#homebrew
1 messages · Page 62 of 1
Instead of attaching to it
I meant for it to be that you forcibly move the grappled creature this way, but yeah it is a weird way to say it
Ahhh, I for some reason assumed water surface or something
But yeah you could just say something along the lines of "you can move up to 30 feet towards the surface, and hang off suspended with the wire if you dont reach the surface" to simplify it
Oh that's smart
I still should address the spike growth shaped elephant in the room
Could also be used for various abilities / spells that require creature to get into the area. Free movement of an enemy is pretty strong
hmm
Maybe if you choose to move them without yourself moving, they can make another save to get out?
Non issue. Cheese gratering isnt even the best strategy
There are better options. No need to worry about it
How should I go about making a mind flayer hydra?
use an Elder Brain dragon statblock with hydra stuff
is there somewhere I can send a link to my homebrew module thing for proof reading?
Right here
Well I didn't wanna send it here cus I thought that would've been considered some form of self-promo or something
Na you good
Listen if someone gave me a mummified goblin hand and then told me that'd happen to me?
Yeah they can have that extra 1d4 to intimidate
Concept
Arcane fury
Class available
Wizard, Artificier
Overview
Similar to Rage, but for spellcasters (this idea has probably been done a million times but I'm ironing out balance)
; upon reaching 5th level Wizards and Artificiers obtain this as a class feat, when activated the skill expends all remaining spell slots (the level does not matter) for every spell slot expended the user gains one turn of Arcane Fury, while under the effects of arcane fury the user cannot cast spells of 4th level or higher but may cast spells of 3rd level or lower for no cost, additionally all rolls against them are made at advantage with the exception of magic. Instead magic will be absorbed causing no damage but refunding a spell slot of the lowest level available (this includes healing magic). Furthermore the user cannot perform bonus actions or reactions while in Arcane Fury, but instead gains a second action per turn whilst under the effects. Spells such as Misty step which use a bonus action are naturally locked until the effects end.
Is this balanced?
I'd say no. Lots of mechanical problems
Such as:
-why are first and ninth level slots the same value (one turn?)
-what's to stop me from using this when I have only a first level slot left to cast a third level spell?
Lots of such issues
True, on the flip side though, you essentially cant heal or be healed.
The slots are weighted the same because I figured being able to launch two fireballs a turn was kinda strong as it is. As for effectively converting a first level slot into a third level slot for the one turn, yeah I can see that one being a small issue but what if we tie it to a once per long rest? Then it can either be an emergency button or a "and so I started blasting" button. I designed it to make the push from 5th level to having a decent amount of slots to not need it more bearable. Plus rage as a concept intruiges me so I figured lets make one that keeps the offensive nature but inverts the defensive utility to make wizard even more of a glass cannon
Oh, also you can't receive other magical buffs. Since obviously you'll just eat the spell. The only way you can be healed by your party is them chucking potions at you. Which in hindsight is probably not going to last long
No, two fireballs per turn is not balanced, even with the downsides. That amount of damage should only be achieved at a much higher level. A duration of ten turns might as well be the same as three, since most encounters will end after that. So it’ll just incentivize spamming spell slots until you have a couple left then activating this ability.
Casters already get a huge spike in power at level 5, so a rage feature that increases their potential damage is definitely not something that should be added on top of that
#third-party is the channel for non-WotC published content, I bet a few folks there have
Hey peeps any present?
Yeah
Great I was wondering if anyone could give me advice on Hombrew aasimar race
if anyone is free
Need help
Way too many features imo
Basically the telekinetic and telepathic feats, plus flight
And upgrades on top of them
Ive come to realize that
actually not too long tho
Is their a way I could balance this?
I would like to keep the same concept or Psioinc aasimar if possible. If its not possible thats totally fine, Ill come up with something else
(also just learned that I cant edit it once published.) 😭
Mage hand cantrip, can make it invisible once per day
Swap out light can trip for that from normal aasamir
That'd be fine.
Slightly more potent than normal aasamir but not too much
Is this spell too powerful? Note that the spell's area does not move
Spreading Roots
Level 4 Conjuration
Casting Time: 1 action
Components: V, S, M (freshly dug up grass)
Range: Self(15-foot radius)
Duration: Concentration, upto 1 minuteRoots burst out from the ground, turning the spell's area into difficult terrain. A creature (other than you) that moves into the spell's area for the first time on its turn or begins its turn there receives 3d6 necrotic damage.
In addition, at the beginning of each of your turns while this spell lasts, you gain 7 temporary hitpoints for each creature that received damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt and temporary hitpoints received increase by 1d6 and 2 respectively.
Classes: Druid
“Mage hand cantrip, can make it invisible once per day.”
Alright got it. Thanks 🙏
Obviously write it out better tho lol
Needs clarity: each creature that received damage from the spell on what turn
If turn 1 it hits 10 dudes, do you get 70 thp for all ten turns? As written, this is what it does
But no, quite underwhelming actually. It's be pretty mediocre as a third level, and is pretty bad at fourth level
You also are, as written, affected by the terrain
Whoops, my bad
Thanks for the catch! It should only count creatures damaged on the previous round. If it hurt 5 creatures then 35 thp the next turn, if it hurts 1 creature next time then 7 thp
I'd downscale the level to 3. It'll still be difficult to use well, even there
Would having it travel with the user make it too strong/Spirit Guardians?
Significant buff, but not too strong. At level four, that would be alright
Especially because difficult terrain isn't as good as spirit guardian's half speed
Oh wait. No save for the damage?
You should make it save for half.
Con save it is then
Spreading Roots
Level 4 Conjuration
Casting Time: 1 action
Components: V, S, M (freshly dug up grass)
Range: Self(15-foot radius)
Duration: Concentration, upto 1 minuteRoots burst out from the ground, turning the spell's area into difficult terrain and move with you for the spell's duration. You remain unaffected by any of this spell's effects.
A creature that moves into the spell's area for the first time on its turn or begins its turn there is forced to make a Constitution saving throw or receive 3d8 necrotic damage.
In addition, at the beginning of each of your turns while this spell lasts, you gain 7 temporary hitpoints for each creature that received damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt and temporary hitpoints received increase by 1d8 and 2 respectively.
Classes: Druid
- Lowered it to 3rd level
- increased die size to d8, creatures are forced to make a Con save
- Moves with the user
I see
I'll keep it at 4th level then
Spores
Level 2 Conjuration
Casting Time: 1 action
Components: V, S, M (a handful of mushrooms)
Range: 60 feet
Duration: Concentration, upto 1 minuteA 10-foot radius cloud of noxious spores forms at a point centred within range that you can see, lightly obscuring its area.
A creature that enters this area for the first time on its turn or begins its turn there is forced to make a Constitution saving throw. On a failed save, a creature receives 2d6 necrotic damage and is Poisoned until the beginning of its next turn. On a successful save, a creature receives half as much damage.
Classes: Druid, Sorcerer, Warlock, Wizard
Quite underwhelming. Not half on a save (save for nothing), small area, nothing to stop them from leaving, annoying but not amazing debuff on a fail
Even at second level, bit disappointing
Tbh, that'd be viable as a first level spell, and even then not amazing
...I forgot the half damage on a successful save
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the spell's radius increases by 5 feet. When you cast this spell using a spell slot of 5th level or higher, the creature also receives the Paralyzed condition on a failed save.
Thanks for the help btw
, gtg now
That's suddenly excellent at 5th level
Still not too OP because con save and 5th level is wall of force territory
Though, clarify how LONG they are paralyzed.
(Likely until the start of their next turn)
So a player of mine wants to be an undead pc (which I love) and I'm trying to figure out how to implement tht feature. I was thinking of giving them a couple bonuses, namely undead fortitude and a poison immunity (on top of their normal racial features.) But, as a trade off making them pick between "creaky joints" (-2 Dex) or "rotting muscles" (-2 Str.) Really looking for input on this idea and whether it's a good trade off in your opinion 🙏
It's usually not recommended to give a player option a negative effect to try to outweigh a positive effect.
I'd honestly just recommend the Reborn species option. It hits 90% of what an undead PC wants.
Oh nice I like that a lot. So what would happen to racial features from the previous race like elven resistance to charm for example?
Reborn simply overwrites the abilities of the previous species.
Hmm, okay cool. Thanks for the info I didn't know reborn existed
I like two hb races my friends have made, the scorescatters and silverbacks. Scorescatters have a fireblast scattershot and very sharp limbs capable of stabbing and being used for climbing. Silverbacks can climb ceilings and spit webs.
Hello everyone! I’m new to DnD and I want to try this incredible game.
I started by creating a character, but to be honest, the existing classes inspired me to create my own homebrew class.
I know I might seem inexperienced or arrogant, or like I don’t know what I’m doing, so I’m asking for help—from you as experienced DnD players, from all-knowing DMs, to epic players.
I’ll write what I already have in mind and I want to hear your opinion. What do you think?
110% learn the ins and outs of the game first
I always encourage people to homebrew if you feel inspired. I do always encourage people to start with homebrewing subclasses first before trying to make a whole class. Classes are very complicated
Also, familiarize yourself with "flavor is free". You can reflavor any existing ability as anything else.
But you are welcome to share, just know you are probably gonna get some honest feedback
For example, your "wizard" can be someone who does combat by punching. Magic missile is simply reflavored as a punch in melee range. That's one example of flavor is free
But if you want to homebrew, you can.
That said, you'll spend less time to create your homebrew if you first learn the game. Taking the first few hours to sharpen the axe, and all that
You should know how most rules work before beginning IMO. And how the game's design systems are meant to function. This only takes a few hours of good study, though
hey looking for some advice, im homebrewing some spider eggs, they spawn tiny spiders on their turn based on a dice roll and a determined amount of tiny spiders in there decided by a die roll at the beginning of the encounter. I've just got to the stat block and im thinking
13AC
15 5D6 HP
13 STR
0 DEX
8 CON
0 INT
0 WIS
0 CHA
Incubation. Roll a D8 to determine how many eggs are in this nest.
Web Protection. 10ft of the floor or walls around the eggs are covered in webs.
Spawn. Every turn roll 1D6. On a 4 the eggs spawn 1 Tiny Spider, On a 5 it spawns 2 Tiny Spiders. on a 6 spawns 3 Tiny Spiders
Upon reaching 0HP, roll a Dice appropriate to the amount of unhatched spiders rounding down. What ever number appears on the Die is how many spiders are spawned immediately.
I recommend learning PC optimization. It'll teach you the rules in an efficient, approachable manner by providing case studies.
To be entirely frank, this is not what you should be doing as a new player, for several reasons.
First off, you must understand that making a homebrew class is quite literally the hardest homebrew anyone can make. Veteran DnD players who have been playing for a decade or more who try to make homebrew classes frequently make complete garbage. Broken features, wildly imbalanced in both directions, and frequently mechanically just bad. This is all to say, if you haven't even played a game yet, I don't expect you to be able to make a custom class very good at all, no offense intended.
You wouldn't try to mod a car's engine if you didn't know how to drive, right?
I understand that you’re saying I should first get familiar with the game, but at least let me show you my idea.
Revenant Class:
In short, a Revenant is someone who has the power to incarnate and manifest their own soul in the physical world. This is called a manifestation, or a Manifest. However, manifesting your soul costs an enormous amount of energy—it’s like bending the world itself. You can’t maintain a Manifest in the real world for long, because every moment or action drains strength and stamina, eventually leading to exhaustion.
I was inspired by Stands from JoJo and Shaman King, where you literally control something that represents your inner self. But the price for using it is extreme, leading to terrible consequences or even death.
The Manifest itself, as I call it, can do different things depending on what the player wants—interact with objects, attack, defend, or anything else—depending on progression or important factors like attacks and similar mechanics. For example, Dio’s The World, which can stop time. I know it sounds strange, but let me explain with an example.
Give me a minute.
Class: Revenant
Subclass: Nothing
The core idea is that there is a place like hell or other existing realms, but instead it’s called Nothing. Everything that reaches its end—on the other side—goes to Nothing, as The End.
When my character died and was about to enter Nothing, a short-lived tunnel or exit was created. Through it, a being that existed in Nothing escaped into the real world and fused with my character’s soul. Now there is neither the original creature nor the original character, but something else that carries traits of both.
The character can manifest their own soul, creating a manifestation or incarnation of that being—more precisely, what I like to call an “Angel.”
The Angel looks like a silhouette:
as if made of glass
as if formed from mist that reflects everything around it
as if it is a shape that exists only because someone is looking at it
More accurately, it resembles a mass—like a pile of shattered transparent glass—clearly visible to everyone, but mainly reflecting the world rather than absorbing it.
As for the mechanics idea: it works like String. Every action requires energy and adds String to the character—pressure and tension. You can only do this a limited number of times. String regenerates on a Short Rest or something similar. If you exceed the allowed String limit, you gain exhaustion, which continues to increase.
Additionally, when your Manifest takes damage, that damage is directly transferred to your character as psychological damage. If the Manifest is destroyed, you take lethal damage or are knocked down.
You can summon it again after a Short Rest.
That’s not all yet.
I'm already seeing several serious mechanical issues with this, and you haven't even laid out the actual numbers or effects yet.
For reference, the Monk class has a subclass called Astral Self which is themed after Stands. The Warrior of the Elements Monk subclass is also a fantastic option for Stand type theming, if you reflavor the elemental aspects.
add on that exhaustion is already a mechanic in the game so need to be careful with your wording. if your getting exhausted then there are detrimental effects to that already that get wicked real fast
and they can only be reset slowly through long rests
id say if you wanna home brew a character like that take a character and subclass that already exists and reflavour it as others have mentioned. on top of that you can make this homebrew character but then you have to find a gm who would let you run it knowing its your first time playing the game with your own homebrew class which i think in itsself would prove difficult
Check the echo knight from Fighter and Astral Self monk
Honestly, at first I planned to play a normal class, like Warlock Undying, for my first DnD character. But when I got interested in Pact of the Chain, I was a bit disappointed by what I could summon and how weak those familiars are. That’s what sparked the idea to create something that fits my own taste.
I know I might be doing this like a newbie who doesn’t really know what they’re doing, and that I’ll probably break the balance. That’s why I decided to ask specialists like you for advice—what can I do to make what I’m creating actually make sense?
Have vanilla experience
or find a very compitent gm to run a game you can take part in and have them homebrew your character with this description
then run it as a guest character for a few sessions if its broken he can go away and if its good they can stay for longer
In this case, I wouldnt even recommend that
neither but if they are commited to getting it done ...
Your first few characters and games should 100% be base rules
You dont even know how all the fundamentals work yet, giving yourself a complex, entirely custom class isn't gonna go well no matter how you spin it
Your choices are as follows:
- Make a bad homebrew now that isn't fun to play for one or all people involved
- Reflavor a base class option to be similar to what you want
- Spend the next month or more researching the existing game mechanics without actually playing, working diligently on a homebrew class, and finally release it. It is still likely to be not very good
Part of what makes all those base options for summons so lackluster in your eyes is the fact that theyre early game features and not meant to be mechanical core of your build
You want stands, I get it, we all do
Okay, maybe my idea is still raw, but at some point I’ll finish it and create what I want—just not right now.
Thanks for the advice.
By the way, I want to make a character who is a human that became a dhampir, and out of a desire for power and fear of being weak, they made a pact with a patron. I want to play with high WIS, around 18, and Pact of the Chain, but in a way that actually feels cool. Any advice?
There are official attempts at a stand subclass, there have been hundreds of hb classes and subs on the topic, there have been hb magic items
Astral self and echo knight are the closest we have to Stands in DnD
Stands especially are hard to get right because of what they do and how flexible their rules are
Stands are also really powerful in JoJo world and depending on what stand ability you are trying to mimic, you might be able to multiclass to fulfill it
A human cant become a dhampir, a dhampir is the child of a vampire and a mortal
arent dhampirs normally born as such ? like vamp and human parent
I saw someone go Wizard 17, Monk 3 to copy Star Platinum/The World
Wis isn't the primary ability score for Warlocks. All the Warlock abilities run off Charisma.
Species: Dhampir
Class: Warlock
Subclass: Undead or Fiend
And warlocks use cha as their main stat, so giving maximum investmwnt to a stat you arent uaing in combat is just not smart for a charavter who wants to make it to session 2
you could get cursed maybe that makes you want to feed on blood of humans and your quest is to get rid of the curse, not a dhampir but closest i can think of off the top of my head
This is why we're all sayijg no homebrew until you've learned the base game
So who is a person that was bitten by a vampire?
If you dont get fundamental character creation, which exists in a super easy drag and drop system, you definitely dont get average balance, benchmarks, design philosophy, thematic overlap
a victim hahaha
Depends on the vampire's intent, they could male them a thrall or a full fledged vamp or just kill them
Okay, I want to choose high WIS purely for story reasons. I thought it was cooler narratively than focusing on mechanics and Charisma.
Death by Bite: A humanoid must have their hit point maximum reduced to 0 by the necrotic damage from a true vampire's Bite attack and die as a result of that damage.
Burial: The slain humanoid's body must then be buried in the ground (under at least a foot of earth).
Reanimation: The body rises the following night as a vampire spawn, a creature under the complete control of its creator vampire.
Becoming a True Vampire: The new vampire spawn can only become a true, free-willed vampire if its creator allows it to drink from the true vampire's own blood. Few vampires are willing to relinquish control in this manner
this is from the book about vamps biting humans
Your stats are for rolling dice. They're not for story or roleplay. You can RP a smart character with an Intelligence score of 8.
sorry
Take a look at Astarion's Book of Hungers for some player options for you.
The mods will smite all of us if you elaborate on that
hahahaa
sorry💯
is ok
what do I have to monitor now?
my favourite example for int vs wis is this
INT is knowing a tomato is a fruit (facts), WIS is knowing not to put it in a fruit salad
But player characters are often superhuman at level 1, moreso at level 2 onward
Commoners have stats of 8-10 across the board
Okay, is there a class that revolves around absorbing things and gaining their effects or skills—like inheriting traits or abilities from what it consumed?
Let's not say "superhuman" or I'll have to explain to the #dnd-newcomers channel why they haven't slain a dragon again
Heya peeps
LMAO
Not laughing at you
its fine
But a feature stealer is THE MOST complex concept anyone has ever tried
i try to do something cool or epic you now
bro wants to be a ditto slime
Ive seen 4-5 attempts in the past 5-6 years and they all fell hard
It's hard to get something that is mechanically simple enough and, the hardest part, balanced to achieve anything like the sort.
Item cant handle it, racw cant handle it, sub cant handle it, class is kinda your only option but even then theres so much variance within enemy features and actions that youre never gonna find a concise and balanced baseline that also doesnt restrict the fantasy too much
Would like to run an interesting concept by you all. Would like your thoughts.
We all are man
But you can do that in the base game
You need to know how to get what you want out of the base game before you start changing if
Think of homebrew as modding a videogame
ok, ty for tips
If youve never beaten world 1 of mario bros, why are you gonna mod in custom bosses and items you cant even reach or understand
I’m genuinely looking forward to playing DnD, and I’m really excited about it.
Thats good, were all glad and the world is better for it
Just start with the basics tho
Head to #character-discussion to get input on your backstory or how to make what you're looking for in base rules
Let me know on a scale of…
Horrible dog sht - Great idea.
Any tips for the Undying Warlock? I still haven’t figured out what my race is. I was planning a human bitten by a vampire. And what should I level up?
Undead. Don't do Undying. Yes, these are two different subclasses. Undying is about 20x worse than Undead.
You're probably not gonna find something that perfectly matches your fantasy since youre coming in with a character already in mind, and even if you do, it probably comes on at later levels than youd like, but thats why you build characters within your dm's world instead of jamming your OCs into anything
why?
All it's features are extremely weak compared to other subclass options, and plenty are quite literally completely useless unless you're playing the adventure it came out with
In the most time saving and lowest form of description.
This idea and concept is essentially a plane touched individual of the far realms.
(Horrible Dog sht - Great Idea)
I apologize, but this didn't tell me anything at all.
Is this a class? A monster? A species? A feature?
What's it do? What are the statistics?
A character concept. If it’s sensible I will introduce it into character backstory and possibly make hombrew.
What do you mean by "what should you level up"? Are we talking about your class level plan, how to allocate your stats, what feats to take?
If I choose Pact of the Blade, can I just make my weapon something like a pair of gauntlets with claws? Or Armor?
Just asking if the general concept is sensible.
Not armor, but flavor is free
It specifies what you can make sadly
Gou could have a scimitar and have the visual be a clawed gauntlet
(Similar to aberrations but :p )
You choose a weapon from the list of basic weapons.
But there is an invocation in UA that lets you make pact armor too
But it would still have to follow the rules of using a scimitar
This still isnt telling us anything
Do you want an alien dude
My comments are a bit divided
Or a regular dude who got diddled by space magic
I’m just asking if the concept is sensible
The concept for what though
Could be sensible as a race, couldnt be sensible as a class, etc.
⬆️
Okay cool
So do you want the part of this that you cant get from base rules to be your race, class, sub, a feat
Youre just throwing words around in the dark
Hey does anyone know where i can find a link to join a game in dungeons and dragons beyond
That could be like 3 different things off the top of my head in base rules
That’s available?
Yes 👍
Isn't there a feat about being "touched"
could just play a human and get free feat for one of the "touched" feats
What?
I was asking which of the options in that list you are trying to make homebrew for to achieve ylur extremely vague character concept
Just wanted to know if being plane touched by the far realms is ok.
BUT WHAT DOES THAT MEAN
Omni, you're going to have to tell us what this means mechanically.
What player features are you using to represent this?
Sounds like a Sorcerer to me
If you dont even know if you need homebrew for this, take it to #character-discussion and see what they can do with you in base game
There is not a mechanical side to the story yet. I’m asking if this is a concept that I can introduce into a character and then eventually build around.
If you do need homebrew, come back knowing what you want to make
Okay my character is gonna be afflicted with the curse of flugelbachen is that balanced?
We can't answer that question. Only your DM can answer if you character's backstory or theme are allowed in their game.
Good points. Thanks 🙏
That's why we're frustrated with your questions. We can only answer mechanical questions about your character, since we're not your DM.
I'm honestly suprised WoTC hasn't taken a crack at making something like this yet. But I imagine its a balancing nightmare.
Spells like absorb elements is the closest we have
You havent told us what being touched by the far planes is supposed to do/be/show as
It could be believing in aliens, it could be having gravity powers, it could be going insane, it could be literally anything because youre giving us 0 information to go off of
In my horror-able attempt.
Is there a way to balance this?
Sorry if I’m interrupting, but I still don’t understand — I can’t just make Pact of the Armor, even if it’s homebrew but already created by someone else?
And I have another question. I wanted to make an Undead Warlock, but only because it lets me avoid dying once. It’s something tied to mechanics, but that’s not the point right now.
So would it just be better for me to take some kind of Fiend instead?
(Mainly undecided)
I am new player😅
(Was inspired by it yes)
Might want to go review #learn-to-play and get character build feedback in #character-discussion
Dont use any homebrew until you have a few games of experience under your belt
(A aasimar touched by the far realms tho made for an individual character.)
(Replaced healing hands and light cantrip with Psionics.)
Well thats already a bad idea, building hb for a specific OC never ends the way you want it to
GYATT yeah no way thats balanced I havent even checked
Hmmm
The go decide before asking for help because we cant choose your fantasy for you
Could probably just be an asssimar with Abbarant mind sorcerer or something
What I make for something far-planes-esque might not be your image
But again that's more #character-discussion
Only you know what you want
So you gotta make it
But if youre new and this is your first or second character
STAY
AWAY
FROM
BREWING
Love the honesty tho
Okay so big ask
I need assistance looking at subclasses for a homebrew class I made.
It's a big ask because that requires someone to read over the main class and subclasses but I'm looking for anyone who's willing.
I need some balancing/feed back on the subclasses, not necessarily the main class now unless there is some glaring issue
Any feedback would be appreciated
So, I've started reading the class, and I've only just gotten through the level 1 Union feature and I'm already incredibly confused. First and foremost I don't quite understand if the Union is meant to be a creature or not. The only thing you have written is that the Union "does not count towards any feature which factors the number of creatures present" but you don't clarify how it interacts with any other rules for what is or is not a creature. Does it have its own turn in combat? Does it roll its own initiative? If it has no hitpoints, does that mean it automatically has the unconscious condition? If it can function as your spellcasting focus, does that mean you need a free hand to touch it in order to cast a spell? I assume its meant to be Tiny but you also never specify a size for it.
Mechanically the Union is not meant to do anything outside of what is listed in the feature. It is a creature of course but mechanically this isn't a pet class where it gets its own initiave or anything like that.
The reason it doesn't have any of that information is because it isn't relevant for the union or how it functions
The spellcasting focus thing probably does need to be addressed
The Union is just meant to be the medium if which your magic comes from and story/flavor wise is in the form of a creature or entity who follows along with you
That is incredibly messy from a rules perspective. I would say everything I just asked is very relevant to how it functions. I understand your intent, but the wording needs a lot of work. If you don't want it to behave like a normal creature, then you need to say so. Say that it shares your initiative, say that it can't take actions unless you command it to, say that it moves with you unless directed otherwise, etc.
Also, it doesn't have any stats at all. Part of the Helping Hand feature is that it can cast your spells, but without any stats it doesn't have a spell save DC. If its supposed to share yours then you also need to say that.
The biggest issue here is that you are going back and forth on the idea of it being a creature and being a flavorful description of something that isn't actually a creature. The mechanics are not only contradicting the rules but also itself.
Consider the Astral Self Monk, which creates a spiritual form around you that enhances your normal abilities. It's not a creature, but is flavored as a force that works with you.
As Colossus pointed out, if you're trying to reduce mechanical complexity, the best way is to avoid making the thing a creature at all.
- I'll add the shares your initiative part
- I don't want the Union to take actions outside of the Helping Hand feature which gives it a Bonus Action thing to do.
- It says it shares the same space as you.
- I'll add the spell DC part
Well narratively I want the Union to be a creature but mechanically not count as one. This isn't meant to be a pet class or anything like this. This isn't beast master
This is a Gish that just uses the Union as the medium for your magic basically
Other things that aren't creatures but do 'follow you around' and grant you benefits:
- Abjuration Wizard's ward
- Swarm Keeper Ranger's swarm
- Ancestral Guardian Barbarian's spirits
Well yes, that's exactly what we're saying. If you don't want it to mechanically count as a creature, then don't make it a creature
Maybe I need to add a clause about you summoning it rather than it always being present.
It doesn't say its a creature though
It doesn't need to. It fits the rules glossary definition of one
I think the best solution here would be to give up on the idea of this being a creature at all. Leave that as a purely narrative aspect, and make it clear that its "something else" mechanically
"You gain the companionship of a Union; a powerful magical spirit that resembles a tiny creature."
“Your union is an incorporeal force that is present at all times and can never be more than 5 feet from you. It has its own initiative with an initiative bonus of your wisdom modifier. It cannot act in any ways other than those described below and cannot be targeted.”
they don't want it to have its own turn
Oh. I read helping hand as using its bonus action
If you are looking to make it a force you can do so ala unseen servant
That is not a creature and is pretty straightforward
Yeah, the Union is just a medium of your magic basically, nothing more. You are using your own bonus action to make the Union do a thing in the same bonus action
that is how they worded it
You use your own bonus action to make the Union do a thing in the same BA.
I may have to take this approach. Unfortunately I don't care for narritive of how stuff like that works in 2024 like the summon/conjure spells but i get it is to avoid stuff like this
Narratively I want this to be like, Peterpan and Tinkerbell or Link and Midna or something
I totally get that. But like I said, the issue is your features keep flip-flopping between it is a creature and is not a creature. You're self-contradicting, and its creating a rules nightmare
BTW, I know this comes of as me being hyper critical because I've only been going after the mechanics, but I do just want to say that I really like this concept from a purely flavor perspective.
Can I ask you a second favor then? Lets say the mechanics work as this being a incorporeal force so all the minon/pet mechanics don't matter too much. Does the rest seem okay or are there any other major class issues? Because tbh, Helping Hand is the ONLY time the union actually does a thing on their own. It doesn't do anything else in the class on its own.
So I might just cut it if its too much
I will get back to you on that. I haven't actually made it past the first feature, because it seemed to be the core concept here but I was so confused by it I needed to sort that out before reading further
I getcha. Helping Hand in all honesty is not the main "Core" mechanic and I would rather just cut it if its taking too much away from the flavor and mechanics
The actual core mechanic is the United Strikes and Synchrony
I'm not worried about Helping Hand so much as I am the concept of the Union itself. The idea of having a creature with out that isn't actually a creature, etc
Do you think it solves any mechanical issue if the Union is only "present" when the user summons it and otherwise its in like a pocket dimension or something?
Like it ONLY appears for helping hand or to cast a spell
It feels very rules heavy, like the Echo Knight's echo, which has lead to many discussions about creatures / non-creatures
Yeah, the issue is that mechanically this is just meant to be a medium for your magic with some minor unseen servant/mage hand type functionality
I think the best way to solve this is to treat it as a magical construct that simply appears like a creature, similar to how Spiritual weapon only appears like a weapon. Echo Knight is also a very good comparison
I'd say echo knight is a good comparisson on how "not" to word things
I would realistically use other things, like spiritual weapon or mage hand
Let me take a stab at rewording the level 1 Union feature. I have an idea for what it should look like, and I'd like to get that down in writing
I would appreciate the help
You gain the companionship of a Union; a spirit that uses incorporeal magical force to mimic the appearance of a tiny creature of your choice. This Union shares your space and moves as you move. It understands and speaks the same languages as you. For as long as your Union exists, you can cast spells with a material component as though you were holding a spellcasting focus. The Union has no hit points and is immune to all damage and conditions. The Union disappears when you die.
Helping Hand. As a Bonus Action, you can command your Union to move up to 15ft in any direction. As part of this Bonus Action, you can cast a spell with a casting time of one Bonus Action, and the spell will originate from the Union. Alternatively, as part of this Bonus Action, you can have the Union interact with an object or the environment. The Union can perform a simple task such as fetching things, opening a chest or door, or pulling a lever. At the end of your turn the Union will return to you and reenter your space.
United Strike. Once per turn, when you hit a target with a weapon attack or unarmed strike you can expend 1 Union Point in order to modify the attack with your Union’s powers. You select one of the following options to apply:
Tandem: Your Union deals Force damage equal to your Wisdom modifier to 1 target within your attack range.
Overwhelm: The next attack roll made against the target of that attack before the end of your next turn has Advantage.You gain additional United Strike options from your Bonded Subclass.
You start with 2 Union Points and gain additional points at specified Bonded levels shown in the Bonded Features table. You regain all Union Points on a Long Rest, and up to half as much on a Short Rest.
Thank you for this. I'll look into incorporating it into what I have
Poking at this just in case anyone has ideas to offer. 
I’d say you really have 3 options for this:
- specialized Sending Stones that look like parchment and use text instead of audio
- Paper Birds (RAW magic item from Waterdeep Dragonheist)
- Some adaptation of the “Far Scribe” Warlock invocation from TCoE
Idea I had for a Higher-Rarity Light Magic Armor
Djini Touched Leather
Rare (Leather Armor)
While wearing this armor you gain resistence to Thunder Damage
This armor has 5 Charges and regains 1d4+1 charges at dawn.
As a bonus action you can expend one or two charges to produce the following effects.
1 Charge:You can teleport up to 20 feet in a straight line to a point you can see.
2 Charges:All creatures within a 10 Foot Radius Centered on yourself must make a DC 15 Strength Saving Throw or be Blown back 10 feet from you and be knocked prone
Oh! I forgot to write the word “name” in my original post. 🤦 I have mechanics, I just need a name for the item lol. Thanks for your suggestions though!
I think the 2 charge ability could use some rewording. It’s also a little strong for a bonus action, but it is a rare tier item so you do you
If I made it an action it would feel like a weaker Thunderwave though wouldn't it?
Oh ok lol. I assume the name will be something the character refer to in-universe. I’m not super familiar with Strixhaven as a setting, but I think something like “Messaging Board.” If you wanted to be silly you could just call it “Texting” since it’s like Sending but using text.
Honestly no. It would still be stronger. You lose the damage, but the AOE of this effect is considerably larger than Thunderwave’s and it knocks the target prone. My main concern here is if a melee character gets this armor they’d be able to knock someone prone as a bonus action then make all their attacks against them at advantage. I would personally recommend redesigning the 2 charge ability rather than just making it an action.
I mean thats kind of the point of the knocking them prone thing if I'm being honest, to work well with that melee as well as act like a get off me
Like I said, I think that's a little strong, but since its a rare tier item its ok if you want it to be that way. That's your decision to make
Feels like a sidegrade to the Battering Shield, maybe a straight upgrade in some sense?
another one of my “specialized fighting style” feats
Comet 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.
Swift Impact. The Heavy property of melee weapons can be satisfied by either your Strength or Dexterity score.
Comet Strike. When you make an attack using a Two-Handed Melee weapon as part of the Attack action, you can use your Bonus Action to instead make that attack against all creatures within range, up to 10 feet. Force all the creatures in that area to make a Dexterity Saving Throw, dealing the weapon’s damage on a fail.
Wording issues: Comet Strike.
You aren't "making [an] attack" if you're forcing a save.
good catch, I think an old version of it slipped through
it was going to be separate attack rolls on all the creatures
but I decided that was stupid
If you would make a melee attack on your turn using a weapon with the Two-Handed property, you can instead force each creature within 10 feet of you to make a Dexterity Saving Throw, dealing the attacks damage to each creature who fails.
I actually don't remember if Saving Throw is capitalized or not, I know Dexterity is because it's an ability
i made a paladin subclass for 2014, could anyone look it over to see if its not too op ?
Idea for an effect for a Very Rare or maybe Lengendary Magic Studded Leather Armor
Assassin's Gambeson
When in dim light or darkness, you can use a Magic Action to teleport up to 60 feet into a creatures shadow and make a Melee weapon attack and then you teleport back to where to activated this action
Don't have wording right yet, but would this be cool/enough on a set of armor? Strong?
unfathomably strong, its a free attack with no consequence of having to engage the enemy in melee
So is a longbow
if it requires line of sight than sure, otherwise you can interpret it as being able to teleport to anyone within range with no limitation
honestly probably not too strong if I think about it a bit more, especially since it doesnt give any additional plus to armor class
ultimately i think its a pretty cool idea, though you might want to be a bit more specific with the wording of the effect
Im homebrewing a Hunters Mark change. Instead of a single d6 of bonus damage until level 20 its a d4 but the amount of d4 is equal to your proficiency bonus. What do we think about it?
sure
Yeah I will get specific later, I just...So these ideas spawned from my Rogue player making a magic item wishlist, stuff they'd want right? And they were like "theres a bunch of cool armor here but it was all medium or higher so I couldn't really use it" and I wanna kinda start rectifying that problem with some fun stuff made for the Lightly armored classes, the Rogues and Rangers and the like
Maybe add some limited uses and range stuff, change wording to be compatable with extra attack maybe?
yeah for sure I get it. Ultimately the main things you need to consider about the effect is whether you:
- Need line of sight to the target to use it?
- If you dont need line of sight, then how does targeting work? (some sort of shadow-sense or heartbeat-sense maybe? could be a nice secondary effect, though that has its own balancing issues)
things like limited charges are a way to go about it, or maybe an option to not need to return to the point from which you teleported, to give some utility
Since its a Magic action to use, I dont think you need to worry about extra attacks, you usually cant do both in one turn
Yeah I can go...Limited uses, the ability to stay where you teleported and as for how targeting works hmm.... Maybe give a life sense-ability as some utility? Like your able to focus and sense creatures within a 60 Foot Radius?
Or I'll just go line of sight is needed
60ft blindsight is maybe one example, but that would really start entering into legendary rarity territory
What about...30 foot Tremor Sense and you have to be able to sense the target in some way
The secondary requirement kind of defeats the purpose of termor sense, unless im misunderstanding
though tremorsense is probably more accurate if you want to be able to target enemies without line of sight
Yeah...I like Tremor Sense actually, being able to feel heartbeats like that
A tremorsense-like ability with no "same surface" limitation is quite strong, so if you do go that route it will probably end up being legendary, unless you really tone down the teleportation effect
Anyone got any hombrew rules they could recommend
What're you looking for in particular?
Had an idea for a new magic item. Like the Multi-Tool item from the new Eberron book. Instead of a Tool they're three different weapons
Shifting Weapon (Requires Attunement). As a Magic Action can change the base item into any Weapon based on the type of Weapon. The Wielder gains proficiency with Simple Weapons they don't already have it. All weapons formed by this item are +1.
Three different magical handles. Simple, Martial, Exotic Ranged.
The Exotic Ranged have the Repeating Shot Enchantment. And forms firearms. Where as Simple and Martial versions could form bows and Crossbows. If the weapon's chosen form has the Thrown property it also has the Returning property.
How to turn screaming white room into a spell?
Some homebrew rules i can use to make my campaign more interesting
is there anything in particular you want to change to make interesting?
Generally you shouldnt add homebrew stuff unless you find something with the base rules unsatisfying
Question: I'm designing a homebrew subclass and I've having trouble with creating an options log for skills that the player can change their character's skill proficiencies, but I don't know how to make that happen. Is there a code system to help with that?
if making in dnd beyond, go to #ddb-support
I’m thinking of creating an organization set in the forgotten realms setting inspired by Critical Role’s Claret Orders where an offshoot of monster hunters left their organization thinking that they do not go as far as they should to defeat their enemies.
Though I’m uncertain what organization within the forgotten realms setting would be best for such an idea of such an organization to be originally built from.
Bit of a history of the idea I have:
The trio of leaders that would leave their original organization and form their own, would rediscover the forgotten practice of blood magic while exploring a Netherese ruin.
They were able to unravel its secrets to be used in martial practice, enhancing magic and other forms of combat and utility. As such they were to amass a following of other members of their original group, as well as those desperate to protect themselves or their loved ones, those who desire a purpose and of course those who merely wish power and prestige.
Combat Shovel
Improvised Weapon (Requires proficiency with Improvised Weapons to use well)
The unorthodox creation of a grave robber who, seemingly, dabbled in weaponsmithing. This tool features a reinforced handle and a particularly heavy, round point, bladed shovelhead of a curious design. Seems to still work well as a shovel.
Properties: Heavy, Two-Handed
Adaptive Design. While wielding this shovel as an improvised weapon, you can treat it as a Battleaxe, Warhammer, or War Pick, as if you were wielding them in two hands, for the purpose of determining damage dice (1d10) and damage type (Slashing, Bludgeoning, or Piercing). You may also use a weapon mastery from the listed weapons if you are trained in the mastery of the respective weapon, and are treating this shovel as said weapon.
^ Thoughts? its not a magic weapon to be clear, just a homebrew custom mundane weapon. Unsure if there is a rule for such a thing in base 5e, but I had the idea for it.
TF2 Soldier 😭😭🙏🙏
Very interesting! Would you be okay if I took this and used in my games? I think this would be fun for a low level character to find
Tavern brawler monk be eating good!
Have an immense amount of fun with it lol. Feel free to use it as you wish!
Actually tavern brawler anything
If I can convince my DM to let me have it for a improvised Champion fighter build, ill be set!
Oh, bet!
I've got an open game, I'd allow that!
Updated the wording of the combat shovel to be a bit more clear as to the intention to have it not count as a "weapon equivalent" in the improvised weapon rules. The previous wording could be interpreted as not needing improvised weapon proficiency and instead being able to circumvent the requirement to treat it as a martial weapon via the Adaptive Design feature, which was not intended. Though the previous wording could still be used if it is preferred obviously :)
Appreciate the offer, unfortunately I am way too busy studying to consider playing in another campaign rn. I do hope your players have some fun with it though!
That's fair and valid! Thanks for wishing me luck, bro!
Do you prefere I send it here or dms?
does the last line make this too much? is this good or should I replace it with a path to triggering the ability?
Life Manipulator
General Feat (Prerequisite: Level 4+)
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Recovery. Once per turn if you deal damage, the next time you recover Hit Points to a creature before the end of the turn, you may add 1d6 to the Hit Points recovered.
Enhancement. Once per turn if you recover a creature’s Hit Points, the next time you make an attack before the end of the turn, that attack deals an additional 1d6 Force damage.
Whenever you roll a d6 as part of this feature, you can consume a hit die to roll it and add the number rolled to the d6.
okay
Oath spells
You gain oath spells at the paladin levels listed. In addition when you take this oath you lern the Sacred Flame cantrip, and it counts as a paladin spell for you.
Level spells
3rd Purify Food and Drink, Protection from Evil and Good
5th Lesser restoration, Heat metal
9th Dispel magic, Feign death
13th Aura of purity, Death ward
17th Greater Restoration, Flame strike
Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sterile room You sanctify a space, protecting it from disease, pestilence, and supernatural corruption. You can spend 10 minutes to consecrate a 15-foot-radius space for 1 hour. While within this space: Poison, and diesease effects are surpressed, and any wisdom (medicine) checks and intelligence (nature) checks you make within it are made with advantage. Creatures resting here regain 1 additional hit die worth of healing during a short rest.
Clensing flame: Clensing flame: As a bonus action you fill a creature you can see within 30 feet with clensing flame, dealing 1d6 + CHA mod, fire damage to it. For the next minute, the creature loses resistance to fire and radiant damage. A creature can attempt to douse the flame by making a constitution saving throw at the end of each of its turns. In addition as a bonus action on each of your turns you can deal 1d6 + CHA mod fire damage to the target provided it stays within 30 feet of you. The initial damage changes to 2d6 at level 5, 3d6 at 11, and 4d6 at 17.
Aura of cleansing
clensing flame lingers around you protecting you and your allies from poison and disease; you and your allies have resistance to poison damage, and advantage on saving throws against poison and disease while within your aura of protection
Clensing inferno
Starting at 15th level, you gain the ability to use your lay on hands feature as a bonus action, and it gains a range of 10 feet.
Tenets of Cleansing
Paladins who take the Oath of Cleansing uphold a strict and unrelenting code. These tenets are not guidelines, they are scars branded on the soul.
Clense Impurity. Where you find plague be it illness, blight, or corruption, you must act. Whether through healing balm or sacred flame you will cut it out before it festers further.
Mercy. Mercy does not always mean salvation. When healing fails, when suffering persists, offer a swift end.
Purify the wicked. Evil spreads like infection, by word, by influence, by blood. Lies, cruelty, greed, these are not sins, but symptoms. Cure them at the source.
Avatar of purity.
At 20th level, as an action, you can magically become an avatar of puriy, gaining the following benefits for 1 minute:
You have resistance to all damage.
When you take the Attack action on your turn, you can cast sacrad flame as part of that action.
Creatures within your aura of clensing have immunity to the poisoned condition, poison damage and all diseases.
Once you use this feature, you can’t use it again until you finish a long rest.
level 20 isnt supossed to be balanced cuz well in the campaign this is gonna be played the pleyers will never reach leevel 20
i kinda feel that clensing flame might be a bit too strong
especially since its a bonus action
but idk
nah its fine. Like its good at low levels butnot crazily so and at higher levels its meh
should it scale better at higher levels ?
I think a feature like this is just kinda very mediocre. Damage as a bonus action against a single enemy (where if it dies the feature ends) at the cost of channel divinity just doesnt have the oomph for higher levels and honestly at lower levels isnt incredible
do you have any ideas how it could be changed ?
That's still pretty open-ended.
I've been thinking about using a mix of two rules: The Strixhaven feature: Extracurriculars & The Variant Rule: Proficiency Dice. And using it on the two Background Skills.
Or arc shots. For a semi circles that goes half the height of the distance:
distance * (pi/2)
For modified arcs such as an increase/ decrease in height:
pi ( 3(half distance + height of arc) - (sq root ((3 * half distance) + height of arc)(half distance + (3 * height of arc)))
Plug it into Google Sheets & it's a piece of cake. Hmm... and perhaps a Graph for a visual. That's a good idea.
Like stated before, homebrew is usually for when the traditional rules or variants, fail to have rules for.
I like cooking. I would have it provide a whole THP & benefit such as a Blessing while the THP exists. Blessings are easy and already built in.
You just need to put two rules together or math.
One homebrew rule I saw in Viva Dirt League D&D was that if two spellcasters cast a counter spell on each other, it creates a wild surge... ( a fun idea for those who use counterspell a bit too much. )
I'm going to borrow that. Thanks!
np
maby at higher levels - like level 15 whenever you hit the target with a weapon attack you deal additional damage to it ?
well ideally you cast this feature on the big guy but not all fights someone like that is there. Maybe ease up on the action economy and make it not take a bonus action.
Like an action ? Or just that the target takes damage once per turn
Love this concept feels like a paladin who might be serving in a world full of plagues, small question could you be more specific by supernatural corruption. thats my only advice as that might be seen as a bit exaggerated word. Maybe just replace that with a variation of protect good and evil.
when you take the attack action and hit a creature you may choose to put the cleansing flame on the target
and maybe have the damage happen after the saving throw. If they fail they take the damage and the flame persists. If they succeed the effect ends
The cleansing fire reminds me of an anime where a guy snapped his fingers and his foe became ablazed in fire!
I am not to familair with this subclass but I like that the feature for Clensing flame is a bonus action, mostly because its a bit OP in my eye you deal damage while also making them vulnerabile, this makes the subclass feel very much support base overall
My cousin would probably kill me for not remembering the anime title...
Roy Mustang from FMA
true thats my bad, but the thing is that a good number of enemies in dnd have fire resistance or immunity. As a result, most fire-based spells, such as fireball, deal much damage to make up for this defence. however this allows you to basically ignore their defence. so in my eyes you made a guaranteed vulnerability.
yea but most fire damage stuff is aoe and this is against a single guy
I think its fine
Also about sterile room, would it be op if it lasted more time ?
Or mabey creatures regaining hitpoints within it regain maximum number instead of rolling ?
Like beacon of hope
in my eyes it currently only last as a short rest. maybe include that more channel Divinity that you used the more longer it lasts?
Ye that’s why I feel like why would you ever pick it if you have cleansing flame
shrug if you never found a use for it and you gonna short rest anyways
get some extra party wide healing in
cause it recharges on short
True
I dont th ink these 2 things are really realistically competing since the sterile room is so niche to start with while damage is just kinda damage
Then to summarise: change cleansing flame so that you can put it on a creature on your turn when you hit it with an attack. Saves at end of turn and deals damage at the start of the creatures turn no action required
Do the other features seem alright ?
maybe make the cleansing inferno range equal to your aura
That seems reasonable
hm what happens if someone is already affected bya disease or poison when youa ctivate your avatar of purity?
is the disease or poison supressed for the duration?
or totally removed?
cool cool and maybe give the option to expend a fifth level spell slot to regain a use of their avatar of purity since im pretty sure most pallys get that
Okay
We juat killed a abnormally large dark weaver in its lair In the shadow fell i wana make a set of bagpipes out of it but I need ideas
I created a system to go beyond lvl.20 for whose knows how to handle and create stronger monsters or monsters in general
with 8 balanced options
it works like this:
Option 1: Level 100 (Suitable for Multiclassing)
Option 2: Rebirth (Reset 10 times each time, gaining 3 feats, 1 epic boon, 1 language) until you reach 30 feats, 3 epic boons, +200 max HP, 10 languages, and +10 points in all stats
Option 3: Prestige (Weapons, Feats, Skills, Transformations, and unique class or race features, plus builds and new rarities)
Option 4: The 5 Mirrors (Create 5 identities that you can also fuse with and that you can access at anytime)
Option 5: (Make your class perfect to do everything at the cost of having the strength of a level 20 without having chosen any options)
Option 7: Grak: (Enhances spells and minions, new strenght wells, evolutions of both spells and summons)
Option 6: Full Mastery (Become who you actually want to become, like a blacksmith, then you will be like a god at creating all kinds of objects)
Option 8 Demons (Have a demon inside and upgrades based on your alignment).
another idea I had for some fun magic light armor.
Armor of absorbtion
Chose 2 Damage type from a list of magic ones, when you take damage of the chosen types you can use a reaction to gain resistance to that damage and then keep track od the damage you took. Later on you can use a bonus action to heal back the accumulated damage number stored up in the armor. The armor can store a maximum of 30 hit points up like this, and it loses hit points on a long rest. Maybe you can also only do the resistence thing like...three times per long rest or something.
Doesn’t 2024 rules already have that now?
It has recommendations but no formal system
I want to make a final boss that has the same abilities as the mindflayer but isn't to much like the stranger things mindflayer from season 3 (I had this session plan before I watched the show) and I want it to be made of human guts and blood.
What should I do
What are these balanced against? Quite a few of these are pretty vague
Have you looked at the official Mindflayer and Elder Brain statblocks? Those should provide a good base to jump off of
balanced against other options
Armor of Absorbtion
Leather (Very Rare) Requires Attunement
This armor is magically attuned to two of the following damage types Fire, Lightning, Thunder, Cold, Acid, Necrotic or Radiant. When you take damage from one of the Chosen two types you can use your reaction to gain resistance to that damage type for that instance of damage and if you do this armor gains 1 Charge and can hold a maximum of 5 charges.
As a bonus action, you can expend any number of charges you wish and regain 10 Hit Points for every charge expended.
If you take more than 20 damage of the chosen type after resistance is applied, this armor gains 2 charges instaed of one.
What do you guys think a good enemy would be for a group of 4 lvl3 but two of the players are newbies
I would prefer it be something unique and something I could fit into a dark dimension vibe
Just any ideas lol
ask in #dm-discussion, unless your asking how to homebrew such a monster
Ah ok my bad
np
I can get help for homebrew monsters there too?
Probably will be directed here
homebrew monsters would be here, general dm questions would be in dm discussions
The answer: look at CR 3 creatures. Or groups of lower CR creatures, and base off of that
I've tossed CR9s at my level 3s because they are good. So CR is just a guideline
Armor of resistance is rare, and thats constant resistance. For this you need to trigger it via a reaction to get the resistance, so I think this is relatively good balance wise. Very noice!
You could probably make it any light armor instead of specifying it to be leather, unless theres a specific reason your going for that. You could also probably have the resistance last until the start of your next turn when you do trigger it.
You could probably even have it function as a +1 armor as well potentially
The options are balanced against each other? The balance is unclear since a lot of the mechanics aren't detailed out.
But also, the options don't seem balanced in comparison to 5e as a system. It's already beyond the power scope of the game, so I assume you've also playtested these options against similar scaling rules for monsters, DCs, encounters, etc
This is a little disease/curse I came up with for fun:
https://docs.google.com/document/d/1AgszDumo8at58_HXzPgAHtOZzO4ySh9aLHltxt15vWk/edit?usp=sharing
I'm just wondering if it's fair/balanced and if I should change anything or just scrap it.
Feels bad
Pretty brutal downsides. Disadvantage on all concentration checks, or things like a permanent exhaustion level
Depends how accessible the curing things are, and how easy it is to get the condition
I wouldn't use it myself
Very few objects may cause it when handled, some rituals might if you mess up, and exposure to some time-related things.
Curing the Rot of Many Futures
The disease can be cured by one of the following methods:
Greater Restoration or stronger magic
Cooked Anomaly Meat Ritual (an 8-hour ritual using meat from a temporally unstable creature)
Rare Herbal Remedy brewed from chronolocked plants
Once cured, symptoms fade over 1d4 hours, though faint scars, odd hair patterns, or minor cosmetic abnormalities may remain at the DM’s discretion.
Is there precedent for a character being able to do 6d6 damage at level 6?
Player wants to use a HB barb subclass. The ability recharges on a short rest, and it sounds like kind of a lot to me?
Feels decently held back by the fact that it’s a Dex save and costs a whole action but
Could you share the whole subclass?
It'd be easier to evaluate knowing the whole picture
6d6 is on average 21 damage, so that is definitely pretty hefty for a 6th level feature, but it might not be as crazy with context
Yeah hang on. Gonna have to come in several messages I guess
no link?
It be like that
https://docs.google.com/document/d/1-BYSEtePSm_CGBzLxRfzXUkoYSMLz18BqpWVmy9UgxU/edit?usp=drivesdk
better idea to drop it on a doc
I’m re-reading it and it doesn’t seem too bad since it’s a Dex save and those tend to be a pretty high score afaik
Have no idea what the theme is, but honestly looks fine
It’s once per short rest 6d6 damage that’s contingent on a save and you use your whole action for it
I think the 3rd level ability is honestly stronger
It’s supposed to emulate a game character my player as been really obsessed with, which does pretty much everything in the subclass
That’s a good amount of temp hp, even if limited.
Yeah retaliate is kinda really strong but I think needing to get hit enouh times for a big swing ain’t too bad. Rogues are doing the same damage far easier
True the temp hp I forgot to factor that
I mean rogues also are only getting one attack, so all there damage is contingent on that. Not to mention that temp HP scales really well on barbarians do to rage
It looks overall fine since there’s a cap
But yeah, that’s the feature I’d worry more about in the long run
I actually like the design space of retaliate since it fits the barbarian identity really well, you get stronger if you get hit, and your reckless attack makes getting hit easier
Getting hit is what barbarians do best lmao
The ribbon feature is? That’s up to you as a DM if you want your player to get away with minor crimes
Feels more like a background feature than anything else
Yeah it was ripped straight from the pirate background. If the player was new to my table I’d be concerned but I know this guy well enough so it should be fine imo
Supposed to be in a duo with a rogue which I think can lead to fun shenanigans lol
Honestly just make the 6th level feature make all unarmed strikes magical 😂
Itll read cleaner in the long run
I think the 10th level feature should be temp hp instead of healing as well. I’d have to play test to see how it feels though tbh, since 10 foot radius is relatively small depending on the map. Since you trust your player I assume they won’t do a bag of rats situation
Honestly subclsss looks fine tk me
Has anyone actually tried the bag of rats trick??
It’s just a good habit not to include it in homebrew, just because
Kinda like putting the “do not ingest” label on obviously inedible things
Here's a train of thought I have, I wanted to make AM as a pc but thought of creating an entire robot race in dnd (I am a dm not a player acting like one) and I was thinking it'd be cool to require this race to actively drink water to cool down and then I thought about hunger and thirst mechanic to get players to hunt or spend money on food and now I'm thinking of heat mechanics where you have to drink to cool down and if these features (hunger and thirst) ever enter the danger zone it could contribute to a sanity mechanic I made
Now that I said it, hunger is probably already in dnd
Kind of, those sort of things tend to work better in other systems 😓
Dnd isnt a great survival system
Doesn’t mean I don’t homebrew my way to make it one though
So it would work a hunger system if it is created correctly?
Its more like paste tier one hunger and thirst don’t matter anymore
It just becomes a tedious thing to track and slows down play
Spells like good berry and create water kinda just make getting food and water insanely easy and erase any sense of danger
I do in my more RP focused games but only because people ain’t really fighting much in those
Hence why dnd isnt a great survival simulator
It’s not even a good rp system lmao
At its core dnd is mostly a combat game, you kind of have to wing everything on your own
There are a lot of really RP heavy systems like Fate from what I hesr
Which is very character leaning
I mean dnd as it is now it it’s current state is pretty much a power fantasy game
I do a lot of systemless RP in my free time anyway. My table practically stops playing DND half the time
Sometimes we throw a die 
Maybe you use a different TTRPG system instead like dread instead then that doesnt rely on dnd rules only and more roleplay.
We’ve considered it, but my players are too busy to learn a second system and we’re happy with our low-rules formula
to be fair dredge is very simple. you do a action you pull a brick out of a janga tower if it doesnt fall over you succedd however if it falls something major bad happens such as you die.
I mean that doesn’t sound so bad but I think we’re all pretty set in our ways on that front lol
Hey, I’m trying to think of more “normal” fantasy artificer subclasses. Does anyone have any ideas for artificer subclasses that fit into more normal medieval fantasy settings?
I thought of one called the Hex Smith, centred around upgrading and creating magic swords, and had a bit of lore hinting towards having made Excalibur
Alchemist is classic fantasy, and the rest of the subs can easily be flavored to rune magic or whatever
Base artificer already makes and buffs magic weapons, so I'm not sure what you're looking for outside of buffing the hell out of a base feature for a subclass
But to that end, artis are so good because they can do other stuff alongside their decent magic items. Giving up their subclass to focus on something they already do probably doesnt feel like a fun option
Maybe you could do a sub based around building stationary turrets/trebuchets/ballistas
Might step on artillerist's toes but idk
Let's be real, artillerist is a tempHP sub
I want to make a final boss that has the same abilities as the mindflayer but isn't to much like the stranger things mindflayer from season 3 (I had this session plan before I watched the show) and I want it to be made of human guts and blood. What should I do.
What shape should it form
Hay do any of y'all have a overpowered barbarian subclass that would fit a sci fi setting I could use?
Just look at the actual mind flayers and related statblocks and rip abilities from there
A lot of those guys have very psionic abilities.
You can probably just reflavor any of the existing Barbarian subclasses to be sci-fi. Flavor is free
your right but i want an overpowered subclass to use you got one?
Define overpowered
Because you can literally just take any existing Barb subclass and just give them extra damage die
well i just want something thats unique yet powerful
I mean, all the barbarians are pretty strong. You trying to like literally just one shot all enemies?
This seems like a conversation to have with your Dm
oh the dm said hes ok with op shit i wouldn't ask otherwise
Well, honestly just hop online and look up barbarian subclasses then.
I personally don’t find overpowered stuff that fun to play
You can find plenty of unbalanced homebrews on Reddit or DanD wiki
Ive seen stuff on DnD Beyond where you just summon black holes and nuke enemies
So you are gonna have to be more specific and search yourself probably
Is this a good class feature?
Deadly Precision - At 14th level, you know the weak spots in a creature's anatomy. Attack rolls of 19 or 20 count as critical hits, but only if the target is not an undead or a construct. Additionally, after a successful critical hit made on a target with this feature, the next attack against that creature ignores any damage resistances, if applicable.
its alright nothing too special
The wording is a little strange on few things, like the "after a successful critical hit made on a target with this feature", does this mean it only happens on a roll of 19? Because a critical hit on a 20 would happen regardless of this feature. otherwise it could just say "on a critical hit" without specifying this feature, and have basically no change to the effect
Also what does "if applicable" mean at the end? And is it meant to be the next attack, or the next attack that hits?
ANyways besides the above, overall feels like an okay feature with no major issues I can think of, might depend on the class
Appropriate for level though?
i think "if applicable" means if there actually are any damage resistances to ignore
I said "if applicable" because not every creature has damage resistances. And I said "with this feature" just to mean that if it wasn't a construct or undead, then the second part wouldn't apply. Should that be more clear?
A little weak for the level. Champion Fighter gets basically the same feature at level 3, with no limits on the creature types, and the resistance ignoring is relatively situational and relies on luck due to needing a critical hit for it
How would you suggest to improve it?
the creature type limit really doesnt do anything meaningful i'd remove that if i were you
I mean, just saying "ignores any damage resistances" has the exact same effect as "ignores any damage resistances if applicable", since if the creature doesn't have any, then the feature will work the same regardless
No idea, I'd want it to fit the rest of the subclass thematically, and maybe work with previous features, so heavily depends on that
I just did that because the idea is that it target's weak spots on a creatures anatomy, which doesn't really make sense if the target was undead or construct
This is a feature for a homebrew class, not subclass.
an undead's weak spots would be tendons or joints which could be used to disassemble its form
a construct's weak spots would be its wiring/magical core/whatever
Undead and Constructs do have physical bodies, even if not as "organic", but there's definitely still things to take advantage of. Heck, oozes dont really have anatomy either, and many elementals
Well then it would depend on the other class features
true
if you're trying to go that route then it should ignore oozes, elementals and plants as well
Alright that's a fair point, I guess I was thinking too strictly on what "weak points" would actually mean lol
Pretty bad tbh. Crit range is a pretty nothing feature, it adds little
Dissapointing level 14
This is good: you can afford to buff it lots!
Depends on the spells tbh!
And their purpose
- power level
I honestly can’t tell if I should leave the last sentence in, I feel like I understand why WotC limit hit dice features to PB I might do the same
Life Manipulator
General Feat (Prerequisite: Level 4+)
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Recovery. Once per turn if you deal damage, the next time you recover Hit Points to a creature before the end of the turn, you may add 1d6 to the Hit Points recovered.
Enhancement. Once per turn if you recover a creature’s Hit Points, the next time you make an attack before the end of the turn, that attack deals an additional 1d6 Force damage.
Whenever you roll a d6 as part of this feature, you can consume a hit die to roll it and add the number rolled to the d6.
anyone have any ideas to reward players with extra damage from special unarmed strikes instead of a basic weak 1+strength?
Example is my players heald down a gaurd and soccer kicked him in the neck and then knee dropped his sternum
Since he was low and a regular dude i just had him die but if the person was stronger how could i add extra damage
Like weight from knee drop or somethin
basically just a martial warlock with some hexblade stuff inbuilt into it
this is the part I definitely won’t be helpful for, but I’ll just tell you what I did with mine
my class’s pact slots can only use Divination spells
all the other schools of magic are under a blue mage system
yeah mine is just normal in the casting department lol
well, not completely Divination, but I mean mostly non-damage spells
except stuff like Catapult, Conjure Barrage, and that sort of vibe
mine has exactly 100 spells
Artificers have 82 leveled spells
24 of them are cantrips
Ranger and Paladin are 60-70
so I would say 60-80 should be fine depending on how spellcaster-y you want them to be
i am trying to figue out how many they had lol
prob on the lower end, most of the spells with be warlock spells with some that arent
Paladins have less spells than Rangers
Spell Key
Use this key for the spell list if lost on what means what
Components. V=Voical, S=Somatic, M=Material
Homebrewed Spells. Homebrewed will be placed in italics and the spell's effect will be listed after the spell list, if made by somebody else, their username on discord server will be placed at the bottom of the spell. All spells that are made by somebody else will be asked if it can be used for this.
i think this works for a key for things
it’s understandable
does anyone have a crafter/inventor subclass for artificers that’s more than just skill checks, where the character can actively create gadgets, tools, or inventions that matter in gameplay.
Technically all the artificer subclasses are inventors as they all have something they make
Had a random idea for a warlock pact and wanted to ask for suggestions on how to make it happen.
Pact of the song a warlock who draws power from music
(I play mostly bards and bard multiclass and wanted to add some fun flavor)
Sorry? What I meant is there a subclass focused more on creating anything associated with particular tools such as smithing tools? To feel more like a craftsman.
Artificer feels like that normally
They make magic items, they modify other items, etc
They get smiths tools and tinkerer’s tools
I know but wondered if there was an explanation?
For what?
I mean, for why I’m asking if there’s a subclass that really emphasizes crafting with tools like smith’s tools or tinkerer’s tools, rather than just making skill checks or relying on spells. I’m trying to figure out if there’s a homebrew subclass that makes crafting a central part of gameplay.
.
Guess what I mean is that the official Artificer subclasses all feel more like “inventor in combat” rather than a true craftsman.
different subclasses are focused on different tools
the class plus 1 or 2 subclass features give it all the “craftsman” features
the class barely has any combat features otherwise
so the subclasses have to be combat-focused
Hey chat
My friend is playing an evil wizard in the party and I wanna know how evil his 'Ice Cube' spell is
Artificer as a whole is defined as being the "crafter" or "inventor." Each subclass represents what their specialty is and what they craft as an individual. Every subclass is given proficiency with a new set of tools related to their subclass and theme.
The "crafting with tools" you are describing mechanically mostly is from their magical tinkering and infusion mechanics in 2014.
In 2024 they get the tinker's magic feature that literally lets them just make little items to use like caltrops and ball bearings. As well as the new Replicate Magic Item feature where you can make all kinds of magic items.
I think its a little difficult to understand what you are asking for because technically base Artificer does what you are describing. If you mean you specifically want a subclass that just makes random gadgets on the fly to solve a situation then again I think artificer does that already.
You would probably need to give us a specific fantasy or an example character so we get what character fantasy you mean.
I think you might be getting closer to my idea. in other classess such as bard subclass creation they are given a unique ability such as Performance of Creation to create one nonmagical item during the sesson not during each level thing. Now I am under the impression that artificers have the ability to create magic items but not as flexiable as these other subclass and it makes me wonder why they dont have it?
I think you could probably make it work. Though pacts are usually made with some sort of being or entity rather than a force or thing. You maybe might want to make the patron like, a master musician or some sort of magical creature that specializes in music
My initial thoughts were to make an entity that works similar to the elder scrolls daedra
Have you read the Tinker's Magic feature in 2024?
just out of curiosity
No?
I'll send it here.
I just search it up.
Yeah, 2024 is what youa re describing I believe. You can just make things out of thin air
and use them
huh? small question then, is it limited to these items?
Yes
Though I'm sure a nice Dm might let you do more
if you want mroe complicated magic items that's gonna be your Replicate Magic Item feature
ok... I normally only play in 2014 campagin so I might steal this for a subclass then
Had to find the notes I jotted…
My more complicated idea was for the power of music to be a semi-sentient (ish)force that one can pull from to cast, as long as they contribute their own chords to the melody of the universe.
Could just use 2024 artificer. It's backwards compatible
and the subclasses are updated to work better
True however the group I normally with is very much anti 2024 rules
for god reason
so I will just create a subclass focus on this then
If you say so. I mean, original Artificer came from Tasha's which isn't really all that much older than 2024 version already. And then you wouldn't have to dedicate your whole subclass to just things the base class gets now
true... thanks though for your help
Hmm... Would definetly be unique compared to other patrons which isn't a bad thing. I just know a big flavor people love with Warlocks is the ability to roleplay and interact with their patron. So I worry if making it a amorphous force takes away from that at all
The fantasy though for like, selling your soul for talent is very real and exists though. OR even like a Devil Went Down to Georgia type of approach.
So I think it's worth pursuing this idea
It’s a rough idea but I think I’ll ask my dm when I see him later today
When you told me the idea I got this idea of your player being gifted like, a badass demon guitar or something that you can do things with.
It sounds sick
What my current work has been going to is more along the lines of pulling energy from the universe and needing to make a “sacrifice” to keep in the good graces of the writer of fate
Like I said at the top of here, I’m a bard main and wanted to allow my secondary and/or tertiary class to accent it
This for 2024 or 2014 rules?
2024
Is this for a multiclass or you are just playing a warlock and want music stuff?
My current character is a rogue/bard and I planned to add warlock
We’re playing strahd
If you didn't want to have to go 3 levels of Warlock to get this bardish subclass, maybe instead you could design a Warlock pact boon/invocation that directly buffs or feeds into what you are doing
That way you can get it early
I know less than nothing about how to: A make those, and B balance those, and C what they even are.
Are you familiar with pact boons in 2014 warlock? Like pact of the blade, pact of the chain, pact of the tome?
Not really
If this works well and I can balance it I was gonna add it to my campaign I’ve been working on
Sparks notes are this:
Since 2014 warlock got their subclass at 1st level. At 3rd level you would get a Pact Boon which was basically this mini subclass feature thingy where you got a big new feature that kinda altered how your Warlock would function. Pact Blade gave you a special sword weapon. Pact Chain gives you find familiar, etc.
In 2024 they changed this since Warlock subclass is at 3rd level now. You get invocations at level 1 and get access to these pact boons at 1st level now and can take more later if you want. Most of what they do is pretty simple so you'll want to read them. Think of them as getting like, a simple magic items or an additional feature.
I can help you if needed
IDK what level your party is so obviously this may or may not matter. Though if you are designing a whole warlock subclass then you'll be playing with invocations and such anyways.
I’ll look into them, thanks
I had a homebrew question if anyone's available to help me
I can't seem to get the set > armor class, modifier to work properly
this isn’t really a homebrew question
did #ddb-support send you here?
#homebrew is more for the content than logistics, not many people use whatever tool you’re using
normally I'd go to the dndbeyond homebrew forums for a question like this. The site directed me here to what they claimed was their server
since the forums are down atm
try #ddb-support
thank you
Does this feature make sense? Is it too complicated?
Level 7: Shadow Phase
Your Spirit shrouds your body in a phantasmal aura. You gain immunity to the frightened condition.
While your Synchrony feature is active, you gain the following additional benefits:
- You can choose to move through other creatures, objects and surfaces as if they were difficult terrain. If your synchrony feature ends while you are inside of something else you are immediately shunted to the nearest unoccupied space and take 1d4 force damage.
- Your weapon attacks and unarmed strikes travel through surfaces ignoring the additional AC a creature gains from their non-magical, non-natural armor, shields, and cover.
Context: This is a subclass feature for a homebrew class i've been working on. "Synchrony" is a twice per day, 1 min "mode" you go into similar to innate sorcery.
Roll a Nat20 three times in a row and you cast a black hole
Sounds pretty explitable, notably attack through full cover and massively cutting enemy AC tbh.
I can think of many many ways you could empty rooms without enemies having a chance to fight back
Attacking through full cover is the biggest issue.
Many situations that armor thing will be like +3-6 to your attacks
Its very steong
Yeah, the subclass is meant to be very "ghost" themed. And I always loved that ghosts in DnD can move through objects. I then thought it would be cool if your attacks could move through inorganic things and strike someone directly.
Honestly could get rid of the armor thing but I will probably keep attacking through cover and such because I think the fantasy of that is sick
It is cool. Also game breaking. Bear this in mind
If you have a longbow, you could attack a creature from the other side of the dungeon and they would have zero counterplay whatsoever since you have 600 foot range
I mean, you would have to know where the creature is
You actually wouldn't; attacks don't require sight.
and would be shooting with disadvantage becaus you are shooting blindly basically.
They do require knowledge that there is an actual creature present
You wouldn't; because you are also unseen to them and therefore you get advantage, so it's a flat roll
Otherwise you are just lobbing arrows
Maybe I make it melee weapon attacks only then? lol
True. But many ways to get this. A familiar can scout ahead and see any creature and then you just kill them for free, really.
I think, tbh, that total cover exists for a reason. What you COULD do is copy sharpshooter's benefit: your attacks ignore half and three quarters cover
Which is actually super good since your allies tend to provide constant half cover
For the enemies
Needs a formal definition of "psionic attacks" as that isn't a game term
Probably psychic damage itself
Sorry elegate. Shouldn't have pinged
Mind control also needs a definition in terms of real conditions - likely possessed and charmed
Mind control itself also isn't a game term so needs mechanical substance
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow
These are the spells that come with Fiend Otherworldy Patron choice for Warlock,
I have a player wanting to play a reborn acolyte of Orcus, using the fiend patron subclass, but Orcus isn't necessarily big on big flames and such, so I was thinking of replacing the damage types on Burning Hands and Scorching Ray with Cold, and replacing the damage type on Fireball with cold, necrotic, or half n half, and then replacing the damage types on Fire Shield, Wall of Fire, and Flame Strike with Cold or Necrotic,
balance wise, I know damage types do have some sway, but i'm not sure what that sway is, so what do y'all think about these damage changes?
No need to change mechanics here. Can just flavor it tbh
You can flavor fireball is a sphere of chilling ice and mechanically still have it deal fire damage, narrated as cold
I'd do that because simplicity is a benefit of itself.
But if you do want to change the damage types, cold is a bit better than fire but not too much.
What form should my final monster take
I just had a cool idea for a new category of spell, flavor spells, in game these spells when cast do absolutely nothing, not even use a spell slot, what they do however is something that only affect the story, my first concept for a "flavor spell" is called reborn, essentially it allows the caster to take the soul of a dying character and make it so that the character is reborn as the casters next child
I have made a homebrew barbarian subclass that is meant to be an improvement on the battlerager with a heavy metal twist: https://www.dndbeyond.com/subclasses/2694408-path-of-the-moshbound If anyone wants to check it out please feel free to do so! 🤘
making a time-y sorcerer (i'm sure this has been done 38257 times before but i wanted one of my own)
if you ever made a similar thing or have ideas for it, i'm interested in hearing. i'm currently writing down my ideas
Sounds like stronger cantrips
The spell you described I think is just the Reincarnate spell
Which is a 5th level spell
I also agree with Cheese. There are a lot of cantrips that functionally don’t do anything other than flavor stuff like Thaumaturgy, Elamentalism, Prestidigitation, Druid craft, etc.
Oh I never heard of that
Ok
Well, definitely can add a lot of the time spells to their spell list. Slow, Haste, etc. Could even do the cool thing that Genie warlock does where they get a mini version of Wish spell bur for Time Stop spell and get it added in their spell list at a specific level.
Hard to say without any context.
Hey, i took it op on myself to create a own update for the artificer to the 2024 rules and here it is.
The artworks for the main class and the subclasses will take longer, right know I need to focus on my upcoming exam period, thats why I have only the cover sofar
https://drive.google.com/file/d/1b6iipalStfaY2cwg75v_OpvnchKqvcOf/view?usp=sharing
I want it to be made of guts but not a spider shape
Thank you. I seemed to have had the channel hidden.
Have you cracked open the monster manual and looked for flesh monsters out of curiosity?
Is the artwork AI?
i actually did give them slow, haste and a bunch of other timey spells, plus revivify for the "revert a recent death" bit. i'm thinking improving quickened/extended spell for them, or maybe the lv6 trait could let them cast haste/slow as a non-concentration spell but shorten its duration.
three turns of haste/slow for five sorcery points, or somethin'
i actually was thinking "limited forcecage", but limited time stop makes more sense, i like your idea
Yeah, I would just look how they do the limited Wish spell and mimic it. I love genie warlock
genie's my favorite warlock
i think it makes sense to include a few heal/res spells in their extra spells pool, not just chronurgy stuff
can flavor it as accelerating the natural healing process or undoing fatal damage
its origin isn't in official content involving the forgotten realms setting, but i'm adapting its spells to be available over here
just because i like timey-wimey magic and i think a lot of these spells are really cool
I've snatched time ravage and temporal shunt from it and the rest of the extra spells are either from the plain wiz/sorc list or completely homebrewn
oh wait, death ward exists
New DM here with about 10 sessions under my belt. I want to make my players feel special in my current homebrew world.
But I’m not sure on the power balance yet.
So far they are a party of 4 point buy, not rolled stats. At level 3, they were able to take down a young black dragon(it started as wyrmling with young black dragon hp but every round it gained new abilities akin to young black dragon)
So here is my question. How much power does a pc get for having 1 extra general feat.
Example, a level 4 character has 1 origin feat and 2 general feats
I’m also thinking of giving each pc additional free general feats at level 6 for choose a faction that offers training.
Also the party will increase to 6 players soon
Hello I'm cooking up a boss to counter players that are being mencaces to society
Any ideas
What level are they? And what did they do
They are lv 12 with powers of a lv 20
What about a deity level monster or social encounter that is a catch 22
Their homebrew spells they cooked up are doom (everything in a 50 mile radius goes poof if the caster dies within 10 turns) fireball² (if the first fireball hits a target another one hones in on the place the first on hit even if the target is moving) and I'm starting to question my life choices
That's two of like 10
the second one is really funny
but to cope with the first one put them up against undead?
i don't know, i thought of the classic doom spell (final fantasy) which is just a full heal to undead when it procs
I’m not an experienced dm but… what if you send them to Barovia/Curse of Strahd campaign. Then have an enemy npc that’s like a paladin, and make that character have an ability to create an anti magic field around them.
Then chase down casters and play smart
This happened to me in my dnd game as a player.
A Paladin with anti-magic field that turns on and off at her will.
She had like 23 ac, and hit like a truck. And our magic items and spells didn’t work on her
And we couldn’t like kill her because she was a sister of one of our pc
The spell doom happens even if they are hit with power word kill
I need help cooking up a boss so diabolical it makes them question their choices
Antimagic field and a bunch of explosives?
obnoxious time mage who uses a signature spell called "return" that reverts the battle to its start whenever he's about to lose
and then what of the necrotic in later levels?
A boss that can't die unless you use a toothpick
Made from a very specific tree
Found on top of a mountain so high none have climbed to the top
Thoughts?
Any refinements
what are we discussing
a boss that pulls an aku samurai jack and sends the entire party 2000 years into the future
i'm running out of ideas, that "doom" thing is silly
(context, this guy let their wizard homebrew a too op spell and wants to put up their party against something beefy that can deal with the bs)
Ooh, you should look at the archhag in the new monster manual. They work mechanically very similar to this. You can't truly kill them without very very specific things.
All you do is they poof for like a week if you drop them to 0 and they just come back a week later all better or something
Sounds like something you'd read in norse mythology lol
I actually have been meaning to look at the hag statblocks. What CR is an archhag?
21
I can send you the block if you need it. I have the monster manual next to me
I have my own MM, was just wondering if it was a little too dangerous to pit against my level 3 party - which it apparently is
Yes 100%. But also hags are kinda Aloof so they might honestly survive an encounter as long as they don't piss her off
Yeah I was thinking making it a difficult 'come back later' thing
Hi there, I've got a major issue I'm trying to figure out for a homebrew cursed feat I'm currently making (which is still WIP) that's heavily designed for RP and combat with a custom corruption meter amongst many other things.
But the big issue is "Main Character Disease" and "Murderhobos".
I've designed the cursed feat to reward restraint and aggressive overusing the cursed feat will seriously cause problems for not just the player who has this cursed feat but also the other party members. It's practically a team challenge, not a solo arc if that makes sense.
But I have far less experience with D&D and I was hoping if anyone could help me try to eliminate any potential of Main Character disease or the infamous murderhobo because no DM, no Players or campaign wants that.
You could start setting up a big bad archhag by introducing them too to other smaller hags who are apart of the coven.
Could do. It's a 3-hag coven. Maybe 2 are weaker?
That seems appropriate
their statblock describes two other hags being around them
so that lines up
What are you worried will cause murder hobo-ing if you've structured the feat to punish overuse?
And how does the feat work? I may be reading it wrong
So for the time sorcerer, I want them to have the option to swap out their time spells (free spells like aberrant's psionic ones) with two schools of magic from certain spell lists...
Transmutation + necromancy? evocation + necromancy? transmutation + enchantment?
Transmutation and necromancy seem like good fits. Both are about changing the form of something (which time often does)
There’s never going to be an in game mechanic that fixes bad player habits. You have to talk to the players out of game about the expectations of play and what you want the party’s alignment to be. If a player doesn’t stick to the agreement they don’t get to play at your table.
If everyone at the table wants to be a murder hobo then maybe you need to run a murder hobo campaign. They become the villains. Send heroes after them
Create emotional stakes for their actions
Kingdoms begin to pay other adventurers to take down this band of villains
necro is basically guaranteed since it has revival and illness-inducing spells, i'm mainly torn between transmutation and evocation. evocation includes a lot of healing spells which make sense because you could speed up the body's natural healing process to extreme speeds.
you can make someone quickly decay or undo their wounds both with time
I think transmutation would be a better fit, as the school is mostly about changing stuff
Necromancy and evocation centers it too much around life rather than time
that is true, necro alone can contain the life stuff
healing word at lv1 is all the evocation you need really
Real
got any suggestions for transmutation spells?
I've got the feat on D&D beyond but the entire thing is still WIP so it's not finished, lemme post the URL here.
I know homebrew campaigns can get pretty wild and I've got no clue if the punishment for overuse is severe enough. Because some campaigns it could be too weak and some others could be too strong. And the punishment is lore for the cursed feat too.
I've never really looked at the transmutation spells, let me check
currently the free time spells list looks like:
lv3: hold person, augury
lv5: haste, slow, revivify
lv9: hold monster, contagion
lv17: time stop, true resurrection
Mending, prestidigitation(?), create or destroy water, longstrider and spike growth all seem like good lower level picks. Look through the list yourself and pick oht anything that notably changes something/the environment
Those all look good
wait ugh GROWTH STUFF
those make so much sense
i think i'll replace hold person with spike growth
Reading through it, it seems fine, but it does feel a little main-character centered especially with all of the extra damage bonuses, free daily death ward, and also all the later-stage stuff. It feels a little strong for something that wouldn't be like an entire character's arc (while other characters also have theirs). It also no offense reads like it was written by chatgpt, there's a lot of stuff that are just 'the dm decides x', in place of more concrete rulings
@rapid hull
I'm not throwing hate but AI can be quite over the top when it comes to defining rules and balance
That's fair and I appreciate the honesty. I did use chatgpt to organize the Cursed feat information and lore, but not it's creation. This feat has been something of an idea for a long time now.
It's a really cool concept but in practice it may take spotlight away from other players unless you frame the curse as being that character's arc
And while I certainly can scale back the bonuses and boons the feat offers, I'll play around to see what works as a replacement that's not as strong.
My entire idea is that the curses feat makes that player whoever has it a liability and the group must help them survive the curse itself and long enough to do the campaign. I do want it to be a team effort kind of thing so I don't blame you if you see it as being a main char arc.
for instance one of my PCs has a cursed sword, which i have concrete rules for that alter his character and how it plays (mainly in combat), but i don't give it any more spotlight than i do the other players
you could use the dark urge from baldur's gate 3 as a reference? while bg3 IS a 'main character' game, there are elements of it that you could take away and use
whatever you do will be pretty cool, just mainly from a story perspective make sure you leave some spotlight for other players too
bg3 lets basically most characters have their main character moments, it does the job well except for like wyll
yeah basically what i mean is make sure all your characters have equal opportunities to be main characters. if everyone's a main character, no-one is
ffvi did that really well too if you played that game
people argue all the time about who the main character is
i'm too scared to touch final fantasy but yeah i hear it's good
my love for time spells comes from that series, hence the sorcerer subclass i'm making here
I haven't even played Final Fantasy since X2
But I'll take your word for it. Thank you guys for the information. I'll work on improving the feat then.
oh god. the entire party with their idle animations sped up due to haste...
are you planning on giving it to a specific player? if so, you could tune the curse to better interact with their class/subclass
i'll remove raise dead, three spells doing the same thing is weird and you can still learn it via leveling up this sorc anyway
for instance my fighter's cursed sword gives him extra battle master maneuvers at the expense of him, like, being cursed
The idea was the feat would be inflicted upon a player who has a draconic character so like a dragonborn, a sorcerer with draconic ancestry and any Infinite homewbrew dragon influenced class that exists. I was trying to keep it from being too restricted to classes else it would rarely see play and tuning the curse to better interact with their class/subclass, that would be insane work with how many classes/subclasses that exist players use.
For your fighters cursed sword, I'm curious, what kind of curse did you have inflicted upon him for the extra battle master maneuvers?
for a tl;dr - the sword has two souls trapped inside that constantly fight for control of the wielder's mind. when the affected draws the sword, they flip a coin on who takes over their mind, and gain specific benefits based on which soul is in control.
one soul is quite calculating, and gives them extra damage on their first attack of the turn, but slightly reduced for every subsequent (encouraging a single, tactical attack)
while the other is more barbaric, instead giving the wielder reduced damage taken & small amounts of restored health if they kill an enemy each turn
both souls have two homebrew battle master maneuvers accessible only while in each respective stance, and the obvious drawbacks is that the user is not in control of themselves and narratively they slowly lose pieces of themselves
Soul Splitter
At the start of every battle, or when you unsheath your blade with the Unsheath technique, you flip a coin.
Alternatively, mid-battle, you can force yourself into the opposite stance for free as a bonus action. This tears your spirit in two briefly, imposing disadvantage on all saving throws and ability checks for one turn.
Heads - Senbi
You are overwhelmed with power from Senbi, one of the two souls trapped within your Nobachi. He empowers you to attack with cold calculation.
Level-headed. You are immune to the effects of charm.
Calculated Strikes. The first time you hit with a melee weapon on your turn, you can add an amount of D8s to the attack’s damage.
Level 3: 1d6
Level 7: 2d6
Level 15: 3d6
Any subsequent attacks have a 1d6 damage penalty. This penalty increases to 2d6 at 15th level.
Careful Footwork. Opportunity attacks against you have disadvantage.
Senbi-Specific Techniques - These are only usable while in Senbi stance, and are pre-prepared
- Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.```
Tails - Mizo
Frenzy. You have advantage on saving throws against being frightened.
Savage Defender. Once per turn, when hit with a melee weapon attack, you can reroll one damage die and use the lower result.
Bloodlust. If an attack would leave you below half your total hit points, you regain a superiority die. Additionally, once per turn if you kill an enemy, you can heal yourself 1d4 hit points.
Mizo-Specific Techniques - These are only usable while in Mizo stance, and are pre-prepared.
```- Quick Draw. You can spend a superiority die to ignore the surprised condition when rolling initiative.
- Shoulder Bash. When you make a melee attack against a creature, you can expend a superiority die to attempt to shove the target. The creature must make a Strength (Athletics) or Dexterity (Acrobatics) check, or be shoved up to 10 feet in a direction you choose.
That's genuinely awesome of a curse, I'd take that curse in a heartbeat if I was that player too.
lol yeah, it doesn't have many drawbacks but at some point in the story the player will either be drawn to a location, or forced there, for the souls to reincarnate (which will end in a big boss fight)
i like to make my players feel special
it was originally part of a homebrew battle master x samurai subclass i made for one of my players, then i turned the whole two souls part of it into its own curse
i do actually have another cursed magic item i need help making lol
True enough and that's certainly not a bad thing.
I like the two soul part, and the flip coin is something I've never seen D&D items do, usually that's a Yugioh tool.
Oh? And what other cursed magic item do you need help making?
needed more use for our d2
and the other magic item is called the Sword of Cynaros - originally wielded by an ancient king (who is still alive as a lich)
thinking of having it upgrade as my players clear each of 7 mcguffin dungeons tied to the ancient king as part of the main plot
Free spells final list
Lv1- Mending
lv3- Healing word, augury, spike growth
lv5- Haste, slow, revivify
lv9- Contagion
lv17- Time stop, true resurrection
can swap any of this list for any transmutation or necromancy spells from the sorcerer or cleric spell lists when leveling up
good?
as for the curse, i'm not sure. i think having it be able to forcefully return to the king's hand at his will when within range when they inevitably fight him would be cool, but idk if a more active curse would be better
haste and slow are definitely good picks
I was thinking the lv6 subclass trait could allow the casting of modified haste or slow
maybe concentration-free with a shorter duration, maybe a free twinned effect, i'm not sure
or make your own custom spell that merges the two? concentration, and you choose a number of creatures equal to your pb (or something) in which you can apply slow/haste in one action. might be too much
i was thinking being able to concentrate on both at once, actually
could be pretty cool yeah
And how do you figure the upgrades for this Sword of Cynaros would work? Like subtle stat increase, new spells the sword offers for charge slots? Or does it transform into new weapons maybe not permenantly but optional, like a swiss army knife?
And for the forcefully return to the kings hand would be cool, but it could and would certainly hurt the player originally wielding it if they do not have a backup weapon. I mean, I like the idea and it would improve the kings connection to it story and gameplay wise.
or a more passive ability that allows you to flip haste or slow, so if an enemy casts haste you can 'counter' it to instead force them to cast slow
honestly not sure, that's what i need to workshop. a basic +1, +2, +3 damage/to hit upgrade feels boring but i'm not sure what else i could even add
maybe they unlock more aspects of the weapon yeah
def
i always forget to put limits on things
usually just default to the player level or pb
it fulfills my FF-style time mage class fantasy of haste-ing 4 people at once
just needs pb of 4 and 12 SP
lol yeah, OR you can spend sorcery points to cast an aoe haste? the more points you spend the bigger the radius? might promote tactical movement in fights
is 3 per target too costy?
i like this as well
i am a bottomless pit of unbalanced ideas
for the lv1 trait i added initiative roll theft
when starting combat, you roll a d6 and add it to your init roll
you can use a sorcery point per target to subtract it from enemies within your sight
lmao nice
reflexively speeding up your perception of time and slowing theirs
Wait, what if the blade after the 2nd or 3rd mcuffin dungeon the player wielding the kings sword becomes sentient, helping the player grow stronger with RP secrets or minor magic enchantments to the blade.
But the blade is only helping the player to survive long enough to reach the king lich, because that's its entire goal, to return to its master?
that could be pretty cool
i love magic swords
another sword tricking the wielder into going somewhere lol
like hell yeah you go funky little whisperer
YEAHHHH
i unfortunately only have 1 usable magic sword in my campaign
it casts disintegrate on you if you try to pull it out of the rock
if you succeed the str check, you get the sword AND the stone, and the trap's still active
i honestly might go with this tbh but alter it a bit. the king is in the final mcguffin which is only accessible after the other 6 are completed, so maybe it's the reason they know where the 7th mcguffin is? the sword guides them to it or smt
you roll a d10 every time you land a hit, on a 10 it casts disintegrate on the target, on a 1 it disintegrates you
i would cast reduce on it and pull it out with ease
sad!
that's another potential outcome, then it's just a generic 2d6+1 enchanted sword
if i remove the sword, does the rock stay enchanted? can i throw my disintegrating rock at people?
absolute CINEMA
Exactly. The sword is deceptionally tricking the players into reaching the 7th dungeon and the king, think of it like a parasite that only cares for its host until it reaches a point where it can freely leave and repopulate. The player would grow attached to the blade that's helping it, feels similar to Dante's Sword of Sparda from DMC this way.
sounds good to me
need to think of mechanical properties now
i know just giving them a +1 sword would convince them to use it because they're loot goblins but i like having interesting mechanics
i think i would make this a d4
You could try making it magically attached to them, for the time until they reach the lich king so it can't be thrown away or sold if they're loot goblins.
"in the event you attempt to catapult the rock, you roll a d4 and disintegrate on a 1"
you forgot to take cover and the rock landed in such a way that the beam of disintegration managed to land precisely on you
i suppose the curse is it can't be unattuned without doing some kind of really odd ritual
That's a fair point and question is, would your players go far that to unattune it and do your odd ritual, whatever that may require?
if they put the effort in to unattune then i'll let them lol, the sword will just find someone else
I have an idea for that and it's malicious for jealousy.
What if the player who does do the ritual and unattunes it, the sword will instead go to their nearest party member and it's a stronger version for them than it was for that player?
4 rituals at the exact same time is the only way to get rid of it
lmfao
feel like that's a little too annoying
i'll go with the forced attunement but give it enough benefits so that the player doesn't really care that they can't get rid of it
Fair enough, I mean you don't want the player to get rid of it since keeping it progresses the story to the final dungeon and the lich king. 4 rituals at the same time sounds good but depends on how expensive that is.
Other than that this sword is owned by this ancient lich king, what is its lore if I may ask?
was the lich king's primary weapon when he initially ruled over the world, it was sealed away in the first mcguffin for 1500 years, then found by the players
yuck
the lore of my world is quite deep so it's hard to explain like anything without a crash course in the world's basic lore
there are already a bunch of lich things that are irreversible attunements, no?
i don't see why that wouldn't work
he isn't a lich in any kind of lore-accurate sense, more that he stays alive by absorbing magical power from the mcguffin he resides in
ah
i've also never really read up on liches besides the whole soul absorbing stuff
the mcguffin is like a huge tower i jsut have been calling it a mcguffin
because there are multiple of them
Idea.
If we're playing with the idea that this sword of this ancient king is sentient in some sense for its goal of it to return to its master, why not have an enslaved soul be trapped inside the blade and forced to do its masters bidding, either by some grave curse, magical pact or something else?
Like what if this king trapped an genuine angel inside the blade to grant him resistances and benefits against holy, radiant and celestial things that would hunt him down?
too long to explain everything but no - the towers are built to power a barrier to keep the gods from interfering with the world. sealing the gods caused an extinction event, the king is the guy who built them, and has been secretly living in the final one for thousands of years.
the towers are unrelated to 'defeating' him, but it would be a cool idea for his bossfight that he's invulnerable until the final tower is destroyed
might work yeah, i like the idea of it being a loyal servant than an unwilling one
gotcha, so not a mcguffin, but a source of power
yeah pretty much
yeah i'm actually just playing minecraft
type sht
what if for the lv6 trait you could spend sorcery points to cast a concentration-free haste that lasts equal turns to the number of sorcery points spent
might be cool
so lv3 spell slot + 3 sorcery points for 3 turns of haste on someone
still causes lethargy after
That sounds funny actually
I like that
hell yeah
i really want to avoid anything that involves like divination-core roll altering
lv14 trait that grants quickened + extended spell metamagics for free or gives you 2 metamagic if you already have them + enhances them, or literally forcecage/time ravage
hmmmm
the former may be too vanilla
I was talking to my DM to exchange my thaumaturgy cantrip(I'm playing a tiefling rogue) for a few uses of minor ilusion a day. Anyone have any idea of how many uses would be reasonable?
if i was your dm i'd just let you use it as many times as you could thaumaturgy
but if you want to be "on the safe side", suggest once per short rest maybe
Ok thanks
0_o
Uh hi, first message here lol. I'm making a Rogue subclass (5.5), Promise Keeper.
Any hands got opinions to fire?
not really sure what you mean by Promise Keeper. but I am thinking of promises so maybe give the subclass similarity to a oath similar to paladins...
It's supposed to be a more inclusive version of Oathbreaker Paladin, where I don't like that Oathbreaker is still a Paladin I decided to lump in the option of being a Druid that committed Anathemas or a Warlock that betrayed their Patron.
I'm glad you caught the pun of "keeping" a promise with a Rogue
true lol
The third level features gives Pact Magic, that scales half caster style, with Wisdom as the casting modifier and lets you choose between Warlock, Paladin, or Druid spell list.
Also a feature that depends on which list you chose.
Half caster version of Pact Magic scales as slow as you would think, so the point of each feature is to make the spells themselves less of the point than just expending the Slots themselves.
The options are:
- -# Nature's Will: If you chose the Druid spell list, whenever you expend a Pact Magic slot, you can choose to make minor changes to your anatomy in imitation of Wildshape, replacing an Ability score of your choice with your Wisdom Score. This lasts until you finish a long rest or use this feature again. Additionally, you gain a Climb and a Swim Speed equal to your walk speed, and can gain a Fly speed equal to your walk speed whenever you take a Cunning Action, for one Minute. After you gain the flight speed, you can use it again until you finish a short or long rest.
- -# Embodiment of Tenets: If you chose the Paladin spell list, whenever you expend a Pact Magic slot, you can infuse an attack with divine energy, in imitation of a Divine Smite. Until you finish a Short or Long rest, when you deal damage with Sneak Attack you can choose to increase its Sneak attack Dice d12s. Once you do, you can't use this feature again until you expend another Pact Magic spell slot. Additionally, choose a fighting style feat, which you can replace whenever you gain a Rogue level.
- -# Patron’s Disciple: If you chose the Warlock spell list: Whenever you expend a Pact Magic slot, for 1 minute, if a creature fails a saving throw with disadvantage against a spell you cast, or you land a hit on a creature with a spell attack roll with Advantage, you can deal additional damage equal to your Sneak Attack Dice. Additionally, you learn the Eldritch Blast cantrip.
@umbral dust it is done, thank you for the brainstorming help
probably on the strong side, but burns through sorcery points
the biggest gimmick of this subclass is that it makes your dm start losing hair at lv17 because they have 12 character sheets to make without telling you what they're like
but most tables don't come close to lv18, so i guess it's no biggie
looks awesome, i would personally use this if my dm allowed homebrew lol
poor dms though
You would have to send the subclass here for opinions
A) scroll down B) Only had level 3 cooked up so far, was hoping to throw the options I was thinking of into a blender here and see what survives
Also I doubt you wanna sort through my current storage method of subclasses (a Google doc filled with half finished subclasses)
Am I supposed to tick "count as known spell" off if I don't want the spells to count towards the sorcerer max spell limit?
ty
not any of the bards but the EK is making a new char sheet. mission failed succesfully.
Okay so big opinions. I personally worry about subclass design that is essentially just “You get these other classes features” because then you basically taking what makes those other classes special rather than just multicasting and taking those options.
I DO like that you get spell casting.
I don’t like that you are getting a whole other set of features on top of that imo. Especially stuff that is very exclusive to other classes.
isn't the druid one jsut the alter self spell
I think it’s fine to give the character the option to pick spells from spell lists
giving yourself claws for unarmed attacks that deal slashing damage and whatnot
i don't think it's stepping on druid's toes too much
Hmm… I did have to do a third read through. I think the referencing to the imitation of this classes was a bit confusing to me
Aren’t cunning actions free? Like rogues can do those whatever they want as a bonus action?
they are free
My DM gave me this item, but I feel like it's not quite written in D&D 2024 words. What would you change to make it so?
https://www.dndbeyond.com/magic-items/11038442-gauntlet-of-the-bound-eye
Hi I dont have access to it so could you send the description here instead?