#homebrew
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thats the one
Might be too similar in flavor but idk what the context is
kinda the point lol
your 'patron' gives you more power
half casters who are not full martials should be expected to have cantrips and 6th level spells
but it should probably be a bit limited
depends on when they get it
18th
mine just gets a Mystic Arcanum at level 20 with non-damage choices
eh, depends on how you play it, as its kinda both a 'caster' halfcaster and a martial but with magic
do they get Extra Attack, Fighting Style, and Martial proficiency?
it’s really that simple
thats all halfcasters....... (besides arti but they are weird case)
no, artificers are non-martial half-casters
the other 2 are martial half-casters
Artificers get limited access to 6th level spells and cantrips
the other 2 don’t
in fact, Artificer has 2 subclasses that do get Extra Attack and Martial proficiency, and those don’t get 6th level spells
oooh
i just see the term Half Caster more for the martial kind lol
I think they should also get Fighting Styles but I guess the devs decided the extra stuff they get are equivalent to Fighting Styles
I mean that’s fair, in official content it’s only Artificers
how do they get 6th level slots?
this is the redesigned Artificer for 2024, they get 1 casting of a specific 6th level spell directly in their subclass
level 15 feature
oh this is for 2014 lol
I think you can still take this thing from 2024
because 2014 Artificer was miserable
and if you’re designing a half-caster, you don’t want it to be useless
well its prob just once per day casting of a warlock 6th level spell (as tbh, spells to be annoying lol)
a final upgrade to your base feature, aka make them uber powerful
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
so you should be fine as a baseline
I can’t judge the whole structure though
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
but my pact half-caster has that feature as their capstone
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)
extra CHA damage or using CHA as the weapon mod?
former
that’s pretty strong as a permanent effect
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
2014 remember
that’s 3.5 DPR, yours is 10-15 DPR
ok, but it’s a 12th level feature now
so i'm thinking of making a cleric subclass that's whole this is making allies do more damage. does anyone have ability ideas?
I know i'm 100% stealing that one grave cleric ability that makes enemies vulnerable to attack damage
(i think it's grave cleric?)
ok yup, it's grave. i'm deffinatly stealing that
ooh, maybe they could cast a self target spell on someone else? just an idea
dont take the same effects from other subclasses and paste them onto yours
kinda uncreative
fair point
Also cant be used anywhere but table
that too
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
Mmm melee weapon/unarmed strike hits
What visual are you going for, what domain?
Idk if your visual is my visual but I might go makw my own off that concept
Yeah I will
yeh, that’s what I was going to say for that one
extra CHA damage once per turn could be a good compromise
go ahead!
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.
I don’t like how wordy Servant of the Arcane is, but idk how to decrease the wordiness of it
should probably give it a free casting as well
I also wanna do round down but PB/2 round down makes it too much for other classes
I could also just put it on their spell lists now that I think about it
but either way, it’ll be very wordy
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.
Wording / mechanics are a tiny bit off on the concentration and Nick abilities.
Not entirely sure I get the vibe, though. Maybe it's a lack of flavor in this early draft, but jumping around and attacking with Light weapons don't really read as 'blood themed' to me at all.
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
The visual I had in mind was an assassin coven who jist wanna get some amount of blood spilling from their enemies so they have the "resource" necessary to start using their powers
Think of blood manipulation from jjk
Original ik but whatever
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
I didnt wanna give the sub just extra attack
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.
Wdym for the first point? It happens as a reaction when smth in range is bloodied or killed, then the thp lasts until used or spent
Not that one, the other 3rd level feature
Apologies, there's no names for the abilities, its not easy to make it clear what I'm talking about
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
Yeah I wrote this very tired and more interested in the mechanical concept
The CD ability will be Spill Forth and the other lvl 3 will be Combat Circulation
Oh, so you choose targets when you cast the concentration spell?
Its the same targets you chose for it, yes
The quintessential way this works is around bless
I'd clarify that a little bit just in the first sentence
So bless gourself and 3 creatures, all 4 of you get bonus damage on attacks
"When you target creatures with a concentration spell, you can choose to..." Or something
Better?
"When you target creatures with a concentration spell, you can choose to grant those creatures a bonus to damage rolls for attacks until you stop concentrating on that spell. This bonus equals how many attacks you hit with a melee weapon or spell attack or unarmed strike this round, and resets at the start of your turn."
The resets clause is still a little janky, but it's much better in my opinion.
Maybe "This bonus equals the number of times you hit with an attack during your most recent turn"? I dunno, it's weird.
just use an ability mod or PB honestly
or a flat increase
idk what this is for, but it’s too many words for very small differences
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.
the game system doesn’t use Newtons 
it's not like it is going to stop me. Watch me use meters instead of feet
"Shape of a circle" did you mean a dome? A circular umbrella is hard to imagine.
it uses no measurement of force at all
No rather, DnD doesn't use any force measurements at all. Force isn't a statistic.
it's a joke magic items made in like 2 minutes, it doesn't even need to be accurate
indeed, it uses lbm, not to be confused with lbf
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.
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
i was planning to annoy my players with a bunch of useless magic items
Okay.
that’s fine and cool, but if you post something here without specifying what kind of feedback you’re looking for, I’ll give feedback on how to make it more in line with 5e
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.
Okay.
Thanks!
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
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.
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
I was just wondering if it was an okay idea
As long as the game mechanics behind it are good, then sure
I want it to improve off of attacks made outside of your turn, so it has to be round instead of turn
There might be a more elegant way to word that but
It's a pretty messy statistic to keep track of, especially if it's changing off turn
Its meant to be mechanically evocative and stop this guy from just sitting backline
Its likely only +1 off turn, unless theres some reaction for multiple attacks idk about
But its mostly a static number set by the end of your turn, not hard to track
“if you used the Attack action on your previous turn, your attacks during this turn deal 2 additional damage”
Also not the intention
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:
- As part of Team A, you gain proficiency with smith’s tools along with the ability to quickly craft. Once per day, provided you have the tools and materials, as an action, you may attempt to craft a simple item. You make a check utilizing smith’s tools and, if successful, craft 1 simple item, or 5 pieces of ammunition.
- As part of Team B, you receive a Technique Notebook, a compilation of combat arts, tactics, maneuvers, and skills. Once per day when you begin a challenge such as combat, traps, puzzles, or negotiating, you may consult your notebook, granting you advantage on your first roll within the challenge.
- As part of Team C, you gain proficiency with Cartographer's Tools. Once per day, you can call upon your memory while within a building, cave, or dungeon, conjuring a magelight that guides you to your choice of the nearest exit, monster, or valuable. It lasts 1 hour, and sheds dim light in a 15 foot radius.
- As part of Team D, you gain proficiency with a musical instrument of your choice. Once per day, you may inspire comrades, granting an ally advantage on one non-combat roll. This must be used before the roll is made.
- As part of Team E, you gain proficiency with water vehicles, and a swim speed of 5 feet. Once per day, you automatically succeed the first save you make against nonmagical sources.
- As part of Team F, you gain proficiency with shields. Once per day, when an ally takes damage while not in combat, you may reduce the damage taken by an amount equal to your proficiency bonus plus your wisdom modifier.
I dunno, many players still have to be reminded to add Hunter's Mark or Hex damage dice to damage rolls, and that's a spell they chose to cast themselves. I'm not saying it's impossible to track, but simplicity is king.
Its basically the same thing
Action 2 attacks with nick, ba for something else, you and your allies attacks deal +2 damage until your next turn
Action steel wind strike, ba smth else, you and your allies attacks deal +5 damage until your next turn
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.
I'm just saying it's a lot of little things to keep track of.
It works, it's just not very elegant.
Your mileage may vary.
Those first 2 just apply to targeted concentration spells in general
Seeing how many times you hit in a turn is not even close to hard
The opp atk is the clunkiest thing there and it boils down to "add 1 sometimes"
Its just a scaling damage buff to concentration buff spells, not a whole separate thing to track
You arent managing bless + this effect, youre jist managing buffed bless
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
Hey, you asked for opinions, I gave mine.
I'm more lookong for balance and "cool factor" opinions
My brews have always been video gamey, this could be much more complex trust
Ive learned to simplify
I mean if you want to know how stuff usually are set up in DnD, that’s how it is
it’s simplified a lot because you have so many other stuff to keep track of
Yes I know
and keeping track of how many attacks you did last turn for a +1 damage increase is low effect for high bookkeeping
that’s a number that changes every single turn
it’s weird to apply
it’s based on what other spells you have prepared
there aren’t that many single target buff spells with concentration in the game
Its not supposed to be single target
Its supposed to work with bless, crusader's mantle, shield of faith
It certainly can be used single target, but its buikt to be a team damage buff
Could someone look over this warlock subclass I made for 2014
https://docs.google.com/document/d/134FHYhz_XSr_T039q4Rw33Y0qW5FqHHIKfC97GVWr3g/edit?usp=drivesdk
too many floating effects
the level 3 feature does too many different things
level 10 feature clashes with the level 3 feature
Would it be better if I removed extra damage from level 1? And just remove the temp hp clause from level 10?
I don’t understand the Charmed part
it just blocks the extra damage from random enemies?
I think the level 6 feature is the feature with most potential
you should make it the 1st level feature and build on top of it
the current level 3 feature is plain worse than using the free False Life casting from the invocation
if I really wanted tempHP, I will probably grab that instead
you need to set up using a full action a turn early to basically just have a chance at charming
if they end up attacking you
and if they do end up attacking you, their punishment is they can’t attack you anymore for that turn
I think the intent is sort of like armor of agathys, but charm instead of damage
That specific thp has to get hit to trigger the effect
it just says “the next time you take damage”
so it’s basically a thing to set up out of combat and activates maybe when they attack you in a combat
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
Yeah
Itd def be better as a bonus action and meant for in combat use instead of prep
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
Its not even a relevant amount of thp
the tHP and charm are completely irrelevant here
the level 10 tHP feature is even less relevant
The sub kinda doesnt keep up, but my bigger issue is that idk what the sub is supposed to evoke
Nightmare heart sounds like fear, sleep, maybe some survivability
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
I mean I’ve created non-patron Warlocks where your source of power is a companion
which the level 6 feature definitely seems to be setting up
but it’s not focused on enough and it comes online too late to be the case
Oh yeah you and an ally each get 5ish thp pb/day? At level 10? Fr?
I think the level 6 has potential, but I don't see any case where the ritual target would wanna use the special attack
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
it has to be a passive effect yeh
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
or a stronger active effect
It’s like armor of agathys where it triggers when you take damage
maybe some bonus action effect
yeh but it doesn’t actually do anything
AoA is supposed to stay up and keep applying the damage
that’s the appeal
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
not the 5 tHP and 5 damage
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?
it’s pretty strong, but if it’s the only feature at that level, it’s not really an issue as a Fighter
Thats fine but the effect isnt worth it, and the charm doesnt actually do anything except keep that one creature's attacks off of you
And you cant even choose which one
If you take this into a boss fight, theyre gonna send a minion at you first then oops youre all out of a subclass
the issue is that it allows you to run this on Druid/Ranger/Cleric
Ah... about that. There is indeed another ability. I might move that one to 7
Yes, it seems to have wonderful multiclass potential
Not sure how I feel about that
We dont usually balance around multiclassing
level 2 gives Action Surge, going for this doesn’t cost much and is better for multiclassing than building into Fighter
But div wizard martial edition is bound to get multiclassed
ah ok, what do you think about my Cleric subclass 2014 that allows you to use your weapon to deal 1 damage against anyone who attacks you in melee (no action required)?
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
That feels like too much bc of magic items, but in a vacuum its fine(?)
@peak inlet does it look better now?
https://docs.google.com/document/d/134FHYhz_XSr_T039q4Rw33Y0qW5FqHHIKfC97GVWr3g/edit?usp=drivesdk
my point was 2014 Cleric subclasses are gained at level 1 and there is no reason that all Rogues wouldn’t multiclass into it
make the level 6 feature automatically activate on Pact Slot usage with once per SR probably and scale it with level + CHA
imo
level 10 feature could probably just be infinite uses?
you can have the Quicken from level 14 once
the upcasting is too strong
Yeah warlocks like their reactions and +d6 to hit at 10 aint too much
Though it feels very lackluster
Doesnt have any flavor, just "your gimmick is slightly more consistent"
but they also gain +1d8 on the attack replacement
Thats not a part of the effect tho
it’s still gained at level 10
It scales as a part of a separate feature, and honestly not enough to justify such a barebones tier 3 feature
I mean, I think it should definitely be a better feature
but I don’t necessarily think it’s weak
Im not saying weak Im saying flavorless
yeh then I do agree
I also don’t like a single attack having 3 different damage types
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.
Also changed the extra damage at level 10 to be psychic
Just say when you expend a pact slot
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
Is this designed to be used with a mount?
But then the reaction at 10th level is less useful
make them both activate
I mean d8+CHA is pretty standard
it gives a melee ally the ability to use a ranged attack
about the same damage at low levels
starts falling off, then comes back to decent level at level 10
Better?
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?
Kinda wanna make an Acrobatic Archer Rogue who incorporates maybe some bardic magic/flare into their shots
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.
track it and keep doing pythagoras every time you attack
No Pythagoras, subclass feature could let you only measure length to target (or height)
Its already not great, it could use a rework
Sure standard, scales to decent, but its not better than another character's core combo or magic items
If you need a ranged attack, fine, but having the core of a subclass be effectively a fallback doesnt feel great
I did
Whole different effect?
No, just the trigger
Welp
Any suggestions on what it could do while still buffing the creature under ritual in some way?
Still pretty lackluster on 10, but its definitely better and more usable
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?
I’d say evocation
its type is nonsense
I think that depends on whether you prefer the 2014 or 2024 ruleset. Most of the healing spells changed what school of magic they were during the rule change
2014
then it would be evocation
Thanks!
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.
I thought this would be an easy change but I'm stumped
Anyone mind providing some feedback on this 2024 Fighter subclass I wrote up? Based off the idea of having a bunch of spirits working with you or helping you. Carrying the weight of a bunch of spirits.
https://docs.google.com/document/d/1_SZgbytEtzR02tAbltKno-a68e5nhyPpESidAsxF8NI/edit?usp=sharing
does reinforcement not have a range limit by design?
So only issue with this, is that logically the full moon and new moon are only going to happen each ONCE an in game month. Every other moon is going to be a crescent moon. So your Crescent moon needs to be the option that they are going to be happy to use the most often
it's not really based on moon phases, you can just choose
Ah, I knew I was forgetting something
similarly to eladrin seasons
change it per long rest
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
Think I make it only the first attack made?
I think that first attack is fine, but to compensate maybe just say "attack roll"
so it'd also work with some caster stuff
because as is it's very team comp reliant
in some parties it might be weak, in others it could be devestating
but that might be against your design philosophy rather than balance issues
Sounds like necromancy, similar to life transferrence
This is actually heavily creeping on that spell, since you get 2 heals out of it
Crescent moons are usually used to represent like change or and growth and what not. So maybe symbolically you are forcing other creatures to change once you teleport. Swap positions with another creature?
I wouldnt recommend making this without some seropus thoight as to why its okay to step on the original spell
forcing movement is a bit too strong, but on willing creatures it might be more in line with the power the others have
Yeah, let you swap places with an ally
I did not even know that spell existed. I took a look at it and I’m accustoming the spell I’m making to be more of its own spell
I also generally nerfed the species because whoever wrote up eladrin (and astral elf) needs to be sent to rehab
(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.
Thx
it’s a single attack replacement though, you can still do your core attack pattern, you just have the option to replace 1 attack with a ranged option
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
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
sure, but you could also replace a Vicious Shortsword attack with it
that’s 3d6 vs. 2d8
pretty much the same
3d6 is still better though, and most builds are bettrr off using their modifiers and synergies than a warlock's
but 3d6 is melee and 2d8 is ranged
It requires teamwork, and while I think there is good space for a sub to encourage it, it's too forcing on the recipient
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
Can an expert in DnD help me with balancing a custom creation I made? (I’m new)
you can share it here, but I can’t guarantee experts will see it
I mean, anyone generally good at DnD will do to
Could be higher with potions or magic items, and that usually isnt the case up until that point
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
Well thats all the regulars here, are you new to dnd or new to homebrew?
Magic items get to that level around that point
Both-
and your subclass features generally don’t require your full combo
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
Well, I asked for help in the main chat and they told me to come here so..
Yeah, bc this is where we help with homebrew
Our homebrew help at the moment is "play more vanilla before you try to homebrew"
before you can homebrew, you need to learn how to play the game
Or start very small, like an item, feat, or spell
otherwise, the only feedback you will get is “this is not designed for 5e”
Sooooo, do I go to newcomers to learn or?
It happens every time
you can post what you’ve got here, this is where people help with homebrew
Yep, find a game to play in or go to youtube/dm discussion to learn how to run a game
but #dnd-newcomers is where people go to learn how the game itself works
Well, I’m completely new
I recommend playing in 2 settings and running a few one shots first
and then probably play a few one shots and be a part of a campaign
Thats what I did
And even then it took me a few years to get a feel for brewing balance
Try out adventurer's league, its like quickplay dnd
Hmmm, I’m y’all are free and willing, I’ll come back in a day or so and help me :p
Hard locked to vanilla RAW, experienced DMs, generally nonjudgemental
Its gonna take lonher than a few days to get a feel for this
Yeah, homebrew does generally take abit to get right
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
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
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
but if another new player tries designing a class in 2 days I might explode 
...if you werent ready to get help, why did you come asking
Thats a fair bit of work
Probably just to get started, which is perfectly fine
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
Well, I like planning ahead and I’m dumb so
It be like that sometimes
Whats the general idea youre thinking of
A new race with two special abilities
One of them is kind of balanced, and one of them needs a lot of work
What are the special abilities and the flavor/theme of the species
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 😓
This is small for homebrew text dw
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
Self healing should have a limited amount tho
I have a better concept idea for it
You could grab something like danger sense from barb for the sensory thing
You'll get more varied feedback here
Yeah
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
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
I mean, maybe
It seems like alot of steps and keep track of time both in game and out of game is somewhat strange
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
yeah, probably look at how the game does stuff in general, since it doesn’t really do real life time
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
or even worse, introducing the filibuster to your table
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
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
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
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
Me stalling real life time to get my healing ability back
"Hey lads sorry I need to use the bathroom. Oops and my grandma is calling"
“Sorry, I need to go pick up my son from school. Same time tomorrow?”
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.
Recharge is alright but kinda weird on player characters, then again I dont think ive seen one on a pc
My bad not meant a recharge like a dragon breath meant you regain charges after a short or long rest
Ahhh got it
Blink does something similar but not quite a recharge
You're right there, I havent used the spell too much tho
I dont like the spell
So probably some wording like
The effect doesnt fit the name and isnt even fully in your control
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.
Its pretty bad early, scales alright but it should probably add your str to damage
It might be better to make a racial feat to fully bring out the bite so you can tune the baseline better
wha
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"
Oh originally the idea for the race was: 1d8 Bite, darkvision, and a roar ability similar to a Leonin's.
Now the idea is: Bite thing, darkvision, and a feat that other saurian races get for a roar
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.
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
Yeah I'm doing the literal opposite. Better bite and a roar feat
Fair enough
So the roar can let the spino race, the giganotosaurus, allosaurus races be able to roar
Strongest bite I did take the damage scaler from the dragonborn but that's balanced around it being a cone attack so I might need to fix it.
Maybe instead it can end on a grapple and deal a 3d6 and level up to a 4d6, 5d6, and 6d6 instead
Ending with a grapple is really strong but its fitting
I have a lizardfolk that does something similar of you want inspo
Is it like a specific lizardfolk subrace?
"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."
Nah, just prereq lvl 4, str 15+, lizardfolk
I call it catch ripper, meant to be a crocodillian playstyle, but I'm sure it could apply to some dinos
I'd be curious to see it
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.
I make dreams come true
Oh oh I thought that was someone else's wording sorry
My lord that is a interesting attack
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.
Youre supposed to be focused on a session rn
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
Basically it's for doing a crocodile style ambush.
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.
If they still have the big fin, they can hide all they want but probably still have a hard time going unnoticed
Also do wanna say that it isn't purely for Spinosaurus it can be any spinosaurid. So Baryonyx, Suchomimus, etc
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
Sucho has a sorta half fin
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.
Freshbloods being the crocodillian ones?
Technically it's just any of them but it can be played without a sail
Spino with no sail is like an angel with no wings
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
Enid this looks like the same broken homebrew doc you've shared before with no significant changes
It is.
Even just looking at one ability gives the Ranger a free revive PB number of times
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
yes
Ooooh homebrew idea. Combine the spell list of Magic initiate 2014 with the repeatability of the 2024 edition feat
Comes down to biology, for any sort of dino person it makes sense
But also regular people eat salted meat and hardtack
I mean questionably more aged alternatives of those
Yeah I know, I was just curious to see if anything actually changed since I last saw the doc a few months ago
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.
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.
Or make it all in one thing/make it simpler
Probably just make it at sea.
Or just survival prof
It was either that or making them like, always know which direction is north
Well then that gives them 3 prof
Not really broken just kind of out of band
Its not a combat relevant skill so its probably fine
Salt-Backs: Intimidation and Perception
Fresh-Bloods: Intimidation and Stealth
albeit bit odd since the race's ASI are +2 Str and +1 Wis
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.
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:
- As part of Team A, you gain proficiency with smith’s tools along with the ability to quickly craft. Once per day, provided you have the tools and materials, as an action, you may attempt to craft a simple item. You make a check utilizing smith’s tools and, if successful, craft 1 simple item, or 5 pieces of ammunition.
- As part of Team B, you receive a Technique Notebook, a compilation of combat arts, tactics, maneuvers, and skills. Once per day when you begin a challenge such as combat, traps, puzzles, or negotiating, you may consult your notebook, granting you advantage on your first roll within the challenge.
- As part of Team C, you gain proficiency with Cartographer's Tools. Once per day, you can call upon your memory while within a building, cave, or dungeon, conjuring a magelight that guides you to your choice of the nearest exit, monster, or valuable. It lasts 1 hour, and sheds dim light in a 15 foot radius.
- As part of Team D, you gain proficiency with a musical instrument of your choice. Once per day, you may inspire comrades, granting an ally advantage on one non-combat roll. This must be used before the roll is made.
- As part of Team E, you gain proficiency with water vehicles, and a swim speed of 5 feet. Once per day, you automatically succeed the first save you make against nonmagical sources.
- As part of Team F, you gain proficiency with shields. Once per day, when an ally takes damage while not in combat, you may reduce the damage taken by an amount equal to your proficiency bonus plus your wisdom modifier.
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?
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
Depends on the cost, and duration
would say an item you had to atune to and permanent after that
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
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
(Hunter Crest applies only if you attack every turn)
Can I get some feedback on this 2024 monk subclass I designed? It’s a blaster monk inspired by dragon ball z characters. Called the Warrior of Eruption.
https://docs.google.com/document/d/1jnDWLEWCLILWqcF7UtSzOw_XLRCQAwMbii0JaLf5RiU/edit?usp=drivesdk
it’s pretty overtuned imo
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
Any suggestions for what to replace Flowing Blast with then?
it looks like you’re trying to make it a small blast that can turn huge
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
So normally its magic missle, but they spend FP and can make it big blasts?
probably make it basically upcast the magic missiles
I do like the idea of making the Wave martial die.
Any opinions on my homebrew race?
super strong
then you can lean more into the ranged attack instead of the Magic missile
Too strong? Or just super strong
make it an unarmed strike replacement once per turn
like broken
completely broken
Vampire’s Plaything, a great origin feat in Astarion’s Book of Hunter
Seems strong, but more importantly seems to lack details. You regain silk by attacking. How much? And I dont think you mention what the silk skills do
why is it so great? it gives 2d4+2 healing once per LR
I'm down for that. I do want something else at 3rd level though. So i'll need to mess around with it. Might find a cantrip to put there maybe. Something flavor focused
like Presdi
(plus another good effect tbf)
you can move the base attack to level 3
One silk per melee attack. They do smaller spells
focus point attack to level 6
A 10ft restrain with saving throw
Whats the saving throw?
bag of rats
2d8 damage with 15ft range and also a saving throw
Spell saving throw of player
Not many dms allow it
What if the character isnt a spellcaster
Still has one
According to DND beyond
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
yeah but RAW, this is unlimited healing
and very fast at that
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?
if this was a legendary Magic item and without the choice of crest or the bag of rats
it would still be overtuned
Every 8 turns, since it's combat only as I stated I'm pretty sure
Idk tbh
*9 turns
no, it’s every 9 attacks with a melee weapon
I mean the healing os technically infinite, but its still 9 attacks to heal, so thats I feel is least of this races issues
Do y'all have any improvement ideas? To make it more balanced without losing the cool playstyle
that’s what you said
I forgot the say it then-
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
What is the intended playstyle here, because mainly it seems like a race for "i just wanna do everything"
Having a mini resource they manage
That's the special part
Classless, only race
then make it a class
Yeah but then it kinda goes outside of DnD design philisophy
or Fighter subclass
Yeah, this just feels like class mechanics or subclass mechanics
Yeah terrible idea
This works mostly fine as a subclass or class mechanic with some tweaking
Problem is: this combined with another race would be even more overpowered
This combined with a class would be overpowered
and this is just a race
you still get all your class features
and subclass
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
That would work
I just made a fully empty class to my character and only play with the class stuff
Check out rune knight subclass features, as they have something similar to the crests
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 🙏
lol no
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
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
I'm making a Chaotic Fate Monk Subclass (basically Wild Magic Monk), and I'm struggling to think of a Level 11 Feature using a d12. Any suggestions? To clarify, I'm using 5.0e rules.
https://docs.google.com/document/d/1KPUoVEjscv-7tgOazqUTH5BpA8cLoiSmilKRmqJsq_g/edit?tab=t.99fdx9i0sb4v#heading=h.o7yrba2fjip3
https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_ranger_subclass/
This is a link to a homebrew ranger subclass i made. How does it look?
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.
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.
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
Too "Meta" for a subclass imo. Usually a subclass has some sort of flavor beyond "You can do this cool game thing"
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"
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
I mean, that doesn't even really work mechanically though. Think about having to balance number of spell slots, rage clashing with your spell casting, the number of ability scores needed, profieincy with different equipment needed to use some features, not using any equipment for others, etc.
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
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
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
Well goodluck to you.
Honestly I would like to see it once you finish making it
The balancing sounds like a nightmare to me
imagine having a messy room and you cant find anything but you know where everything is. ill figure it out eventually.
I think the most fluid way to do what you are describing is probably to design a class or subclass that has customizable features like WildHeart barbarian or like Warlock Invocations.
You grab the stuff you want and maybe like, on a long rest can change your selected features to something else.
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
If I may ask, was this based on an old class you made?
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
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?
https://www.dndbeyond.com/magic-items/10979211-gauntlets-of-cyclops-strength
just a little something i cooked up for my DM to give someone else...
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.
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.
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.
can I just make Magic Weapon apply to magical weapons 
Because that doesn't exist in the actual game. Magic Items are not supposed to be able to reference the user's character sheet. They are their own stand alone things.
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
Take it up with WOTC's design team, not DDB
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.
just make it have 4 charges, I doubt it makes a difference
Tell me, how many charges does Staff of the Magi*have?
and there are better ways to get your point across
that’s a static number of charges
there’s quite a big difference
Oh, so now this isn't something you said?
Because static vs variable changes it?
this chat always has something going on
See lizardfolk for verbage
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 ???
Dndb is designed to have anti-piracy features in place. This is why it is unreasonably difficult to edit character sheets in ways that break the normal rules of the game
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
Nevertheless, dndb is atrocious to homebrew on/customize, and that is a downside, regardless of reason
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.
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?
I have made ones where your patron isn’t that powerful
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
I rly like that friend one. Buddy cop movie but dnd
Fun thing about Warlock is that it doesn’t specify that you HAVE to still be contracted to your patron anywhere to my knowledge. So you can truly flavor as being able to break out of their contract but keeping the powers at any point
Thought that feels more like a character roleplay and not a subclass
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
Yeah like I said fairly new lol I’ll have to work those out. And it’s supposed to be a weak class because it’s not really targeted towards combat and more towards exploration and living an alternate life. Kinda like a pacifist d&d campaign
Yeah patrons are flavor only and have zero mechanical impact
This could be layered on any existing subclass
@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
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
I think they would wipe both of those
They're 2 level 9
But they've come on top of a slightly rebuffed ancient white before
np
are jester s only homebrew
PG 13 server
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.
i have change it
Which version sounds more balanced?
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?
She can summon reindeers to run over people
Based off the song Grandma got Ranover by a reindeer
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
A Hunden
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.
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!
for harvesters mark you may want to specify the limit to the temp hp. by the wording it seems like every attack, including multiple within a round, can add the 3d6, but the temp hp doesnt have a specification. would you be able to get that just from the first attack? or the total from multiple attacks that round?
Multiple attacks
All of these are crazy except for swindler but even thats really good
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
I have a warlock subclass for my setting that doesn't have a strict patron, rather a bond with an item they make that creates a sort of power feedback loop in place of an external patron.
Also not how this works, you can only have one source of thp unless an effect specifically states it can stack on itself
See above
Even without thp stacking, its probably too much
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
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
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?
hmmmm, trying to think of a name for this music artificer
The producer?
eh, Producer can be alot of things
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
*not a virus at all
Make a google drive link and send it here
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
Gotta narrow down party comp first
4x rouges can handle 1/10th of what 4x wizards can handle
they will try to have different classes than eachother
If you're home brewing a final encounter at high levels (like this) you simply need that info
Even so, rogue barbarian fighter monk is way, way worse than wizard, sorcerer, warlock, paladin
In summary, more info needed
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
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
if this was for like 2 full casters 1 half caster and 1 non caster would it be good?
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
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
More info needed: number and stat blocks of supporting monsters
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
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
Notably it can't copy any of their spells since player spells aren't innate
?
It can only copy innate spells
any creatures with innate spells
" 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. "
i might need to change that
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
but the plan was to make him mostly a spellcaster
"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.
and then like a second phase where he will stand up and go for melee and stuff
Just do half damage
its one turn at the start of combat
That's the most important turn
why do you think im trying to take it from them
Just unfun is all
this boss is meant to last more than a few turns xD
Unresistable crowd control is just kinda in interactive that's all
ig
Uninteractive*
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?
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
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
Unclear how he benefits from the link AC wise
As written, he gains the AC of all targets. This would cause him to add them together
only like natural armor stuff
not targets and not added together but just the highest of the creatures hes currently linked to
i wrote it down wrong
or more like i didnt write it down yet
Not seeing a spell slot count
he doesnt have spells
he uses the spell through the other creatures
With what slots
the creature's
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.
he wont be able to easily take the abilities of the PC's
Has anyone ever done a vampire before? As a PC
Full weaknesses and strengths. Like inability to walk in the sun
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
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
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
Exists. Dhampir race.
No sunlight sensitivity though
That's more reasonable
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
No i mean full vampire.
With sunlight weakness
Like the entire party has to take care of him in the day and in the night he's more powerful
not really prob gotta go into homebrew for that
what you think about the ability?
Can some people look at my homebrew final boss?? i need to make sure its balanced
https://docs.google.com/document/d/1Zz8-c6UDukKWkIKe_eS7B7o0zfvpAOmHz331buZauCo/edit?usp=sharing
just gonna boost this again. does it seem balanced?
if its a finnall boss u need to make it really unfair for them make it as unbalanced soo its also more rewarding and ur players will become legends
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew druid subclass i made, how does it look_
?
why a mammoth are they still alive in that world ?
i mean yeah prehistoric creatures are usually still alive in D&D settings
its why we have statblocks for dinosaurs
well u never know it can be like they died
What do you think of the subclass other than that?
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
pretty
What would be a great example of an annoying dungeon trap?
Glue trap
You can always for the magical button/count down.
There is a countdown constantly going down, doors in the room are locked, hitting the button causes the timer to reset but causes a monster to be summoned to attack the party
Trick is to let the timer hit Zero for doors to open
https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_ranger_subclass/
this is a link to a homebrew ranger subclass I made. Is it OP?
Lmao
Any comments?
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
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?
It’s for 2014, also yes if someone else uses one of your runic items it still uses your wisdom modifier
Oh
Mechanically, would be better if the artificer is the one with instrument. Could have a feature eventually where they can give instruments to others though. Usually artificers are like, they craft the cool thing
Option A sounds more interesting
Which runes do you think need a level cap?
If another person used a rune ability that gives a buff , and you used one , does" the only one buff at a Time" is one for each creature or one at all times , also , can others use rune powers against your will , like steal the rune items and use them
Wait a moment , I will make a list
its one buff per character. I might remake this subclass honestly
Why remake? I think its awesome
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
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
okay i updated it, how does it look now?
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
yeah no i dont use AI
I often do that when i try to make a hombrew
Does anyone know of a feature in DnD that does damage negations? Like a feature that reduces oncoming damage by X amount?
the goliaths stones endurance does that
I'm trying to steal the wording
Goliath stones do it per long rest a PB times
I think monk also have a feature like that , and rogue uncanny dodge
Oh yeah forgot about that. Their deflect missle feature
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?
^
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?
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
fey doesnt need a rework, phantasmal force is REALLY good if your creative. I do however see why humanoid could use a rework.
Yeah fey is good in the right hands
any ideas on how i could rework the humanoid rune?
Maybe you can cast charm person?
Or command
I don't really know , do you want in battle or out battle ability?
actually a charm would be a good idea
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
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?
I think that's good
Turning it into a creature instead of a humanoid makes it worthy to pick
there, do you think the subclass is now good in its current state?
Much better, but i think aberration needs a cap for how many creatures it can target, it's just an ultimate shutdown
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
im actually going to change runic recharge to a different ability
@orchid basin the change is done, also limited the aberration runes mind blast
20 ft?
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
OR
Make the amount of charges increases with the lvls
i mean i think once per long rest is good because it limits the amount of effects you can have active
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
With the fact that you have 4 runes at lvl 10 , i think you are right
so do you think the subclass is good in its current state?
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
Now it needs to be put into the test
I will get back to work at my mimic warrior fighter
btw check your DM´s, invited you to something
I’ll read it
Runic Study is nice, always good to have extra languages or tools
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?
Runic Ascension looks pretty strong, but it’s understandable since it’s a capstone
2d8 + Ranger level Psychic damage is a little insane, since that’s 20 Psychic at 20th level
I should probably make it once per turn
It should work like the Dragonborn Breath Weapons, start with 2d8 at first level, 3 at 5th, 4 at 11th, and 5 at 17th
15 max and it should probably be lvl 2 or more
Its comparable to eldritch blast with 2 invocations
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 ?
Line break in what way? Having a blank cell or the like?
Forget about this, I finally find a way to do it !
Anyone here familiar with Homebrewy know how to make really pretty looking homebrews?
Yeah. The starting tutorial page explains it very well
And don't forget about your buttons at the top of the page
Take ten minutes just to click the buttons and see what they do
If it’s 20 per hit, and you hit twice, and most creatures only have a Movement of 30 ft, then the creature will be 40 ft away and unable to hit you with melee attacks
This is a spell for rangers
Rangers like nick
Rangers like a fighter dip for action surge
Thats potentially a 100 ft push with +5d4 damage
Its not likely per se, but it is an option that has to be taken into account
Like I said, compare this to eb with agonizing and repelling blast
I'm not sure dipping two levels into fighter for action surge is worth it tbh
Rangers love fighter levels
I'd much rather have two levels of something else
Even withiut it though, it hella creeps on eb
They don't really get anything except con save prof and action surge
And I don't really think that's worth the two level dip IMO. But that's me.
Fighting style, weapon masteries, second wind
Might as well go that 3rd level for a good sub
They have the fighting style they need
Second wind is pretty meh, replaceable with health potions
Rangers have weapon masteries
Nobody ever lost a fight because they had too many tools
No, but they have lost a fight due to opportunity cost
It's not fighter levels or nothing
Sure but what in the ranger kit is so impactful that delaying it 2-3 levels is weaker than having a fighter sub
The druid levels you give up
Again, its more about opp. Cost with other multis
Fighter dip doesn't add nothing, but I do think it makes for a weaker character than (fullcaster dip of choice)
Either way, the point is that the spell is too much
Even with no multiclassing, at level 5 thats a consistent 60 ft push +3d4 damage
Or a 40 ft push from longbow range
Wait, how is the Ranger making 3 attacks?
Scaling a demon, lord down in level is actually kind of fun
Dual Wielding
Extra attack + nick
Shortsword or smth first hit, run up for second hit, nick to throw a dagger
3 hits, 60 ft push
45 is still a lot but it doesnt scale much higher unless you force it
Oh yeah, forgot Nick existed
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.
I’m workshopping it, any advice?
It should charm them by kissin em