spell level (rounded up) from the Wizard’s spell list to have prepared. Your spellcasting modifier for this spell is Intelligence, and the spell counts as an Artificer spell if you have the Replicate Magic Item Feature.

peak inlet
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should probably give it a free casting as well

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I also wanna do round down but PB/2 round down makes it too much for other classes

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I could also just put it on their spell lists now that I think about it

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but either way, it’ll be very wordy

nova basin
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How does this look so far for a blood domain cleric? Still need a capstone, but I'd like to lock in the core features
Lvl 3 spell list
3: Jump, Arms of Hadar, Blur, Pass Without Trace
5: Vampiric Touch, Crusader’s Mantle
7: Freedom of Movement, Vitriolic Sphere
9: Conjure Volley, Steel Wind Strike

Lvl 3 CD feature
When a creature you can see within 30 feet of you is Bloodied or killed by you or a friendly creature, as a reaction, you can expend a use of your Channel Divinity to jump to a space within 5 feet of the creature without triggering opportunity attacks and grant a number of creatures up to your Wisdom modifier within 60 feet temporary hit points equal to twice your Wisdom modifier. The next time a creature with these temporary hit points rolls damage for an attack roll, they lose all remaining temporary hit points and add the total to the roll.

Lvl 3
While you are concentrating on a spell that targets creatures, targets of your choice gain a bonus to damage rolls for attacks until the start of your next turn. This bonus equals how many attacks you hit with a melee weapon or spell attack or unarmed strike this turn.

Lvl 6
You gain the Nick Mastery, and can add your Wisdom modifier to the damage roll of the bonus action attack.

Additionally, when you use [sub cd feature], targets gain a bonus to their attack roll equal to the lost temporary hit points.

coral delta
left lagoon
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I'm trying to make a variant eladrin that are based on moon phases rather than seasons for my campaign setting for lore reasons, but im really not sure what to give them
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gain an additional effect based on your moon phase; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

New Moon. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or you become invisible to them until you make an attack roll, deal damage, or cast a spell.

Crescent Moon. ...

Full Moon. ...
would appreciate any ideas or suggestions since I dont know what thematically fits crescent and full moon

nova basin
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Think of blood manipulation from jjk

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Original ik but whatever

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The light weapons part is on the assassin theme, but the 3rd level feature also wants you landing a lot of attacks to maximize the buff, so they just kinda slot in

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I didnt wanna give the sub just extra attack

coral delta
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My initial advice mechanically is:

  • For the concentration ability, you've got to give it a timing trigger. End of turn maybe. Otherwise you're just in a state of constantly making/changing targeting decisions, which is weird.
  • Wording wise, you should probably change the level 6 ability from "bonus action attack" to "light property attack", since Nick by definition causes the attack to no longer be associated with your bonus action.
nova basin
coral delta
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Not that one, the other 3rd level feature

nova basin
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Oh yeah

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Still no targeting decisions that I see

coral delta
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Apologies, there's no names for the abilities, its not easy to make it clear what I'm talking about

nova basin
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You target creatures with a concentration spell, those same creatures get the buff, unless you're targeting enemies then you can choose not to give it to them

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Yeah I wrote this very tired and more interested in the mechanical concept

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The CD ability will be Spill Forth and the other lvl 3 will be Combat Circulation

coral delta
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Oh, so you choose targets when you cast the concentration spell?

nova basin
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Its the same targets you chose for it, yes

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The quintessential way this works is around bless

coral delta
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I'd clarify that a little bit just in the first sentence

nova basin
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So bless gourself and 3 creatures, all 4 of you get bonus damage on attacks

coral delta
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"When you target creatures with a concentration spell, you can choose to..." Or something

nova basin
coral delta
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The resets clause is still a little janky, but it's much better in my opinion.

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Maybe "This bonus equals the number of times you hit with an attack during your most recent turn"? I dunno, it's weird.

peak inlet
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just use an ability mod or PB honestly

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or a flat increase

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idk what this is for, but it’s too many words for very small differences

fiery thunder
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The hydrophobic umbrella
Wondrous item, common

This is a black umbrella made of fabric and metal. A creature holding it can open or close it with a bonus action. When opened, the umbrella has a shape of a circle with a radius of 0.6 meters. If a single droplet of liquid touches it (water, sweat, blood etc.) it will immediately close. If something is physically keeping the umbrella open, it will exert a force of 10 newtons until it is fully closed again.

peak inlet
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the game system doesn’t use Newtons meguDom

fiery thunder
coral delta
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"Shape of a circle" did you mean a dome? A circular umbrella is hard to imagine.

peak inlet
coral delta
peak inlet
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it describes what that amount of force influences

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look at Gust and Telekinesis

fiery thunder
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it's a joke magic items made in like 2 minutes, it doesn't even need to be accurate

vocal imp
coral delta
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Apologies, maybe we misunderstood your intent. If you're posting your homebrew here, it's assumed we're going to be critiquing it. If you think it's good enough to use in your game, you certainly don't need to share it with us.

peak inlet
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that’s fine, but you posted it here, in general, that means people will comment on balance and wording in relation to 5e, if you’re just sharing it, you might wanna mention that

fiery thunder
coral delta
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Okay.

peak inlet
fiery thunder
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for example I also have this:

The rat slayer
Weapon(dagger), common

This dagger deals an additional 1d4 slashing damage against the creature "Rat". Unless used to attack a "rat", this dagger attacks with disadvantage.

coral delta
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Okay.

midnight elk
native gale
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So, a few years ago, I designed an artificer subclass called the “arcane marksman.” I can post the full thing for review if anyone is interested, but right now I just want high level feedback on the core concept.

The original intent was to be the firearm specialist artificer, since artillerist failed to do that in the original version of the rules. The core mechanic was a special weapon you created called the Arcane Rifle, and then various different modulations and buffs that you can apply to that weapon.

So, is this idea salvageable for the new artificer rules, or is the overlap with Artillerist too great? They’re pretty different mechanically, but artillerist is much more of a firearm specialist now, which makes this subclass feel thematically redundant

https://www.gmbinder.com/share/-NFTmTrSBEd_5iiL-7on

midnight elk
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I'm making a new thing and would like some feedback on the overview if possible:
Overview

The Elemental Synthesis Satchel is an experimental arcane weapon built around a simple idea:
if the world is made of elements, then elements can be recombined.

By pressing engraved sigils in sequence, the wielder condenses elemental principles into unstable spheres of matter and energy, which must be thrown almost immediately. These synthesized orbs behave like physical spells—volatile, reactive, and often unpredictable.

The satchel does not unlock its full potential through level, class, or spell slots. Instead, it evolves through use, experimentation, and understanding. The more it is pushed, the more it reveals.

native gale
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What specifically are you looking for us to review? There’s no game mechanics here, this is all flavor text. The idea seems interesting, but there’s not much more I can say beyond that

midnight elk
native gale
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As long as the game mechanics behind it are good, then sure

nova basin
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There might be a more elegant way to word that but

coral delta
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It's a pretty messy statistic to keep track of, especially if it's changing off turn

nova basin
nova basin
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But its mostly a static number set by the end of your turn, not hard to track

peak inlet
viscid folio
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Can anyone tell me if these lil' starting buffs for different teams are balanced (and if not, how could we balance them)? They're meant to just a little extra thing they can do once per day. Players can pick a team to get these buffs when they make their characters with the idea that get a very tiny bit stronger throughout the game:

  1. As part of Team A, you gain proficiency with smith’s tools along with the ability to quickly craft. Once per day, provided you have the tools and materials, as an action, you may attempt to craft a simple item. You make a check utilizing smith’s tools and, if successful, craft 1 simple item, or 5 pieces of ammunition.
  2. As part of Team B, you receive a Technique Notebook, a compilation of combat arts, tactics, maneuvers, and skills. Once per day when you begin a challenge such as combat, traps, puzzles, or negotiating, you may consult your notebook, granting you advantage on your first roll within the challenge.
  3. As part of Team C, you gain proficiency with Cartographer's Tools. Once per day, you can call upon your memory while within a building, cave, or dungeon, conjuring a magelight that guides you to your choice of the nearest exit, monster, or valuable. It lasts 1 hour, and sheds dim light in a 15 foot radius.
  4. As part of Team D, you gain proficiency with a musical instrument of your choice. Once per day, you may inspire comrades, granting an ally advantage on one non-combat roll. This must be used before the roll is made.
  5. As part of Team E, you gain proficiency with water vehicles, and a swim speed of 5 feet. Once per day, you automatically succeed the first save you make against nonmagical sources.
  6. As part of Team F, you gain proficiency with shields. Once per day, when an ally takes damage while not in combat, you may reduce the damage taken by an amount equal to your proficiency bonus plus your wisdom modifier.
coral delta
nova basin
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Its basically the same thing

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Action 2 attacks with nick, ba for something else, you and your allies attacks deal +2 damage until your next turn

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Action steel wind strike, ba smth else, you and your allies attacks deal +5 damage until your next turn

coral delta
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But you've gotta keep track of who's been targeted, gotta keep track of whether your concentration is still up, gotta keep track of how many attacks actually hit, and if you've made an opportunity attack that hit.

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I'm just saying it's a lot of little things to keep track of.

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It works, it's just not very elegant.

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Your mileage may vary.

nova basin
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Seeing how many times you hit in a turn is not even close to hard

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The opp atk is the clunkiest thing there and it boils down to "add 1 sometimes"

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Its just a scaling damage buff to concentration buff spells, not a whole separate thing to track

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You arent managing bless + this effect, youre jist managing buffed bless

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People forget they have bless, and thats a fundamental and simple spell, why would I build around the incompetence of people who cant even use the base spell

coral delta
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Hey, you asked for opinions, I gave mine.

nova basin
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I'm more lookong for balance and "cool factor" opinions

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My brews have always been video gamey, this could be much more complex trust

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Ive learned to simplify

peak inlet
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it’s simplified a lot because you have so many other stuff to keep track of

nova basin
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Yes I know

peak inlet
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and keeping track of how many attacks you did last turn for a +1 damage increase is low effect for high bookkeeping

nova basin
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How is it high bookkeeping

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Whatever, the question isnt complexity, its balance

peak inlet
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that’s a number that changes every single turn

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it’s weird to apply

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it’s based on what other spells you have prepared

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there aren’t that many single target buff spells with concentration in the game

nova basin
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Its not supposed to be single target

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Its supposed to work with bless, crusader's mantle, shield of faith

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It certainly can be used single target, but its buikt to be a team damage buff

mild cove
peak inlet
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the level 3 feature does too many different things

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level 10 feature clashes with the level 3 feature

mild cove
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Would it be better if I removed extra damage from level 1? And just remove the temp hp clause from level 10?

peak inlet
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it just blocks the extra damage from random enemies?

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I think the level 6 feature is the feature with most potential

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you should make it the 1st level feature and build on top of it

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the current level 3 feature is plain worse than using the free False Life casting from the invocation

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if I really wanted tempHP, I will probably grab that instead

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you need to set up using a full action a turn early to basically just have a chance at charming

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if they end up attacking you

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and if they do end up attacking you, their punishment is they can’t attack you anymore for that turn

nova basin
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I think the intent is sort of like armor of agathys, but charm instead of damage

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That specific thp has to get hit to trigger the effect

peak inlet
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it just says “the next time you take damage”

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so it’s basically a thing to set up out of combat and activates maybe when they attack you in a combat

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but I’m assuming you’re not the only one there which means the enemy can just attack one of your other teammates if they even get charmed

nova basin
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Yeah

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Itd def be better as a bonus action and meant for in combat use instead of prep

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Unless you wanna do something with the charm specifically, its probably better to just have the detonation effect on the creature bh itself, so charm immunity doesnt get in the way of your core feature

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Its not even a relevant amount of thp

peak inlet
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the tHP and charm are completely irrelevant here

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the level 10 tHP feature is even less relevant

nova basin
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The sub kinda doesnt keep up, but my bigger issue is that idk what the sub is supposed to evoke

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Nightmare heart sounds like fear, sleep, maybe some survivability

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I dont see where being bard-lite or focusing on fire damage comes in, unless you mean nightmare as the devil horse, at which point I dont think any of those are strong enough to be a patron

peak inlet
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I mean I’ve created non-patron Warlocks where your source of power is a companion

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which the level 6 feature definitely seems to be setting up

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but it’s not focused on enough and it comes online too late to be the case

nova basin
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I think the level 6 has potential, but I don't see any case where the ritual target would wanna use the special attack

peak inlet
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powerful patrons usually take on a large number of followers and don’t have to be physically present for anything, small patrons have to follow you around and can only be your patron and no one else’s, the relationship is more of an equal power split or maybe you’re even the one with the power over your patron in these cases

peak inlet
nova basin
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You as the warlock have a better attack spell (eb), and any martial with multiple attacks is probably happier to do their own thing than give you an extra middling strength shot

peak inlet
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or a stronger active effect

mild cove
peak inlet
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maybe some bonus action effect

peak inlet
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AoA is supposed to stay up and keep applying the damage

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that’s the appeal

primal osprey
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Heya, making another subclass, this time it's a fighter subclass called the War Oracle, and I'm nervous of an early ability making the subclass OP, I need some people to weigh in

peak inlet
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not the 5 tHP and 5 damage

primal osprey
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The TLDR is that a number of times equal to the fighter's wisdom modifier per long rest, they can either reduce an enemy's attack roll by 5 or increase their own attack roll by 5. How strong would this be as a level 3 ability? Should I move it to level 7?

peak inlet
nova basin
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And you cant even choose which one

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If you take this into a boss fight, theyre gonna send a minion at you first then oops youre all out of a subclass

peak inlet
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the issue is that it allows you to run this on Druid/Ranger/Cleric

primal osprey
primal osprey
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Not sure how I feel about that

nova basin
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We dont usually balance around multiclassing

peak inlet
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level 2 gives Action Surge, going for this doesn’t cost much and is better for multiclassing than building into Fighter

nova basin
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But div wizard martial edition is bound to get multiclassed

peak inlet
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not balancing for multiclassing is only worth mentioning when the thing you made isn’t better made for another class and is at low level

nova basin
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That feels like too much bc of magic items, but in a vacuum its fine(?)

mild cove
peak inlet
nova basin
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Why would a rogue want that

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Also forgot that they get lvl 1 subs

primal osprey
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Oh btw ty both

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I shall get back to work on it

peak inlet
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imo

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level 10 feature could probably just be infinite uses?

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you can have the Quicken from level 14 once

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the upcasting is too strong

nova basin
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Yeah warlocks like their reactions and +d6 to hit at 10 aint too much

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Though it feels very lackluster

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Doesnt have any flavor, just "your gimmick is slightly more consistent"

peak inlet
nova basin
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Thats not a part of the effect tho

peak inlet
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it’s still gained at level 10

nova basin
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It scales as a part of a separate feature, and honestly not enough to justify such a barebones tier 3 feature

peak inlet
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I mean, I think it should definitely be a better feature

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but I don’t necessarily think it’s weak

nova basin
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Im not saying weak Im saying flavorless

peak inlet
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yeh then I do agree

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I also don’t like a single attack having 3 different damage types

mild cove
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Flamebearer
Beginning at 6th level, you gain the ability to empower yourself and your fiery protégé. Whenever you cast a warlock spell of 1st level or higher, you and the creature under the effect of Ritual gain temporary hit points equal to your level.

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Also changed the extra damage at level 10 to be psychic

nova basin
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I still dont think anybody wants to give up their attack for your sub's, so I say make it a reaction when the creature makes an attack to shoot it from their position

nova basin
mild cove
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No

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Meant to be support

mild cove
peak inlet
peak inlet
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it gives a melee ally the ability to use a ranged attack

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about the same damage at low levels

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starts falling off, then comes back to decent level at level 10

mild cove
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Better?

severe trellis
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Qq would having a Rogue subclass who benefits from being at a higher elevation than it's targets be too specific? Even if I give them additional and easier ways to get there/count jump shots?

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Kinda wanna make an Acrobatic Archer Rogue who incorporates maybe some bardic magic/flare into their shots

coral delta
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Elevation is kind of hard/weird to track in 5e, so I don't think I'd recommend it, personally. It's not impossible, just a bit janky.

left lagoon
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track it and keep doing pythagoras every time you attack

mild cove
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No Pythagoras, subclass feature could let you only measure length to target (or height)

nova basin
nova basin
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If you need a ranged attack, fine, but having the core of a subclass be effectively a fallback doesnt feel great

mild cove
nova basin
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Whole different effect?

mild cove
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No, just the trigger

nova basin
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Welp

mild cove
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Any suggestions on what it could do while still buffing the creature under ritual in some way?

nova basin
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Still pretty lackluster on 10, but its definitely better and more usable

robust barn
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I’m creating a Homebrew spell for Clerics, and how it works is you can sacrifice some of your own HP to heal others in 2 beams, (like scorching ray but healing), what spell school would that fall under?

left lagoon
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roll a d10 for it

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its a healing spell

mild cove
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I’d say evocation

left lagoon
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its type is nonsense

native gale
native gale
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then it would be evocation

robust barn
left lagoon
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need help finishing up a race i need for my campaign, basically an eladrin that works on moon phases rather than seasons
anyone got any idea for what makes sense for crescent moon? like what does it even symbolize thematically

When you reach 3rd level, your Fey Step gain an additional effect based on your moon phase; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

  • New Moon. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or you become invisible to them until you make an attack roll, deal damage, or cast a spell.
  • Crescent Moon. When you use your Fey Step,
  • Full Moon. When you use your Fey Step, one creature of your choice that you can see within 5 feet of the space you left or in which you appear must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against creatures other than you until the start of your next turn.
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I thought this would be an easy change but I'm stumped

cerulean seal
left lagoon
cerulean seal
left lagoon
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it's not really based on moon phases, you can just choose

cerulean seal
left lagoon
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similarly to eladrin seasons

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change it per long rest

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from will of the many - Any weapon attacks or unarmed strikes made by friendly creatures while inside of your emanation deals additional force damage equal to your Wisdom modifier.
is this meant to work on yourself aswell? are you considered a friendly creature?
if so, this might reach 50 damage a turn in a party with 3 martials, especially good with monks and fighters

cerulean seal
left lagoon
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I think that first attack is fine, but to compensate maybe just say "attack roll"

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so it'd also work with some caster stuff

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because as is it's very team comp reliant

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in some parties it might be weak, in others it could be devestating

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but that might be against your design philosophy rather than balance issues

nova basin
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This is actually heavily creeping on that spell, since you get 2 heals out of it

cerulean seal
nova basin
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I wouldnt recommend making this without some seropus thoight as to why its okay to step on the original spell

left lagoon
cerulean seal
robust barn
left lagoon
#

I also generally nerfed the species because whoever wrote up eladrin (and astral elf) needs to be sent to rehab

robust barn
#

(Not sure if this falls under Homebrew)
How do I give my character a Homebrew spell on D&D Beyond (website or app just specify which)? I’m trying to give my character a certain Homebrew spell and my dm allows it, but idk how.

robust barn
peak inlet
#

it’s a level 1 subclass feature, it’s always underwhelming

#

the important thing is to build on it later and that it works with the rest of your class

nova basin
#

Sure, but just the same I could have a flametongue greatsword and some javelins

#

There's no situation where I'm able to use the greatsword and pick the javelin

peak inlet
#

sure, but you could also replace a Vicious Shortsword attack with it

#

that’s 3d6 vs. 2d8

#

pretty much the same

nova basin
#

3d6 is still better though, and most builds are bettrr off using their modifiers and synergies than a warlock's

peak inlet
#

but 3d6 is melee and 2d8 is ranged

nova basin
#

It requires teamwork, and while I think there is good space for a sub to encourage it, it's too forcing on the recipient

peak inlet
#

Warlock will have +5 CHA at that point

#

the martial will have +5 DEX or STR at that point

#

they’re the same

#

2d8 is 9 damage, it’s fire damage and ranged 60 ft

#

Vicious (costing 4k gold) Shortsword is 3d6 which is equivalent to 10.5

#

this is 2014 as well, so no weapon masteries

hexed solar
#

Can an expert in DnD help me with balancing a custom creation I made? (I’m new)

peak inlet
hexed solar
#

I mean, anyone generally good at DnD will do to

nova basin
#

Remember that they still have to play this subclass up until the point where it mechanically evems out, at the same point where magic items and subclass features are more effective than 2d8+5 fire/psychic

nova basin
peak inlet
#

Magic items get to that level around that point

peak inlet
#

and your subclass features generally don’t require your full combo

nova basin
# hexed solar Both-

Then dont homebrew yet, run and play vanilla for a while to get a feel for standard balance and form

#

Its hard to understand why something is unbalanced or overloaded if you dont know where that line is

hexed solar
#

Well, I asked for help in the main chat and they told me to come here so..

nova basin
#

Yeah, bc this is where we help with homebrew

#

Our homebrew help at the moment is "play more vanilla before you try to homebrew"

peak inlet
nova basin
#

Or start very small, like an item, feat, or spell

peak inlet
#

otherwise, the only feedback you will get is “this is not designed for 5e”

hexed solar
#

Sooooo, do I go to newcomers to learn or?

nova basin
#

It happens every time

peak inlet
#

you can post what you’ve got here, this is where people help with homebrew

nova basin
peak inlet
#

but #dnd-newcomers is where people go to learn how the game itself works

hexed solar
#

Well, I’m completely new

nova basin
#

I recommend playing in 2 settings and running a few one shots first

peak inlet
#

and then probably play a few one shots and be a part of a campaign

nova basin
#

Thats what I did

#

And even then it took me a few years to get a feel for brewing balance

nova basin
hexed solar
#

Hmmm, I’m y’all are free and willing, I’ll come back in a day or so and help me :p

nova basin
#

Hard locked to vanilla RAW, experienced DMs, generally nonjudgemental

nova basin
woven hamlet
#

Yeah, homebrew does generally take abit to get right

hexed solar
#

Not what I meant, I’m busy I can’t do much right now, I was saying I come back in a day when I’m free and then some someone can help me

peak inlet
#

if you’ve got just an item, you could probably come back as soon as you’ve researched items that are already in the game a bit

nova basin
#

Dnd is played in 2-6 hour sessions, usually once a week at most in campaigns, and you'll meed a fair bit of experience in these sessions before you can comfortably balance

peak inlet
#

but if another new player tries designing a class in 2 days I might explode blobsweatsip

woven hamlet
#

Oh wait its a full class?

#

Not even like a subclass

nova basin
woven hamlet
#

Thats a fair bit of work

woven hamlet
peak inlet
#

idk what that means

nova basin
#

People are naturally busy, nobody in here remembers "hey help me with this in a couple days" unless you start talking in dms

#

Creation is also a very vague term

hexed solar
#

Well, I like planning ahead and I’m dumb so

woven hamlet
#

It be like that sometimes

woven hamlet
hexed solar
#

One of them is kind of balanced, and one of them needs a lot of work

woven hamlet
#

What are the special abilities and the flavor/theme of the species

hexed solar
#

The species is called, Amphoithic and the kind of balance ability is, because of the tens on their head, they have a small area around them where they can sense danger, basically like mini 360 view besides their normal view, and the ability that I need to figure out a way to make work (cause I really want to add it) is a self healing ability, that disabled, if certain magic is used on it

#

I need to explain a lot more than that, but I don’t wanna overcrowd this chat 😓

woven hamlet
#

This is small for homebrew text dw

hexed solar
#

Oh, well I still would feel bad doing it, if you’re comfortable with DM’s or something I would feel more comfortable sending text walls

woven hamlet
#

Self healing should have a limited amount tho

hexed solar
#

I have a better concept idea for it

woven hamlet
#

You could grab something like danger sense from barb for the sensory thing

#

You'll get more varied feedback here

hexed solar
#

Alr

#

But do you wanna hear what I think the self-healing would work like?

woven hamlet
#

Yeah

hexed solar
#

If you are on critical HP (which I imagine to be like 10% or lower) you can do a saving throw, depending on your stats, sometimes it can fail, and sometimes it will succeed, if it succeed, then you roll a 1d20 to see how much you heal, this cannot be done 13 real minutes after a battle and it has a cool down of 45 real minutes

#

Once I learned the game more, I can make this a lot better

#

oh, and also if you fail the saving through, you can’t redo it after an hour and 30 real minutes have passed

#

All of this would prevent it from being too overpowered and being spammed

peak inlet
#

I mean just give it Arcane Vigor at 3rd level or when they are bloodied, they can spend 1 minute to recover their hit points using hit dice

#

or if you want it to be more usable in combat, BA for 1 hit die healing

hexed solar
#

I mean, maybe

woven hamlet
#

It seems like alot of steps and keep track of time both in game and out of game is somewhat strange

hexed solar
#

Well, then again I am new so, once I learned better or get some more help, I can try and make it more balanced and easy to keep track of

#

Tomorrow after 11, I should be able to go all out with like studying the game and getting help from others

peak inlet
woven hamlet
#

If they did irl timings then theoretically its possible to time skip a year and the ability isnt available because its been 10 minutes not 13

peak inlet
#

or even worse, introducing the filibuster to your table

woven hamlet
#

You could make it so its an active ability:

As an action you can boost your body's recovery, for 1 minute at the start of each of your turns you heal an amount equal to half your proficiency bonus

hexed solar
#

Well, if you were willing to help me try to balance this race (later not now) then that would be appreciated, you don’t have to though

woven hamlet
#

Or something along those lines

#

And its usable once per long rest

hexed solar
#

That could actually work..

#

I mean, we can always brainstorm how to do this

woven hamlet
#

Or make it so its full proficiency bonus and then the character gains a level of exhaustion

#

It'd only be an extra 20hp at early levels and then 60hp at higher levels

#

Maybe make the exhaustion happen if they fail a con saving throw dc = 8+prof

hexed solar
#

Yeah, I gtg but I’ll be back later, I would ask something not related to anything we’re doing currently, but I don’t want to bother you or anyone else about it so, bye for now :p

void jewel
#

"Hey lads sorry I need to use the bathroom. Oops and my grandma is calling"

mild cove
#

“Sorry, I need to go pick up my son from school. Same time tomorrow?”

lethal cedar
#

So I've returned to making my dinosaur races and I want to try and figure out a good way to have a T. rex get a bone crushing bite. Idea I've got currently is a normal 1d6 bite like a lizardfolk, and a recharge ability that is going full charge bone crushing bite.

Trying to figure this out current idea I have is effectively the dragonborn breath weapon but instead it's a melee attack on a single target and deals all the damage.

woven hamlet
#

Recharge is alright but kinda weird on player characters, then again I dont think ive seen one on a pc

lethal cedar
woven hamlet
#

Ahhh got it

nova basin
woven hamlet
nova basin
#

I dont like the spell

lethal cedar
#

So probably some wording like

nova basin
#

The effect doesnt fit the name and isnt even fully in your control

lethal cedar
#

Strongest Jaws. When you take the Attack action on your turn, you can replace one of your attacks with the frenzied rage of your kin. you can make a special attack with your bite. If the attack hits the creature takes 1d10 + Strength modifier piercing damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

nova basin
#

Its pretty bad early, scales alright but it should probably add your str to damage

lethal cedar
#

There we go

#

If it helps with ideas: this is for a T. rex race

nova basin
#

It might be better to make a racial feat to fully bring out the bite so you can tune the baseline better

nova basin
#

Like make their bite a d8 natural weapon, then make a racial feat later that does extra damage, has effects with it, etc.

#

Higher baseline than regular bites, but frees up some power budget so the entire sub race isnt "good for a barb that likes to bite"

lethal cedar
#

The roar is this
Terrifying Rumble. Your ancestry communicates through deep low frequency rumbles. You gain proficiency in intimidation.

As an action you can attempt to strike fear into your enemies with your rumble. When you do, all creatures within 30 feet must pass a wisdom saving throw or be frightened by you until the end of your next turn. The DC for this saving throw is equivalent to 8 + your charisma modifier + proficiency bonus.

After you use Terrifying Rumble you cannot use it again until you complete a short or long rest.

nova basin
#

Thats pretty damn strong

#

I think the roar is the biggest feature you can have on the race without some nerfs, so it probably is best to make the better bite a feat

lethal cedar
nova basin
#

Fair enough

lethal cedar
#

So the roar can let the spino race, the giganotosaurus, allosaurus races be able to roar

lethal cedar
nova basin
#

Ending with a grapple is really strong but its fitting

#

I have a lizardfolk that does something similar of you want inspo

lethal cedar
nova basin
#

"When you hit a creature no more than 1 size larger than you with a Bite attack, instead of its normal damage, you can choose to deal piercing damage equal to your Strength modifier, and the creature is Grappled. While you have a creature Grappled this way, you cannot Bite other creatures. When you take the Attack action while you have a creature Grappled this way, you can replace all of your attacks by thrashing around or spinning rapidly. Roll a number of d6s equal to your Proficiency Bonus, and add them together. The Grappled creature takes Slashing damage equal to the total plus your Strength modifier and it is no longer Grappled by you. If the creature is Bloodied after taking this damage, it suffers a lingering injury, determined by the DM (such as losing an arm, leg, or tail), unless it has Legendary Resistances, in which case it takes double damage from this effect."

nova basin
#

I call it catch ripper, meant to be a crocodillian playstyle, but I'm sure it could apply to some dinos

lethal cedar
#

I'd be curious to see it

nova basin
#

Wdym

#

Its right there

#

You can see it

smoky sand
#

Okay so... heres my idea for homebrew. I reintroduce Favored Terrain and Favored Enemy into 2024 ranger but you can switch out terrains and enemies during a long rest. I would add in favored enemy and terrain at level 13 and 17. At level 20, you can attack up to twice your wisdom modifier on any favored Enemy in favored terrain. And if you have hunters mark, then you get one more attack on that one enemy. And hide in plain sight gives +5 bonus and/or advantage in stealth.

nova basin
#

I make dreams come true

lethal cedar
#

Oh oh I thought that was someone else's wording sorry

lethal cedar
nova basin
#

Tamms helped with the wording but thats been my concept

#

Me when the tamms is lurking

lethal cedar
#

The Spinosaurus race I copied a racial trait from Dhrolin's Dictionary of Dinosaurs Pluvenn (raptor race)
Hooked Claws. While your claws were originally for gripping marine prey, land prey is just as helpless against your grip. While grappling a creature, you can use your bonus action to inflict 1d4 + strength modifier slashing damage to that creature.

nova basin
#

Youre supposed to be focused on a session rn

lethal cedar
#

The spino race (Rijsahrs) are alright balance wise. Their pretty good for a water campaign.

#

Basically they get an ability to gain advantage on and prof intimidation checks, double the hold breath duration of a Lizardfolk, prof in stealth and a cool roleplaying thing where you can't be lost in a river system

nova basin
#

Why stealth?

#

That fin gotta be hard to hide

smoky sand
#

i like rangers

#

oh not me?

lethal cedar
#

Reed Stalker. You have proficiency in Stealth. Additionally, as an action, you can attempt to hide even when only lightly obscured by murky water, reeds, or fog.

nova basin
#

If they still have the big fin, they can hide all they want but probably still have a hard time going unnoticed

lethal cedar
#

Also do wanna say that it isn't purely for Spinosaurus it can be any spinosaurid. So Baryonyx, Suchomimus, etc

nova basin
#

I figured but big fin is still big fin

#

My only knowledge of baryonyx and suchomimus comes from fossil fighters and I cant remember if they keep the fin

#

Sucho does, onyx does not

lethal cedar
#

Hell it's arguably more of a fat hump

#

The Rijsahrs got 2 subraces. The one with the hooked claws, reed stalker, and the current reader is the Fresh-bloods.

nova basin
lethal cedar
nova basin
#

Spino with no sail is like an angel with no wings

lethal cedar
#

The saltwater alternative gets prof in perception and navigator's tools (their sailors)
effectively a hunter's mark ability where they can use it on a target that has less than their max hp in the water.
And lastly a... wait shoot I just realized this one needs to be fixed

#

Gotta fix this trait
Sailor's Knowhow. Your people control commerce along the waterways. You have proficiency in either Deception or Persuasion (your choice), and when in a settlement near a ocean or coast, you can always find someone willing to trade information, goods, or passage for the right price.

#

Since it gives the salt back's 3 profs

restive tusk
smoky sand
#

hm?

#

Its not broken

restive tusk
#

It is.

#

Even just looking at one ability gives the Ranger a free revive PB number of times

lethal cedar
#

Would it make sense for a race of maritime raiders to be able to handle eating questionable aged food like salted meat or hard tack

smoky sand
#

yes

#

Ooooh homebrew idea. Combine the spell list of Magic initiate 2014 with the repeatability of the 2024 edition feat

nova basin
#

This is all they do

nova basin
#

But also regular people eat salted meat and hardtack

lethal cedar
restive tusk
lethal cedar
#

Life at Sea. A diet of piscivores has blended perfectly with that of a sailor. You have advantage on Wisdom (Survival) checks made at sea for fishing.

#

Though then I farted out this.

nova basin
#

That works

#

But its a situational ribbon, I wouldnt add too many to avoid bloat

lethal cedar
#

I mean the freshies get this
Current Reader. You know the subtle signs of river systems - currents, eddies, and hidden channels. You can never become lost in river systems or wetlands, and you always know which way is downstream. Additionally, you have advantage on Wisdom (Survival) checks made in or near rivers. If you spend at least 6 hours within the region you can predict weather changes related to water conditions (incoming floods, droughts, storms) 24 hours in advance by observing the behavior in local plants and animals.

nova basin
#

Or make it all in one thing/make it simpler

lethal cedar
nova basin
#

Or just survival prof

lethal cedar
#

It was either that or making them like, always know which direction is north

lethal cedar
nova basin
#

Not really broken just kind of out of band

#

Its not a combat relevant skill so its probably fine

lethal cedar
#

Salt-Backs: Intimidation and Perception
Fresh-Bloods: Intimidation and Stealth

#

albeit bit odd since the race's ASI are +2 Str and +1 Wis

lethal cedar
#

Okay so was going to ask if this sounded good:
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 3d6 piercing damage + Your strength modifier. If the creature is one size larger than you or smaller you can grapple them. This damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

viscid folio
#

Can anyone tell me if these lil' starting buffs for different teams are balanced (and if not, how could we balance them)? They're meant to just a little extra thing they can do once per day. Players can pick a team to get these buffs when they make their characters with the idea that get a very tiny bit stronger throughout the game:

  1. As part of Team A, you gain proficiency with smith’s tools along with the ability to quickly craft. Once per day, provided you have the tools and materials, as an action, you may attempt to craft a simple item. You make a check utilizing smith’s tools and, if successful, craft 1 simple item, or 5 pieces of ammunition.
  2. As part of Team B, you receive a Technique Notebook, a compilation of combat arts, tactics, maneuvers, and skills. Once per day when you begin a challenge such as combat, traps, puzzles, or negotiating, you may consult your notebook, granting you advantage on your first roll within the challenge.
  3. As part of Team C, you gain proficiency with Cartographer's Tools. Once per day, you can call upon your memory while within a building, cave, or dungeon, conjuring a magelight that guides you to your choice of the nearest exit, monster, or valuable. It lasts 1 hour, and sheds dim light in a 15 foot radius.
  4. As part of Team D, you gain proficiency with a musical instrument of your choice. Once per day, you may inspire comrades, granting an ally advantage on one non-combat roll. This must be used before the roll is made.
  5. As part of Team E, you gain proficiency with water vehicles, and a swim speed of 5 feet. Once per day, you automatically succeed the first save you make against nonmagical sources.
  6. As part of Team F, you gain proficiency with shields. Once per day, when an ally takes damage while not in combat, you may reduce the damage taken by an amount equal to your proficiency bonus plus your wisdom modifier.
void jewel
# viscid folio Can anyone tell me if these lil' starting buffs for different teams are balanced...

Team F has a huge advantage if they do not already have shield proficiency. Shield proficiency is huge.

Swim speed of 5 feet is kind of nonsensical - everyone can swim at 15 feet at base if they have a speed of 30 feet. The save thing is strong though.

C is underwhelming.

Also many of these need mechanical clarity, have invalid wording, or are incomplete. For example, what is the DC for the check to create a simple item? Does consulting the book take an action?

tawdry mantle
#

would it be unbalenced to get to be large? For example a warforge drednaught artificer? thinking in the way as you lvl up you add on your body and get bigger

boreal rover
#

Depends on the cost, and duration

tawdry mantle
boreal rover
#

Please do not ping, and it would depend on the rarity of the item, but it doesn't feel extremely unbalanced in general

#

That being said, the rarity should be a bit higher than you expect given the permanent effect

#

Prob rare, without any further investigation on the subject

tepid crow
#

Can anyone give me feedback on a very complicated homebrew race? It's based on hornet from Silksong:
You have 18 silk points. 9 to heal 4d10 or 4 to cast a silk skill (either a restrict, damage in a line, a teleport or a parry)
You regain silk by attacking enemies

Crests. At level 7, the player can choose a crest every long rest. They will have it's abilities until the next long rest.

Hunter Crest: Every turn you don't take damage, your needle hits do an extra die of damage.

Reaper crest: after binding, you get double silk for the rest of the battle

Wanderers crest: you can make an extra attack in your attack action

Witch's crest: binding deals 4d10 damage do enemies in the vicinity of 10 feet

Architects crest: gain the "infusions" ability of the artificer class

Shamans crest: silk skills do double damage but you can't move for a turn when binding

#

Is this too overpowered? I shortened the first part cuz that's not that op. The crest part is new tho so I need feedback

tepid crow
cerulean seal
peak inlet
#

Roaring Aura does too many things and is difficult to keep track of
Erupting Wave should probably be an attack replacement and probably scale with Martial dice
Flowing Blast and Erupting Wave are a bit redundant
Sparing Geyser needs to specify when the creature falls if they’re still in air
True Expression does way too much again

#

main part that needs to be reigned back is the ranged options, the Roar stuff from both features are just too scattered to be pinned down

cerulean seal
peak inlet
#

I think you can go forward with the Magic Missile theme

#

increase base blasts once per turn and allow them to use Focus to increase it even more

cerulean seal
peak inlet
cerulean seal
tepid crow
peak inlet
peak inlet
tepid crow
peak inlet
#

make it an unarmed strike replacement once per turn

peak inlet
#

completely broken

#

Vampire’s Plaything, a great origin feat in Astarion’s Book of Hunter

frank berry
peak inlet
#

why is it so great? it gives 2d4+2 healing once per LR

cerulean seal
#

like Presdi

peak inlet
peak inlet
tepid crow
peak inlet
#

focus point attack to level 6

tepid crow
#

A 10ft restrain with saving throw

frank berry
#

Whats the saving throw?

peak inlet
tepid crow
#

2d8 damage with 15ft range and also a saving throw

tepid crow
tepid crow
frank berry
#

What if the character isnt a spellcaster

tepid crow
#

According to DND beyond

frank berry
#

Again, the major problem here is you're lacking so many details here I could keep asking these things. Though even without them, yeah this is really strong for a race

peak inlet
#

and very fast at that

cerulean seal
#

Species features are usually pretty simple too.

#

These feel like class/subclass features, not species features

#

Is there a species that gives you a whole resource mechanic?

peak inlet
#

if this was a legendary Magic item and without the choice of crest or the bag of rats

#

it would still be overtuned

tepid crow
tepid crow
#

*9 turns

peak inlet
frank berry
#

I mean the healing os technically infinite, but its still 9 attacks to heal, so thats I feel is least of this races issues

tepid crow
#

Do y'all have any improvement ideas? To make it more balanced without losing the cool playstyle

peak inlet
#

that’s what you said

tepid crow
cerulean seal
#

I think having a self healing once a day is fine

#

As is, I can't think of any other races that play like this

frank berry
cerulean seal
#

Having a mini resource they manage

tepid crow
peak inlet
cerulean seal
peak inlet
#

or Fighter subclass

cerulean seal
#

Yeah, this just feels like class mechanics or subclass mechanics

frank berry
cerulean seal
#

This works mostly fine as a subclass or class mechanic with some tweaking

tepid crow
#

Problem is: this combined with another race would be even more overpowered

cerulean seal
#

This combined with a class would be overpowered

#

and this is just a race

#

you still get all your class features

#

and subclass

frank berry
#

My revommendation, make a separate race for hornet, with more limited features specific to its actual race, not skills
Then try working on a fighter subclass for them

#

Lot less work, lot more balanced

tepid crow
#

That would work

#

I just made a fully empty class to my character and only play with the class stuff

frank berry
#

Check out rune knight subclass features, as they have something similar to the crests

tepid crow
#

Oooo I'll check it out

#

Thanks for the help y'all

#

I don't think you guys wanna see the other homebrew stuff I made a while back 🙏

peak inlet
#

because races usually don’t give that much

#

races in 2024 are the least influential part of your character building

#

in 2014, Backgrounds do literally nothing so those would be the least influential

frank berry
# tepid crow I don't think you guys wanna see the other homebrew stuff I made a while back 🙏

First you might wanna get a good understanding of how to write for dnd. See official races and classes / subclasses, and you'll notice they are very clear what each of their features do

Yes, you know what the abilities you give your creations, because you're the one who made them, but to anyone else "This race can do damage in a line" tells us nothing except the idea. Writing any homebrew is also wroting the "instructions" so there isn't anything unclear that would cause disagremeents, or having to come up rules on the fly

burnt cipher
native grove
faint mica
#

had an idea of subclass called jack. like jack of all trades they have equal states all across the board and can play every class at the same time the only problem is every time they level up the only increase is base damage nothing else.

coral delta
#

I don't think this idea is very applicable to DnD. There appears to be some pretty significant misunderstandings of how the game functions, based on this idea pitch.

faint mica
#

yeah probably im fairly new but think it could be worked out im fairly certain its possible in some shape or form. it might be closer to a multy class though

cerulean seal
#

I think you could probably design a subclass around being able to shift modes that do different things

#

to fill different rolls

#

But idk about literally going "I have the power to have all powers"

faint mica
#

but its not really a power because you cant master all so you would only have bass level of all and never advance in ability just in strength

cerulean seal
faint mica
#

i know the point is to be cluttered just like a jack in the box or a peddler with crap ton of gear its supposed to be extremly diffucult to play because if it wasnt it would over rule every other class

cerulean seal
#

I think that's fun as a whatif but not realistically

#

You should look up Gestalt rules

#

It's basically getting multiple classes as you level up

faint mica
#

i feel like it could be possible i would just need a better understanding of all the rules plus paying ttention to rules that contradict eachother

#

i dont like the idea of getting multiple classes

#

i think theres a way it isnt an easy one ill have to figure it out

cerulean seal
#

Well goodluck to you.

#

Honestly I would like to see it once you finish making it

#

The balancing sounds like a nightmare to me

faint mica
#

imagine having a messy room and you cant find anything but you know where everything is. ill figure it out eventually.

cerulean seal
faint mica
#

i figured it out. i did already have it in the works but i think i figured out the rest after reading some rules

#

there however is a lot to it so ill have to condence it so not to send like 10 paragrphs to this gc

cerulean seal
#

Just make a google doc or something

#

and then post that

faint mica
#

thats what i was thinking

restive tusk
faint mica
#

yes

#

back before i even understood dnd

restive tusk
#

I’m curious about a few things. For one, what’s the part about it being “rules-legal?” It’s homebrew, so by definition it goes outside of the rules. tbh the last section with all the checkboxes almost makes it look ai-generated or ai-assisted

#

Following that:

  • getting any 2 saving throw proficiencies is extremely strong
  • quite a lot of this is weak since none of these features scale. It’s mechanically better to just multiclass into every class for the most part
  • some of these abilities don’t make sense. For example the latter half of the level 5 ability since they don’t get spell slots in the first place, nor the spellcasting feature to use such spell slots
midnight elk
#

Radiance + Void + Mind
Perfect Absence
Erases identity completely
This is for a homebrew I'm working on. Could someone please help me figure out the mechanical effect?

hasty onyx
lethal cedar
#

Alright so I've been trying to work the T. rex bite racial trait thing and I have two main ways for it to be used i jusf need to figure out a way to fix the damage for it to work

#

Option A
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 3d6 piercing damage + Your strength modifier. This attack also ends on a grapple as long as they meet the requirements. This damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Option B
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 2d10 piercing damage + Your strength modifier. This attack also ends on a grapple as long as they meet the requirements. This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

hasty onyx
#

I am working on recreating some of the Diablo 2 uniques into 5E, and I'm working on figuring out of this is Legendary, or Artifact grade.
Amulet (Necklace), attunement.

  • +2 all saving throws.
  • +1 all ability scores.
  • 20% chance to deal half the damage back to any melee attack against the wearer.
hasty onyx
#

I really wish DNDBeyond would add Proficiency based Charges to homebrew items.And the fact that it isn't, and there apparently is no plan to do so, is inane.

peak inlet
#

can I just make Magic Weapon apply to magical weapons meguDom

native gale
peak inlet
#

2024 Magic Weapon no longer has the benefit of removing the resistances, and I don’t see a reason why a 2nd level spell should be allowed to give Magic weapons with +0 to hit and damage a +1 instead

#

it’s limited time and requires resources, level 3 spell to set (not increase) a weapon to +2

native gale
#

Take it up with WOTC's design team, not DDB

hasty onyx
#

There's no reason it can't be a thing on DDB, people have been requesting it for years.

#

By their own admission, DND is good with homebrew, but they refuse to actually suport decent tools for doing so.

peak inlet
#

just make it have 4 charges, I doubt it makes a difference

hasty onyx
#

Well, i need it to have prof x 7

#

for the 'balancing' math to work out

peak inlet
#

prof x7 charges?

#

that’s way too many charges on anything

#

it’s bad design

hasty onyx
#

Tell me, how many charges does Staff of the Magi*have?

peak inlet
#

and there are better ways to get your point across

hasty onyx
#

No, there aren't.

#

Rod of Absorption?

peak inlet
#

there’s quite a big difference

hasty onyx
#

Because static vs variable changes it?

peak inlet
#

yeh, it’s way too many charges on anything

#

prof x7

obtuse tusk
#

this chat always has something going on

nimble flare
#

See lizardfolk for verbage

burnt cipher
#

Thinking of making a 'Three Kobolds in a Trenchcoat' Subrace Variant, but I'm struggling for the last Ability Score Increase: +1 STR, +1 CHA, +1 ???

void jewel
#

This lack of functionality exists to prevent people from just typing features in from books they pirated.

#

This also makes it one of the worst character sheet options on the market, due to the difficulty of correcting/amending/adding to the sheet

void jewel
faint sonnet
#

Interestingly, the entire reason that DDB is a pain to make homebrew on is because the homebrew creator was the dev tool turned into a consumer tool, nothing more.

acoustic apex
#

Has anyone made a warlock subclass where you dont have a patron? Like you managed to worm your way out of the deal but keep the power. Like a warlock oathbreaker type deal?

peak inlet
#

acting more as a companion than a powerful entity

#

I think any subclass can be reflavored as patronless

#

there are also multiple takes on “future you” patron

#

in third party

acoustic apex
#

I rly like that friend one. Buddy cop movie but dnd

cerulean seal
#

Thought that feels more like a character roleplay and not a subclass

acoustic apex
#

That's fair but I think it would be cool of it was a whole subclass, have it be about mobility or smthn to fit the theme.

#

Maybe they cant be tracked magically or non magically or smthn

faint mica
void jewel
#

This could be layered on any existing subclass

knotty owl
#

@pallid brook from the discussion in #dnd-discussion i thought of an interesting idea for a binding vow too. Trade exhaustion with temporary brain damage. Basically every round i lose 1 int and i become dumber for the rest of the day. Maybe cap it at 1 INT in total. I get dumb to the point where i can barely speak basic words if at all. Can barely understand anything. Might attack allies even. Can barely perform basic stuff outside of wildly swinging. And in general other PCs will have to kinda babysit me cuz I'll be a 50 IQ caveman

#

Essentially the more I'm in rage the more I'm frying my brain

loud pasture
#

Hello awesome people it's that time of the week again where I have to homebrew something random. On this episode my players have discovered a blue dragon egg that was stillborn, as part of plot they were able to revive the dragon in a really weird world lore way. But something else was attached to it. It seems, someone or something put something in the egg with it for someone to find. Wether it's a parasite or something else I have not determined. Small bit of context, world is ruled by really evil somewhat technologically advanced humans, they hunted dragons

#

What do we think should be in the egg

#

They're about to fight it next session as last we ending on a cliff hanger

stuck raptor
#

some sort of Draconian, guard drake.

#

Cockatrice

loud pasture
#

They're 2 level 9

#

But they've come on top of a slightly rebuffed ancient white before

stuck raptor
#

in that case, abishai

#

CR 17

loud pasture
#

Ima gonna do some research into these

#

Thankyou

stuck raptor
#

np

lilac saffron
#

are jester s only homebrew

stuck raptor
#

PG 13 server

lethal cedar
#

I'm sorry about this but I'm going to reask the question because everybody was presumably busy earlier.
So I'm working on a T. rex race and was giving it a charge ability it can use and currently have 2 ideas for how it could work.

#

Option A
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 3d6 piercing damage + Your strength modifier. This attack also ends on a grapple as long as they meet the requirements. This damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Option B
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 2d10 piercing damage + Your strength modifier. This attack also ends on a grapple as long as they meet the requirements. This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

lilac saffron
lethal cedar
viral patio
#

Looking to create an evil miss clause for a Christmas event who was effected by a curse going around in the already established campaign. Any thoughts?

cerulean seal
#

Based off the song Grandma got Ranover by a reindeer

viral patio
#

Oh thats interesting

#

Reindeers become an attack and then are summons.

fallow phoenix
#

just made a rough draft of a homebrew dog species cos im sad there isnt one (no i dont count shifters, i want something equivalent to the leonin or tabaxi). i mostly need suggestions for what to call the subspecies and features lol, im not in a creative mood. its for 2024 btw. lemme know any ideas. im also thinking of having an alternative where you basically can pick any two of the features from the subspecies so you can mix it up a bit.
https://docs.google.com/document/d/1-6rBBcWIaIzNSfGtjgNO6DFNmcD8Jw6G31wytIa3py4/edit?usp=sharing

viral patio
#

A Hunden

dire sparrow
#

I made more Mark spells like how there's more than one Smite

Here they are, are they balanced?

Shover’s Mark (Idea credit to gom on Discord)
1st-Level ?
Casting Time: 1 Bonus Action
Range: 90 ft
Components: V
Duration: Concentration, up to 1 minute
You choose a creature you can see within range and mystically mark it as your quarry. While marked in this way, your weapon attacks against it deal an additional 1d4 damage, and you can choose to push it back 30 ft with every attack.

Swindler’s Mark (Idea credit to gom on Discord)
2nd-Level Enchantment
Casting Time: 1 Bonus Action
Range: 90 ft
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. While marked in this way, all Charisma checks against the target have Advantage, and it has Disadvantage on Insight and Deception checks.

Runner’s Mark (Idea credit to gom on Discord)
-Level Divination
Casting Time: 1 Bonus Action
Range: 90 ft
Components: V
Duration: Concentration, up to 1 minute
You choose a creature you can see within range and mystically mark it as your quarry. While marked in this way, your weapon attacks deal an additional 1d10 damage, moving towards it requires half of your movement, and you have Advantage on Acrobatics and Athletics checks to move towards it.

Rider’s Mark (Idea credit to gom on Discord)
3rd-Level Divination
Casting Time: 1 Bonus Action
Range: Touch
Components: V
Duration: 1 hour
You mark a willing creature as your mount. While marked in this way, its Movement Speed is increased by 20 ft, its Carrying Capacity is doubled, you have Advantage on saves against falling off it, and you know its location as long as it’s on the same plane of existence.

#

Harvester’s Mark (Idea credit to gom on Discord)
4th-Level
Casting Time: 1 Bonus Action
Range: 90 ft
Components: V
Duration: Concentration, up to 1 minute
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, your weapon attacks deal an additional 3d6 damage to it, and you gain Temporary Hit Points equal to half of the additional damage dealt.

Slayer’s Mark
5th-Level Divination
Casting Time: 1 Bonus Action
Range: 60 ft
Components: V
Duration: Concentration, up to 1 minute
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, your weapon attacks deal an additional 4d8 damage to it.

icy cove
#

Hey! I’m beginning the creation of a homebrew subclass for the Artificer called “The Trapper”. As the name implies, this subclass specializes in making traps. They are going to be designed for area denial and locking down enemies. Before I come up with any of the subclass abilities though, I want to start off with their spell list first. I already have a few in mind, such as grease, snare, and web. I am sending this message to ask for some recommendations. Please and thank you!

fallow phoenix
nova basin
#

Multiple 30 ft pushes per turn is never gonna be okay under a lvl 6 spell or lvl 15 feature

#

Harvester is ridiculous, high damage and really good sustain

karmic oar
nova basin
nova basin
#

Even without thp stacking, its probably too much

white elm
#

can someone help me creating a character sheet for a homebrew demon slayer class? I know some of the basics but I still struggle to actually know what to put on the stats and other technical stuff and how to fill it up properly

nova basin
#

Youre asking two separate questions rn

#

Setting up a sheet and building a class are very different things

#

And before all that, if you dont know how to fill out a character sheet, youre not ready for homebrew, especially not a full class

#

If the new class changes how you set up your sheet, youre on your own tho

quartz perch
#

Hello Brains trust...

I'm trying to alter the bracers of archery and make them bracers of shooting (working name). they use the damage modifier for the short and longbow, but they are the only two weapons in that section. im guessing ill have to use the damage type instead.

has anyone else trued making an item to increased weapon specific damage instead of damage type?

true forge
#

hmmmm, trying to think of a name for this music artificer

cerulean seal
true forge
#

eh, Producer can be alot of things

somber pawn
#

Can anyone look at my homebrew final boss?? i need to make sure its balanced

#

its pretty hard to balance

#

btw its too much text to send here so i would have to send a file in dms

void jewel
#

Make a google drive link and send it here

somber pawn
#

oh that works

#

google docs or drive with the file?

void jewel
#

Also remember to include info: party comp, optimization level, and how smart they are fighting together

#

Link to the viewable doc not a file download

#

A high optimization party working together can handle a boss twenty odd times stronger than a low optimization party doing whatever

void jewel
#

Gotta narrow down party comp first

#

4x rouges can handle 1/10th of what 4x wizards can handle

somber pawn
#

they will try to have different classes than eachother

void jewel
#

If you're home brewing a final encounter at high levels (like this) you simply need that info

void jewel
#

In summary, more info needed

somber pawn
#

Fair ig but i wont have that information for a long time

#

and i do sort of need this stat block for now

#

it doesnt have to be perfect yet

#

but as long as its fine for now

void jewel
#

Then sounds like you don't need to worry about balancing the encounter for a long time tbh. If they're always screwed if they fight it early

#

Assuming they are going 1-15 here and you want it early, if its balanced for lv 15 they're all dead if they fight it at level 4 regardless of what the level 15 version is balanced around

#

You likely need an NPC more than you need a stat block

somber pawn
#

if this was for like 2 full casters 1 half caster and 1 non caster would it be good?

void jewel
#

At that level, depends on optimization level of the casters

#

It's entirely possible and happens that casters take near-worthless spells and play poorly.

#

Caster spell lists have like six bait options for each real option

somber pawn
#

well they are smart enough to take good spells and play decently

#

usually the reason they lose a fight or barely win it is cause they rolled really bad the entire encounter or the enemy rolled insane

void jewel
#

More info needed: number and stat blocks of supporting monsters

somber pawn
#

supporting monsters are prob gonna be some fiends

#

like incubus, imps and such

void jewel
#

Ye depends on how many. Also depends how hard the terrain is against them.

But the party should be fine. A reasonably optimized level 15 party would obliterate this thing before having breakfast.

#

If it was alone

#

It'll need lots of support

somber pawn
#

terrain is basically an open area

#

well it will have the abilities and such from the creatures trapped

#

which will be some really strong creatures from the material plane

#

and some humans

void jewel
#

Notably it can't copy any of their spells since player spells aren't innate

somber pawn
#

?

void jewel
#

It can only copy innate spells

somber pawn
#

any creatures with innate spells

void jewel
#

" Tyrakos gains access to nearly all of the creature’s capabilities, including its actions, bonus actions, reactions, traits, AC, movement types, senses, languages, innate spellcasting, damage resistances, damage immunities, and condition immunities. "

somber pawn
#

i might need to change that

void jewel
#

Yeah so can't copy players. So good

#

No, don't let it take player spells

#

This isn't a PvP game for a reason

somber pawn
#

but the plan was to make him mostly a spellcaster

void jewel
#

"On a successful save: the creature takes no damage but is still frightened for 1 turn."

Boooo. If I make the save, I shouldn't be frightened. Unfun mechanic.

somber pawn
#

and then like a second phase where he will stand up and go for melee and stuff

void jewel
#

Just do half damage

somber pawn
void jewel
#

That's the most important turn

somber pawn
#

why do you think im trying to take it from them

void jewel
#

Just unfun is all

somber pawn
#

this boss is meant to last more than a few turns xD

void jewel
#

Unresistable crowd control is just kinda in interactive that's all

somber pawn
#

ig

void jewel
#

Uninteractive*

somber pawn
#

well i dont wanna do half dmg it has to be no dmg but i want something else mind related then

#

cause their mind just got like invaded

#

agressively

#

Stun or Paralyse would be the same

#

what if they fall prone?

#

Blinded?

void jewel
#

Will be difficult to telegraph all the abilities this monster has

#

Players should generally understand monster abilities. You'll need to make sure to give info about these in advance

somber pawn
#

this ability they will encounter at the start of the campaign

#

so if they tell someone about it they will be able to find out more

#

its up to them to find out more info about the monster if they want to

#

the main abilities he has are this one and the ability steal which they will find out during the final fight really fast

#

and during the fight they will find out more

void jewel
#

Unclear how he benefits from the link AC wise

somber pawn
#

his skin changes into the creatures skin

#

so not armor

void jewel
#

As written, he gains the AC of all targets. This would cause him to add them together

somber pawn
#

only like natural armor stuff

void jewel
#

Not narratively. Mechanically.

#

He'll have like 80AC

#

Needs clarification

somber pawn
#

i wrote it down wrong

#

or more like i didnt write it down yet

void jewel
#

Not seeing a spell slot count

somber pawn
#

he doesnt have spells

void jewel
#

Unclear how many spells he can cast

#

Okay so he can't cast stolen spells at all

somber pawn
#

he uses the spell through the other creatures

void jewel
#

With what slots

somber pawn
#

the creature's

void jewel
#

Ah. So his optimal play is to immediately use the highest level spell the PC has both to use it but more importantly to waste its slot.

#

Notably, if a PC takes maze, he could use it immediately to remove a player from the fight AND waste their most valuable spell slot.

somber pawn
#

he wont be able to easily take the abilities of the PC's

void jewel
#

As is its one failed wis save though isn't it?

#

Every single turn

knotty owl
#

Has anyone ever done a vampire before? As a PC

#

Full weaknesses and strengths. Like inability to walk in the sun

somber pawn
#

true... i do need to look at that, i will prob make it so to use things like spell slots the creature needs to be like worn down or something like that so he cant use the PC's spells

void jewel
#

Yeah:

"When a non-construct, non-mindless creature enters the throne room for the first time or starts its turn there, Tyrakos may attempt to establish an Assimilation Link with that creature (no action required)"

#

So as is, he's just gonna steal their highest level stuff immediately, nuke them with it, while wasting their most valuable resource

#

Probably worth another pass

somber pawn
#

You make a good point

#

i will prob do something with like the captured creatures have been exposed to the effects for longer so thats why he can use anything they have but the PC's just got there so they arent affected as much

void jewel
#

No sunlight sensitivity though

somber pawn
#

maybe give him an ability that he can use to get access to their entire arsenal of stuff but he has to concentrate for like a minute or something

#

which is basically impossible in combat

knotty owl
#

With sunlight weakness

#

Like the entire party has to take care of him in the day and in the night he's more powerful

somber pawn
#

not really prob gotta go into homebrew for that

somber pawn
somber pawn
fallow phoenix
golden wyvern
native grove
#

?

golden wyvern
native grove
#

i mean yeah prehistoric creatures are usually still alive in D&D settings

#

its why we have statblocks for dinosaurs

golden wyvern
native grove
#

What do you think of the subclass other than that?

chilly laurel
#

table 1

For 10 minutes your footsteps become completely silent
For 10 minutes you can climb walls and ceilings as if under spider climb.
For 10 minutes, you can whisper normally and be heard up to 60 feet away.
For 10 minutes, once per round when no one is directly looking at you, you can teleport up to 30 ft.
For 10 minutes, you become completely invisible as long as you close your eyes.
For 10 minutes, you gain advantage on all charisma checks but are slightly inebriated.
For 10 minutes, you instinctively know when someone is going to turn around and look at you.
For 10 minutes, you are indistinguishable in a crowd, even if your posture/size differs wildly.
For 10 minutes, anything you drop makes no sound.
For 10 minutes, you can stand perfectly still and be mistaken for décor as long as no one touches you.
For 10 minutes, anyone you talk to remembers you as a friend.
For 10 minutes, you can perfectly mimic a voice you’ve heard in the last 24 hours.

is this table of spells for my stealth campaign any good?

#

table 2 (negative effects)

For 10 minutes, the drinker walks on any surface as if it's slippery.
For 10 minutes, the drinker can only tell the truth.
For 10 minutes, the drinker hears imaginary applause or boos reacting to their behavior.
For 10 minutes, the drinker has to desperately go to the toilet
For 10 minutes, the drinker constantly runs up to and into walls
For 10 minutes, the drinker unquestioningly follows the last reasonable instruction they were given.
For 10 minutes, the drinker will interpret any failed charisma check as a joke, and will laugh loudly.
For 10 minutes, the drinker becomes easily distracted (disadvantage on perception/insight)
For 10 minutes, the drinker believes they are late for something important and moves away in a hurry.
For 10 minutes, the drinker becomes attracted to the first person they see and will make repeated attempts to get a dance with them.
For 10 minutes, the drinker forgets any orders given within the last 24 hours.
For 10 minutes, the drinker becomes scared to confront suspicious behavior, choosing to observe instead.

and this one

golden wyvern
plush burrow
#

What would be a great example of an annoying dungeon trap?

native grove
#

Glue trap

cerulean seal
#

Trick is to let the timer hit Zero for doors to open

native grove
true forge
#

Ok, for this artificer, what sounds better for a gimmick

A) alter a instrument to do something based on said instrument (for some they will be grouped)

B) make instruments for your allies, said instruments can be used as a BA for xy or z effects that last for min/hour/blah blah

orchid basin
# native grove https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_rang...

First , this is a great work over here , you made a relly good subclass with much of flavor

I think some rune need a lvl cap , like you can't use them all at the first lvl , some runes have is relly strong , but cuase its need an action to activate( action economy)and can only have on benefit at the time , i think its balanced , especially its a ranger subclass that is just, not that great

Also , can you use more than one rune at the same item ? Also , what about others using rune items , do they get your wisdom modifire fore rune powers or there wis modifire , can they activate rune powers?

Are using a rune is a utilize action or magic action or special action, does it be used by haste extra action or fast hands of thief?

native grove
orchid basin
#

Oh

cerulean seal
#

Option A sounds more interesting

native grove
#

Which runes do you think need a level cap?

orchid basin
orchid basin
native grove
orchid basin
native grove
#

there are some runes that to me are just kind of mediocre, though to be fair that doesnt mean i need to do a full on remake as i can just change the runes i dont like

native grove
orchid basin
# native grove any ideas for other effects to give the monstrosity rune?

Delete the 2+ to dex save and make it advantage on dex save if u want make it stronger

Or you have 2+ a hit bc you are just turning into a faster creature

But i think its already strong, in my opinion

This rune is a lesser edition of haste, but it doesn't need concentration and its just a bonus action that is huge buff , and with ability to recharge runes later, it can be broken a lil bit , but i think its ok bc ranger is not that good

#

Oh its an action my bad

#

Its not broken its actually ok

#

U bad again its a bonus action

#

I need glasses at this point

native grove
orchid basin
#

Oh , a rework
Hmmmm , i don't really know

Its hard to tell if its ok or bad, bc others can use your runes as well , a 30 ft fright is not good for a ranger how stays in back line , but its really good for AOE CC for a Frontline barbarian or paladin

This type of subclasses is hard to try to know if its strong or not , bc the combination with others is the key here

I think this is ok , its based on how much enemies the DM run per fighter

#

I think asking chat gpt , Gemini or claude is a good idie

native grove
#

yeah no i dont use AI

orchid basin
#

I often do that when i try to make a hombrew

cerulean seal
#

Does anyone know of a feature in DnD that does damage negations? Like a feature that reduces oncoming damage by X amount?

native grove
cerulean seal
#

I'm trying to steal the wording

orchid basin
#

I think monk also have a feature like that , and rogue uncanny dodge

cerulean seal
#

Oh yeah forgot about that. Their deflect missle feature

native grove
#

i do have an idea for the undead rune but im wondering if its too strong

#

the idea is basically that it "marks" an enemy. Whenever a friendly creature hits the marked enemy they regain a small amount of hitpoints

#

probably equal to the rangers proficiency bonus

#

would that be too strong?

native grove
#

Undead

The undead rune makes you incredibly hard to kill.

Passive:you have advantage on all death saving throws.

Active:as an action you can curse a creature within 30 feet. That creature must make a charisma saving throw or become cursed for one minute. While cursed this way anytime a creature harms the target, the attacker regains hitpoints equal to the rangers wisdom modifier. A creature can only be healed this way once per turn.

Here is the new undead rune, is it OP?

orchid basin
# native grove **Undead** The undead rune makes you incredibly hard to kill. Passive:you have...

No , not op , its actually good and better than the previous one , the one per turn is the right cap so the fighter cannot heal 6 times in a row , the passive ability is good

I think, humanoid, fey and beast need a rework for thier activitie ability , the fey ability can be good in the right hands , but, the humanoid ability is kinda of bad , and beast ability is not that good, especially if there is a druid in the party

Also , make the aberration can hit up to (wis modifire ) targets , its just a shutdown for all enemies , and with the 7th lvl ability, it can be broken, especially enemies dont have a good int save throw bonus in most of the time

native grove
orchid basin
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Yeah fey is good in the right hands

native grove
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any ideas on how i could rework the humanoid rune?

orchid basin
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Maybe you can cast charm person?

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Or command

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I don't really know , do you want in battle or out battle ability?

native grove
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actually a charm would be a good idea

orchid basin
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If u want a social based rune , maybe, but players still will pick something else, i will pick the +2 ac rethar then the charm person that the wizard already have

native grove
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Humanoid
The rune of the humanoid makes you more charismatic and trustworthy, along with letting you blend in anywhere.

Passive:you can add your wisdom modifier to all persuasion checks.

Active:you target a creature you can see within 30 feet, forcing them to make a wisdom saving throw or become charmed for 1 hour. Whenever the charmed creature takes damage, they can repeat the save, ending the effect on a success.

New humanoid rune, how is it?

orchid basin
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I think that's good

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Turning it into a creature instead of a humanoid makes it worthy to pick

native grove
orchid basin
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Much better, but i think aberration needs a cap for how many creatures it can target, it's just an ultimate shutdown

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It's kinda like a lesser edition of slow spell , but with int save , that is rare to find a creature with high stat or bonus on

native grove
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im actually going to change runic recharge to a different ability

orchid basin
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?

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That's a strong nerf

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Tell me the change when you do it

native grove
orchid basin
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Change it in long rest make social based runes much better now , and give you better utility

I think you need make the recharge of runes in both long rest and Short reset

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Make the amount of charges increases with the lvls

native grove
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i mean i think once per long rest is good because it limits the amount of effects you can have active

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that way you cant spam your runes and the powerful effects of the runes becomes a more precious resource.

it also makes runic ascension FAR more satisfying

orchid basin
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With the fact that you have 4 runes at lvl 10 , i think you are right

native grove
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so do you think the subclass is good in its current state?

orchid basin
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I think it ,'s good , party buffing ranger that give the party a buff by his runes ,This is an out-of-the-box capability

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Now it needs to be put into the test

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I will get back to work at my mimic warrior fighter

native grove
dire sparrow
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Runic Study is nice, always good to have extra languages or tools

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Warding Runes needs to be worded better, what do you mean all damage taken is reduced by the Ranger’s Wis modifier? If the creature is hit by, for instance, two Longsword attacks, and the Wis modifier is +4, do they take 8 less damage because each attack is counted separately?

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Runic Ascension looks pretty strong, but it’s understandable since it’s a capstone

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2d8 + Ranger level Psychic damage is a little insane, since that’s 20 Psychic at 20th level

native grove
dire sparrow
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It should work like the Dragonborn Breath Weapons, start with 2d8 at first level, 3 at 5th, 4 at 11th, and 5 at 17th

nova basin
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Its comparable to eldritch blast with 2 invocations

tepid oriole
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Hi everyone, I looking for someone who know how to use Homebrewery website for some feature pretty specific. I want to do a line break in a table but I don't know and find how. Can somebody help me ?

faint sonnet
tepid oriole
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Forget about this, I finally find a way to do it !

cerulean seal
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Anyone here familiar with Homebrewy know how to make really pretty looking homebrews?

void jewel
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And don't forget about your buttons at the top of the page

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Take ten minutes just to click the buttons and see what they do

dire sparrow
nova basin
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Rangers like nick

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Rangers like a fighter dip for action surge

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Thats potentially a 100 ft push with +5d4 damage

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Its not likely per se, but it is an option that has to be taken into account

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Like I said, compare this to eb with agonizing and repelling blast

void jewel
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I'm not sure dipping two levels into fighter for action surge is worth it tbh

nova basin
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Rangers love fighter levels

void jewel
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I'd much rather have two levels of something else

nova basin
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Even withiut it though, it hella creeps on eb

void jewel
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They don't really get anything except con save prof and action surge

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And I don't really think that's worth the two level dip IMO. But that's me.

nova basin
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Fighting style, weapon masteries, second wind

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Might as well go that 3rd level for a good sub

void jewel
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They have the fighting style they need

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Second wind is pretty meh, replaceable with health potions

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Rangers have weapon masteries

nova basin
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Nobody ever lost a fight because they had too many tools

void jewel
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No, but they have lost a fight due to opportunity cost

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It's not fighter levels or nothing

nova basin
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Sure but what in the ranger kit is so impactful that delaying it 2-3 levels is weaker than having a fighter sub

void jewel
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The druid levels you give up

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Again, its more about opp. Cost with other multis

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Fighter dip doesn't add nothing, but I do think it makes for a weaker character than (fullcaster dip of choice)

nova basin
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Either way, the point is that the spell is too much

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Even with no multiclassing, at level 5 thats a consistent 60 ft push +3d4 damage

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Or a 40 ft push from longbow range

dire sparrow
topaz trail
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Scaling a demon, lord down in level is actually kind of fun

stuck raptor
nova basin
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Extra attack + nick

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Shortsword or smth first hit, run up for second hit, nick to throw a dagger

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3 hits, 60 ft push

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45 is still a lot but it doesnt scale much higher unless you force it

dire sparrow
open tangle
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I thought of a club that’s called Cranium Kisser, and if you roll a Crit it can leave an enemy concussed. Or it can have that feature and it just has Concussive Strike.

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I’m workshopping it, any advice?

lethal cedar