#homebrew

1 messages Ā· Page 61 of 1

oak parrot
#

I just want more taunts on more martials

void jewel
#

And a martial using any 2h weapon (which many will to maximize damage) cannot afford to use a shield which is an issue

void jewel
left lagoon
#

silvery barbs doesn't exist

#

you imagined it

void jewel
#

I have no martial at my table right now, but I do have a paldin rocking a custom homebrew tank subclass. He has a channel divinity to use reaction to teleport when an ally gets hit and become the target of the attack instead, with resistance to the damage if he gets hit.

Has used it lots well

oak parrot
#

Double shield paladin!

#

šŸ›”ļø šŸ›”ļø

#

joking aside, i kinda wish that the game allowed sillier builds like that too.

#

I kinda allow shields to count as improvised weapons, and put masteries and FS on and stuff

native grove
oak parrot
#

okay, first thing, you don't have the extra spells that spell schools should get

silk hedge
#

Rock Gnome Barbarian can use Prestidigition toys while raging.

oak parrot
#

oh, my mistake, sorry

native grove
#

its fine stuff like that happens

deft dagger
native grove
#

may i ask why?

oak parrot
#

I feel like the level 14 ability is kinda borked. in a bad way. restricting the number of undead to your level is a good way to suddenly reduce the number of undead you have at your command.

native grove
#

problem is without that limit a necromancer could theoretically gather infinite undead

oak parrot
#

But you've effectively traded a necromancer that uses Animate Dead to one that just casts fireball on a bunch of goblins and now... you're done until you fight an enemy

#

The four different levels all play against each other rather than synergize

native grove
#

alright fine i will replace their final feature with something else

oak parrot
#

level 3 is thp, level 6 is a summoner-adjacent ability, level 10 is a necrotic damage blaster, and 14 is a summon-ability that directly clashes with your level 6 ability

#

For subclasses, tis best to have a consistent theme - are you going all in on pets? turning undead yourself? being blast-y?

native grove
oak parrot
#

oh, grim harvest needs slight rewording. "Whenever you or an undead that you raised kills a creature with a spell" I don't think you meant that your undead need to kill with spells

native grove
#

oh right fair i should fix that

#

there now it should work

oak parrot
#

10 x feels a bit much - even extend spell only does double, but the idea feels solid

#

hmmm... i don't think i see any other issue off the top of my head

native grove
#

i can lower it to x5 if its really needed

oak parrot
#

Good luck

#

its kinda game dependent, so I'm not going to say much. Some dms would have issues, some would not

#

it boils down to how much pressure the PCs are under

native grove
#

ah alright

woven hamlet
#

14th lvl seems like a permanent pain for the dm

#

So youre telling me you want to have a potential 120 undead under your control which all gain thp whenever you kill something?

#

I mean sure you certainly can but its going to steamroll whatever game youre in and ruin the campaign

native grove
#

fine ill replace it with something else AGAIN

woven hamlet
#

The only way of playing with something like that is for the dm to limit resources which seems slightly unfair to anyone that wants to play the class

#

You could possibly go down the route of having one big monster?

#

Sorta like an evolved version of any of the undead

native grove
#

yeah thats my idea

native grove
woven hamlet
#

Maybe make it so instead of killing to gain thp, whenever you cast a necromancy spell the creature recovers an amount of hp = to the spell level x2 or something

native grove
#

i made it into something more akin to what you suggested earlier, letting you raise bigger undead

#

how does it look now?

tulip dirge
#

@void jewel
Back to this again if you are interested.

Other than the previous information i should mention i have 9 levels in bard with a system that gives me a few extra spell slots.
This makes it so that i never have time to use all spells in one combat, and due to being a 16 lv rouge on that makes me decent at avoiding threats meaning we can get to a safe space relatively easy. So when you are safe enough to not feel threatened for immediate combat you prepare for a long rest where you use up all remaining spell slots. As an elf with ring of sustenance ā€œwhich we assumed halves rest timeā€ i sleep for 2 hours where others can guard and we spend a total of 4 hours on resting.

#

But there are more reasons healing is strong in that campaign that i have not brought up. Bleeding, critical wounds, dying instantly when doing con score more than 0hp and the inability to resurect subjects with a soul of greater power than a lvl 15 caster or equal in magical power

#

But i also notice your argument is how effective your hp is. So on that front i have 25 ac and as a rogue so when i get hit i can half the damage meaning i can last a decent amount of time with a smaller amount of hp. And the other members have damage reduction and temporary hit points and slightly higher ac

faint sonnet
#

The first bit is largely what I'm doing. You can't progress faster than a certain rate, so you're "gated", but that leaves room for other stuff. The diagetic reason is that a certain level of mastery has to be achieved with magic as a whole.

#

The idea is that hyperfocusing is actually a cost-benefit, considering that you will run into enemies that ignore your stuff at times. Those feelsbad moments are intended and are to be expected within a normal playthrough. It's an easy way to make combats significantly harder (and feel significantly more dangerous).

tulip dirge
#

So do you play a one trick pony or a jack of all trades?

faint sonnet
#

The good news is that there's planned to be a huge variance between that, as you may have a primary, secondary, and tertiary focus, or a primary and two secondary, or even two primaries, and so on and so forth.

#

This is a very reductive way to describe my actual stance on the matter, but I think 5e "babies" caster classes in many ways, though it's understandable why on the back-end.

tulip dirge
#

You want them more complicated?

faint sonnet
#

In some ways, yes. In some ways, no.

tulip dirge
#

As a caster it usually is easy to be well versed and there maybe should be more of a benefit to specializing in a element

faint sonnet
#

See, I kinda flip the script there. I think that you should need to specialize to get high-power spells.

tulip dirge
#

So you want to make something similar to the lore master outside of the subclass system?

faint sonnet
#

Hmm, not exactly. It's more like "If you don't know fire spells leading up to it, you can't cast Fireball. Fireball represents a certain skill-level with fire magic."

dawn charm
#

Hi people, could i run a special Christmas Item i made for my party through you?

#

is this the correct channel?

hardy shell
#

At 3rd level you gain:

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a unarmed attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a monk, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knockedĀ unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

At 6th level you gain:

Feral Instinct

By 6th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’tĀ incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

#

At 11th level you gain:

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

At 17th level you gain:

Persistent Rage

Beginning at 17th level, your rage is so fierce that it ends early only if you fallĀ unconsciousĀ or if you choose to end it.

Indomitable Might

Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

#

Would this be OP as a monk subclass?

#

Figured rage would have a ki cost idk how much yet

tulip dirge
#

While i like the idea i think dnd has to few spells for such a system

#

but thats where 5esrd comes in (:

tulip dirge
dawn charm
#

Christmas War Tree:
Requires Attunement
Requires 16+ Strength to use
Has a range of 2 squares, though it is melee.
Flexible: 1-handed: 1d8; 2-handed: 1d12
Charges: 5 (1d6 for long rest)
When an attack hits, one of the following effects can be used, spending charges:
Snowfall: Target's speed is halved (1 charge)
Explosive Gift: Target must make a Dexterity saving throw, or suffer 1d6 fire damage (2 charges)
Bright Lights: The next attack toward the target has advantage (3 charges)

dawn charm
tulip dirge
#

Tbh i think all of the options an be one charge

#

I whould argue snowfall is the best one too

#

although at like lvl 1-5 that extra 1d6 will be quite sweet

dawn charm
#

but, like, do you like the weapon?

tulip dirge
faint sonnet
tulip dirge
left lagoon
#

I wonder how a system would look like if each spell had a specific knowledge cost and use cost

#

as in, you could easily know a lot of combat spells as they're simple but they use high mana, and it would be much harder to know intricate spells like the utility ones but also they wouldn't cost as much to use

#

kind of taking apart the entire "spell level" thing and just giving you a cap on knowledge and mana

dawn charm
faint sonnet
#

Merged, for sure.

faint sonnet
void jewel
#

But if your resources are not strained, then yeah, go for it! May as well do both

#

If you've got slots to spend every turn of combat, may as well spam it all out

tulip dirge
empty vine
#

i play as a dragonborn hexblade who is also a werewolf
i am not so happy with the current mechanic so i thought to make one
the base of my idea is to based the transformation to the best from on the druid wild shape and the hybrid form on the barbarian rage
we play in 2014 but i thought it maybe it could work beater with the 2024 rules (one of the reason is to make anther different form an actual druid an barbarian. we don't have either of them in our grope)

i think it could fit bcs i had to choose in the past one of 3 packs and i chose the one that is very much can describe as a druidic one

empty vine
spring tusk
#

Made a new magic item

Wet Willy

Weapon (Club), Legendary (Requires Attunement)

Unless the weapon is fully submerged in water, it is unable to be Identified with spells such as Identify, or detected with spells such as Detect Magic, and otherwise appears as a leather wrapped handle and wooden guard to a broken sword.

When the weapon becomes fully submerged in water, the body of a Hunter Shark appears from the sword's tang, with its tail replaced by the guard and handle. This transformation has all of the usual stats, except its Intelligence score increases to 6, and its swim Speed is reduced to 20 feet.

When the weapon transforms, if nobody is actively attuned to it, one creature within 5 feet of it that can see it and is also completely submerged in water can use its reaction to make a DC 14 Wisdom (Animal Handling) check, immediately attuning to the weapon on a success. On further turns a creature can instead use their action to attempt this check, immediately attuning to this weapon on a success.

While attuned and submerged in water, the weapon allows you to wield it, causing you to gain the following effects:

  • This weapon has a +2 bonus to attack and damage rolls. On a hit, the target takes 3d6 +4 Piercing damage and must succeed on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check to avoid being Grappled (Escape DC 14).
  • Attack rolls with this weapon against creatures with fewer than their maximum Hit Points are made with Advantage.
  • You gain 60 feet of Blindsight and a 40 foot swim Speed.
  • Once per long rest, as an action you can force each creature of your choice within 30 feet that can see you to make a DC 16 Wisdom saving throw. On a failure, the target takes 6d8 Psychic damage and is Frightened of you for 1 minute. An affected creature can remake the saving throw at the end of each of its turns to end the Frightened condition on itself. The creature takes half damage on a successful save.
#

While the weapon is being wielded, it has no swim Speed, and can take no actions until it is released by its wielder. If the shark body would die, it instead reverts back into the body of the handle, and resurfaces in 1d6 + 1 days unless the weapon is not fully submerged in water.

#

how do we feel about this?

void jewel
#

Pretty strong, but more than balanced for the legendary tier seeing as it is a weapon

#

Specifically weapons that require active use can afford to be way more powerful than anything passive or non-weapon

spring tusk
#

I figured the required submersion niche might help to balance it out

void jewel
#

Ye it definitely is campaign dependant

#

For example my current campaign it'd be pretty bad, but I can think of some that it is great in

vernal leaf
#

Id remove the immediate attunement and give it the minor quality that makes it quickly attuned to

#

I can imagine a bad guy killing the pc with it and immediately attuning to it

void jewel
#

Can be handled by not doing that too

stuck ravine
#

Ever created your own domain of dread? I mean for the game, not in your head or real life. I'm looking for examples so have an idea how fleshed -out I need to make things. 😊 TIA

crystal lichen
#

Hola everyone, and happy holidays! šŸ¤—

For a campaign we're running, i would very much like to try and work out a custom made spell, for my artificer.
Since a lot of the fights we do, are often with piles of terrain-control spells, like web, spike growth, Blade barrier, Darkness, etc.
A lot of things with the control tag in common.

So, what i would love to have some feedback on, is a spell for my artificer, which i'm thinking would look something like this, for a first draft:


"Mold"
Level: 2nd
Casting time: 1 action
Range: 90 ft
Components: V, S
Duration: (C) 1 minute
School: Transmutation
Attack/Save: Will
Damage/effect: None

You try and take control of a persistent area spell within range, and mold it into a different form and qualities.

You can choose one of the following changes:

  1. Double or halve spell area
  2. Double or halve spell duration
  3. Double or halve the spells damage
  4. If the spell has an elemental designator, you can change the type to another
  5. Move the spell to another location within range
    6, Exclude up to your spellcasting modifier from the spells effect.

If you take over the spell, it now occupies your concentration slot, and if you lose concentration, the spell stolen also ends.

Using a higher level spell slot:
For every level higher spell slot spent, you can pick another one of the 6 effect options.
No choice can be picked more than once though.

Available for: Artificer, Wizard, Sorcerer, Bard

The thoughts behind, is to be able to work together with own party casters, as well as disrupt enemy area-casters, and get a bit creative with battlefield control.

What are your thoughts on the above draft?
Would love any and all kind of feedback and thoughts šŸ¤— šŸ™Œ

Hope you all have a great day!

vernal leaf
#

Domains dont have to be particularly large. For example I have one that is only large enough to accommodate the structure inhabiting it

#

Thankfully there are written means to enter and leave such domains

vernal leaf
#

Its main practical purpose is easily the ending of spells willingly as per dispel magic but we've tacked on the ability to keep it and change it. So 4th or 5th level at least

crystal lichen
# vernal leaf This needs to be a higher level imo. As is its better than dispel magic

What would you maybe change or do about it, to make it a 2nd level spell, if possible?

Cos my thought is, im trying to compare its effects to other level 2 control spells, like spike growth.
Where this also has the added disadvantage, that it requires a area present, before even being able to be used, which i think is already quite a drawback, i'd think.

vernal leaf
#

Remove the idea that the spell is stolen. Only modified. The caster maintains control of the spells concentration

#

And maybe that the modification itself is a separate concentration

#

If a spike growth is made bigger. The druid maintains the spike growth. But the fact that its bigger is maintained by the molder

crystal lichen
#

Fair, so can't take it over, but just adjust other peoples spells?
Preventing the counterspell effect yeah. I do get your thoughts there, definitely.

And you mean, that both the original caster, as well as my caster, both use their concentration, keeping the "molded spell", running in its adjusted form, correct?

vernal leaf
#

Yes. But more specifically the original caster is maintaining the original spell. And if they lose concentration it all drops because there's no spell to modify. But if the modifier loses concentration then the original spell snaps back to its original state.

#

That makes this singularly a buff spell or a debuff spell that weakens or strengthens other magics

crystal lichen
#

Yeah, i can definitely see what you mean, and makes sense.

So, what if we try and split this into a junior, the lvl. 2 one, and a senior one, lvl. 4-5 (which lets you steal area spells).

vernal leaf
#

Might consider getting rid of the "moving" part though.

#

Spell stealing is a feature of the arcane trickster so id look to that for inspiration

#

And id use upcasting to let it affect higher level spells the same way counterspell works.

#

Spell stealing is like a...level 5 - 7 spell thing at least. It can be a bit strong

#

thinking idk where id put it specifically

crystal lichen
crystal lichen
# vernal leaf Spell stealing is a feature of the arcane trickster so id look to that for inspi...

Just looked that ability up, Spell Thief, which they get at lvl. 17, and its definitely good inspiration and balancing guidelines.

What the major differences are, is that they can just use a reaction to force the caster into an int check, dc. versus your casting save, to steal any spell, that in any way includes you in its target.
And if you succeed, and can actually cast it, for the following 8 hours.

I'd like to differentiate this spell from their signature, by making it solely able to target area spells.
which i'd say is a bit of a disadvantage, both because the target pool is much smaller, and it requires a specific battlefield condition.
Plus, it takes an action to cast, not a reaction, and it locks up your concentration too, while it runs.

And you can't cast it yourself either, but only try and "turn the table", somewhat, on a hopefully unsuspecting opponent.

So, my first impression, for the stealing version, would probably be lvl 4 or 5, as you also said early on, to be honest.

#

Or whats your thoughts? šŸ¤—

And ps. very much appreciate the constructive feedback so far!

vernal leaf
#

Honestly I would ditch the dnd traditonal system entirely for this kind of spell and use something like the savage worlds upgraded high magic system where you at a certain level upgrade a spell that you have so that it does a lot more. I think in a design space we should ditch the idea of stealing entirely and make it a level 2 utility buff debuff spell. And if youre looking to steal ongoing things it should be a different spell and idk

misty pagoda
#

they must pick one of three (specific) skills. and it does other things. i just want to know if it's possible in the homebrew feat creator and i'm just dumb, or if it can't be done, so i stop pulling my hair out face_puddle

#

my players dont like that there's no half species in new 5e, so i'm trying to make homebrew origin feats that give you minor racial features from either elf, human, or orc so my players can forgo a traditional origin feat and pick one of those to get the mechanical bennies of being a half/something half something else. I can't tell if im doing it wrong or if there is just no way to restrict access to skill options in the feat builder to specific ones. which seems really silly...

i can only say "pick from any skill" or like, other weird predetermined combos. i can't seem to set my own skill list as a "pick one of" choice

crystal lichen
bitter whale
#

anyone willing to help me balance a boss for my session tommorow (i procrastinated šŸ’€ )

vernal leaf
#

What level are the players and how many

crystal lichen
bitter whale
#

can i send you the statblock in dms or do you prefer here ?

vernal leaf
#

Dms

crystal lichen
#

I'm super fine with either

bitter whale
#

okay gimme a sec

#

@crystal lichen @vernal leaf Dmd you

flint marsh
#

there's more to add and tweaks for balance of course but perhaps this might give your players something to chew on without having to create new species

cerulean seal
flint marsh
#

and also it isn't limited to "you have to be half orc to do this" or whatever. you can just build out your character

jovial lichen
#

yeah, species linked talents is #######!!!!!!

nova basin
#

I started working on a wukong-esque monk last night, but I'm stumped on what to do for the second half of 11 and 17

jovial lichen
#

did u make extended weapon ?

nova basin
#

I dont want it to be specifically wukong, jist trickster skirmisher vibes

jovial lichen
#

yah thats the thing

nova basin
#

I'm thinking 11 is a little lacking for tier 3, but it could also be fine just adding that to already potent defenses

#

But 17 idk

jovial lichen
#

it dosen'tr need to be a staff

#

it could be a whip

nova basin
#

I could always make an avatar state but I already gave up and made another monk so I dont wanma do another monk with another avatar state

#

Yes I know

jovial lichen
#

it could be daggers

nova basin
#

Yes I know

jovial lichen
#

it could be gauntlets

#

or even a BOW

nova basin
#

How many times do yiu wanna repeat this line

#

Not a bow

#

Simple melee weapon

jovial lichen
#

LOL

half condor
nova basin
#

Theres my capstone

jovial lichen
#

well i gave my idea

nova basin
#

What was the idea

primal osprey
#

Hey, I'm using Falindrith's Monster Maker for the first time, does anybody know if the initiative modifier can be edited? I can't find any way how

cerulean seal
#

IS the summoning a weapon thing supposed to be like Spiritual Weapon or more like, you are just manifesting the weapon into yoru hands?

nova basin
#

The second one

#

Theres definitely a world where I make a spiritual weapon focused monk tho

#

Could run into SADness issues but eh monks need it and astral self wasnt broken so

#

Anyway

cerulean seal
#

3rd level feature I think is a little too focus point hungry for what its doing. I would make the main, summoning the actual weapon cost no focus points maybe just like Wis mod times per long rest, and then while you have the weapon you can then spend focus points to do XYZ

nova basin
#

The summoning comes with a bonus action weapon attack

#

By natire of letting it work with fob, it kinda has to cost a point

#

Ig you could make it to where you can summon for no action but I dont like that as much

nova basin
#

I know dnd dyntax Ive been here for years

#

Im saying design wise

cerulean seal
#

"As a BA you can summon the spectral weapon. When you summon this weapon, or as a bonus action on any following turns, you can spend X focus points to do Y"

nova basin
#

And wis mod/lr without using wis for the core numbers is MAD unless you make it short rest

#

And if its short rest it may as well be focus pointed and more potent

cerulean seal
#

All i'm trying to get at is that 2024 monk design philosophy tends to be, you get 1 feature that the monk can just do and then can spend a FP to get a improved or additional feature as part of that.

#

like all their main stuff now. Step of the wind, BA unarmed striked, etc.

nova basin
#

Yep

#

I might change that

#

But I was asking about what to do for 11 and 17

#

Idk if 11 is potent enough to need anything else or not, but I have no ideas for ehat the ultimate form of this is

half condor
#

Wall of text for a species I made the other day incoming, thoughts?

#

Cosmic Shard Traits
Cosmic Shards appear to be a member of a mortal species, but in reality are a small part of a cosmic being such as a Great Old One capable of experiencing and interacting with reality as a mortal. These beings lack access to the majority of their vast power, either giving it up willingly or being cut off from it by an outside force. a single cosmic entity may have many shards active at one time, however these shards have their own free will and personalities. When a cosmic shard dies, they rejoin their true forms.

Your Cosmic Shard character has the following traits.

Creature Type: Aberration

Size. Small (2 to 4 feet tall) or Medium (4-8 feet tall) chosen when you select this species

Speed. 30 feet

Darkvision.
You have Darkvision with a range of 60 feet.

Eldritch Mind
You have resistance to Psychic damage and you know the Mind Sliver cantrip. You can cast it as normal, and you can also cast it as a reaction when a non-aberration creature attempts to contact you telepathically or read your mind a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. When a creature fails its Intelligence save against this spell when you cast it as a reaction, their attempt to contact you telepathically or read your mind fails and they can’t make another attempt for an hour unless you allow them to.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).

Uncanny Presence
You appear to be a member of a different species, but something about you is ā€œoffā€. Because of this, you can give yourself advantage when using the influence action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
You can roll on the table or choose one or more options below to determine your abnormality, or you can come up with your own options along with your DM. These options have no mechanical benefit beyond what is explicitly stated in this trait.

d6 Abnormality
1 Your appearance is unnaturally ā€œperfectā€
2 You have an extra finger on one or both of your hands
3 Your skin, eyes, and/or hair appears abnormal, such as an unnatural color or texture
4 You have markings on your body that look eerily similar to eyes
5 When you speak, it sounds as if multiple different voices are speaking at the same time
6 You do not blink

nova basin
#

Oh well off to practice

cerulean seal
summer ivy
#

what could be a negative effect from someone being on a low gravity planet? So far the effects I have is you can jump at double the distance, all ranged weapons can fire using it's long range without penalty, and all terrain is considered difficult terrain

cerulean seal
summer ivy
#

idk how I'd do muscle atrophy for D&D but the pushing back sounds good

half condor
summer ivy
#

doesn't muscle atrophy only come into effect after like, days?

cerulean seal
#

It's a very slow over time sort of thing

#

Also finding ways to excersice can circumvent it

chilly jewel
#

idk if circumvent is the right word for that morelike diminish the concequences

summer ivy
#

I jusst realised the time frame doesn't matter cus I literally have another planet rule list that includes a magical item drain effect after 1d4 days

grave radish
#

Does this thread not allow pics to be shared?

Because I would like to get suggestions on a statblock without having to share the info piece by piece.

half condor
#

according to a quick google search it looks like moderate effects on muscle mass can be apparent by 1-2 weeks with large effects by 1-2 months.

scenic urchin
#

you cant upload pics here, you may upload your pic to a google doc and link it here tho

grave radish
scenic urchin
#

can't see it, don't have permissions (prob isn't shared)

grave radish
#

Oh darn hold on

#

So trying to share as a pdf and Apparently attachments aren’t allowed on this channel

cerulean seal
grave radish
summer ivy
# grave radish How exactly do I do that?

when you're looking at the doc, go to the top right at the "share" button. Clikc that then at the bottom on "general access" it should say restricted. Change that to "Anyone with a Link"

#

By default I think it makes anyone not directly shared with a Viewer

nova basin
#

Maybe at 17 I have it available as non concentration and a free action

#

Still ba to cast but you can move and attack woth it for the duration without the ba

cerulean seal
#

Possibly. You could also maybe do a mirror image type effect instead if you want to focus on trickster

nova basin
#

It already gets mirror image at 6

cerulean seal
#

Ah yeah

nova basin
#

I dont wanna just rip echo knight either

#

Idk about the spiritual weapon either bc I want the class to stay in melee and skirmish, and that feels like an easy way to keep distance while you take free defenses

#

I think I need to lock down the fantasy and visuals of the sub to influence what my capstone would be

#

The whole thing was inspired by me doing some staff flow in front of a mirror, mixing in twirls with blocks and attacks, so my image of the subclass was twirling or otherwise being flashy and acrobatic with the weapon, offering you better defenses, but at the cost of risking dropping the weapon when you lose your rhythm

#

I was thinking the tradition focuses on motion in the esoteric sense

#

If you tried hard enough you could probably fit the mechanics to any fantasy if you mess with level 6

delicate bluff
#

is anyone able to help me refine and balance a homebrew race i made

delicate bluff
#

So I made a race called the Sakurokai which is a Sakura wolf that has 4 subraces matching the 4 seasons and when i made it in dnd beyond i did a oops and gave it advantage in everything by mistake. Im new to creating homebrew stuff

nova basin
#

Idk enough about ddb to help with that but I can go ober design and balance

#

Sounds like youre taking inspiration from eladrin

delicate bluff
#

Im gonna be honest I wasnt even familliar with eladrin lol

#

But if your down to help, would it be possible to help me do it some time tomorrow afternoon?

nova basin
#

Probably not, thats class time

#

What wrong with rn?

delicate bluff
#

i have to leave soon for work. If anything is there a time that would be good for you? I didnt realize the time til now

nova basin
#

Around this time or before noon tomorrow probably

#

But you could also just drop it in the chat and see if people respond to it

delicate bluff
#

Alright I’ll probably do that

scenic urchin
#

i see it

grave radish
scenic urchin
#

there's a lot of text here, it takes time to read it all

#

some of the abilities reference shadows but its not clear how many shadows this BBEG comes with ... maybe that doesnt matter

delicate bluff
#

Or for anyone who’s willing to help me out with this

scenic urchin
#

looking through the ability roster, this feels like a pumped up death knight to me, one where the difficulty scales with how many melee PCs there are. if the party is all melee, the insidious aura and tyrant's onslaught are going to punch well above their weight (and this thing is CR 23). if the party is all ranged, i think a lot of the design will end up not delivering in practice-- but that depends on how many shadows the boss comes wtih. but shadows at this level are well outclassed, so idk.

there's cool shadow theme here but tbh none of the abilities are very punchy, they're all kinda just cog abilities. none of them stand out, and for a boss, they probably should be more front and center

grave radish
scenic urchin
#

idk, lean into the shadow stuff more. any ability that doesn't have anything to do with shadows, stare at it and see if more shadowyness comes to mind.

insidious aura - creatures in the aura at initiative count 0 must make a saving throw or spawn a shadow. if only one person is in the aura, they fail the save, and that person has no allies within 10 feet of them, they also become a shadow under the BBEG's control until the next initiative count 0.

ferocious surge - BBEG can sacrifice a shadow within 5 feet of them to turn a hit into a crit

shadow breath - consume a shadow next to BBEG to do a 60 foot cone, all creatures in the cone lose 1d4 strength (like the shadow's strength drain) and must make a save or take a lot of damage

tyrant's onslaught (costs 3 actions) - every shadow within 30 feet of the bbeg makes an attack. their attack bonus is +20 instead of their normal attack bonus and their strength drain is maximized.

grave radish
grave radish
spice root
#

I have a player who plays a dual wielding whip BM fighter, does anyone have any experience or suggestions for how to make whips not suck/fun mechanically?

cerulean seal
#

Maybe a D6 instead of D4

pearl canopy
#

Man I made this subclass for The Apothicary (3rd Party) and Ive play tested it some, but god do I REALLY wanna find a long term campaign for the character

hexed solar
#

I just created a new legendary sword for my players, it is a long sword, and it is called the Smite of Sun Ray's, it deals 30-45 damage, and never misses, and sets the enemy on fire

#

It's kinda OP

flint marsh
#

congrats

hexed solar
#

Yea

polar timber
#

well, i wish you the best of luck balancing around it

hexed solar
#

It's gonna be a challenge

#

I might make it so you can only use it in a battle against a god or deity

#

Which there is a little bit of in the campaign

lilac saffron
#

would it be nice if we have a jester class in DnD?

severe bolt
#

I really liked the Satire Bard UA, although it definitely needed some tuning to work.

severe bolt
#

Yeah, based on jesters and court fools.

lilac saffron
#

but still jesters only exist in homebrew right?

flint marsh
#

I mean "jester" as a class is nebulous. seems like more of a background than a class

slender condorBOT
#
No pings, please :pray:

If you see someone with ā€œNo Pingsā€ in their name, please don’t @ that user. If you Reply to them, please turn the alert @OFF, and if you forget, a simple apology is appreciated. Thank you!

flint marsh
#

what does a jester mean, for combat?

lilac saffron
slender condorBOT
#
No pings, please :pray:

If you see someone with ā€œNo Pingsā€ in their name, please don’t @ that user. If you Reply to them, please turn the alert @OFF, and if you forget, a simple apology is appreciated. Thank you!

flint marsh
#

so a rogue? with perhaps expertise in performance

lilac saffron
#

like that i guess

spring tusk
#

Does that prompt pop up automatically or do you enter a command

flint marsh
#

I enter a command

#

anyone can, if they are so inclined

spring tusk
#

Still pretty cool

flint marsh
#

it's just since uh well, since school was out for the holiday season I've had to explain it so many times

spring tusk
#

Ah, gotcha

flint marsh
#

anyway - "Jester" doesn't really do anything for me knife-wise. they're just folks that hang around the rich and powerful and make fun of the king

spring tusk
#

That makes sense, never really thought about it like that- when the kids flood in things probably do change around here

flint marsh
#

so when someone says combat jester that just flies over my head because I don't know what that means

#

like Zorn and Thorn from FFIX are mages as an example. no knives

lilac saffron
#

still the idea of a jester that fights sounds interesting

spring tusk
#

It does,

#

But I get what Dave's saying

#

"Jester Fighter" is kinda just

Background Class

flint marsh
#

sure! and there's a million ways to do it - just like there's a milion ways to play a farmer that fights

spring tusk
#

Rogue with the performer background

lilac saffron
flint marsh
#

at least it seems right for what you'd described

void jewel
woven hamlet
#

^

flint marsh
#

it's a job, like farmer or muckraker or town crier, so you can definitely pick whatever class you like and during your work hours put on a jingle ball hat

supple flower
#

hay dose anyone wanna play test there crazyest hombrew in a lil pvp fight i have a jjk special grade cursed spirit character

#

i want to test out

cerulean seal
supple flower
cerulean seal
supple flower
#

i can invite you to the character sheet but only text in genral

cerulean seal
#

hm?

#

Why not just send it here?

supple flower
#

because its absolutly massive

cerulean seal
#

Well yeah, it's a class. Slap it into a google doc and send it in. that's how I usually post classes or subclasses and such

supple flower
#

well the thing is the channel in trying to invite you to is the character sheet

cerulean seal
#

But I want to see the class not the character sheet. I was curious how the homebrew class was structured. dndLol

supple flower
#

ohhh ok

cerulean seal
#

I like reading classes

supple flower
#

ok ill sent it to you in dms because its hand made in a dnd wiki

#

@cerulean seal I sent it to you

brave moat
#

In D&D 5e there are modern weapons that are available in the DMG. But apparently there is no modern body armor. How would you guys go about adding modern body armor?

My idea is that if for some reason you like medieval armor or whatever, then the rifle gets like a +10 bonus to hit you, but if your armor is modernized then it acts like normal armor in D&D 5e where there are some light armor types ranging 11-12 AC, medium armor types ranging from 13 to 16 AC, etc etc.

But how would you guys go about it?

native gale
#

I would just take existing armor rules and reflavor what the armor looks like to be more modern.

#

I don't think there's any reason to reinvent the wheel, and its not like modern armor is so much stronger than it deserves to grant you a higher AC bonus

cerulean seal
brave moat
#

Plate armor would get obliterated by it and you would die instantly

native gale
#

Ok but put realism aside for a minute and think about game design. Is it fun for these options to completely invalidate the rest of the game? I guess we should start by asking, are you running a normal D&D setting where these modern objects just happen to also exist, or are you running a modern setting?

cerulean seal
native gale
# brave moat Im running in a modern setting

Ok so, just change the scale of what the ā€œbaselineā€ for that world is, so the numbers make sense. Metal Plate armor probably doesn’t need to exist in that setting, so you can just 1:1 replace that with modern body armor or whatever. So there’s no comparisons being drawn, but the balance and mechanics stay the same

cerulean seal
#

numbers can stay the same

#

No one is running around in plate armor modern day but plenty of people may wear a basic bullet proof vest. Or maybe a padded jacket. Or in the most advanced battle fields, Kevlar equipment and so on

#

So you just scale everything to where they need to be

#

A bow isn't a bow, it's a pistol or a rifle

#

etc.

ripe cosmos
#

Hello im new to dnd and i would like to know if anyone has time to go in a call with me to help me with my campaign... Im using a ai to do a solo campaign and wanted to know how to start as a dungeon master and player from begining to end (be patient please as i said im new and i suck at this :D ) if you wanna help just send me a message in dms

cerulean seal
#

I always recommend people start as a player and get used to the rules before jumping into becoming a Dungeon Master as that requires a lot more work

ripe cosmos
#

Second i already saw some campaigns but I don't know the behind the scenes, i wanted to make a campaign alone without being 100% dungeons and dragons more like getting how it works and adapting to my own story

cerulean seal
#

I've never used Ai in that capacity before. I don't know how well it does at actually running DnD. I would probably look for an actual DM willing to teach you or run a game for your in #find-a-game Once you finish reading over the rules

ripe cosmos
cerulean seal
#

I know of some good online lectures I could send you about story telling and fantasy writing

supple musk
#

Has anyone made custom rules just sake of it? I have been thinking about weapon proficiency system which basically gives alternative actions when you spend enough proficiency bonuses on one weapon.

cerulean seal
ripe cosmos
#

I don't want to write a book, i want to play dnd alone, if i wanted to write a book I wouldn't come here in the first place since the app assumes what im saying as true, i want the randomness of dnd, the funny part about failing and the feeling of successfull rolls, i wanted to play dnd but idk how to create my character since im not following the standard dnd characters neither the standard storys

cerulean seal
#

Unless you mean something different

cerulean seal
ripe cosmos
#

But that's for standard dnd i want a customized experience, ;-;

cerulean seal
#

You might be better off looking for a more generalized roleplay rather than playing a specific DnD ruleset.

#

You could even just grab a D20 and roll for probability

ripe cosmos
#

But thanks for your patience i will check in a different server :D

cerulean seal
ripe cosmos
#

I just never did that thats why im asking for help since homebrew is more relaxed than strict rule sets and a strict story

#

Since im new in dnd i wanted help thats all

#

But thank you anyways

hidden delta
ripe cosmos
#

Thank you... Could you send me the link?

brave moat
ripe cosmos
#

Thats not exactly what i wanted but at least its a start

cerulean seal
#

A knife today is still just as deadly as a knife was in the 1800's and before

#

You don't need to make guns so crazy overpowered either. Just treat them as bows and crossbows and such like normal scaling

#

You aren't running a DnD game that has guns in the setting. You are running a modern setting

#

So you need to just reflavor existing DnD weapons into "modern" weaponry and leave the numbers alone probably

#

People are still just as deadly today with a knife, or a bat, or a baton, etc.

brave moat
cerulean seal
#

People run around in base DnD with longswords and warhammers rather than bows all the time

brave moat
#

these are the official stats for guns given by WoTC

#

Automatic Rifles do 2d8 piercing and have an AoE ability that forces a dex saving throw.

cerulean seal
brave moat
#

its found in page 72 of the 2024 DMG, take a look at em and you'll see how strong they are

#

DEX is already the best stat in the game, this just makes DEX even better

cerulean seal
#

I'll look at them, one sec. I have the book next to me

cerulean seal
#

But in a modern setting you can just adjust damage die

#

I would again just use a long bow for like a hunting rifle

#

Or something like that

#

If anything, just reduce the damage for a little

#

Instead of 2d10 make
It 1d10

brave moat
#

My preferred option is just to make guns not use any stats

#

No dex, no STR, no nothing

#

You can be proficient and thats it

#

that allows melee and bow damage builds to eventually out-pace them

#

I think they still suffer from disadvantage if you try to shoot someone right next to you

#

right?

spice root
#

Yeah

cerulean seal
#

Yes

#

Which is the benefit of getting up close

#

Also melee weapons don’t have to reload

spice root
#

Crossbow mastery feat removes reloading I think? Which is why it’s incredibly broken

brave moat
#

do you think that feat might need to be straight up banned?

#

Oh wait nvm

#

it only works for crossbows

#

I just checked it specifically says the item type needs to be a crossbow

spice root
#

Ok cool. I don’t know what type of campaign you’re running but maybe part of it you could do as like a lot of the combats are more tactical, with obstacles in the way? Rather than an open field

potent lantern
#

Hey folks šŸ‘‹ I’m working on a homebrew monster for a campaign for my family and could use a second set of experienced DM eyes. If anyone’s down for a quick chat or to bounce ideas, I’d really appreciate it—no pressure at all. Can't post it directly in here as some party members are in the discord and dont wanna spoil it for them

severe trellis
#

So I wanna make up some Higher Level Magic Light Armor, as there is a supreme lack of Unique Sets of Magic Light stuff like the Daemon Armor, Effriti Chain and Armor of Invulnerability

First idea:Make a legendary equivilent to the armor of invulnerability, boring I know, but this is to make some equivilent but not exactly the same and I feel leather or cloth armor would be better at resisting elemental damage given thats what clothes do irl.

Armor of Insolation
Legendary Armor(studded leather), requires attunement

You have Resistance to Fire, Cold, Lightning and Thunder damage while you wear this armor.

Absolute Inolation: You can take a Magic action to give yourself Immunity to Fire, Cold, Lightning and Thunder damage while you wear this armor damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.

patent obsidian
# severe trellis So I wanna make up some Higher Level Magic Light Armor, as there is a supreme la...

Well, Armor of Invulnerability is already legendary. And you should definitely specify the type of damage you would be immune to with Absolute Inolation. Because the original says this:

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

Your homebrew makes it seem like the user would be immune to ALL damage, which would make any fight trivial as long as you save on spells that apply conditions.

severe trellis
severe trellis
#

this is to make a Light Armor equivilent

polar timber
#

An Armor of Insulation sounds like an interesting Legendary armor for Padded Armor. Especially since padded armor is almost always looked over since it has such low base AC

polar timber
grave radish
tired gazelle
#

I’m going to start a DND campaign with a group of complete beginners and because of that, I want to avoid homebrew classes and races to keep things simpler for them and because I’ve had bad experiences with allowing homebrew in the past. However, there was a house rule that came to mind and I wanted to workshop it a little more. Basically my idea is that on level up, instead of getting all of their new abilities immediately, players get a ā€œlevel up tokenā€ that they can cash in whenever. In exchange for delaying their level up and saving the token, they get to use an ultra powered version of their new ability when they cash it in and for the first time they use it. For example, if the Life Cleric is going to get Disciple of Life at Level 2, they can delay their level up and save the token to use when the whole party is in danger, and that lets them add an extra die or two of healing the first time that they use this new power. Or when the Sorcerer is about to get 3rd level spells, they can save their token to use one of their new spells for the first time without spending a spell slot and maybe this spell is upcast to fourth level. This is just an idea for now and I don’t know if I’ll end up introducing it at the table because of the factors above. Just workshopping and trying to get some feedback

polar timber
#

As long as the one time buffed effects arent too crazy, it sounds like a decent idea

#

sort of like the characters having an epiphany in a moment of intense emotion that lets them "break through" to the next level

nova basin
#

Thats a great thematic moment, good for plot points and boss battles, but newer players may not be as confident in their rp or what they do when they level up, and itll likely alow things down without the desired impact

tired gazelle
cerulean seal
#

For brand new players it’s generally a good idea to set the normal rules and expectations so they can learn the game

tired gazelle
polar timber
#

maybe you can try introducing such a rule a bit later into the campaign once your players get used to the rules and general play

nova basin
#

Yeah I woukd definitely keep it 100% vanilla if theyre new

#

Only stary introducing new stuff when they arent asking fundamental questions anymore

tired gazelle
#

I was thinking that this system would be used with XP levelling, but it’s occurred to me that the same kind of moment and effect can be achieved RAW with milestone levelling at critical moments

vernal venture
#

Has anyone here ever play-tested a new class? I see the materials all the time on D&D Beyond, but I wasn't sure about the rules regarding vetting that a new class works or not. I would be curious how DMs validate playability and design.

frank maple
#

Here is a draft for a heavily arcane themed sorcerer (2014) subclass I've been working on. I think the balance is okay but some of the metamagic amplifications might be a bit much. I generally tried to give bigger amplification effects to the lesser used/"weaker" metamagic options.

Sort of aiming for a power level around the clockwork/lunar level but would love some ideas for maintaining the feel of all of the metamagic options whilst giving them a boost for the cost of an extra sorcery point.

https://docs.google.com/document/d/1nzNit4j5zFDiqSSMUF2sm6v2r_d9pS4_kXxoWH4Kpko/edit?usp=drivesdk

flint marsh
#

I've also got a friend who likes running one shots, so we can see how a dm deals with it, so im not always the one running the game(to help avoid bias)

#

When possible I like to get a few different tests before making adjustments but sometimes something is more or less potent than expected, or doesnt provide the narrative experience I was lookong for and it is very easy to see so I'll make a change in the middle of a testing run

vernal venture
flint marsh
#

It can be a challenge yeah

#

I'm blessed with three entire groups who like it to varying degrees

void jewel
#

I agree that one shots with the custom class being one participant are best

wicked condor
#

Would it be fun to add something like a sanity bar or maybe stat? Like say you have to make a sanity saving throw and if you fail you get the frightened condition

#

Or if it's a bar you have to manage it by taking short rests and if you don't you suffer by having hallucinations

mild cove
tired gazelle
peak inlet
#

I wanna add some sort of narrative inspiration type system (similar to Daggerheart Hope) which my players can use to do stuff like level up before a battle (instead of right after it) or come back to life with 1 HP from death saves

#

I wanted to have an automatic system to add those, and I was wondering if I should reward it on crit success, crit failure, or something completely different

void jewel
#

Spellcasters don't roll nearly as many dice as martials

#

At least when it comes to d20s

#

Really they only roll their own saves, and on rare occasion a cantrip that happens to not force a save, damage, and skill checks

#

Martials meanwhile often roll 2-4 d20s every turn

peak inlet
#

all my players are spellcasters

void jewel
#

With the level thing, you could use milestone and just have them level before the fight

#

You can always just insert levels

peak inlet
faint sonnet
#

Honestly, I like systems that reward martials for rolling more d20's.

void jewel
faint sonnet
#

I even think it makes narrative sense.

void jewel
peak inlet
faint sonnet
#

Make spells not crit 2026 šŸ‘€

void jewel
peak inlet
#

so I would prefer to have them spend a resource to get it right before the showdown than after

void jewel
#

Spellcaster buff because less people picking trap attack roll based spells

peak inlet
#

nooooo, don’t take away my off-meta spells

scenic urchin
#

oops all fireball

faint sonnet
void jewel
#

Ye more levelled spells.

#

Ray of frost and firebolt would lose 5% dpr

faint sonnet
#

Though I also did a giant breakdown of spells a while back and presumed spell power inflation is way more prevalent than people would expect.

peak inlet
# void jewel It doesn't need to be always, it can be arbitrarily decided by you

yeah, I know, but it makes sense to do it before showdown battles, I just think it works really well to have them spend a resource especially since the way my world works, there are specific things that unlock a latent power (such as deities, entities, a weird potion, special tattoos, etc.) and I like the idea of having them choose what they want to call on those latent powers to execute

faint sonnet
#

It's one of the reasons that I say one could destroy the entire "casters are superior" discussion by removing a minimal number of spells, and a chunk of those spells aren't even used by a lot of people.

peak inlet
#

more than just arbitrarily going ā€œyeh, this time you have the fight before leveling upā€

faint sonnet
#

By my own criteria that was very broad and unbiased (because giving a rating was just checking boxes), the average spell ended up at around 2.8/5, with that number potentially being inflated by the fact that every ritual or "until dispelled" spell was given an automatic 3 at the worst.

#

So the average spell ended up worse than average, lul

peak inlet
#

I think I’m actually probably going to use something like the piety system but 0-6 and consumable

#

if they follow the source of their latent power, they gain 1, if they RP well, they gain 1

#

-# turn everyone into a Paladin

faint sonnet
#

I will say the giant ranking actually was pretty helpful in me building some frameworks for spellcasting, with a big one being that upcasting being bad was foundational to a lot of detrimental things in play.

peak inlet
#

I always played Rangers or multiclass Warlocks, so I never got spells at full caster speed

#

then I played Sorcerer once, and the spells ramp up in power very quickly as a full caster

scenic urchin
#

i'm playing a 9th level wizard right now and 80% of the time I have the wrong spells prepared

faint sonnet
#

The thing that puts a lot of "this spell is bad" discussions into context is that there's a tiny list of spells that the majority are being compared against, so even making smol tweaks to the top end entirely makes or breaks comparisons.

peak inlet
#

Catnap and Prayer of Healing are pretty huge rn

void jewel
#

And a lot of third level spells are "but you could have spent this slot on hypnotic pattern"

#

If you remove web and rope trick from the wizard list the second level spell power would decrease dramatically

peak inlet
#

honestly the games I play have so much charmed immunity that I never get to use Hypnotic Pattern

peak inlet
void jewel
#

Fortunately most creatures with charm immunity also lack compelling ranged attacks that aren't sight based, so you can cover those matchups elsewhere easily

scenic urchin
#

2nd level spells are amazing

void jewel
#

Yeah 2nd level is a huge power spike

#

Casters biggest power spike is level 3, not 5

scenic urchin
#

detect thoughts, invisibility, suggestion, and misty step are all heavy lifters

void jewel
#

Druids get to delete fights with spike growth, paladins get the best spell in the game in find steed when they get second levels

peak inlet
#

yeah, but they all suck at 3rd level

#

they become really nice at 5th level

void jewel
#

Web, spike growth, ect. basically solo win fights at 3rd level

#

Not every fight, mind you, but many

peak inlet
#

you only get to use 2 of them

#

if the DM is actually running a decent number of events per day, you run out very quickly

void jewel
#

I mean, kind of? A wizard gets 3.

#

Arcane recovery

#

Warlocks get 4, usually 6, or more

peak inlet
#

my team used up all their 2nd level slots before they even started the heist

scenic urchin
#

carrying 3 encounters is still pretty good

void jewel
#

Times four players = 12 encounters

#

A well placed web can usually cause the encounter to swing so dramatically in PC favor that no other resources are needed

#

(Web is busted)

scenic urchin
#

not using web can often mean PCs start getting downed

peak inlet
#

I mean, that’s assuming it’s all combat encounters

faint sonnet
peak inlet
#

I run a pretty good balance between combat and non-combat stuff that requires slots

void jewel
void jewel
#

Web's worst use case is in an open field

faint sonnet
peak inlet
#

the players keep forgetting the enemies can also use Web nobooli

void jewel
scenic urchin
#

you can dispel the web at any time :V but usually its better to let enemies flee anyway

faint sonnet
#

Admittedly, I prefer LoS to be meaningful so you don't actually know where the enemies go when they are out of sight (even if you can guess).

void jewel
#

Yeah I totally understand that rule

#

I find it slows my tables down too much

#

Players end up spending 60+ seconds just thinking about what spaces enemies will be in

#

I dislike, for example, foundry's default LOS system

faint sonnet
#

The game is significantly easier the more information you have, for example.

void jewel
#

Yeah depends what the players want out of it. For my tables, the tactical wargame is usually a big part of it, and rushing players would just make it less fun. Others might enjoy it

#

I totally get pressured choices like that being fun for some people

faint sonnet
#

Oh, it's also meant to be tactical in my favorite combats, so playing with incomplete information is a "skill-check."

peak inlet
#

or darkness if they don’t have dark vision

void jewel
#

I agree. If I had to play at such a table, the first thing I'd attempt to do is remove that mechanic. Likely with a warlock familiar who exists only to see things

void jewel
#

(Or buff if the monsters also guess squares)

faint sonnet
void jewel
#

Depends how much the monsters are metagaming

peak inlet
scenic urchin
#

monsters usually roll a d8

#

they usually miss

void jewel
peak inlet
#

they can still hear that an enemy is adjacent

faint sonnet
#

If the group can steamroll when they have information and struggle heavily when they lack it, the information is the decider, not the group, if that makes sense.

peak inlet
void jewel
void jewel
peak inlet
#

otherwise, if they’re using AoE, they just throw it in the area

faint sonnet
#

I'm not saying that people are playing "wrong" if battlemaps are totally open, I just think the game is way easier in a way I don't find as fun.

void jewel
#

Because the player not seeing them would cancel the disadvantage

scenic urchin
#

i dont like turn timers because this is a turn based game 😐 putting a timer on the turn is putting a limit on the fun part of the game

void jewel
#

Heavy obscurement turns everything into a flat roll

#

This is why fog cloud is known to be used for wolf encounters due to pack tactics

peak inlet
void jewel
#

Unless one party has blindsight

peak inlet
#

some groups run blindsight

faint sonnet
peak inlet
#

if someone with Blindsight witnesses an ally getting hit, they can use a Heroic Inspiration to warn the person getting attacked

void jewel
#

Tbh if monsters were guessing locations in heavy obscurement I'd use it even more than I already do. You can't catch my wizards without pyrotechnics prepared and that would be insane value.

Not a critique, just a comment.

peak inlet
scenic urchin
#

i'm okay with buffing fog cloud

peak inlet
#

(so Heroic Inspiration gets back to being used for rerolls)

void jewel
#

Heavy obscurement is my single favorite game mechanic from a player and DM perspective

#

I think it is highly underutilized in optimization communities and normal games alike

scenic urchin
#

we brewed "you don't get advantage attacking an unseen target unless you see the target" so that fog cloud is just "everyone gets disadvantage" instead

faint sonnet
#

Honestly, I think LoS is just up there with Heavy Obscurement.

#

I can notice a tangible difference in combats that use LoS as a point of tension and those that don't.

#

Bonus points if the players are good at anti-metagaming or you somehow have individual LoS for each player digitally.

void jewel
#

From a player POV, heavy obscurement is why I love illusions so much, for "perfect obscurement" (you can see the enemy, but they can't see you)

void jewel
faint sonnet
#

Like, I just think there's something special about someone yelling "oh shit!" over the mic after they move somewhere you can't see and everyone else is like "??!!"

peak inlet
#

I’m working on a 9th level summon spell, I know I want them to be able to contribute to Circle Spells, but I’m not sure what spell level to give them

peak inlet
#

rn I went with allowing them to cast 1 specific 6th level spell once

faint sonnet
#

I think probably the biggest thing I like about LoS being a big factor in fights is that the game suddenly seems a lot more dangerous, because you have no clue what's waiting behind a door or corner.

void jewel
#

I see that appeal for some tables yeah totally

peak inlet
void jewel
#

The times I've played with it as a player I've found it just to be annoying.

#

It's less "oh I wonder what's around this corner" or "damn this is tense deciding where to place this aoe" and more "damn wish I could see the board".

peak inlet
void jewel
#

It also takes you out of the magic when you can see what's going on with your friends at all if they are around a corner. Really incentivises people to be less engaged.

faint sonnet
#

"I wish I could see the board" very easily translates in-game to "I have to make a decision and my decision very well might be flawed."

void jewel
#

Like, I think the thing is that I value the ease of play over the other benefits that the tension would provide

#

Or it light be a side effect of foundry's poor implementation of it

faint sonnet
#

Fair. For me, the tension is the play.

void jewel
#

(In foundry, you don't even know the shape of the room until you have fully entered the room yourself)

void jewel
faint sonnet
void jewel
#

If you like this LOS system I will say you'll love foundry's defaults even

#

I turned it off for manual fog of war but it is great for your use case

faint sonnet
#

Combat is truly player skill, not button mashing skill.

sacred current
#

So uh, I'm adapting some spells from Aground since I really love the game. Is this spell balanced?

Quaking Pillars
Level 2 Conjuration
Casting Time: 1 action
Components: V, S
Range: Self (15-foot-line)
Duration: Instantaneous
_ _
Earthen pillars surge up from the ground in a 15-foot long, 5 feet wide line, ramming through objects and creatures upto 15 ft. high before disappearing. Creatures in this area are forced to make a Strength saving throw. On a failed save, a creature receives 2d8 bludgeoning damage and is knocked Prone. On a successful save, a creature receives half the damage.

Creatures cannot receive fall damage from this spell unless they were flying and failed the save.
_ _
At Higher Levels. When you cast this spell using a spell slot of level 3 or higher, the damage and line's length increases by 1d8 and 5ft, respectively for each spell slot level above 2nd.
_ _
Classes: Druid, Sorcerer, Wizard

faint sonnet
#

You may know where your allies are on the battle map, but that doesn't mean your PC actually knows where they are.

scenic urchin
#

i'll be trying it in 2 weeks but not for D&D, no chance to test out the mini combat

void jewel
#

Mini combat?

scenic urchin
#

combat with miniatures

void jewel
#

Ah

#

Like with a projector?

#

Onto a real table

scenic urchin
#

no

#

i mean we're trying out foundry in two weeks

#

but the game we're playing doesn't use miniatures at all

void jewel
#

Oh. I misread earlier. Nvm

scenic urchin
sacred current
scenic urchin
#

i mean, it wouldnt hurt... but is thunderwave really the benchmark for a 2nd level spell?

sacred current
#

I completely forgot thunderwave even existed

sacred current
dreamy mantle
#

You guys ever try making your own class?

cerulean seal
#

I’ve been working on my homebrew class for a few months now

dreamy mantle
cerulean seal
#

Oh yeah. I’ve seen a few tamer like classes running around.

dreamy mantle
#

Holy crap i just remembered a game from my childhood

#

Because i said The word tamer

#

Anyway yea

#

Basically you would get a bunch of animal friends the more you level up

cerulean seal
#

Important question. Do you have to source the animals from encounters yourself or does your class just give you the pets?

dreamy mantle
#

You would get like a bird, a small mammal, and then i forgot the rest of the class features

cerulean seal
dreamy mantle
#

Although i do remember one of the sub classes was circus themed

#

It was also a martial class to set itself apart from other classes

#

I actually had 3 subclasses

#

The Survivalist, the Ringmaster, and The Botanist

#

If you were a botanist you actually took care of a carnivorous plant, essentially Audrey 2

#

Actually looking at it now, i never actually finished the class

#

I never gave it a level 20 ability

#

There was also a feature where for every animal companion you have, you would gain extra health, and all of your pets would share the same health pool

#

Basically the whole class would be about raising a baby creature all the way to its adult form

void jewel
#

It is a long process

dreamy mantle
#

I kinda just forgot about it

#

I just had the idea for a new casting class actually, The Chef, though it would be fun

#

Basically cooking magic food and using Pans and cooking utensils as weapons

peak inlet
#

for the pans as weapons, you wanna create a new weapon or use one of the many third party and homebrew options out there

#

or reflavor/make a subclass for Bobble’s class

frank berry
#

I mean sounds like easy to do, just take the retributive strike's text and change the wording to fit a bomb instead of a staff

hollow siren
#

ok, so status update for my foci as a weapon idea, i have developed it further:
-arcane foci deal fire/lightning/cold/force damage (your choice); holy symbols deal radiant/necrotic (your choice), druidic foci deals fire/cold/lightning/acid/poison damage (your choice). the damage die will be 2d6 and add further d6s as you level up (scales with cantrips, so 5th is 3d6, 11th is 4d6, and 17th is 5d6). this will interact with extra attack. i might also limit it to scaling with the spellcasting feature, but I am not sure.
-figuring out how to let this interact with artificers
-they would count as simple ranged weapons, with a range of 150/300 (might need to revisit how ranged weapons work). bardic foci will be a choice of radiant/thunder/psychic damage, and scale similarly.
-there would be an innate smite-like feature of adding additional d6s if you use a spell slot (and this all would be accompanied with a revision of AT Rogue that lets you always get off a sneak attack when using this with an arcane focus, but you then cannot use a spell slot to smite the attack, and the capstone would be revised to interact with this new option too).
-each focus will get a gimmick. i plan to also make a feat or two to enhance this, and revise war caster to interact with this idea once i have drafted everything. Magic Initiate 2024 will also get a revision, included in the final drafted document, to allow the use of a component pouch OR any focus with which you can use to cast spells. this revision is not related to the project, but it is something i have wanted to draft for a while.
-these attack types will only be useable if you have the spellcasting feature.
-im still working on how to differentiate this from cantrips, but my thinking is that cantrips will have some distinct benefit to use and this attack feature will have one too. my thinking here is guided primarily by the orb/staff playstyles of VG: both are viable and both have perks that support each, but both are distinct

coral delta
#

That is a rough wall of text

hollow siren
#

In Veilguard (VG as said above), orbs tend to deal MORE damage but have LESS range.

hollow siren
#

more just throwing my ideas thus far on a project im struggling with, to see if it sparks any thoughts/reactions

flint marsh
#

So one-handed, extreme long range, damage like a magic greatsword, can be used with extra attack, an inmate smite, plus gimmicks

#

Better than weapons, better than cantrips. Is there a downside of any kind?

peak inlet
#

this doesn’t do that, it just replaces cantrips

flint marsh
#

And weapons

peak inlet
#

yeah, what’s the point of Gish

#

or anything really

#

and those foci can also have magic item versions

#

I would make it so a single focus only has one damage type, like weapons, crank up the price, and keep the damage at d4 or d6 cantrip scaling without extra effects

#

if it’s 2014, d4 is the max you can throw out

#

d6 with extra effect already puts it at 2024 cantrip level

#

without components

hollow siren
hollow siren
hollow siren
hollow siren
hollow siren
peak inlet
#

2d4 and scales would require a feat

hollow siren
#

id keep it at 1d6 if its a single damage die

peak inlet
#

or the foci to already be magic items

#

or require attunement

hollow siren
hollow siren
peak inlet
#

I mean with attunement, it’s not broken I don’t think

#

I would still lower it to 1d6

hollow siren
#

fair

peak inlet
#

2d6 is too much

hollow siren
peak inlet
#

wait, it extra attacks?

#

megu damn

hollow siren
#

i think i will lower it to 1d6 and have a feat that allows you to add a bonus d6

peak inlet
#

it should have the Loaded property

hollow siren
# peak inlet wait, it extra attacks?

ok i didnt explain this well lol: extra attack features allow multi attacks with the staff/whatever, but you need to spread the d6s around and allocate them (min of 1)

hollow siren
peak inlet
#

You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

hollow siren
#

how does loaded interact with EA?

#

this feels pretty good except i would not require ammo for this (i am not turtledove nor brewing his attempt at WWII with wizards, lol)

peak inlet
#

doesn’t let you shoot with a Loading weapon again as part of the same action

hollow siren
#

ah, so you fire once per turn?

#

no extra attacks then?

peak inlet
#

you can extra attack

#

you just can’t extra attack with another Charging weapon

hollow siren
#

huh, i see now

peak inlet
#

so one attack with this then a dagger can still work

hollow siren
#

thats an interesting idea

peak inlet
#

or Staff pulse then melee staff attack

hollow siren
#

right

#

idea then: it has the charged property, but a feat lets you allocate the d6s to extra bolts fired as seperate attacks should you have the extra attack feature

peak inlet
#

like splitting up the attack but splitting the power?

#

I think if that’s the only thing the feat gives you, you can make it a Nick attack

#

without requiring you to have an Extra Attack

flint marsh
#

That's massive- any on-hit procs would be boosted. Like how eldritch blast outstrips other cantrips

#

I think maybe looking to 4e's focuses/implements may be better in line. You're still casting cantrips but your implement can modify the thing based on what it is.

vernal venture
#

I had a blast creating a new patron for one of my players. The player asked me to make up a ridiculous patron for him. I came up with a "lesser fiend/god" who wants to take over the Pride circle of hell. Since it was a table under age 17, I made it so that this Patron was bored with physical torture and wanted to punish pride through "aggressive humility". In a moment of inspiration, I actually wrote up a contract for the Warlock to sign. By the end of the campaign, every kid wanted to sign the contract to multi-class. No extra powers, but just for the pure chaos. https://drive.google.com/file/d/1wtHrIWHoH5yvyj9x--7iWs8f2e1O5jgU/view?usp=drive_link

flint marsh
#

But if making casters even less reliant on resources/more powerful is the goal and fits your table, the direction you're going is fine

peak inlet
#

I just don’t like the whole concept

#

but if you’re going along with it, an attunement slot + a feat for a worse Eldritch Blast isn’t an issue

flint marsh
#

Is it worse if it comes built in with eldritch spear, element swapping, and being eligible for extra attack and action surge?

#

As it is a simple weapon, rather than casting, it does not require the magic action to use

peak inlet
#

I did recommend decreasing the range and making it only work once per turn, so I’m assuming that as part of it

flint marsh
#

So definitely if making casters (of all types) way more powerful and less resource dependent is the goal... go for it

peak inlet
#

and I did say it should require attunement

#

which does add a resource cost and splitting the bolts also requires a feat

#

that’s pretty expensive

#

as it was stated, I do agree it’s too much

#

that’s why I suggested all the changes tbf

#

I did also recommend splitting the elements and not making them chosen at the point of casting but at the point of attunement

flint marsh
#

Sure but I'm not critiquing your critique of the material - my feedback is on what was presented

#

There is no need to defend your suggestions haha

peak inlet
#

which I now realize doesn’t make sense doya

hollow siren
hollow siren
hollow siren
hollow siren
hollow siren
# flint marsh So definitely if making casters (of all types) way more powerful and less resour...

actually, i just wanted to give them soemthing cool to do/use staves/foci for beyond the M components. the tricky part is balancing to prevent this exact issue

Personally, i think the game shouldve been balanced around cantrips as a standard baseline (which wouldve then lowered the power ceiling) and given martials stamina points for power attacks/maneuvers to begin with, instead of what we got.

hollow siren
peak inlet
#

new feat set for different weapon attacking styles

Jester’s Stance

Stance Feat (Prerequisite: Level 4+, Can’t Have Another Stance Feat)

Ability Score Increase. Increase an ability score by 1, to a maximum of 20.
Jester’s Play. Immediately after failing a Performance check, you can choose to barely succeed it instead. Once this feature is used, you can’t use it again until you finish a Short or Long Rest.
Enchanting Performance. After using the Attack Action, you can use a Bonus Action to cast a cantrip with a casting time of one Action. You can only use this feature if you did not cast a spell this turn, you can’t cast another spell this turn after using this feature.

#

(kinda like a feat to build up on the Fighting Styles)

#

this one is for Gish, I will probably give it a Bard cantrip prepared for free

hidden delta
#

Why does it specify that I can’t cast another spell this turn im out of actions/bonus actions and why doesn’t it work if I’ve already cast a spell, which was probably a Cantrip. Like I don’t think that letting valor bard or Eldritch knight cast 2cantrips per turn is going to make the game unbalanced

peak inlet
#

I should also keep it bound to the d20 value

peak inlet
hidden delta
#

Then give it a limit

peak inlet
#

it nerfs Haste with it

hidden delta
#

Seems way more useful

#

Like a number of uses equal to pb

peak inlet
hidden delta
#

Fair enough

peak inlet
#

the point of the Stances is resourceless buffs to a playstyle like Fighting Styles

#

I might make it a cantrip swap

#

but that hurts crossbow attackers

hidden delta
#

Ok, must say it feels kinda silly to give casters fighting styles as that’s the one things maritals sometimes have

hollow siren
#

i actually like a cantrip swap idea, but a BA cantrip is fine even without a limit on casting

#

but limiting what can be cast that turn to activate a BA cantrip after attacking is also fine

hollow siren
hidden delta
#

I didn’t think of those like that but yeah they kinda are

sacred current
#

Redeemer's Plate
Rare, requires attunement by a Paladin
Enchanted with protective magic, this set of plate armor radiates a sense of safety and security.
Resilient Embrace. Any damage the wearer receives is reduced by 2.

Aura of Shielding. Any damage dealt to creatures benefitting from the wearer's Aura of Protection is reduced by 1.

Warding Hands. When you restore hit points to a creature, that creature receives 2 temporary hitpoints.

native gale
nova basin
#

Idk what feels videogamey about it tbh

#

Just seems like a solid armor

#

The only issue I have is the thp, since you can only have one source at a time and nobody wants to give up their thp slot for 2 without a rider

worldly bolt
#

Hey, I would like some opinions on magical items that expand and grow with the characters story. It’s for a high magic campaign, where there is lots of powerful items kicking around.

#

Cloak of the Endless Hunt - (Unique, Requires Attunement by a Bloodhunter)

This dark red and black cloak is made from a thick leather, along the hem are 7 powerful runes that bolster its bearers resolve.

  • While wearing the cloak you gain a +2 to All Survival, Nature and Medicine Checks
  • You can roll an additional Hemocraft die to increase the damage die of your Crimson Rite by 2, if this would put it above a d12, it goes to 2d6, then 2d6+2, and so forth. (D4=d8)
  • As an Action you can coat a rune on the cloak in your blood. When u do so you gain Resistance to 1 damage type of your choice for 1min. You cannot have more than 1 rune active at anypoint, and they recharge at Dawn.
  • Due to the power of the cloak it is unaffected by an Antimagic Field and only a Dispel Magic lvl 9 Can shut off its powers.

At 11th level you gain the following Benefits:

  • The +2 increases to a +4 for Survival, Nature and Medicine Checks
  • As part of an Attack you can expend a rune to cast Hunters Mark on the creature it does not require concentration, lasts for the full hour, and cannot be moved to a new target when the current one dies.
  • Depending on what path of Bloodhunter u took u gain one of the following options as well as an extra use of your Blood Maledict
    -- Ghost: U know an extra Blood Curse
    -- Mutant: You can prepare an extra Mutagen per day
    -- Lycan: You gain an extra Use of Hybrid Transformation per SR
    -- Profane Soul: You gain an additional Spell Slot
  • You gain a +2 to your Intelligence Score, this can push it above 20.

At 15th level you gain the following benefits:

  • The +4 increases to a +6 for Survival, Nature and Medicine Checks
  • You can expend a Rune as an action to cast a 3rd level Cure Wounds on yourself or Lesser Restoration
  • When you activate your Crimson Rite you can forgo the Hemocraft damage roll 1/SR
  • You also now gain Resistance to Necrotic and Psychic Damage
hollow siren
#

personally i think the concept is underutilized

upper token
#

was wondering if anyone has any information on different types of Drow been toying with the idea of a lighting or thunder Drow? Any help rescourses or suggestions would be helpful

cerulean seal
upper token
cerulean seal
#

It's on the forgottem realms wiki

livid bay
#

So, this is the first artifact level magic item I have made, and it's for a campaign I'm running about Tiamat attempting to conquer the material plane. It is a powerful weapon, initially found shattered into two pieces, each piece sealed by abjuration. It's called the Soul of Hagrafane.

https://www.dndbeyond.com/magic-items/11020592-soul-of-hagrafane

#

I did manage to make it all work on a digital character sheet, though I forgot to put the advantage against dragon breath weapons in the Modifiers, and I couldn't figure out how to make one of it's properties work on a sheet. But at least about 95% of it works!

#

(If the link doesn't work, let me know, I'll fix it.)

abstract basin
#

to any fellow dms in here, i'm having a hard time designing my own custom dungeon maps when i want a very specific design so i can't use a pre-made one, any tips?

smoky sand
#

Awesomesauce sword (Finesse, Light, Versatile) 1d10/1d12
Can add 2d6 fire damage to this as a bonus action upon saying words. (PB/LR)
Polearm Master works with this.
Thrown (30/120)
Ranged (15/60)
Rangers can add in 8d6 force against favored enemies/Hunters marked enemies

hollow siren
#

this is blatantly overpowered. i gather its also a joke brew, from the name, but still

items that work with particular classes are also not unprecedented but also have to be done carefully. most of those either require attunement and require at least a level in that class to use, can be used for that class' spells if a focus (but usually have a limited/specific benefit), or just key off that class feature and dont have an explicit/hard requirement of that class (but otherwise why use the item then if youre not maining that class?.)

here, this favored enemy/hunters mark related feature is fine. the damage die is just obscene. make it a 1d8 or a 2d6, and you can slap that onto a serious brew and it would be fine

#

it's progress though from your usual ranger brews though

#

let me brew this in a balanced way lol

restive tusk
livid bay
#

I'm for sure open to feedback, I don't usually brew artifacts, but it was a fun challenge.

restive tusk
#

The benefits are just ok in my opinion. Also your own summon dragon would be hostile to you

hollow siren
# smoky sand Awesomesauce sword (Finesse, Light, Versatile) 1d10/1d12 Can add 2d6 fire damage...

Hunter's Wrath
Magic Item (Longsword). Requires Attunement and at least 1 level in the Ranger Class

This magic longsword is a mark of honor and expertise among rangers. The blade is covered in twisting vine motifs. You may use this sword in place of any material components for your spells, if they are not expended in the spell's casting and/or do not have a GP cost associated with them. Attack and damage rolls made with this longsword gain a bonus equal to your wisdom modifier to all enemies.

In addition, when you hit a target that is a Favored Foe or marked with your Hunter's Mark, your attack and damage rolls deal an additional 1d8 damage (your choice between Fire, Lightning, Cold, Radiant, or Slashing).

livid bay
#

Hm.

hollow siren
livid bay
#

though I don't know if that would make it any different

worldly bolt
# hollow siren scaling items is a cool concept that i like

I customer build a magic item for each player within the world no matter what we’re playing, and then they need to be the level to unlock the next powers, but they also have to of advanced within their story, so it’s a good bit of balance

cerulean seal
#

I use it for all of my campaigns

wicked condor
#

Is there anywhere I can show an image of my sanity mechanic so I can get feedback on it?

sturdy knoll
#

Make sure to explain the link when sharing links so folks know what to expect when they click it.

wicked condor
sturdy knoll
#

Yes that is okay

#

Just explain the link when posting it.

#

Links without context get moderated

wicked condor
sturdy knoll
#

Can you set your link to a publicly viewable one so folks don't have to sign in to view it?

wicked condor
#

Oh sorry

sturdy knoll
#

That will help it get more attention

#

No worries!

wicked condor
#

I think I've done it

sturdy knoll
#

Interesting concept

wicked condor
#

Any flaws I might've overlooked?

sturdy knoll
#

Maybe consider simplifying it down to 6 steps (similar to exhaustion). And playtesting it with friends to see how well it actually plays out at the table.

wicked condor
#

I'll try simplifying it, anything in particular that needs simplification?

sturdy knoll
#

I was thinking that just breaking it down to 6 steps - if it gets too fine grained it may not really be impactful and if it's too simplified (e.g. 3 steps) then it will be happening all the time and might be too distracting.

wicked condor
#

So it should be something like
1.something scary = saving throw and if failed you gain 1 bar, you get used to certain sights
2. On full bar you hallucinate scenarios and can get into fake combat
3. You can reset the bar by resting
4. Some things are extra difficult when insane
5. You can take damage when not resting

#

5 is the most I could get

sturdy knoll
#

That sounds fine - but yes, definitely playtest it and see how it actually plays at the table.

wicked condor
#

Right I'll test it next session, see how it fares then I might put it away and fix it

hybrid sonnet
#

Fellas I have a lot of ideas on things that I want to do as a DM (I have never dmed before) but I have a ton of ideas for cool homebrew campaigns and bosses but I fear with my current connections I’ll never be able to use them but also I cannot commit by myself to making an entire campaign or one shot for some reason though I have tried multiple times. Are there any DMs who would want to hear out my ideas possibly and I can work with them to make it reality. I don’t like my works going to waste. Also I’m just not experienced in balancing encounters and cool ideas in concept might not translate well into battle. I’m not sure if this will call to anyone but let me know if you’re interested in hearing some out because I’d love to divulge ideas to people that I don’t know how to do completely by myself

abstract basin
severe trellis
#

Soft idea I wanna give to my level 4 party, I like throwing decent challenges at them but giving them tools to win.

Ring of the Wind caller
Wonderous item

You can use a Magic action to cast "Summon Elemental" summoning the Air Elemental. Once you use this you can not do so again for 7 days.

I know not Uber strong but I think it's a cool tool to put in their toolbox

nova basin
#

Given that lvl 4 spells are at least 3 levels away it might be a bit much, but on a week cooldown I guess its fine

#

Scales pretty bad tho, by the same vein of only being good for 3 levels

#

If you do give it to them, I think I'd have it be a personable plot item

#

Like maybe it summons a specific, sentient air elemental

#

Or they make a deal with a djinn and use that to call forth his avatar

#

Outside of being thrmatically interesting, this falls off pretty fast

upper tinsel
#

Anyone have name recommendations for a magic item that’s basically a texting system that uses Sending via pieces of parchment?

-# Setting up a highly requested group chat for my Strixhaven game so people can write each other from the specialized parchment on the wall of each dorm.

lean crow
#

Sounds a lot like the Far Scribe warlock invocation.

hollow siren
#

its very on the fly tbh so may not be totally balanced. i didnt set rarity either

dry lintel
#

Is 60 ft. of Truesight too much to have on a character? (asking here since I am adding it onto an artifact I am creating)

hidden delta
#

If it’s artifact tier should be fine, and unless your planning on using illusions or invisible enemies should be fine, or just put those things far away

dry lintel
#

thx

dry lintel
severe trellis
#

Also how good would a scimitar with extended reach be?

#

Like

Wind-Blade Scimitar
Rarity(varies from +1 to +3 starting at uncommon)

Attacks made with this weapon gain an extra 5 feet of range

Bleh bad wording

west zenith
#

This is kind of homebrew so I'll ask this here, but I'm working on a campaign with inspiration from the Ready Player One novels. One big thing is that I want the players to have two characters, their online persona which would basically be an actual DND character, and their irl character which wouldn't have all the traits of DND character such as magic, or superhuman abilities, but Im toying with the idea of if I should let the characters pick the traits that their IRL character has, or if they should be random. What do y'all think.

nova basin
west zenith
#

Or any weapon with reach

severe trellis
# nova basin Not very, basically just a d6 whip

Decent for a lower level magic item? Wanna make a cool wind based weapon for the same party that the Summon Elemental Ring or for actually.

They ar visiting and helping clear out the temple of and old wind god and I want some cool thematic magic stuff to give em that isn't too strong

west zenith
# severe trellis Decent for a lower level magic item? Wanna make a cool wind based weapon for the...

Galeheart Bracers
Wondrous item, uncommon (requires attunement)

These leather bracers are etched with swirling cloud patterns that feel cool to the touch. A faint breeze always seems to follow the wearer.

Abilities:
Windstep (2/day):
As a bonus action, you can call on a burst of wind to move up to 15 feet without provoking opportunity attacks. This movement looks like you’re briefly carried by a gust.
Deflecting Gust (Reaction, 1/day):
When you are hit by a ranged weapon attack, you can use your reaction to impose disadvantage on the attack roll as a sudden crosswind knocks it off course. You must choose to do this before damage is rolled.
Featherlight Landing:
You take no falling damage from falls of 20 feet or less, as wind cushions your descent.

Zephyrglass Vial
Wondrous item, uncommon (no attunement)

This thin glass vial holds a swirling fragment of sky-blue wind that never settles.

Abilities:
Release the Zephyr (consumable):
As an action, you throw the vial up to 30 feet, where it shatters in a burst of compressed air.
Creatures in a 10-foot radius must make a DC 13 Strength saving throw or be pushed 10 feet away from the center and knocked prone.
On a success, a creature is pushed 5 feet and not knocked prone.
Environmental Control:
Unsecured objects in the area are blown away, extinguishing nonmagical flames like torches or campfires.

#

Could throw in maybe 1d4 of those vials

pearl canopy
#

So after several months of making this subclass, I thin I finally can leave it alone.

nova basin
polar timber
verbal charm
#

I made like a weird extra stat a while back and I wanna know if it’s utterly stupid (please be gracious I barely know how to make a characterhi )
so the luck stat is basically a skill now that I think of it but uh it’s based off your intelligence so I’m pretty sure this is how it worked: you role like normal and I add your intelligence mod to your luck mod. then when you open a chest or smth in a session you role for luck, I apply your modifier and if it’s below 5 it’s horrid below ten is kinda bad below 15 is above average and below 20 is great and it’s kinda a dumb idea but uh yeah I made this like 6 months ago on a whim

polar timber
misty pagoda
west zenith
#

Follow up question, why not just use a base d20 roll?

polar timber
polar timber
#

none of the ability scores in d&d really affect your luck in any way, so making it just a flat role to determine how lucky the characters are could make it more fair

#

otherwise wizards and artificers will just get much better loot for free lol

verbal charm
#

ty for the advice^^

west zenith
#

And if you want, feats such as lucky could add a modifier (I would probably use half PB) to that roll

polar timber
#

being able to reroll a loot roll with the Lucky feat would definetely make it much stronger, which has positives and negatives, but it is definetely an option

west zenith
#

Same as halfings

verbal charm
#

okhappy

severe trellis
#

*casts

severe trellis
west zenith
#

Also whats your party comp

runic parcel
#

I'm looking into making a wonderful wizard of oz style subclass for rouge
So basically faking casting magic

Currently I want to have an ability where you can make a certain number of adventuring gear after a long rest, but I'm having trouble balancing it.
At first it was just going to be what's outlined on the table on pg 150 of the phb, but I'd like to include some of the cool setting specifc stuff like the narycrash from dragonlance

#

But now I don't know how to say "But don't take the broken ones like wyvern poison or the seeds the ressurect you"

severe trellis
#

Open hand monk, Scion Rogue, Psi Fighter, Twi Cleric

runic parcel
#

And I know I could play an artificer or arcane trickster or just an actual wizard, but it's just... not the vibe I want rn, and I'd also like to actually try my hand at homebrew

severe trellis
#

@west zenith

runic parcel
west zenith
runic parcel
#

Hey that's my line
-# /j

west zenith
#

To bad I'm stealing it
Robs you of your line

runic parcel
#

nooooooo!

#

:(

west zenith
runic parcel
#

yeah...

#

That's realistically the only solution...

west zenith
#

Simplest way with no confusion among the table

runic parcel
#

I'll probably circle back to that once the rest of the subclass is done. For now I'll just ues the basic phb adventuring gear

vapid dragon
#

What are some good resources for learning how to make stat blocks?

runic parcel
verbal charm
#

oh

#

oops

runic parcel
#

saw the PB part?

verbal charm
#

yeah but make it insanely complicated so they cant just make like ten

verbal charm
#

lowkey i dont know what pb means</3

runic parcel
#

proficiency bonus

verbal charm
#

OH

#

i have no idea then

runic parcel
#

Thanks anyway

verbal charm
#

sorry chat</3

runic parcel
#

All good

#

Ima put it as no for now, but I'd still love to hear ppl's insights

dry lintel
west zenith
#

Looks good

frank berry
# dry lintel Ok, I want some feedback on an artifact I am making. I have yet to write the lor...

Moonlight Guidance feels weirldy worded or maybe I'm missing something. If your allies are in the light of the artifact, you get advantage on d20 tests? Regardless of where you are, as long as an ally is in the light? That feels weird and I'm not sure its the intent here.

Otherwise nothing catches my eye. Balance really goes out the window when you get to high levels and Artifacts, so if you're asking about that, it's gonna be harder to say

tranquil moat
#

Hey Im having some issues creating a subclass, DnD beyond says I don't have the correct levels (fighter), but I have all the correct levels for the features (3, 7, 10, 15, 18), and I also don't have any extra levels. What am I doing wrong?

#

All the features are "granted" if that changes anything

frank berry
patent radish
runic parcel
#

I hadn’t thought about making a chance to fail

#

They were just going to be able to… make stuff

unique parrot
grave radish
#

What is a good trait, action or boon for a player or NPC who joins a blood Magic cult led by a vampire warlock, to gain?

unique parrot
#

Dhampir’s Vampiric Bite perhaps

void jewel
coral zodiac
#

For an upcoming oneshot a couple of my players wanted to play Japanese inspired characters - as such I did a little research into historical weapons and tried to make some fun new martial options!

They are all martial weapons, though I have no decided which ones should be added to monks! - at least Tonfa!


Katana: 1d6 Slashing, Finesse, Light - Feint

Odachi: 1d10 Slashing, Finesse, Two Handed, Heavy - Cleave

Wakizashi': 1d4 Slashing, Finesse, Light, Parry - Nick

Sai: 1d6 Piercing, Finesse, Light, Thrown (20/60), Mixed Technique - Sap / Vex

Tonfa: 1d6 Bludgeoning, Light, Protective - Slow

Nunchaku (Helliana's): See Halliana's

Kusari-Fundo: 2d4 Bludgeoning, Two Handed, Constrict - Topple

New Features

Feint (Weapon Mastery): If your attack misses your target your next attack against them before the end of your next turn is made with advantage.

Parry: When you are hit with a melee attack you can use your reaction to increase your AC by 2 for that attack, potentially causing the attack to miss you.

Protective: While wielding two of the same weapon you gain a +1 bonus to AC.

Mixed Technique: This weapon has two unique grip positions that confer differing bonuses. As an object interaction on your turn, you can swap between these grips, changing its weapon mastery. While dual wielding this weapon you may swap the grip of both weapons with the same object interaction.

Constrict: When you are wielding the kusari-fundo in two hands and take the Attack action on your turn, you can attempt to flourish with the weapon immediately before you make your first attack. To flourish, make a DC 13 strength check, adding your proficiency bonus if you are proficient with kusari-fundo. On a success, the first time you hut a creature you can also attempt to grapple as part of the same attack.

On a failure, you gain disadvantage on the attack roll.

patent radish
rancid basalt
#

Working on a magic item to specifically enhance Eldritch Blast, as follows:

Master Blaster, +1
Wand, Uncommon (?) - Requires Attunement (by a creature that knows the Eldritch Blast cantrip)

While holding this magic item, you gain a +1 bonus to spell attack rolls. You can use the wand as a focus to cast Eldritch Blast, when you do the spell does not require Verbal components, and its range is doubled.

When you roll a 1 on the damage die for your Eldritch Blast, you can reroll the die and use the new result, even if it is another 1. When you roll a 10 on the damage die for your Eldritch Blast, you can roll an additional d10 and add its damage to the total, rolling again if this die is also a 10, and so on.

Might be OP and overtuned, thinking of either trimming down the second property or increasing the rarity, but feedback would be appreciated

void jewel
#

Adds not much damage mathematically

#

I wouldn't even consider it competitive for attunement slots if I had other half decent options

#

The +1 is the biggest benefit here. EB doesn't really need the range doubled much, and the rerolls don't add much

dim sun
#

That gives plus 1 to attacks and DC aswell, but also restores a pact slot

boreal rover
#

I'm working on some "spa treatments" for Descent into Avernus (no spoilers about the adventure here). Was looking at balancing some of them out as they are "expensive", so a mix of both one-time use effects and permanent effects are in order. These are all unique treatments, and would have to be purchased individually. Are there any specific ones that are wildly unbalanced? What other spa treatments could be offered and what would their mechanical benefits entail?

Sleep Therapy. Once, when you finish a short rest, you can choose to gain the benefits of a long rest instead.
Adrenaline Treatment. Once, when you are reduced to 0 hit points or fewer, you can use your reaction to drop to 1 hit point instead.
Anti-Aging Serum. Your maximum hit points increase by 1 per level, and you cannot be magically aged.
Life Line Reinforcement. You have advantage on death saving throws.

tired oasis
#

Hello everyone, and Happy New Year! I've finished my months long quest of expanding the Heroes of the Borderlands starter set with new class boards (along with their spell/equipment/NPC cards), background cards, and species cards. I've compiled everything into a neatly organized Google Drive folder, and I'm including the Affinity Publisher templates in case you want to tinker with something (or make your own versions). As with all my HotB stuff, it's all freely available via my Patreon: https://www.patreon.com/posts/heroes-of-master-146945585

severe trellis
#

Idea for an effect I wanna put on a wind-based weapon

"When you make an attack with this weapon you can expend a charge, and hit or miss you can force the target to make a Dexterity Saving throw or be knocked 10 feet into the air and fall to the ground prone, unable to get back up until the start of your next turn."

Or something, an ability to knock a foe down and kinda knock the wind out of them so they cant get up right away

hidden delta
boreal rover
#

Once, as in once after receiving the treatment, and then no more

runic parcel
void jewel
# boreal rover I'm working on some "spa treatments" for Descent into Avernus (no spoilers about...

Lifeline is pretty mediocre - I hope the team has other solutions rather than allowing you to even roll three death saves to begin with. That said, its permanent, and any permanent buff is string.

Same thing for adrenaline. Very mediocre benefit, especially post lv 5 when everything has permanent multi attack. This would seem like a once daily thing, but nope, it's once. And it eats your reaction on top of that. I'm not touching this at all if I'm a player.

Anti-aging theory is crazy good. Tough is a highly underrated origin feat, and getting half of it for free forever is great. Best one by a large margin. Thus makes lifeline cry, because there will likely be multiple occasions where the +level hit points leaves you standing.

Sleep therapy is very strong, but once, so balanced. Compelling. Usefullnes depends on campaign length; single time features are stronger if the campaign is longer.

boreal rover
void jewel
#

Anti-aging's hit point benefit likely needs a rework. As is, its just significantly better (so much so that I'd go pretty massively out of my way as a player to not leave the location until I get it)

#

The aging thing itself is a ribbon. The hit points are amazing value

#

Adrenaline, if its being single time use, should leave you in a better state than 1 hitpoint. I'd say half. This would make it like one single use of the epic boon that does the same

#

Instead of going down one time, return to half your max hitpoints

#

Now I'm interested as a player. That's enough HP I still have a solid chance

#

Lifeline is about the power level I'd expect for a permanent option. Pretty niche, but forever.

boreal rover
void jewel
#

Adv. On death saving throws means, if left to your own devices, you are overwhelmingly likely to stabalize. This is very good, but overshadowed by the fact healing is available. But as a permanent thing, still compelling.

void jewel
#

Contrasted with a single 1 hour long rest, this is now a real choice

boreal rover
#

As for other treatments, any ideas? I'm running a bit low on those

void jewel
#

Anti-aging could add a hit die. That's a more reasonable permanent buff that I still definitely want.

#

Or even a couple hit dice if you want it to be more compelling

#

A couple d6's or a d12 permanently to your daily hit dice pool is a good amount of survivability that won't be overbearing because it doesn't influence the maximum, still requires a rest to use unless you spend other resources getting a way to use them otherwise, and you may feel pressured not to use them so you have them later, like other hit dice

#

Not sure I'd take a single d6 over death save advantage, but two, and now I have to decide, probably leaving a bit towards anti-aging

#

A single d12 and I'm kind of on the fence between the two. Which is good from a design pov

#

I'd probably vary it depending on these:

  1. Has the DM shown they will target downed players to finish them? If so, advantage on the saves doesn't really matter anyways. Pick the hit dice
  2. How many short rests do we have most days? Raise or lower value of the hit die accordingly.
  3. How often do I go down and does my party always pick me up instantly or leave me to roll saves? Raise or lower death save advantage accordingly.
#

That would be my decision matrix towards that as a player.

#

Me as a person, I overvalue permanent things likely over consumables. But if I knew the campaign was ending soonish, I'd take one of the consumables instead.

void jewel
dry lintel
#

oh wait, I see. I meant both you AND the ally gets the advantage

#

there, fixed it. thanks for bringing it up

surreal kettle
#

How strong would a feature be if it allowed one to cast Mirage Arcane as a bonus action?

coral delta
#

About as strong as Cartomancer.

fickle stump
#

Is there a limit to how mutch homebrew stuff u can make? like how many spells ect. you can make?

boreal rover
#

Theoretically? No
Realistically? Until you drop dead

#

That being said, I wouldn't just make homebrew "just for the sake of making it", I would try to do things that I would use on my own campaigns, or that other people might want to use for theirs

fickle stump
#

After i made like 40+ homebrew stuff snd beyond just started lagging like its taking me a lot longer to go to the homebrew my creations thing and it doesnt let me create any more spells???

patent radish
hollow siren
vapid dragon
#

How do i write my own statblocks?

#

I don't know how to design a statblock but I want to

sturdy knoll
#

Look at an existing statblock. Modify it to add or remove a feature.
Or do you mean a tool for displaying your statblocks?

idle jungle
#

Hi I’m planning on doing a pretty short fantasy high campaign while our other dm plans a longer dark fantasy campaign - any suggestions for how to structure it?

cerulean seal
vernal leaf
#

I made an item

#

An amulet that lets a paladin store up to 20 points of unused lay on hands healing into it for later. Attuneable by anyone NomNom1

#

Do you think it should have a lower maximum?

scenic urchin
#

why do you ask?

polar timber
#

It mainly depends what sort of rarity you want to go for.

If you are using 2024 rules, the Taunt-like effect could be an Xft emanation, since its centered on you. I would recommend making it an active ability that takes a Magic action to activate, specifically because having it on always may end up being tedious to consider in rp encounters, or even in combat if your allies can be affected by it as well, but thats up to you

molten heart
#

guys, in my campaign were going above level 20, meaning the enemies also do. now i have this one optional boss thats either friend or foe depending on what my players do. for passing lvl 20 they either multiclass and pick a new subclass. now the boss is a pure wizrad so my question is, would an onomancy (UA) and Order of scribes (also UA) be too much to throw at them?

polar timber
#

Outside of that, clarification on what you mean by "heavy armor" vs "heavy-armor" in the 3rd bullet point would be nice.

The rest of the 3rd bullet point doesnt really apply to 5e armors, mainly because things like heavy armor reducing move speed is already a thing if a character dont have enough strength while wearing heavy armors, and by RAW I dont think any form of armor limits your swim speed or fly speed if you character has them, so any limitation that you put on heavy armor as a whole would more so be a house rule than anything tied to this specific piece of armor.

I also am unsure what you mean by "but also as a reflection that you cant move towards enemies, so youre forcing them to come to you".

#

There are also probably some existing cursed armors you can reference to figure out how cursed items work

tired dagger
#

hey what slot level should be a smite spell that causes an automatic critical hit?

polar timber
#

does the smite spell itself also deal damage along with the auto crit?

#

if so thats very strong, probably 5th level spell

tired dagger
#

kinda like divine smite for paladins

polar timber
#

oh, I thought you mean as in a homebrew smite spell for a paladin

tired dagger
#

no its like branding smite wrathyful smite

#

thunderous smite

polar timber
#

sure, but those deal damage along with their special effects

#

im asking if this hombrew smite spell will deal damage along with triggering an autocrit

tired dagger
#

i wanna give 2 of these scrolls to my players before a huge dungeon

polar timber
#

an autocrit is very strong, i'd prob recommend it to be 5th level

tired dagger
#

gotcha

polar timber
#

I will say, that for an actual paladin, that might be a bit underwhelming, cause paladin damage comes from the extra damage divine smite adds to their attacks

#

if this new smite spell doesnt deal any additional damage along with the auto crit effect, then its not really useful for a paladin specifically. Its immensely powerful for a rogue that has a spell scroll of it though

#

so its kinda hard to balance

acoustic jewel
#

For my shapeshifter copycat themed big bad, would it be feasible to have a mechanic where as a reaction or legendary action or something they basically be like Taskmaster (the Marvel villain who can copy any fighting style) and hit an enemy with whatever the last thing she was hit with was, whether it be a spell or attack?

cerulean seal
acoustic jewel
sacred current
# sacred current So uh, I'm adapting some spells from Aground since I really love the game. Is th...

Taking a different approach to this. Bones of the Earth was used as a template, so this should be weaker in comparison

Quaking Pillars
Level 2 Conjuration
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Instantaneous
_ _
You cause 2 pillars of stone to burst from places on the ground that you can see within range, ramming through creatures before disappearing. Each pillar is a cylinder that has a diameter of 5 feet and a height of 20 feet. Creatures in each pillar's area are forced to make a Strength saving throw. On a failed save, a creature receives 4d4 bludgeoning damage and is knocked Prone. On a successful save, a creature receives half the damage.

Creatures cannot receive fall damage from this spell unless they were flying and failed the save.
_ _
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional pillar for each slot level above 2nd.
_ _
Classes: Druid, Sorcerer, Wizard

wanton furnace
#

Not really homebrew
But I got Obojima Tales of the Tall Winds for Christmas and im so hyped

#

Anyone here played with their stuff?

runic parcel
#

Hoping for some feedback on this rouge subclass
-# I know artificiers and arcane tricksters exist but they use real magic and I wanna use fake magic

frank berry
# runic parcel Hoping for some feedback on this [rouge subclass](https://docs.google.com/docume...

Not the biggest thing, nor really an issue, but I find it funny that with the 3rd level ability you could give someone a gift and then gain advantage to intimidate them lol

9th level feature, "Grappled targets can be moved while you stand still", could use clarification. Is there no limit to this, because one Spike Growth and you can just shave someone down to nothing in one turn. Also the second part of the ability is really confusing to read, and I'm not entirely sure what its meant to do, so it could use some clarification

13th level feature, feels like it should use your reaction

17th level can't really give any feedback since it doesnt include any of the options, but having a lair for yourself sounds like a fun and interesitng idea. Kind of a gimmicky one, since it requires 24 hours prep and for your enemy to come to you, but still fun in concept

lilac saffron
#

How about an undertale SOUL homebrew idea?

frank berry
# lilac saffron How about an undertale SOUL homebrew idea?

In what way? A spell, a race, magic item, a whole class?
There's the determination thing to respawn / go back in time or whatever, and unique battle system of the game, but neither sounds like easy to balance depending on what kind of homebrew you're going for

runic parcel
#

The second part of wire work is a bit hard to describe

#

But basically if you can attach your wires to like... a wall or ceiling that's within 30 feet you can go towards it

#

Or move the grappled creature instead

frank berry