#homebrew
1 messages · Page 59 of 1
I mean I could do that for a bard weapon or catalyst. It being a stick of lipstick
This is a little something I came up with to make death feel more meaningful (after a resurrection):
https://docs.google.com/document/d/1NA6bcXhLsTiAneqv6BL3cKcrepzLGat-7fG24d1OHh8/edit?usp=sharing
um does anyone have a open game because if so can i posiably join but just to let you know i never played before
Check that channel
How OP would it be to give a homebrew wizard subclass a subclass spell list (like the ones cleric subclasses have?)
ok um am i surposed to be able to message it or not im sorry i dont know how everything works since well im new
Read over the channel
It should give you instructions there
Well Wizards already get the biggest spell list in the game. You probably would want to do it similar to how the new Wizard subclasses give them extra spells they can have prepared of the same school
I know how previous wizards work, but the subclass I had in mind does not focus on a single spell school
What’s the idea?
I am thinking something inspired by Final Fantasy's Black Mage, plus "black magic" in general
So you are wanting to do warlock spells I’m assuming?
that is a possiblity, had not thought what is on the spell list yet
I was thinking of a wizard who dabbled in dark, forbidden magic to increase their own power
so giving them a few warlock exclusives could help
You could probably give them a feature that, rather than a whole spell list, give them a feature that’s like “You can pick a number of leveled spells off the Warlock spell list to always have prepared.”
And make it like, “a number of spells equal to your intelligence modifier” or something
You want to avoid giving them access to Eldritch blast
problem is is that they have a bit of overlap
even without ebarb, it is still too good?
That’s fine. You are giving the player the options of choice
If all the feature is, is just giving them more prepared spells from the Warlock spell list, I think it’s fine. You let the player pick what spells they want. Add a restriction that like, you have to have access to spells slots for the chosen leveled spell or something
All you are doing is giving them the option to have more prepared spells from another spell list. That’s good but not busted
that does not answer my question. is EB still to good for wizards even though they can't use ebarb?
Eldritch blast generally should be left as a warlock exclusive in general due to that being one of Warlocks main thing
It’s just one of those things you don’t touch from warlock
ah ok. Anyways, while the "get spells from warlock" feature is a good idea, IMO it wont work because there is way too much overlap between the two spell lists
besides, warlock does not nessicarily mean "black magic," as the celestial patron shows
like if a feature allowed me to add cleric spells to the spellbook, that would make more sense since cleric is divine while wizards are arcane.
both warlock and wizard are arcane casters, so... yeah
So you want like a necromancer then?
no, because I could then just wait for 2024 Necromancer wizard
when it comes out
Warlocks in general are strictly defined by people who get their magic from a higher power they have signed a contract for. In most lore and representation this tends to be a “taboo” thing like in a cult or signing your soul to a devil
Which is why o recommended it
If you are wanting to specifically just give this wizard “forbidden magic” then you I think you gotta decide what by forbidden magic do you mean and what is that defined by?
Because a lot of cleric magic is necromancy too but isn’t considered “taboo”
I was thinking the stereotypical depiction of forbidden black magic
Such as?
Because in Final Fantasy, isn’t “black magic” just like damaging spells and such
A black mage shoots fire balls and lighting versus a white mage heals and cures
witch channel
It has a big long wall of text you can read that explains how to use that channel to find a game
Maybe I’m thinking of final fantasy online terms
oh, I am talking like dark forbidden magic that no ordinary magic can achieve. Usually unstable, dangerous, and might even harm the caster when cast
Were there existing spells that you think fits that criteria?
idk, at least without going to options outside of the PHB (trying to do PHB only spells if I want to publish it at some point)
You can at least look outside of the PhB for ideas. But if you can’t find any spells within the PhB then idk why the need for a spell list is needed
Honestly what you could do instead is simply make a feature that lets you turn existing spells into these “unstable forbidden” spells
it was more of an idea, not a necessity
my orignal question was more "is it ok if I do this"
Taking spells and casting them as a “unstable forbidden” way which can effect both you and a target sounds cool
Hey how does this race sound so far with what I have:
Talons. Your sharp talons are natural weapons. You can use to attack for 1d4 + Dexterity modifier piercing damage, instead of the bludgeoning damage that you would normally deal for an unarmed strike.
Limited Flight. You have a flying speed of 40 feet. To use this speed you cannot be wearing heavy armor or carrying heavy weapons. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.
Small Thief. You can move through the space of a creature that is of a size larger than you.
The race size is small
probably will be the OTHER level 3 feature
anyways, maybe a set spell list could work if they are just added to the spellbook and not always prepared.
hmm,,,
hhow do You implement sanity/morale/stress mechanics into your games,,?
i'm thinking of reworking my old design for it,,
check the DMG and Van Richtens, maybe you will find some inspiration there
Buffs and debuffs
hhow so-? :3
Here's an example of the Paranoid stat
Paranoid - This makes you more alert and much harder to catch off guard(advantage on wisdom) though the DC for discerning what is true and whats a lie blurs. Paranoia can be reduced by focusing on something or doing something you like. You also sleep 9 hours instead of 8 and you will get nightmares
It's for a race of Microraptor people
That's pretty insane
Racial speed of 60 feet?
...what?
I can't read
...no they fall 60 feet per turn
Read 4 as a 6
Their ground speed that i forgot to include is 25 feet as they are small
isee,,, paranoid occurs frommm,,?
Yeah but the can just eternally fly so racial speed 40 feet. That said, this race is balanced since it gets almost nothing else
Well it can occur from the character just being a naturally paranoid person which needs to be stated
Being watched for a long time
Or swearing an oath or selling your soul to an Elder God
Looks fine to me. 40 foot movement every round that is also a better climb speed
i see,,
Well depending on what you're wearing
There are other things which can cause it I just can't think of them off the top of my head
Though was unsure what racial trait to give them in reference to how Microraptor had 4 wings
Ye but nonfactor, optimized PCs never wear heavy armor. So the medium thing is fine.
But the race is balanced enough
you cannot use a shield either
A good line is "is this better than a human (2024) or CL (2014)" and the answer is no
Oh it didn't say that
If that's the case, then this is definitely balanced, or even underpowered
I honestly kinda wanted to make the Microraptor race medium sized with the limited flight purely for the fun idea I had of a grapple that grabs one, flies up, drops
Oh shoot I thought I put that.
Its fine even if you can use a shield tbh. The race gets little else
Could've sworn i put the flight cannot carry a shield or weapon with the heavy property
hello, i do this thing where when certain backstory story-beats are met i give the player a custom feat based on the event. Right now, the player in question will have a choice to make, so im going to make two feats for this, and im struggling to make a feat for this.
Context: The player in question was much earlier given a small booklet on "Hasaman's Guide to Knots". In it is a manual on all of the general knot ties you can make, and the player in question already knew all of them. Except for one of them, called the Knowledge Knot. Now, the party is exploring somewhere and are going to come across the Eternal Titans, which are basically constructs made by a God that helped construct the universe. One of them is Inoxarc, a construct made of magic, and magic in my world is made of strings/ropes/etc. All of the Eternal Titans are like childrens fairy tales, and theyre supposed to be very strong, and they have a little saying regarding them (Inoxiqua [construct made of water] is made of water whose flow is so strong it can never stop flowing). Inoxarc is made of ropes tied so complexly it can never be unraveled. When they find Inoxarc, he will be unraveled, a pitiful mess of straight rope. It is at this moment the playe in question has the choice to tie the Knowledge Knot, desecrating this corpse for power/knowledge, or to leave it be. The player in question is a necromancer, so it would be very in character to do so.
Im having trouble coming up w/ ideas for feats, and any help is appreciated. These feats are more closer in strength to a class feature than a feat.
I made this spell for 5e 2014. Thoughts?
Despair
6th-level Enchantment (Bard, Sorcerer)
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a shriveled flower)
Duration: 1 minute
You reach into the minds of creatures and sap them of the will to fight. Each creature of your choice that you can see within range must make a Charisma saving throw.
On a failed save, the target becomes frightened for the duration. While frightened by this spell, the creature's speed is halved. Additionally, each time the target makes an attack roll, ability check, or saving throw, it rolls a d6 and subtracts the number rolled from the attack roll, ability check, or saving throw.
A target can use its action to make a Charisma check against your spell save DC, ending the effect on itself on a success.
yes.
Why not just make the d6 just disadvantage?
Like it but it does seem a bit weak for a 6th lvl spell? Granted 1 mile is a huge radius but idk if you’d ever need one that big? I’d add like smth else to the thing
Well due to the range, this basically lets the user of the spell effect an entire army
You just shut down a war and basically make one side of the war lose
I can’t rlly see a time where it would be common for a party to be engaging in a WHOLE army (and every person in that army failing the save)
Like how many ppl would that be? A 100? 20?
Oh no I meant just think of like an NpC with access to this
Oh then sure
It works fine
I don’t rlly think npc spells have to be that crazy thought out
A bard on one side just drops this spell and makes the other side just lose
It seems like this is meant for players but if a player can have it so can npcs
My point is that you can just shut down entire scenes and scenarios with this spell
I think it’s fine for 6th level?
Might be 7th level
The range alone makes this kinda wild
No cap on number of creatures you can effect
Just you have to see them
Special weapons (Attunement to swarmkeeper ranger) -
+3 melee weapons that deal 4x on a critical hit with the expanded 19-20 crit, deals an additional 3d8 force damage on a hit, can be thrown with a range of 300/1200 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack.
Gives proficiency in Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws.
Gain +PB in AC and the user can't be blinded, deafened, petrified, or stunned. The user’s walking speed increases by 10 feet and gains a flying, swimming, and climbing speed equal to the new walking speed.
Gain +2 in all stats up to a maximum of 26.
Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action or bonus action without using a spell slot or material components that refresh on a rest. When used this way, the range of this is 30 feet.
Swarmkeeper Ranger gain increase critical (18-20), deal an extra 14d6 fire damage against constructs, the ability to add 1d12, 1d10, 1d8, 1d6, and 1d4 of any type damage of choice that ignores resistances and immunities, heal all existing damage, and removes all curses and banes if the attack is a critical hit, and, as part of the attack, make the target prone. Can absorb lightning and thunder damage as a special reaction that isn't used as a normal reaction. While wielding this weapon, the user cannot be damaged by other players and any attacks from fighters to the wielder of the weapon would deal maximum back to the fighter. Also the swarmkeeper has whirlwind attack, Colossus attack, and, as special reactions they can take without using their one reaction, Evasion and uncanny dodge. You can also use your dexterity or strength score if your roll is below the score PB times per long rest.
Gain 1d12 damage when you attack a creature on your reaction.
Has anyone made a system where dnd is more realistic in a sense of damage and such
what are yalls opinions on this DMs style -
campaigns are intended to follow a level of realism, meaning characters will not start equel. people in life have different starting lines. and must adapt and overcome differences to stand with those better off than them. this rule applies in teh following ways.
when players are creating characters they role a 1d4 in the server to determine their starting level using the @Dice Roller bot.
Stats will not have a minimum cap and will be manual rolled, however just like in life you may spend time working on them such as making ability checks in strength while working out, and nature checks while camping
just like life it is not all bad. if a player wishes they can have a one shot DIRECTLY TIED to the campaign where I DM. this one shot takes place in a private VC, and will feature only your character going on an NPC given quest to get stronger. this gives both the opportunity to pull ahead as well as the opportunity to catch up with party members. these NPC given quests are of YOUR choosing. as your adventures and choices determine what kind of quest you ill receive and the amount of power gained from it.
there will be a level cap on which you can pull ahead and fall behind others as well as a stat cap. this cap is usually 3 lvls, and 5 stats unless they are intitial stats or natural ones. (meaning that if you train to increase stats you will hit a wall as all people do until others come along and pave the way for you)
Campaigns are barley balanced. some people are stronger than others, not everyone is equal. those who have it good must covet their power from others, and those who are less well off must strive to overcome their challenges to surpass those whom everything is given to them
This is too weak. It leaves the person attuned to it vulnerable to certain spells, it should give legendary resistances as well
There isn’t really a big benefit from having differing levels in this regard. Realism can still be easily represented with characters of the same level.
The potential benefits of a slight increase in realism isn’t worth the large level gaps for most tables. Typically, when they are used, level gaps serve as a narrative tool.
For NPCs, it’s outstandingly strong in large scale conflicts. It’ll likely disable an entire army. It does feel strange that it has a mile wide radius but only lasts one minute (although, many will be able to free themselves within a minute if they’re able to use their actions on it). The mile wide radius seems more like something the 2024 circle casting rules should do.
It seems more like a plot device spell than one meant for typical D&D encounters, so you don’t need to make it available to PCs/balance it out to a specific spell level
Perhaps something that strengthens their connection to their undead? Like advantage on concentration checks to maintain necromancy spells
hey so i’m working on it again and im still stumped for what to do for a active for the dress or something to do with 6th so i thought making allies harder to hit could be fun either for first or sixth
- Whenever a hostile creature targets a ally of yours for a attack you can 1d8 deal psychic damage to them and impose disadvantage on said attack you can do this a number of times equal to your proficiency bonus for the duration
i also thought of maybe forgoing one of the existing abilities to add this to the first level if it’s alot
unsure of when on a turn or order this would occur but vibes
the range is too large, you would be better off decreasing the range and increasing the effect
or you could make it like Scrying
where you target a specific creature, the slow and Bane only activate when the creature can see you
hmmmmm, what sounds better for the drums/drumlike instrument effect for this arti (both last a minute)
20 foot difficult terrain
or
area of dex save or fall prone
difficult terrain imo
less overhead
true, ig it works with the flavour i have for it aswell
both work with the theming of a earth shattering beat lol
yeah, both themes work
but Difficult Terrain isn’t super common and has less overhead
fair
i also added the creature that made it is immune to the difficult terrain, as its centered on them
Tf2 engineer as npc
Would it be ok to add a weapon mastery via an invocation? Do I have to limit it by weapon types, or is it ok to have Slow on greatswords etc?
Getting mastery applies to weapons, not individual mastery properties. Conventionally it’d be getting mastery in a weapon type (e.g. greatswords) that would then confer getting to use its mastery property (e.g. graze).
The only class IIRC that gets to swap out which weapons get which masteries is Fighter, and that’s their level 9 feature. Notably, it’s a limited swap; that being you can swap out the property for a weapon you have mastery in with push, sap, or slow.
You could go that route, which I think is the most ideal. I might nerf it a tiny bit in some way so you don’t basically just hand over a level 9 feature to Warlocks. Perhaps one or more of:
- a level requirement
- a more limited swap (e.g. can only swap to push, sap, or slow, choosing when you take the invocation)
- a permanent swap (e.g. your weapon loses its default property in exchange for either push, sap, or slow)
The way you have this written currently is a reaction feature. Creature does X to trigger your Y feature. This is fine but is still “reactive”
When people talk about having “active” features it means something they can do on their turn when they want to without having to wait on something else.
The feature you wrote could probably just be adjusted to be like… “As an action, you can target one creature you can see within 30 feet of you and…” then just adjust what you wrote to fit.
you could add the level 9 Fighter feature on a Pact Weapon as a level 9 Warlock Invocation probably
would probably have to be one of the 3 Masteries that can be swapped on level up
or LR
I personally did make a 9th level Warlock Invocation that just activates your Pact weapon’s mastery property
I think either should be fine
oh no, I kinda just said what that other person said
sorry, I didn’t read through it before writing
I basically gave invocations like
Frigid Soul
Prerequisite: 5th level, Pact of the Blade
You can choose for your pact weapon to deal Cold damage. When you deal Cold damage to a creature with your Pact of the Blade weapon, you can reduce its speed by 10 feet until the start of your next turn.
So it's not exactly Mastery, but it does the same thing Slow does.
I’ve got something like that with my own class, but I didn’t think it followed Invocations enough for my liking
although I think Bobble did make an invocation suite that does stuff like that
he has a bunch of those options
Yeah, I'm not really sure about these melee invocations. The other two I have are "disadvantage on attacks against all but you" and "Necrotic PotB damage = can't regain HP"
Guess I'll keep it as is. One invocation for 10 ft slow or regen nerf seems like a decent trade.
Can someone help me with balancing a monk subclass I made? It's a one-third caster subclass
The frightened condition already gives disadvantage on attack rolls and ability checks
So, my general thoughts:
-
You've given this subclass five channel divinity options. I think you should remove three, if not at least two of these. It's so many features, which alongside monk's already dense kit AND spellcasting, is gonna trip people up. Fortunately, there's some obvious candidates;
-
Lawful Lead channel divinity can be removed, it does literally the exact same thing as Chaotic Course but worse (Chaotic course bestows advantage or disadvantage on a check, which you can use to cancel out an existing advantage or disadvantage that that check has)
-
Exorbitant Evil isn't bad, but it does seem annoying to track extra instances of 1 or 2 damage. I don't have any great ideas of ways to fix it, I would really say it's worth maybe just cutting? It doesn't seem super neat.
-
Grateful Good is pretty sick, I like it
-
Neutrality is weird that it's not continuing the alliteration thing, but oh well. The main thing I have for this: does this only remove damage immunities, or does it also remove condition immunities? Either way, I would tighten up the wording to be more specific.
-
Awoken Awareness looks pretty good. I like it.
-
Enlightened sanctity looks generally good, I'm not sure what the whole thing about spell slots vanishing after a long rest means since you'd reset your spell slots back to full anyhow. I'd change the wording on this to be that you regain an expended spell slot. I'm also confused by the extra ability where you can use a reaction to regain a focus point, I'd axe that because I don't think it's very on theme? It's just a weird extra to me.
-
Transcendence looks pretty good. I'll mention a key part of sanctuary, which is that it ends when the warded target casts spells or makes attacks (or deals damage). I would maybe consider just extracting the first half of sanctuary and sticking that in the feature description (When you hit the monk with an attack roll, the attacker makes a wis save, on a failure they pick a new target)
Anyone have any experience with creating a monster hunter class? I'm attempting creating my own and would love to bounce some ideas off of someone b
- The CDs represent each alignment, but you can have only one of the five.
- CC is meant to grant adv and disad only to rolls that don't already have either, so I'll change that
- For EE, what about changing the unarmed strike damage to necrotic and healing for a flat 1-2 hp each hit?
- Neutrality doesn't have any alliteration since it's in the center of the alignment table.
- Only damage immunities are removed, but condition immunities does sound like a good idea too.
Will edit the wording tomorrow morning
-
That must be a wording mistake in Enlightened Sanctity, seeing as I meant for it to be a Font of Magic equivalent
The reaction to regain a focus/ki point was because the feature didn't feel strong enough imho -
I did consider taking that part out of Sanctuary, and am going to do exactly that
Thanks for the review! Really appreciate it!
This is a little something I came up with to make death feel more meaningful (after a resurrection):
https://docs.google.com/document/d/1NA6bcXhLsTiAneqv6BL3cKcrepzLGat-7fG24d1OHh8/edit?usp=sharing
I know I posted this last night but I'm impatient.
I just want to know if the concept is okay.
Given that it is almpst entirely flavor, it does not need a whole doc
We've seen you asking about this for a week or so, and the answer has always been "its cool flavor but its just flavor"
The first mechanical change only happens after getting revived 3 times, so its almost never coming up anyway
Theres no need to build mechanics around this if its gonna take forever and a day to even reach the tabld
Does anyone here homebrew subclasses? I’m planning on making my first subclass soon and would like advice (I can share my races if anyone wants to see them, I named myself after one)
I have homebrewed many
Some good advice is to occasionally check other abilities to make sure they don’t overlap or straight up replace each other
I was originally thinking of making a psychic monk, but then I realized that didn’t seem fun to do, but it did seem unique. I want something that would be both fun and unique.
I mean
I say don’t force yourself to homebrew, only homebrew when you have an idea you want to go through with
Not a lot of stuff is unique but I want to make it good and unique too, not all unique stuff is good.
And a lot of the time there are options for what you want already and you don’t need to homebrew it
That’s true, I really just need something to do with myself over the break and homebrew seemed like a good option.
It is a very good way to occupy the time
when you feel like there’s a fantasy that doesn’t exist in the game
that’s when you can tell what to homebrew
i cant much agree with that imo.
all the rules exist to do any stat block to fit a flavor RaW, but the codification of the rule set... that takes solving a fun equation to see of it scales past its lv range for that gral you are looking for.
so the fantacy aspect boils down to perception and schema consruction, yes, But, when whe look at turning it into a game with a curve of outcomes that feed into a gameplay flow chart...
We look at the overlapping flowcharts for each player and where you can form ideas in the players minds for a teamwork without optimizing the fun out of the game.
Tldr: Raw D&D has all you need most of the time if you flavor it right, but changing the rulebook for an idea its not asking if you can, but if you should when you dont need to.
designing a full subclass around a mechanic rather than a fantasy usually ends up with very flimsy design
it honestly depends on what’s the thing being homebrewed
no feats exist that help with fighting as an actual duelist as the dueling fighting class presents
creating a feat that makes it viable as a fighting style is a mechanical push to a fantasy that’s achievable in the game
but usually the question is “why won’t I just use a shield?” You always get the benefits of the offensive features of dueling-like feats with a shield
playing without a shield is putting yourself at a disadvantage because your character isn’t flavored in that way
I honestly hate that some things are so good that you ‘need’ to choose, them, otherwise your character just isn’t as good. For example, I once played a fighter/warlock who used his fists and he was just lackluster without agonizing blast.
Being totally honest, I think a lot of issues people run into with that type of thing are because they would prefer something far closer to a classless system, where D&D is heavily class-based.
You could also take EB and flavor I as your fists
Just limit yourself to using it in melee range. Then flavor as punches. Number of punches will even naturally grow with your character. You even get to punch so hard you push them, with repelling blast.
Sure, its disadvantage within 5 feet, but if a player approached me and asked me to limit their EB to melee only, I'd be more than fine removing that disadvantage.
and when you use it at range, its you sending spectral fists
Could take Spell Sniper though
True spell sniper removes the disadvantage normally so you don't even need homebrew
Unarmed fighting style from fighter made up for it
i asked this yesterday but like,,
hhow do You apply sanity/morale/stress mechanics in your games,,?
You could prob js use a token or table and add a level everytime a triggering event occurs. The events and the specifics would be up to your discretion, but that’s just how I would run it
Theres a published sanity mechanic already
I personally havent plaued with it but I imagine thats good reference
I know multiple games have used stress mechanics and stuff, but generally have them truly baked into the system. For D&D, I'd probably consider how good you want people to have to be at RP to engage in the mechanics of it.
I thinking of doing a space battle style encounter not sure how to go about it where everyone can do something and not in one ship.
Any advice would be helpful
I don't know for sure but i seem to remember some airship stuff from one of the eberron books
I have read the stuff in the books I just wanted to know if anyone had ideas on how to it on a individual scale instead of everyone on one ship.
Hey chat
What is the most inconvenient and most vile thing I can cast at my opponent in a wizard battle
@barren sand Immovable object on someone’s underwear, make sure to upcast it so it’s permanent
Arent there 1 man spacejammers?
Broooo 
Which book is immovable object in
Need some help with a player's homebrew. He is a bit of a powergamer who likes to tinker. I like to use a lot of homebrew, but because im combining various homebrews, it can get a bit funky.
Rn he wanted to use a subclass for Ranger called Trophy Hunter from Mage Hand Press. His current setup is built around attacking with Chakrams as much as possible, up to 5 times at level 11, but because he is using Tasha's ranger, Favored Foe doesn't work with the original content.
Is his rework too broken?
TROPHY
At 3rd level, you can draw strength from your
defeated enemies. Whenever you slay a Large or
larger Beast, Giant, Humanoid, Monstrosity, or
Undead, you can take a body part as a trophy. You
needn’t have dealt the killing blow, but you must
have dealt damage to the creature during the combat
that killed it. Harvesting a body part in this way is
a process that takes 1 minute. Over the course of
a long rest, you can apply a mixture of herbs and
preservatives worth 50 gp to the body part, after
which it becomes a trophy.
You can wear one trophy at a time, and when
you take a short or long rest, you can change which
trophy you are wearing. While wearing a trophy, you
gain the following benefits:
• Creatures of the same type as the trophy are
treated as your favored enemy.
• You gain a +2 bonus to damage rolls you make
against creatures of the trophy’s type.
• You gain a +2 bonus to your Armor Class and
saving throws against the attacks and effects of
creatures of the trophy’s type.
Starting at 7th level, you can make a trophy from an
Aberration, Celestial, Construct, Dragon, Elemental,
or Fiend you have slain.
VS.
Reworked Trophy
At 3rd level, your collection of Trophies prove you are a seasoned hunter. Whenever you slay a creature (you needn’t have dealt the killing blow, but your contribution must have been significant), you can spend 10 minutes harvesting a body part as a Trophy. Creatures you have a Trophy of are considered a Quarry. You gain the following benefits:
Whenever you make an Intelligence check related to a Quarry, you gain a bonus to the check equal to your Wisdom modifier (minimum of 1).
You know of the creature’s Armor Class, creature type, immunities, resistances, and vulnerabilities.
You gain a +2 bonus to damage rolls against Quarries.
So this ability is essentially looting to a whole nother level
Gah damn people these days make creative stuff
I'd say rework is a bit weaker than the original one
and original one is just strong but perfectly fine
Would also make good roleplay purposes too
(Idk if each creatures parts if turned to a trophy are a separate weapon but I'm assuming it is)
oh the creature parts would just be something they can carry as a buff. the new one would just have that permanent buff against that creature forever. They dont turn into weapons, more like trinkets? is i believe how he wants t fl;avor it
Oh wait, the reworked used to have Proficiency bonus damage against Quarries, i guess he changed it to +2
I have done some subclasses for my table and would be more than happy to discuss your ideas with you and if you want to share your races I would be excited for that too.
Idea I had for my PCs' monk character, they're a warforged open hand monk who's magical battery thing was the life/soul of an angel. So I want to give em something that feels angelic.
Gloves of Energy Distribution
When you expend a Focus point as part of your Redirect Attacks Monk feature, you can target one creature other than yourself within 5 feet and have them restore hit points equal to the damage dealt.
It’s kind of wild to realize I’m working on a homebrew that no one here has really attempted before—or even knows how to advise on. I was a little worried the idea didn’t fill a real gap in the game, but it turns out it actually does. That’s… pretty awesome💪.
Those types of ideas are always fun, though I wouldn't give up on getting advice, even if you may have to broaden your horizons as to where you are looking for it from.
what's the idea?
It's the one I mentioned earlier
how many pages up about?
I don't mind searching for it but I wasn't here when you mentioned it
It's a Monster Hunter class
Even now speechless
So, ive made a homebrew world with more or less an entire new game system based from dnd 2024
I would love for some experienced homebrewers and dms to try and poke holes in it and make me more aware of potential weaknesses
Msg me and ill link my rulebooks etc. TY in advance
Homebrewing a magic item and wanted input on if it seems balanced and what to tweak about it.
Force Wheel Shoes
Uncommon magic Item
A pair of enchanted shoes. Once activated, an invisible wheel of force appears beneath the sole. This item can be activated or deactivated with a bonus action
-
After expending all your movement with this item active, you gain an additional 10 ft. of movement and +1 to melee attack rolls on your next round. If you expend all movement with the added bonus on the next round, the effects stack. This can stack to a maximum of three times. Once the maximum stack is reached, your movement ignores difficult terrain.
-
While activated, you must move 10 ft. in a straight line before changing direction. This increases to 15 ft. if dashing.
-
While activated, you must move a minimum of 5 ft. less than you did your last turn. If you do not or are unable to, you fall prone and the item deactivates.
maybe instead of saying maximum speed say dashing bc its never really clear when ur moving at maximum speed vs just moving
will do
How does the item stack? It goves you extra movement and +1 to attack on your next turn, but as it is currently I dont see any way to get it higher, since you can only expend your full movement once per round, so the "stack" is never higher than 1 from a previous turn
I think my wording needs work, but the idea is you move all your movement on one turn, then on the next one you get the + 10 bonus. If you expend all your movement with the bonus on the next round, you get another plus 10
Ahh yeah that would be good to clarify
Well first off ask yourself why you want to change things from the way they currently are? Are there attunement game mechanics that aren't working for you and your games?
Or is this more about describing how attunement happens?
So attunement takes 1 hour of resting with and handling the object (usually - I can't think of any items that require something more than that).
So how would you make that more interactive?
That's what I've been stuck on man
Do you have any kind of example of even a direction, other than a vague idea of "more interactive"?
You could prepare multiple slight variants of a magic item, and during attunement ask how the player approaches the item, perhaps calling for skill checks. Depending on choices made, one of the preselected items is what it turns out to be?
One was where they do a small ritual
Imo, if you want unique attunement, I’d say rather than just handle the object for an hour in a rest, you could have it so having sufficient battles or events with the item attunes it.
Like for example, maybe your player wants to attune to a magic weapon, that could be a weapon they use for a few combats or in a major quest line, or maybe having an item equipped like a ring equipped for enough time.
I mean that just sounds like 1 hour rest with flavor
That was my second idea
Maybe to attune to a magic weapon, you could go through let’s say 3 combat sessions, they become attuned
Take a legendary sword of a hero given by a god, classic. A history check could mean your character’s perspective on this is one that draws on the history of it, so you could replicate feats the hero performed in legend. An insight or religion check might mean you’re connecting with its divine aspect, and you use it to connect with and channel that god.
Also a good idea :)
I like this
I'd keep with the current game mechanics but instead ask the player's how their character attunes to it - gives them a great roleplay moment and helps them flesh out the world a bit.
(not opposed to having the skill checks but they shouldn't stop the attunement but provide more lore info maybe)
Dude every time I see your name I just think “Undyne…” and I realize that’s exactly not what that is. Also sorry for off topic
I'm just a lich moderator, never quite dead 
I like this too
Thanks guys
We're having a session on Christmas and it's a ball
I need to think of something I can give them.
I come here with a question;
My minecraft-adapted-to-dnd project is still underway. But I'm running into an issue. I want to make Piglin Brutes a subrace to my piglin race. And give them a race-feat which reflects their ( aggressive ) obsession with Gold.
I'm just blanking out on something which could be fitting here.
My campaign is focused on gods so I might give them a scroll that has something to do with the god they worship
Eg: if you worship the god of fire you can cast a minor fireball
Advantage on attacking a creature that has anything gold on them or containers they are carrying?
If you want some inspiration, MOoT has a whole section on boons gods can give for piety and such, but you might already know ofc
MOoT?
Mythic Odysseys of Theros
wouldn't that be a bit overpowered?
The world is very god heavy
What's that...
You wanted to highlight their aggressiveness no?
It's a sourcebook for Theros, a setting from MTG that largely draws on greek myth. There's a system in it thats heavily encouraged to be used where you choose a deity and gain "piety" for acting in their interests and receive benefits in return, because the world is VERY much influenced by the gods, like they're essential
No
I see
I don't think so
perhaps it could be off-set with disadvantage on enemies who do not wear gold, if applicable
If not advantage, just give them a flat +2 bonus then.
While I'm here, I just finished a brew for Artificer after a long break from brewing. I aim to make a subclass for each tool, and this was the one I started with. I have some issues with it (namely that its hyperfocused on its subclass item, and the spell list is... not the most thematic), but I decided to just push it out today instead of it sitting unfinished another day.
It's my Potter artificer, for Potter's Tools (duh), based around containing and expelling energies within vessels, with a minor subtheme of transmutation I turned to in desperation.
If it sounds like something you'd be interested it, I'd love feedback, particularly around its wording and potential overly complex features, but any and all feedback is welcome of course.
https://docs.google.com/document/d/e/2PACX-1vQ8FQtn-6Ft3pgRE_HY5mtE8FSTB_IkD-EC8i5iQWrZna7oEI-k3sH2dUasP6_Y3m607bvaGkEuOE7H/pub (Published Doc link)
'You have advantage on perception rolls when you look for gold. when seeing a creature within sight wearing gold on their person, you may enter a 'Gold Rage' which allows you to apply 1d4 added damage on the gold wearer. This effect lasts for 1 minute, or until the opponent is killed.'
eh?
Yeah this seems functional and appropriate. Maybe instead of killed could say "until the target is incapacitated or dead" to allow for non-lethal combat if needed/desired.
Ye good one.
An alright ribbon yeah
Don't count it as much towards the power budget of the race, but its flavorful
talked it over with a dm friend of mine, and we got to this;
When mining for gold, you find twice as much gold as you normally would,
When examining a creature, you can innately tell if they are carrying gold on them, and how much gold they carry. You can also identify any articles of clothing, weapons, or jewelry which are partially or totally made of gold on their person at a glance.
Gold Rage
If a creature carries at least 100 gold pieces on their person, or if they are wearing or wielding an object made partially or entirely out of gold, your melee and ranged attacks against them deal 1d4 additional fire damage. This damage increases to 2d4 at 5th level, 3d4 at 9th level, and 4d4 at 13th level.
repalace fire with force damage
How good that is depends on the mining mechanic and what gold is worth
Yeah depends how much you can mine over what time period
And, realistically, how much downtime there is for mining
That's more what I meant
Ye. 3 niche features though
Kind of underwhelming race all in all
Unless tons and tons of creatures are carrying lots of/wearing gold
But you know your world
you bet I'd make that happen
;P
Read the Treasure Sense feature on the Xorn
“Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.”
You can probably just rip the exact wording
item similar to wraps of unarmed power, but Monks can spend Focus to add WIS to Grapple/Shove DC? 🤔
Carpet bomb
Conjuration 3rd level spell
Casting time:one action
Range:90 feet
Components:V, S
Duration:one round.
You create a bomb and throw it at a point within range. All creatures in a 15 foot radius must make a dexterity saving throw or take 4D6 fire damage or half as much on a successful save. This leaves smaller bombs on the ground. At the start of your next turn those bombs explode, forcing all creatures within 20 feet of that point to make another dexterity saving throw or take 6D6 fire damage or half as much on a successful save.
Is this spell OP?
Balance wise, I think its probably fine. There's definitely some tweaks that could be made to the wording and such to clean it up, but the idea of something that's a little more damage than fire ball but split over 2 rounds makes sense to me
its supposed to give some damaging options to artificer
I'd give it concentration if you're worried it deals too much damage.
Also, the effect that's being described by this spell is a MIRV bomb, not a carpet bomb
What would be some angelic feeling effects I can put on a magic item for a Monk?
I have a PC who's a Monk that Plays into Agelic stuff without being an Aasimar and I want to make some cool magic items for them
Flight speed? Radiant or necrotic damage resistance?
I can lean into Flight Speed and Necrotic Resistence for sure
I was also thinking of doing some healing stuff?
Like being able to Heal instead of/in addition to the damage you do with deflect attacks
That's basically what the mercy monk subclass already does
changed the name to MIRV bomb, thanks for that
Kinda? Mercy monk is able to replace attacks with healing, this would only trigger when you reduce the damage from an attack headed towards you to 0 and spend a ki point
You could make it temp hp instead
I read what you wrote for "deflect attacks" but my brain replaced it with "flurry of blows" for some reason
lol
Does anyone have a good einheri species that they created or found?
Can I hold an action to cast this before the start of my next turn and then immediately force the second dex check
I think...delayed blast fireball is a 7th level spell. And this spell is probably at least higher than 3rd level
What is an einheri?
The soldiers of Valhalla
Im trying to work on a idea to try and make King Dedede's Hammer and I want to know this is as a idea.
Jet Hammer- As an action you charge up your hammer to with great force of thrust from the back to make your next swing much stronger. While in this state you move as if you were in difficult terrane, Upon swinging the hammer at a target they take an additional 3d8 bludgeoning, knocked back 10 feet and are knocked prone. You can spend additional turns to charge the hammer even further to add an additional 2 damage dice to the attack and increases the distance the creature travels by 10 feet to a maximum of 5 times, The effect of holding in the charge is hazardous to you and at the end of each of your turns you take 2d4 force damage until you swing the hammer.
Say you can do 2 attacks a turn with a Maul would the time it takes to Max out the charge be outweighed just by rolling?
Like the problem with True Strike
there's no indicator that Einherjer would be anything other than the same people they were in life
spending an action to do nothing and take 2d4 damage is generally not a good player experience unfortunately
Would there be a way to make it worth it?
the only difference is that they spend every night in Valhalla feasting
They’re are a few stories in which they get increased strength and durability, as well as a few being “chosen by Odin” and gaining other abilities
oh I'd be very interested in knowing which!
Lower the time it takes or make the damage stonger?
well --- ideally every part of a player focused mechanic is a good player experience
I should state this is for my own personal use
oh
as it is part of a subclass
well, if you like it, go for it
I just haven't heard of anything outside of anime/videogames where they get extra abilities. that seems counter to the valor that earned them a place in valhalla
it's like winning a bodybuilding competition and getting steroids as the prize haha
I want but like I said would simply just rolling 2 Maul swings each turn be stronger than charging up to do a bunch of damage and sending the target back 50 feet
but if you wanna, just make them goliaths or whatever
Cus lets be honest when have you been in a 5e encounter that lasted over 5 rounds
especailly when you got about 4-5 players who have NPCs
it does seem like a problem yeah
What I could do is I made a point system effectively using Monk Ki as a base.
I could write as a bonus action spend 1 or 2 power points to charge it faster.
So you could spend your turn's action doing 1 charge and your bonus to do 1 or 2 extra charges with Power Points.
if you are just going for "norse-themed big strong ghost people" give them powerful build and undead as a creature type
Yes that’s my fault, I more meant that with the daily training that they do making them better warriors then in their previous lives and also the healing that they receive as part of being in Valhalla. I don’t know if the healing though could be part of the species
that could help cut out the time cost
Thank you though
you could do something like "as a bonus action, raise your hammer and immediately end your turn. Your next attack does x bonus damage and y knockback, effect lasts until you move"
Cus each level of charge increses the damage and knockback. Its more so the time to reach max damage
"as an action, make an attack with the hammer. you gain a bonus to damage equal to the number of attacks you would make during an attack action x your proficiency bonus"
So if were Lv 10 and I had Extra Attack would that be 2d6 + 2+2x4?
the way its worded is a bit confusing
Anyone here good with finessing DnD beyond? I'm trying to add a feature to a custom race of "you can speak common and 1 language of your choice." But I can't get the default of common to work in app! Just the choose a language option
I think Ill try this and work it in a way so you can't blow through points to cheese a target by rolling 13d8s and Team Rocketing them 50ft away
but thank you for looking it over
yeah. it's just a quick idea burp
but it means that those with more prowess can make it do more damage. I haven't done any balance thinking yet
Odd ass question. There's like 10 different mind flayer/illithid custom classes online. Has anyone played with any of them and can say if any of them are good or not.
Not exactly trying to find the 'best' more just one that I can have confidence in a version to play well.
I can obviously read over them myself and have done such for some of them, but its alot of material and I like to have council of others when I can get it.
Hey guys has anyone tried to make an elder scrolls module from 5e/2024 I'm getting started on it and racial bonuses for some are easy like nords have resistance to frost and the intimidating scream but breton spell absorbtion, orc rage, and a couple other features seem a tad more difficult
Spell absorption could very easily be magic resistance from satyr
Advantage vs saving throws caused by spells
Breton could also potentially have a racial variation on sorcery points to transfer spells cast in him to spell slots
I think argonians can get a simple 8+proficiency+con mod in healing per turn once per day for up to a minute
Orcs maybe a weaker racial version of rage that gives resistance to physical based damage b/p/s and you can add an additional damage die on an attack
Because double damage just seems too op
What would you have a magical wrapon provide based off the pokémon Aegislash
Big thing is that it switches between an offense and defense mode depending on what you do that round. If you attack it goes into offense mode, if you do status/non damaging moves it goes into defense mode.
probably something along the lines of the war caster capstone but you can use an action and a charge to switch between shield of faith and spirtual weapon
Honestly I was thinking a very rare or legendary item that counts as both a sword and shield. (Only one attunement slot maybe)
- +2 longsword and +2 shield
- You cannot be disarmed from the sword (as it's wrapping itself around your arm)
- Can cast booming blade and shield (no idea on charges. Maybe also something like flaming blade)
- Curse part the sword is a sentient weapon it does not want to part from you and needs to feed. If you have not used it to kill an enemy in the past few days it consumes a hit die from you.
Also weird thing while reading the Pokedex entry for Aegislash. It seems to be able to effectively command others. No idea what it's alignment is since it knows who is worthy to be a king but apparently will still drain their life force
i'm thinking about making a Detroit: Become Human inspired warforged variant but i dunno what features i could add that would be useful in gameplay but not completely op.. maybe up the base walking speed a bit and be able to detect dna or a magic trace from like rubbing your fingers together with the substance between them?? i dunno guys help
could add a Changling type feature
hmm maybe
a 'true form' (normal warforged, maybe exposed wiring/internals) and a 'Faker Form'
could work
assuming magic is the main thing that makes this work, there'd probably be a handful of other features that could come from said magic making this warforged different
Hey chat
If batman was in DND
What class would he be in?
wiz
artificer monk multiclasss
Question for the DMS. Would you ever let a PC play as a vampire (not a dhampir but a full vampire including the weaknesses). If yes how would you balance it out?
Alright, I would but as to how to balance it. They take proficiency bonus every turn while in sunlight and have weakness to radiant damage. They also take increased damage from spears and tridents. Especially if its made out of wood. As for abilities, once per turn they get to regenerate hp equal to their pb+con but can't do so if taking radiant damage. Polymorph into a bat if thats what you also include, and in some cases increased dc the target of charm has to beat and decreases that same dc for when they are being charmed along with advantage on saves against or breaking being charmed
Casting invisibility would prevent taking damage from sunlight
What if i don't want the shapeshifting (and summoning creatures) stuff or the charm ? But would rather more speed or something else (increased stats over the ability to do all those magic abilities)
Would you treat vampirism as a race or a class?
Race
You can replace polymorph with short range teleportation
And charm with a dash or a glide
Also they could have unnatural strenght
“Template” not race or class. Changes things, yes, but nothing to do with culture or parents in the same way. Dampier is the vampire “race” but I prefer the method of adding vampiric traits with lower grade effects depending on Lv/proficiency bonus.
The regen and stat bumps/ spells are given like subrace, and scales with 1/2 prof bonus rounding down. If having things active all the time like regen are an issue than make it x per day = prof bonus
Weaknesses are negated by a thick cloak and hood or full plate with armet & visor
I would play it barbarian.
Executioners hood 👌
Innocence
prerequisites: Age -18 , Cha 12+
Once per short rest, when an adult humanoid (Int 6+, not mindless) would attack, detain or accuse you directly, they must make a WIS saving throw (DC 8 + prof + CHA). on failure, they hesitate and will delay their action by one round (or 30 seconds outside of combat)
is this a good feat? never seen any age related feats and it looked like a fun idea
Lol puppy dog eyes
A quick question. Lets say you HAVE to give something like say a Dice Set (Gaming Set) weight. How much would such a thing weigh in the concept that it can either be your standard gambling dice of 5d6's or the D&D game dice set consisting of dice ranging from a d20 to a d4 and they're all made out of knucklebones or sheep ankle bones.
Because let me do the math here myself and let me know if I did it right. So;
In history a game of dice was usually played with using knucklebones which is standard for a sheep's ankle bone. An adult sheep's ankle bone is to be about 11.4 grams, so multiply that by 5 since most gambling games like Liar's Dice uses five dice, and we get about 57 grams. Convert grams into pounds and we have 0.125663lbs or simplistically 0.1lbs.
You don't see them because they're bad ideas generally
Age is generally intended to be a flavor choice on a PC, not mechanics
Hey so i got a race that i want some opinions onhttps://docs.google.com/document/d/1DluwxCyP63Z4EDaal5YjcKjPdiIbwCOgOsmkeYvXcQY/edit?usp=drivesdk
I changed the feat quite a bit, can’t tell if it has gone off the rails.
Being of the Divine
General Feat (Prerequisite: Level 4+, Divine Adept or Paladin’s Smite feature)
Ability Score Increase. Increase your Strength or Charisma score by 1, to a maximum of 20.
Borrowed Time. After casting Cure Wounds, you can make a melee weapon attack or Unarmed Strike as a Bonus Action.
Innate Smite. You can cast Divine Smite as part of an attack rather than as a Bonus Action, but you can't cast any other smite spells on that same turn.
No its fine. Not even something super worth taking imo
A melee focused damage paladin, from an optimization POV, will throw this feat on third, after both PAM and GWM, maybe.
Only fits on that build, nothing else.
it allows you to actually use PAM with Divine Smite
I was more worried about the first half breaking the second half
since you can cast Cure Wounds then attack and Divine Smite
but I didn’t feel like that was OP either
wanted to see if others thought it was too much
Not OP at all: both are generally mid at best uses of your slots
If anything, it's bait to get you to spend your resources way too quickly. Situationally, when both are A. Genuinely needed and B. Even possible to do in the same turn, it'll be okay, maybe.
It'll see play at low and mid OP tables though
I don’t know how to give feedback to this
Dodge is a very weird one to play around with
That's ok
but the effect is generally applied to a single attack using a Reaction
wasting an Action for it seems a bit like too high of a cost but gaining resistances for the whole round also feels like too much
it ends up incentivizing tanks not to play the game
I guess? The enemy can always just not attack you. It's very... Strategic use.
they can’t not attack you if you have a taunt up
then they are still going to attack others, because attacking you is worse
but they just have disadvantage anyway
it makes you a bit of a worse tank as well in that sense
But also, dodge is 1 action that gives enemy's disadvantage on attack rolls against you until the start of your next turn. It's always an option, just now when you do elect to take it, it's better. After you dedicate 2 feats and only use 1 handed weapons.
Sorta. Keep in mind you can always just use it reactively or proactively once per short or long rest and still attack.
I think the first part of the feature should be changed completely and the second part should be the focus of the feat
make it PB times per LR
Monks can kinda already do that.
Monks don’t use shields
I thought about this, but I think having to choose the best moment in a combat to gain all those resistances for 1 turn maximum is more balanced and strategic.
Right, they do it without needing one. The bonus action dodge I mean.
make the first part more of a tank feat than a tankiness feat
I’m not suggesting you keep the first one and change the second one
yeh, but that’s a specific class
The point was to kind of evolve Shield Master and what it represents. Shield Master gives you more sturdiness aswell as a topple abillity. This gives you access to a resistance toggle and the abillity to use it reactively or proactively once a combat generally.
Vampire’s Plaything is one of the best origin feats and it gives you Dash or Disengage as BA PB/LR times
Yeah. So I buffed dodge while using a shield to make it more worthwhile.
and a free potion of healing which falls off in the later game
you have combats once per rest?
Well I imagine you'd use it for a harder one, or one where you expect a spell or breath attack or a really hard hit. You trade either a valuable bonus action or reaction. And in times where it would actually help or you can kind of predict and opportunity attack or are trying to threaten one, you can use your action even if you've spent the reaction/bonus previously.
I don't think the action would get used super often, but when it was useful it would feel really useful. Say you're running away, or need to move through a damaging area, or know the enemy is charging something, or a bomb will go off soon, exct exct.
Hey, guys. Can you give me feedback on the homebrew class I’ve designed? https://docs.google.com/document/d/1VbliOo3Q1ejuRTpsSQgBBMoOybFL0xl7nMKSwVSLtlA/edit
I think this is one of the better spell swords I've seen
Although I don't know that tactician blends well with spell sword idea. The mechanics are fun at level one I'll have to keep reading.
You might be wondering, what happens if you combine Solo Levelling, Kamen Rider and Pokémon? No.. just me? Ok well here's my new subclass homebrew for the Ranger. Wait before you come at me with pitchforks, here me out... actually you can just read what I've created. I introduce to you, the Echo Harvester Ranger for the 2024 edition of DnD. https://docs.google.com/document/d/1AUXwk2Bnv5svqiaRMA2dHMJ6NzMknR6lJjEjFsEAJvg/edit?tab=t.0#heading=h.eoagupwfiw1p
You need to make it public to anyone with the link.
Only about halfway down and this subclass is unbelievably strong
uh oh...
I had too many cool ideas...
I can't think of many subclasses that even get two at a subclass tier, but this one gets three at every tier
Not to mention a few unclear sections and inconsistencies
For example, Mark of Decay references specific Favored Enemies which isn't a feature anymore in the 2024 rules, which you said this was built for
The core feature, Echoes of the Wild, needs a lot of mechanical work to be even remotely balanced. Currently, there's no limit on the number of echoes you can store, the number of times you can bind a creature, or how long a summoned echo lasts. I think the very idea of getting to pick any monster (limited by type) as a summon is already too strong even as a concept, but with no limiters it's way, way too much
ok, i have a bold proclamation to make
i am finally going to give a homebrew class a try again
its a very simple idea, but also very easy to drop the ball in balance
the concept is simple:
a generalist "mage" class thats essentially an amalgamation of a wizard and sorcerer. the chasis im using is the wizard for subclasses and class features (with some tweaks), and the sorcerer for spells known progression. i will also include a one time but still relevant choice for a sorcerous bloodline feature
ok... i will address a few things
- I completely forgot Favoured Enemies isn't a feature anymore so I will cut that feature
- I can't write in the format for DnD so please help me rewrite this way better
- There wasn't meant to be a limit to how many echoes you can store the point was to collect as many as you can find and get creative from there
- I had way too many cool ideas to throw at this subclass so I wanted to put everything in incase some work and others don't
- Balancing is something I needed opinions on anyways so that'll be good to revisit
instead of cutting it, you camn reintroduce in a limited capacity to the extent of the way it interacts with favored foes
i havent read the thing but thats an option
give it a read and you can see what I did wrong (everything)
yeah you can TOTALLY rework mark of decay to not use favored enemy under 2024
no need to cut it
decent feature
yeah imma need help with wording this properly so anything to help me please
i dont brew rangers and its not my area of expertise
i brew stuff that goes boom and crackles
mainly more the second
by this i mean casters and particularly blasters
savant features would be reworked likely, to be a standard expanded spell list feature instead of adding to a spell book
one thing i will likely do is allow the class to use a spell book as an item, so as to learn scroll spells though as extra spells, and you would prepare a number equal to 1 plus your spellcasting modifier per long rest (again as extra on extras.). i may also keep savant extra spells for the spell book.
my thinking here is so that it can really be a sorcerer who is trainedin/has studied magic (as a class concept)
ok so do I just cut out the part that says with Favored Enemy? Or what do I do?
wait it IS a feature still. Or am I getting confused?
There's a feature named Favored Enemy, but it doesn't work like the old Favored Enemy at all.
oh ok
Now it just gives you a few free casts of Hunter's Mark
ok so how would I have to rewrite the Mark of Decay?
I would focus first on cutting about 40-60% of the features here first, before worrying about mechanics wording.
ok then. What do you think can get cut?
Once you've trimmed down the features list, you can focus on the features you find most interesting / useful, and can start getting them more functionality written
That's up to you, ultimately. The features are kind of all over the place, and I don't know what your personal vision of this character entails. You've gotta decide what feels most in line with your vision.
The whole idea of the subclass is you kill a creature, you take its' echo, store it and then summon it whenever needed. This echo can be merged with like a suit or fused with other echoes to make hybrids.
looking for some feedback on a homebrew rogue subclass i made :p i tried to balance it but im afraid of it being too sameish or too strong (i have no clue if the last ability is well balanced enough for the last feature of a subclass or not) https://docs.google.com/document/d/1isCYy-_gz9VVfQ7mewoeuRbODzXr_SaXnUELRWfOLJ8/edit?usp=sharing
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? Or is it just bordering on Very Rare?
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.
ok it has been trimmed so now it will need mechanical work as well as wording edits https://docs.google.com/document/d/1AUXwk2Bnv5svqiaRMA2dHMJ6NzMknR6lJjEjFsEAJvg/edit?tab=t.0
https://docs.google.com/document/d/1DluwxCyP63Z4EDaal5YjcKjPdiIbwCOgOsmkeYvXcQY/edit?usp=drivesdk
Could somebody take a look at this cause im finna die trying to make sure its not absolutely game breaking
It's just too much on a race it seems
I could see the resistances or the abilities they give, but not both.
Or maybe make the output limited to prfb per long rest
Or even just 1 resistance + abillity at a time, and only able to absorb them a few times per long rest or something.
Also for the impale reaction I wouldn't add the saving throw, the damage is minimal and they chose to attack you. There's no save on armor of agathys, and adding the save slows down combat alot
How would yall write an inception like spell, my idea is to create a way for my pcs to interact socially that involves martials and non-charisma based builds, so I figure mental fights would be a good way to involve them
How is this for a feat for multiple concentration spells
(Not my idea, credit to Benjamin Huffman)
Multitasker
Prerequisite: spellcasting or Pact Magic feature
You are able to concentrate on two spells simultaneously. When you do so, you suffer the following penalties:
You can't cast spells or make weapon attacks
Then minimum DC for constitution saving throws you make to maintain your concentration when you take damage is 15.
At the start of each of your turns in combat, you must succeed on a DC 10 constitution saving throw or lose concentration on your choice of one of the two spells
Double concentration is never okay on anything less than an artifact or lvl 18+ capstone, and even then with hard limiters
Theres too many combos of defensive and offensive spells that nullify those downsides
How so?
Wall of force + anything mainly
Dome around yourself with lightning storm or something
Youre untouchable so the minimum save dc being higher doesnt matter, and there are tons of ways to get a consistent 10 for con saves
Other spells that dont manifest physically can still hurt
Its still significantly harder to break than any vanilla option
And some high level offensive spells have high enough range that anything that can touch you through wof dies before it gets close
Just looked at wall of Force. How did they think this was a 5th level spell power level
This isnt even mentioning double offensive combos that either insta nuke or stun lock everything in range
Wof + Sickening Radiance?
Certainly an option
Especially if your targets are grouped, then you make the wof around them instead of around you and lock them in a microwave
The point is that concentration spells are designed and balanced around using one at a time
Even with circle casting you can only have so mamy up at once
Only one person has to really hold concentration with circle casting if I remember correctly, and they dont have to be a full caster
By all means these are possible with 2 casters and just as potent, but youre doubling the efficacy of every caster at basically no cost
If they all take this feat
I would honestly argue that being able to double conc with downsides and no other features would be worth a whole subclass, this is a general caster feat
Druids get the biggest power increase from this imo
No one in their right mind skips this
Some 3rd or half casters might
Illusion of choice. If I sit you at a table and say you can choose any of these 5 dishes to eat, 1 is a michelin star entree and the other 4 are plastic toys that look like food, whats gonna happen every time someone is offered that choice?
Cool the fighter who wants his attacks doesnt want to take a feat that stops him from attacking, that means full casters having this feat is balanced, right?
Not everyone goes with what is best, even when advised to
Bc the current "best" options are within a power range to be options
I've had plenty of players not take a specific homebrew meant to buff them
The ability not to choose a broken option doesnt make it less broken
In a sense, it does?
No
No it does not
Thats not even an opinion
Youre allowed to choose unknown dirty mushrooms over a michelin star meal, doesnt mean the meal is any less good or appealing
Yea, because thats how we get actual variation in dnd
Some classes are inherently more powerful than others, but people still play those others
Global superpowers have nuclear weapons, but we dont use them generally. Does that make nuclear weapons less devastating?
Because theyre close enough in power range and offer different power fantasies
Double concentration on a feat you can take at level 4 is so far past the power band that its mot even viable to be in contention
Thats the last I'm gonna say on this because it should not be this hard to explain
.
Looks fine to me nothing too strong has it’s unique bits, might want another spell as drow and tiefling got 3 I believe
HERMES!?
Can anyone help me make a custom item that would give +1d4 to initiative rolls?
Hey i'm new to homebrew and I'm making a subclass. I have all the basic parts assembled but when it comes to actually applying them to a character some things are falling through
Sorry for my first message to be asking for help but i don't really know where else to go for this sorta thing so feel free to @ me or dm me if you are willing to spend some time getting to the bottom of this
Could you specify what you’re having trouble with?
Sure I have a couple of problems. The first one is that in the character creation it doesn’t seem to remember any of the choices I selected for the subclass. The second one is that for one of my level 10 abilities I put a requirement that only a specific option could be chosen based on a previous choice. But it just won’t let me select anything at all for that
And lastly it lets me choose the same option multiple times when I only want it to be able to be chosen once
What platform are you using to make the homebrew?
I’d ask in #ddb-support then since it seems to be a UI issue. I remember it can be a little fiddly with saving stuff sometimes
oh okay, thank you!
im just trying to get my homebrew prepped so i can publish it, i've been working pretty hard on it so i hope i can get it out there for all 0 people to see. but also i wanna make sure it works properly so i can use it
Honestly I'd write up your homebrew first in a Google doc first as it's more flexible then DDB's homebrew system.
Also don't publish your DDB homebrew until it's been throughly playtested as once published, it isn't easy to remove
Like really, just don't publish it until you're sure the version you have is okay to live forever in that state.
I have a whole description of everything i want to happen in the description of the subclass not just in the levels
Like i could probably copy paste it all over in a google doc in a few secs
fair ill take your advice
probs wont be posted then i dont think ill get to use it anytime soon
but i could just post a google doc somewhere if anyone ever wants to see the vision
You don't have to publish your DDB homebrew to be able to use it in DnDBeyond and your DDB campaigns
Publishing is just the final step to make your homebrew publicly available to everyone on DnDBeyond.
Yeah, i mean i'd like to, i hate putting effort into something that others wont see but i guess thats just a me issue
You can make it and save it for your own (and the campaign's you're in) use without the publishing step.
Anyways thanks a bunch, i guess i should hop over into the ddb support. If you wanna see the subclass then let me know. i'd be happy to share it
I'm good for now but thanks! Good luck with your homebrew!
Thank you!
all that being said above .. you like and works for you share away friends.. that being said here is a creature i am sharing https://www.dndbeyond.com/monsters/6055195-tunnel-child
i mean id publish a google doc of it if thats not against tos i dont know all the rules yet
yeah .. rules are hit or miss some days .. damn you rule maker peoples!! hehehe
uhhh does anyone know if i could post a google drive doc?
Google docs are allowed, yes
sounds really good for a horror campaign
@icy that is a GREAT sub-class idea. was watching the great British Bake Off show and you could use a Paul Hollywood handshake something very high level that the golem can now do on command or a once/day thing but it increases the level of ability being used to it top most.. just some fun thoughts 😛
Hello fellow dms. I am in need of assistance with a homebrew campaign that i am trying to make. I would love to have a conversation on some of the story pillars of the campaign that i am writing as i need a second opinion on some of the ideas i have. As this is my 1st time writing a homebrew campaign i would also appreciate some feedback for it and some prep tips. I would love to share the whole thing here but i have some of my players in this discord and i dont wanna spoil it. I would appreciate if we can have this conversation in discord dms or in voice chat. Please help thanks
Hello. I know not to post anything from AI, BUT I've been trying to get some map help on creating a dnd town map based on a real life map. I'm looking for help from the experience DM's here and wondering if there is a good tool to create a map for a campaign based on real life with minimal pain. thanks
couldn't you do a screen shot of a google map with out all the markings like a google earth thing .. then use that as the back ground and then draw in the squares and shapes of buildings and such .. i mean if you want a real place like do Ely in the UK as it is very old.
there are some tools like cityographer but you can also use fantasy town generator
depending on what vtt or if u are tabletop you can easily find assets online for free that represent houses from up top and kinda make it your own
inkmakte is also a good option if u need it
recently purchased something called Dungeondraft.. no opinion yet but there are map stuffs out there . but lots of options to get you going
and doungeon scrawler from roll 20
Thank you! ive been working real hard on it for the past few days
icy that is such a fun idea.. it feels like a wizard done with adventure and ready to focus on important things in their city (the wizards) ... or that wiz is going to keep everyone full of hard golem pumpernickel and the bonuses inside it as support .. but still great stuff thanks for the share
feel free to use it if you think its fun, its gone under no play testing at all but i was hoping to have a lot of variability to suit any playstyle
im glad you think its fun that gives me hope
thank you for the ideas!
thats what ive tried to do with chatgpt's help, but it's not as intuitive as i hoped it would be. Like a very talented 4 year old
My advice, if you have any sort of illustration program, is to figure out the size of the town, place some important buildings, and then draw roads that pass by those important buildings. Fill out the rest as necessary.
Hi, new here, I got an idea. Paladin/Necromancer, homebrew oath of Styx, like a packed formed with Charon
Is this possible
So I made a alternate species of Tabaxi that turned out a bit too one sided and I'm trying to balance it a little by tweaking both ways. Making Tabaxi a little better and the sub species a little more balance. What do you guys think of giving normal Tabaxi the ability of "you count as one size smaller when fitting through terrain." So they can squeeze into small spaces like house cats
Anything is possible
The questions are whether or not the fantasy can already be achieved in vanilla and whether or not your creation is balanced
I am trying to give Hunter’s Mark an additional effect when used through an Origin feat (it is upcast to PB-1), I have 2 effects I’m currently thinking of:
when the mark ends, gain temp HP = spell level x5
when the mark ends, use a Reaction to Restrain the marked creature
I think I prefer the Restrained one more but I’m not sure how to affect it with the upcasting, I don’t really want to make it deal damage
The gpts and ai I find are just great for formatting and doing headers and stuff. Content. Yeah talented 4 year old. Ha
I could just have both effects apply
Really? I have found AI abysmally formatted.
Home brewery and other such things actually make it look good
Gpt5 is incapable of outputting formatting to any reasonable degree imo
Thx
Does anyone know of a streamlined wild shape system? Like instead of picking specific creatures to turn into, you just pick a few options of abilities or stat blocks?
Humor me for a second here folks, what rarity would this weapon be?
yes, check out the OneDnD version of Wildshape
= (Insert Magical Warhammer name here) +3
+ Finesse
+ Thrown
+ Homing Weapon: This weapon will return to its owner when thrown.
+ Magic Resistance: You have advantage on saving throws against spells.
Warhammers don’t have the Thrown property
No no I'm saying that, assuming this magical warhammer exists with all the features mentioned
What rarity would it be
Wait nvm I forgot the thrown property one sec
it would be Legendary
Hmm noted, ty ty
mostly because of the +3
yup
if you remove the +3 for a +1, it would be Very Rare
I mean Magic Resistance is quite strong
do you just have that from attuning or only while holding the weapon?
you gotta also make it so the Magic Resistance only activates after making an attack until the start of your next turn
weapons with defensive features must always have an activation for that feature
Attuning, so kind of like the Dwarven Thrower in that sense
Truth be told the whole weapon was designed around the Dwarven Thrower to begin with
I'm attempting to augment some base rules for my players for their given downtime. I already have a bounty system in mind since one of my players want to have a side job as a bounty hunter, but one of my players is sort of a thief. Anyone knows of any good examples of a homebrew crime system where a player can commit a robbery and risk either making it big with wealth or risk jail time?
try reading through Xanathar’s Downtime Revisited first
it has a system set in place for those things
you can use half the intel gathering time if they know Thieves Can’t if you think the times are too long
generally, something as intense as going to jail should probably take a few rolls rather than just one, I don’t remember what the rulings are there, but definitely have more options than full success or full failure
I think Xanathar’s does have that, but it has been a while since I read it
The Thieves Guild idea sounds like a good idea to add to my ruling. What about loot value and jail time? Using Xanathar's Crime Downtime, I want to tweak how much you get and the cost if you get caught.
In the normal setting, the loot value is determined by a DC and can range from 50gp at DC 10, to 1,000gp at DC 25 with you having to spend 1 in-game week per 25gp you would've earned. Meaning if a player gets caught, they not only have to pay the fine but also spend at the minimum of 4 weeks up to 40 weeks maximum.
Currently, I've set it where instead from the DC of 10, 15, 20, 25 the amount of gold received on a full success is set to 100gp, 500gp, 1,000gp, and 5,000gp respectively. However if caught, instead of 1 week per 25gp value I changed it to 1 day per 25gp. However I'm not sure if the value of gold is worth the jail time (fwi in my campaign we just use gold pieces, no copper or silver; ain't nobody got time for that.)
So what do you think I should do? Is this fine or do you have something in mind?
I thought you pay 25gp and spend a week to get intel
not spend 1 week per 25gp
According to what I'm reading, it says you have to pay 1 week for each 25gp of the fine, the fine being the loot value that would've been earned if successful. As it reads;
"If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine."
In other words, if you fail all three checks on a DC 25 crime, you're looking at 40 Weeks in-game time being jailed. Would not be the first time something of Xanathar's having to be tweaked a bit ie potion crafting.
ah yes, you mean if you get caught
for scouting, it’s 25gp + 1 week prep
jail time is 1 week per 25gp of potential
you can add bail
you shouldn’t be trying to go for the 1,000gp option, that’s kinda why it’s so punishing, you can change it to 1 week per 50, that’s what I would generally run
and then the bail I put is 25gp per week
so you’re risking 125gp to gain 175gp
I don’t like the consequences of paying the full amount in fines and getting thrown in prison for multiple weeks, I don’t really have enough downtime to run it that way
and it’s pretty stupid to give a fine and throw in prison
so I make it one or the other
Truth. In that in mind, I could have a similarity of both where a player being caught in the crime having a choice to either pay the fine or go to jail, and while in jail they can still break out early but someone has to pay the bail amount.
So lets see...with an average DC 10 crime, I have it where a full success would net you 100gp. Getting caught means you'll have to pay the 100gp fine or go to jail for 2 days as for each day is with 50gp of the loot value. While in jail, either you or another player outside of jail can pay for bail but for 200gp.
Otherwise, the player imprisoned will have to find their way out of jail via jailbreaking (could be a whole side mission potentially for your players).
That sound reasonable?
Chalice of Wonder: Silver Chalice that when filled with water and a silver coin is placed inside, the water shifts into liquid silver.
10 creatures can spend an action to drink it. After 1 minute, it will transport all of those who drank from it, into a Shrine of the Moon Goddess. (Or a dungeon, not sure yet)
Is this natural feat too op for level one?
Dark Senses: In darkness(whether it be by spell or natural) enemies have disadvantage on all attack rolls towards her, and she has advantage on all attack rolls to enemies.
It’s tied to her lore, she was born in a dark library and therefore knows more in darkness.
That's pretty strong for an Origin feat, and it has some serious rule interaction implications when you get into the nitty gritty of vision mechanics.
How about a feat that grants 10 feet of Blindsight instead? There's already one that does so if you pick it as a Fighter at level 1. It'll result in some similar results to your idea without the very dangerous ramifications involved.
that's literally devil's sight as an origin feat and with more upgrades
that's far too much
I’m a rogue. But I will take it off so she isn’t op
Thank you
It’s my first time homebrewing stuff and it’s for my new character that I actually get to choose what I want instead of just what the dm wants
can I put homebrew statblocks here?
If you have dndbeyond, send a link!
Here's one I thought was strong enough to give my players a hard time... I was wrong. lol
I'm reworking the non-lesser form lmao
Ok yeah I just realized I can't post images here xD
You can share a link to something hosted on a reputable image/file sharing service (like Google Drive) - just make sure to explain the link when sharing per server rules.
Also let me remind folks that once homebrew is published on DnDBeyond, it is near impossible to remove so we highly recommend folks only publish their homebrew their once it's been thoroughly playtested and you're okay with it living in that state that you published it in forever. You can use your unpublished DnDBeyond homebrew on your characters and DnDBeyond campaigns - publishing is only for making it publicly findable and usable by everyone on DnDBeyond.
I learned that after my first one. lol Will definitely be more thorough when I create another one that I want to publish.
So I have an idea for a homebrew subclass I want your opinion on
A rune domain cleric:for gods that value the written word, largely including gods for scribes, historians and really anyone who writes things down.
The runes for the subclass would be divine in nature and be based on different philosophies (nihilism, stoicism, altruism, etc)
Not exactly looking for feedback regarding the actual content of the homebrew, but I do want to know if you all think this looks like "official" homebrew, formatting wise?
https://homebrewery.naturalcrit.com/share/pBvvlJw_WkGv
Without cross referencing offical content, the formatting looks good to me. I’d drop the quotations in Fit of Madness though
Cool, thanks!
i want to ask, would a "rune domain" even make sense as a domain for a god to have?
Actually idea, yes. I’d change the name a though
to what? Calligraphy domain?
Language?
the theme of the subclass is supposed to be runic magic, but im wondering if my idea for runes based on philosophy would work better as a monk subclass
“You have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make to track your Quarry.
The creature remains your Quarry indefinitely, but this Mark ends early if your Quarry is Hidden from you, you are incapacitated, or you Mark another creature as your Quarry.”
Looking at a HB fighter subclass by Laserllama. What’s the point of having advantage in tracking the Quarry? All they need to do is take the Hide action and then they lose the marked status right? Am I misunderstanding what Hidden means?
whats good homebrew
20,000 words of my own creation
https://docs.google.com/document/d/1i1nrp0E3OGNfH8KWtZjs-BwvD882U_y-ugvTm7ON8DU/edit?usp=drivesdk
they might mean like magically obscured?
flesh shaper seems on the weak side if you ask me
cool subclass but it doesn't feel like it's got any oomph to it
"Hidden" isnt a named condition in dnd 5e
actually no, the Hide action gives you the Invisible condition, so that wouldnt work
second para inconsis consis-last sentence? Grant one conscience...add ness
looks beautiful. very nice format
Is it possible to homebrew weapons?
...
no sorry
I've been struggling to write a feature in a way that doesn't feel bad or convoluted, does this seem in line with official dnd mechanics?
Your Fury lasts until the end of your next turn, and it ends early if you have the Incapacitated condition. If your Fury is still active on your next turn, you can extend it until the end of your next turn by regaining Hit Points from this feature.```
rest of the class if that helps
https://docs.google.com/document/d/191d2z8V0DP6n2s8dlOKDIn0RVxwoewqgYdI4tm5VroI/edit?usp=sharing
i wanna make armor be slightly more realistic so my friend recommended I add piercing resistance to scale amor and slashing resistance to chainmail armor
is this a good idea or will it slow the fights down too much? Even if the PCs are higher damage characters?
What does this mean?
You mean like what the Warrior’s Codex does with it’s weapon overhaul or
(X) Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
(Thinking of changing)
I want to change this to Yuan-Ti players aren't as pidgeon holed into charisma stat classes
Age. Yuan-Ti mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Yuan-Ti see unrestrained emotion as a weakness. As such they care not for the law nor for chaos and often fall into a neutral alignment.
Size. Yuan-Ti match humans in average size and weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
(X) Magic Resistance. You have advantage on saving throws against spells and other magical effects.
(Changed to) Immunity to charmed type spells the same as elves.
Poison resistance. You have resistance to poison and take half damage when calculating poison damage. You also have advantage in spell saves causing the poisoned condition.
Languages. You can speak, read, and write Common, Abyssal, and Draconic
It won’t come up as often as you might hope, tbh
yes
Making a Yuan-Ti for my players and I'm trying to think of something to make them interesting.. what do you guys think of the framework I've found online (and the changes I've made.) What else could I add to sell "you're half snake!"
I'm thinking Yuan-Ti will be played similar to elves too so I don't want too add only new racial feats that work in close range like fangs or the ability to grapple (with our without a tail.)
What about this weapon set?
Gemstone Weapon (50GP per gemstone per weapon, 475GP for all 10, +1d8 of respective damage on top of weapon damage. All weapons count as magical.)
Ruby: Fire
Quartz: Radiant
Onyx: Necrotic
Sapphire/Opal: Cold
Amethyst: Force
Emerald: Poison
Topaz: Lightning
Tanzanite: Poison
Garnet: Acid
Citrine: Thunder
But it doesnt apply to fighters.
That's funny I just did a magical firearm that has 2 charges of a wild magic type gem that does a random damage based on their roll of a d8&d6 (the d8 is how you determine the damage type by referencing it to the chart.)
10D8 on an weapon attack is alot
unless you can only have 1
then its fine
it stacks with divine smite, hunter's mark (including my homebrew), hex, and even sneak attack.
keep in mind
all martials par rogue and all halfcasters (artificer is subclass based) have extra attack
Oooooh! Exclude fighters and have rogues get extra attack from these weapons!
This isn’t exactly a positive
yeah
Did I mention that it also stacks with rage
Ooooh what if rage actually goes up? Like its basically PB of extra damage?
it kinda does that
I’d even go so far as to call it a negative. That’s a lot of damage, even compared to spell attacks.
The high price kind of helps but not by much
but caps at 5
Like at level 5, its +3. Level 9, its +4
when wizards and other casters can create something from nothing, its basically a money printer
That’s not even remotely the issue here man
so monks can (get 4 attacks a 5th level with flurry lol)
They take 4d8 psychic damage if they touch these weapons
Thank you!
Also rangers can add in more d6's for HM with these weapons.
You’re giving a level five rogue 10d8+3d6+1d8 damage. That is an average of 60 and a maximum of 106
Its not that broken
It could be an instant delete button.
Ooooh it could autocrit a fighter who just fights in the back because the player is too scared to take damage.
With a range of 200/800 feet!
Why
Genuinely what’s the point of this weapon being so incredibly anti-fighter. Your fighter players are just going to be annoyed at the very least
Also it protects the user from any damage from other players.
The best part about these weapons? theyre best used... with rangers.
And to add on to that you barring this weapon from one class doenst remedy the issue of the other classes being able to take it and go ape mode before anyone else has a chance to feel cool
especially swarmkeeper rangers.
Tacking on more and more stuff is not helping this weapon’s balance
Did i mention this weapon will be a level 20 weapon?
Like... This is only usable for level 20 characters?
That’s slightly better but is still a lot
Did you calculate how much damage your weapon can do and compare it to the enemies a level 20 will be fighting
I did not and i dont think i need to
Okay man
Should I?
Yes. That’s an integral part to making homebrew. Especially if you can’t test it somehow
I could stand to hit comparisons to creature HP but with this weapon a rogue with Sneak attack and a rapier is doing 84 damage on average and 148 maximum
Did i mention with these weapons, the sneak attack damage is equal to the level of rogue?
No because I think you literally just added that
Also I am adding so much ranger homebrew that its... a lot to write.
The solution here is to nerf the weapon, not the class itself. Because now your level 20 rogue is stuck with a super nerfed sneak attack, which is a main mechanic and huge appeal to the class
I could be making a novel for my ranger homebrew through my ranger. Enid the swarmkeeper ranger. Also she gets a lot of epic boons. Even the ones that arent usually allowed on pure rangers.
I didnt nerf the class. I actually buffed sneak attack. the d6 equal to rogue level.
Also rangers get favored terrain and enemy back. This time, they can switch out any enemy and terrain on a long rest and gain more at 13 and 17.
I am very great at homebrew.
Oooooh! i got a new idea!
Are we allowed to post custom classes here?
Here’s the description of the first one I made
The Cataclysm Reaver
A martial juggernaut who channels seismic power through their own flesh, breaking armies and kingdoms alike.
In dark fantasy, the Reaver is not celebrated.
Every step fractures stone. Every strike shortens ages.
Their body is a vessel for a force that should never have been bound to mortal bone.
The sweetheart sword. Light, finesse, versatile (1d10/1d12 piercing), thrown/ranged (200/800). Legendary artifact.
This +3 sword emits a rainbow of light out to a radius of 5 feet and dim light out to 15 feet. On a critical hit (18-20), this weapon deals an additional 4d12 of fire, cold, necrotic, radiant, force, lighting, thunder, acid, poison, or psychic (player's choice).
Gives ranger advantage on all attacks and dex based skills and adds wisdom to attack and damage rolls (2024) or makes HM 1d10 force (2014) at level 20. Swarmkeeper Ranger can gain reach of 15 feet (total of 20 feet on melee weapons) and can deal an additional 8d6 fire damage on robots (14d6 if favored enemy).
Autocrit max damage against any powergamers and people who stay in the back bc theyre scared of taking damage and user takes no damage from either characters.
Doesnt work with fighters and monks and multiclasses with either class.
Mine?
I really love that tbh
i love it so far
Here’s the other one, I made 2 that are actually good
The Crimson Oathbearer
A one-armed legend, feared not for brute force—but for presence, will, and a blade that remembers blood.
In dark fantasy worlds, Crimson Oathbearers are living myths. Kingdoms fall silent when they arrive. Monsters hesitate. Their power is not flashy magic, but an overwhelming spiritual dominance that bends reality and breaks courage.
I love this.
Homebrewed item for QOF- Magical diary which acts like notes for what the players do. It updates each night.
Crown of a fallen kingdom, allows the wearer to see spirits and the past (with history check, would have to be 20 or above) but they have to roll madness.
Mask of Agor- A deer skull mask which cannot be removed from wearer, changes expressions to match, can possess the wearer to give a prophecy, when you roll high enough on intimidation the eye will have a blue flame. (It is a half mask with crooked horns and a deer skull.)
It’s based off one piece’s whitebeard and shanks, Im addicted
Tbh I’m yet to implement most of these into dnd beyond
i love it
☺️ thx
Class Features
Level 1 – World-Breaker’s Frame
Count as one size larger for carrying, pushing, grappling.
Advantage on Strength (Athletics).
Melee Strength attacks deal +1 damage (scales later).
Level 2 – Seismic Strike
Spend 1 Cataclysm Charge on a melee hit: +1d8 thunder, target Strength save (DC = 8 + Prof + Str), fail → prone or pushed 10 ft.
Damage scales: 2d8 (11), 3d8 (17).
Level 3 – Path of Ruin (Subclass)
Drowned King: Temp HP on charge, advantage against shoves/moves.
Black Tremor: Thunder ignores resistance, regain 1 charge on 0 HP (once/turn).
Grave Titan: Seismic can deal necrotic, frightened creatures take extra Con mod damage.
Level 5 – Fracturing Blows
Extra Attack.
Hitting same target twice → target has disadvantage on next saving throw until end of next turn.
Level 7 – Unyielding Cataclysm
Resistance to bludgeoning.
If dropped to 0 HP, spend 2 charges to drop to 1 HP instead (once/long rest).
Level 9 – Shockwave Step
Bonus action, spend 1 charge: leap 20 ft without opportunity attacks, adjacent creatures make Strength save or fall prone.
Level 11 – Living Earthquake
Seismic Strike damage increases.
Rubble/ruins don’t slow you.
Knock prone → +1d10 damage once/turn.
Level 15 – King of Ruin
Enemies within 10 ft have disadvantage on Strength/Dex saves.
Success on Con save → regain 1 charge.
Level 18 – World’s End Body
Resistance to all non-magical damage.
Cannot be stunned or knocked unconscious above 1 HP.
Level 20 – The Breaking of Ages
Once/long rest, spend any number of charges: 2d10 thunder/necrotic per charge to all enemies within 30 ft.
Structures automatically fail saves.
Gain half damage as temp HP; gain 1 level exhaustion afterward.
I had to condense it to fit, this this the cataclysm reaver
It’s a lot
I did see that yeah, though it looks pretty bare-bones, and also doesn't look too gel that well with the final version.
Anyone know of any homebrew options building on that idea?
To much?
i love that
Which part? All of it, certain parts…? Feedback would be great if you could
all of it
Hard to judge without knowing how it actually works. As is, seems pretty underpowered
You should do a full, proper writeup. People can help you much better then
This was just to show it off to see if it was any good. I made it with the intention of it being “gets hit hard hit hard, hits back harder” without rewriting barbarin or of the like
That's a fantasy: I find it better to design a class around mechanics than a fantasy
Not that it can't be dine, but the real fantasy (how the class plays) will follow the mechanics
There are also a few questionable additions. At level 15, all enemies within 10 feet just have disadvantage on all str and dex saves? Helpful support ability. This is the best thing this class gets, and makes it a support class.
Level 18- blatant resistance to nonmagical damage is fine power wise for a martial, though definitely power-creeps existing options. Barbs get this only while raging.
Level 20 feature is actively bad. Trivial amounts of damage in t4, for not enough temo HP, and exhaustion? Actively harmful to use.
Lots of other issues with features as well
I'd figure out what the class wants to do mechanically, as is it feels somewhat discordant
Just remember if you design a whole class you gotta design subclasses too
Generally, best practice is the opposite, as designing solely around mechanics can very easily leave people lost on exactly why something is the way that it is.
I agree. Fantasy is just as important as mechanics when it comes to a class
Because not only does it need to play differently, it also needs to FEEL different
To each their own. In reality, you do both together. However, I find that many homebrews that come from fantasy first end up with something very similar to a vanilla class with little reason to exist
I've much more often felt "why does this class have this ability? It doesn't fit" than I have "what is the fantasy you are attempting to accomplish here"
That said, my expectation of the player is that they can and will completely reflavor anything to anything, as long as the mechanics remain the same. For example, you can flavor a wizard as a martial who punches things and use all the mechanics of a wizard.
I find the question "do these mechanics, or very similar mechanics, already exist in a usable form in vanilla" to be much more important to answer than "how does this feel to fantasize about?" Because flavor is already so malleable in the base game while mechanics are not.
I would say this question largely comes from fantasy/inspiration, not from mechanics. If something has no fantasy/inspiration, any mechanic can logically fit if you justify it afterwards, which is an issue.
I think classes are best designed when you ask, “what fantasy is not currently possible in DnD currently per rules written.” Then you expand from there
Put another way, if one strips all narrative elements from the Druid class and all of its exclusive spells and subclasses, what does the class offer?
summoning a larger and larger man?
Our non-Wizard generic Arcane spellcaster has no need for a spellbook, or subclasses that care about spell schools, so we are left with a class that isn't actually a class.
A Cleric doesn't make sense without its narrative, as Channel Divinity is gone, as is Divine Intervention and its pathways for heavy armor or spellcasting.
You define that as an issue. I don't. I think that's our difference
That is only an issue if you decide it is
That's likely where our disagreement stems from
I consider that kind of flexibility to be a massive upside, not a problem
What I mean is that the question "Why does this class have this ability? It doesn't fit" is something that is largely an invalid criticism because you can force something to fit via justifying it by fantasy later (in a mechanics-first direction).
In essence, if you go mechanics-first, you can shoehorn any mechanic in because "someone can flavor it as they like". Why those mechanics don't actually fit in almost every case is because they cause clashing themes, which is not a mechanics issue.
In reality, I think the best stuff comes about from picking one or the other to start with and using a cycle of checking narrative vs mechanics so that you avoid that clash in the more finished results.
Let me know if that makes sense or if I need to elaborate, though. I can give examples that might be helpful, too.
I agree. You can force it to fit; I don't see the issue with that.
Shoehorning anything in anywhere is exactly the benefit
I agree
It makes sense, I think we just disagree, that's all
That said like you say usually there's a cycle between them, checking if they match during the process
So the question is: What makes something a quality class?
The disconnect also might be that your design ethos doesn't align with the WotC/5e homebrew community's at large, as the process you're describing isn't really followed by any existing material (official or unofficial.)
Fun to play. Nothing else imo
Which yes is entirely subjective
I mean no offense by this, but that's an extremely low bar. That's bare minimum.
I should say: fun to play for all at the table
I agree. Fun to play times three is a better bar than fun to play
As far as I'm concerned, if the table enjoys it, it is good. The more enjoyment, the better
I more mean that something being fun to play is itself binary from a simple standpoint of success or failure and there are significantly more facets than that.
I have a long checklist I use to judge quality content and Gratifying is just one criteria of five, with three subcriteria.
The checklist is also very generic in terms of it not calling out specific representations of content.
It is the goal, though not the method, of every aspect of that checklist, I assume
I also have sub-goals, but they are all in service of that one overarching "is fun for the table"
Though I also never homebrew to publish, exclusively for my tables, so that tilts my goals: I do not need to consider other environments at all
If I was publishing something, there would be more considerations
It's actually only one goal, because content is about more than just Gratification, which seems counterintuitive without much experience but makes more and more sense with experience.
I think we have varying definitions of fun
That's all
I think it is likely that my definition of fun includes these other things
Mind you, enjoyment at the table is made of a great many things, and I try to promote all of those
And it also varies wildly table to table
It's totally possible. I like to separate "fun" from other aspects of design, though, because focusing on fun can actually be counterproductive, unintuitively.
Using this original class as an example, the real issue I see is that one can't combine these mechanics to create a coherent fantasy (that isn't just Barbarian), which defines the gameplay loop. If we removed the names, it would be even more difficult to create that coherency.
I'm making Yuan Ti variant and for the stat boost I gave the more humanoid variant the option of Cha+2 or Int+2. For the snake version with snake tail legs I was thinking of giving them a Dex or Strength +2 option with either Cha+2 or Int+2 second option. What do you guys think makes more sense for the snake version?
seeing how the more snakey individuals tend to be higher on the social ladder, cha
What abt the str dex decision :0
edit: also thank you!!
not sure which stat the snakey statblocks use for their melee attacks, brb
aside from the infiltrator, (the humanoid one), they all have skirmisher profiles with their highest stat being STR, although DEX isnt far behind. so, STR
i dont understand
Yuanti have a good few subraces
Abominations are like nagas, ghose would def be str
A lot of the lower castes are more humanoid tho, arguably dex
Then the castes above abominations are more snakelike so probably back to dex unless you wanna count raw size as a str factor
I like homebrew
the higher you go, the stronger physically they tend to be. makes sense since snakes are pure grappling muscles
But snakes are also thematically more tied to dex adjacent concepts
Flexibility, agility, venomous bite over crushing bite
yee, but constrictor snakes plus mutations
Indeed but what about the vipers and cobras
theyre still skirmishers, just higher str than dex
The higher up you go in yuanti society, the more magically inclined you tend to be
Despite size and body plan, I think it would be more prudent to give the dedicated casters a dex bump while the martial frontline with some magical ability get str
But this is why new stats are so flexible
malison type 1-3: str/wis > dex/in
abomination: STR > WIS > INT/CON > DEX
Iirc the original yuanti had their racial spells key off of cha, no?
i dont wanna pull out my 14 mm
Overall I'd go with tashas stat rules for yuanti
Theyre too varied to fit into background asis or rigid racial asis
There are solid arguments for any asi honestly
yeah, im just working off the lore and statblocks
Constrictor types could get str/con, any of the mental stats can fit well for casters or otherwise, dex and snakes go together like pb and j
im taking a hot guess that all ranged weapon attacks targeting you have dis is way too much for 5th? (minute duration. + movement and jump increase)
nvm about it now :D
Hey guys can anyone help me balance a monster?
sure, tell us more
So I been working on the next part in the projects being comprising body armor out of various commponets. One being out of plants with a style of having it out of mushrooms.
and I think I got a hillariously awesome idea for a mushroom themed feat.
Dwarven Infatuation
For some reason that baffles even the Gods (Believe me I’ve checked) Dwarves have a strange hypnotic-like infatuation upon seeing large mushrooms causing them to be easily distracted which can escalate to a mass event at times of Dwarfs cheering and shouting one single wood “Mushroom”.
When you are within 30 feet of a Dwarven Creature that can see you they must make a Charisma Save, On a failed save the Dwarf will become charmed by you and will begin pointing at you while cheering the phrase “Mushroom, Mushroom, Mushroom” if there are other Dwarf’s in the area at least 120ft from the Charmed Dwarf they will begin to travel to them upon seeing you will also have to roll the Charisma save. Any Charmed Dwarfs can repeat the Charisma Save at the start of there next turn. Any creature that attacks you will cause any Charmed Dwarfs to attack the one who damaged you.
“MUSHROOM! MUSHROOM! SHUT IT! GET BACK TO WORK!” - From a Dwarven Mining Operations Manager that wished to remain anonymous.
Heyo, was wondering if someone could help me with math for cards instead of d20s
Get 10 of Spades and 10 of hearts hearts are worth +10
I mean, you have 1-13. (Since Ace’s need to be treated as 1’s)
You have 4 of each number so a total of 52. You could include jokers if you wanted to be treated as criticals bringing your total to 54
The crits (nat 20s) are red of 10, J, Q, K, and nat 1s are Aces, J, Q, K of black suits
And you discard a card after use, reshuffle the deck on a short or long rest
I want to create a subclass of monk
Similar to Saitama but the he will only attack if the dice rolls NAT 20, otherwise he will “get bored” and won’t attack
But the damage would be like 4 figures no more than 10k
I'm not certain that will feel good to the table
Why would a player want to not play the game 95% of the time?
Balance?
Cause his attacks does 4 figures
Bad design space to begin with
So either that player doesn't get to play, or everyone else doesn't. That's a choice.
As an alternative, what if the player could spend his turn "meditating" and basically saving his action for later on. So he could save up and do a bunch of attacks later, but only during combat.
Could be
No need to ask to ask - if you want feedback, share what you have.
If it's long, consider using something like Google Docs and create a publicly shareable link.
Alright I will right doc for you guys
You can share links - just make sure to follow server rules and explain the link whensharing it.
Ok, thank you @sturdy knoll
Oh if you're new to the server it takes a bit of time before you can share links as a spam bot protection measure.
Alrighty
https://docs.google.com/document/d/1o9sjHCr6R0GMlDaFCxlZRs8_YyP-maDXkY3iFX4kLY4/edit?tab=t.0
Here is my Penguin homebrew
Anyone check it, if you did pls give feedback
I will add it if I like it
Slight detail - could you add a size category? For example is this a tiny or medium size creature? I think many will classify it as tiny, but it helps to have specificity.
I like the Tundra details. It gives players an option to customize their race. What is the benefit of turning a part of your body to ice for the blue? Does it increase AC? And does Brown mean they can't succumb to weather effects?
Damage immunity is too overpowered for a player species. Otherwise some things just need rewording for clarification
What do you think of it
Qq has a Gambler Rouge who wants to have multiple pairs of the same roll on sneak attack or who wants a sequence of the rolls on steak attack been done before?
Like I want to roll 2 or more 4 on Sneak Attack or roll 1 2 3 4
Steak?
Sneak
Oh alright
I really want to see a rogue make a steak attack now.
The problem I see with that type of mechanic is rolling sneak attack die individually would slow down combat
Hi, could someone help me balance this boss for a party of 5 players at level 3. https://docs.google.com/document/d/1Tg1aYoctRWElym8tNpmr_99C6EXBvTtJnRGXZl79PuE/edit?usp=sharing
So I think I've succesfully created the most annoying character I've ever devised:
So for context: I'm running a Christmas Themed One Shot using the holiday OneShot pack that just came out and its set as a sort of Story-book readthrough by Frosty the Snowman, who obviously needs to be in the book. I knew INSTANTLY my players would hate him on principle (I've traumatised them with cute characters before so 100% justified hate) so I thought I'd have a little fun...
Frosty is quite possibly the single most annoying creature the Forgotten Realms will ever witness.
Curse of Undying Vengence. Each time the creature is killed, it returns to life 1 minute later, reforms any limbs it may have lost and reconstitutes if it was Disintegrated. Each time this creature is killed, it gains 1 max hp and permanently takes half damage from the damage type that killed it, this damage modification can stack multiple times.
Frosty the Snowman x The Very Bad Goose x The Undying Snail..
And I gave him the most fun voice to do
He can also cast Plane Shift once per Day, Has Mirage Arcana and advantage on performance checks.
I thought it might be fun to have some magic items that bring cool features from 2014 to 2024, like a legendary druid's staff that allows for lvl 20 druid's to have unlimited wild shapes.
The amulet of high magic, which gives a player with a 9th level spell slot an additional one.
6d6 distributed is interesting is it meant to be a cone or is it a hit 1 and then bluetooth device damage sorta thing
big cone
cold
but the bluetooth damage is smart, I might do that with deferent boss in this campain, but they have really good mechanics, this one is the most basic out of them
itd be cool but gotta make it not feel super scummy
if it hits one and chains the chain should have a range
Pretty brutal for your martial players if you have any
That is intended, I will have to tweek it a bit when the party selects characters, but in principle, every boss has something that is brutal for some players, the next boss is really hard for spell casters, but quite easy for martial players
Will the martials have anything else to do in the fight?
Bluetooth, The Viking King
You don't roll them individually though? You roll them all at once and get a buff depending on the pairs
I took it as “roll 1 2 3 4 in order”, without an order it sounds like an interesting idea
It may not work with 2024 rogue as well, since they sacrifice sneak attack die in exchange for rider effects
What would interesting subclasses be for a witch class?
depends on the main themes and abilities of the core Witch class
What does a witch class do, mechanically? “Witch” seems more like a way to flavor a Wizard, warlock, or Druid, rather than its own mechanically unique class.
Anyone got a suggestion for some properties for a Hello Kitty themed pistol magic item, which I'm tentatively planning on naming Neko-chan's Gato Blaster?
I don’t know much of anything about Hello Kitty outside of what the characters look like, but my first thought would be an attack called “Sunshine and Rainbows” that blinds the target in addition to the damage, or something like that
I recently wrote a character class focused playing as an elder character. They are not the strongest or swiftest, but they can resist death out of stubborness, spur on allies, or do psychic damage with a look of disapproval. It has 4 sub classes as well. I went ahead and published it on DM's Guild as I want to get some feedback on it (and I need practice releasing work out into the world). It's free and if anyone is willing to take a look at it, I would love to hear what you think.
https://site.dmsguild.com/product/550671/The-Old-Codger?src=newest_in_dmg&filters=45469
I love that, it definitely fits
How would you calculate adv and disadvantage using cards instead of d20s?
Here are the numbers: Ace, J, Q, K of black suits are nat 1s, and 10, J, Q, and K of red suits are nat 20s.
Rest of black suits are just the face number, and rest of red is face number + 10
Every time you draw, you discard the card drawn into a discard pile that cant be reshuffled into the deck until a short or long rest
So base odds with full deck are 3.84 % for all cards except nat 20s and nat 1s, which are both 15.38 %
Calculate in what sense?
I have been thinking about something.
You know Plasmoids? Ooze people from spelljammer?
Well ya know what else is an ooze in D&D? Living spells!
The living spells from Eberron are quite an addition to games and can be awakened. So a custom race that gets to BE a spell with the stats of a plasmid and some extra Magic options is a nice change of bace imo.
would definitely be a fun race with some cool subtypes or whatever
like an Evocation or Necromancy slime person
I don't know how to find odds with adv or disadvantage with these odds since they are not the usual 5% for all chances
From there I can try and do the work for less cards in the deck
Ah I see, well I can't help you I'm afraid, so good luck with that
Mk
Just advantage? Like in general? Because it differs depending on the situation. But it usually is about an average +4 bonus.
Ends up being a little more because of 2x critical hits.
The exact % depends on the check or ac you need to hit
Oh wow, I forgot how complex the odds already were with just dice
Not including now card counting and removing certain outcomes from the deck entirely
Cards use factorials for the odds
For simplicity, we'll say around 17 cards drawn per SR, so down to 35 cards left, +3 to ability, and DC 17
Factorials?
Oh jeez, I just looked those up
But I know what those are, I thought cards used those
Yes. The number of possible states giving a specific number.
It's statistics and discreet mathematics classes
Those should get you the best chance of understanding odds of dice rolls and card orders.
What do dice rolls use then? I don't think factorials, since it "resets" every roll (same odds to roll any number on the dice)
Subsequent dice rolls in a row
Because the chance of a crit on x number of sets of rolls.
Elven accuracy hets you a 3rd dice. And lucky feat gets less chance of crit failure.
When you use exponents in possible states of things the numbers get big quick
Statistics and discrete mathematics are what I had to take in college to understand what you are asking. That was before AI so I think an AI could teach you.
Ah, ok, thank you
I'm thinking of having giving new Artificer Infusions at Level 18, but I'm questioning whether I should make those exclusively Very Rare or Legendary Items. Thoughts?
2014 or 2024?
2014, but I am putting dome '24 Items in for variety's sake.
Wouldn’t it be the same? Draw two and get the higher one?
In simple terms, yes, however, the odds of the draws are different and they don't "reset" so if you get a 14, you only have 1 "14" left in the deck to draw
features are currently using test names that lack flavor for ease of design review
Fighter Subclass: Blocker
A Fighter subclass that specializes on defense and blocking.
3rd Level - Blocking
You have a number of block points equal to your proficiency modifier. They regenerate on a long rest. Also you regain 1 point when you pass a saving throw or an attack misses you. You can expend these points in the following ways:
Parry - (Reaction) When you are targeted with an attack and holding a melee weapon with the two-handed property, you can make an attack roll with that weapon. If your attack roll is higher than the roll of the attack targeting you, the attack misses you. (Cost of 2 points)
Resolve - (Reaction) When you take damage, you can reduce the amount of damage you take by your AC - 10, or your level, whichever is higher.
Thoughts? A little rough around the edges, but I’m attached to the idea of a “skillful” parry.