#homebrew

1 messages · Page 62 of 1

runic parcel
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So like hanging from a ceiling

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Instead of attaching to it

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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

frank berry
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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

runic parcel
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Oh that's smart

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I still should address the spike growth shaped elephant in the room

frank berry
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Could also be used for various abilities / spells that require creature to get into the area. Free movement of an enemy is pretty strong

runic parcel
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hmm

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Maybe if you choose to move them without yourself moving, they can make another save to get out?

void jewel
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There are better options. No need to worry about it

nova void
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How should I go about making a mind flayer hydra?

true forge
summer ivy
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is there somewhere I can send a link to my homebrew module thing for proof reading?

summer ivy
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Well I didn't wanna send it here cus I thought that would've been considered some form of self-promo or something

void jewel
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Na you good

runic parcel
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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

full pelican
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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.

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Is this balanced?

spring tusk
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:3

void jewel
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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

full pelican
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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

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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

unique parrot
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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

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#third-party is the channel for non-WotC published content, I bet a few folks there have

red nebula
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Hey peeps any present?

delicate forum
red nebula
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Great I was wondering if anyone could give me advice on Hombrew aasimar race

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if anyone is free

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Need help

boreal rover
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Way too many features imo

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Basically the telekinetic and telepathic feats, plus flight

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And upgrades on top of them

red nebula
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Ive come to realize that

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actually not too long tho

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Is their a way I could balance this?

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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

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(also just learned that I cant edit it once published.) 😭

void jewel
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Swap out light can trip for that from normal aasamir

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That'd be fine.

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Slightly more potent than normal aasamir but not too much

sacred current
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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 minute

Roots 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

red nebula
void jewel
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Obviously write it out better tho lol

void jewel
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If turn 1 it hits 10 dudes, do you get 70 thp for all ten turns? As written, this is what it does

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But no, quite underwhelming actually. It's be pretty mediocre as a third level, and is pretty bad at fourth level

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You also are, as written, affected by the terrain

sacred current
void jewel
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I'd downscale the level to 3. It'll still be difficult to use well, even there

sacred current
void jewel
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Significant buff, but not too strong. At level four, that would be alright

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Especially because difficult terrain isn't as good as spirit guardian's half speed

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Oh wait. No save for the damage?

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You should make it save for half.

sacred current
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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 minute

Roots 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

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  1. Lowered it to 3rd level
  2. increased die size to d8, creatures are forced to make a Con save
  3. Moves with the user
void jewel
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I wouldn't combine both 3rd level and move with the user

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Especially with the d8

sacred current
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I see

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I'll keep it at 4th level then

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Spores
Level 2 Conjuration
Casting Time: 1 action
Components: V, S, M (a handful of mushrooms)
Range: 60 feet
Duration: Concentration, upto 1 minute

A 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

void jewel
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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

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Even at second level, bit disappointing

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Tbh, that'd be viable as a first level spell, and even then not amazing

sacred current
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...I forgot the half damage on a successful save

sacred current
# void jewel Even at second level, bit disappointing

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.

sacred current
void jewel
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Still not too OP because con save and 5th level is wall of force territory

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Though, clarify how LONG they are paralyzed.

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(Likely until the start of their next turn)

late falcon
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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 🙏

coral delta
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I'd honestly just recommend the Reborn species option. It hits 90% of what an undead PC wants.

late falcon
coral delta
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Reborn simply overwrites the abilities of the previous species.

late falcon
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Hmm, okay cool. Thanks for the info I didn't know reborn existed

proud ridge
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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.

formal pasture
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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?

void jewel
cerulean seal
void jewel
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Also, familiarize yourself with "flavor is free". You can reflavor any existing ability as anything else.

cerulean seal
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But you are welcome to share, just know you are probably gonna get some honest feedback

void jewel
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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

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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

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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

sturdy flax
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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.

void jewel
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I recommend learning PC optimization. It'll teach you the rules in an efficient, approachable manner by providing case studies.

coral delta
# formal pasture Hello everyone! I’m new to DnD and I want to try this incredible game. I starte...

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?

formal pasture
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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.

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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.

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That’s not all yet.

coral delta
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I'm already seeing several serious mechanical issues with this, and you haven't even laid out the actual numbers or effects yet.

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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.

sturdy flax
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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

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and they can only be reset slowly through long rests

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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

cerulean seal
formal pasture
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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?

nova basin
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Have vanilla experience

sturdy flax
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or find a very compitent gm to run a game you can take part in and have them homebrew your character with this description

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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

nova basin
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In this case, I wouldnt even recommend that

sturdy flax
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neither but if they are commited to getting it done ...

nova basin
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Your first few characters and games should 100% be base rules

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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

coral delta
nova basin
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You want stands, I get it, we all do

formal pasture
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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?

nova basin
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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

cerulean seal
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Astral self and echo knight are the closest we have to Stands in DnD

nova basin
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Stands especially are hard to get right because of what they do and how flexible their rules are

cerulean seal
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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

nova basin
sturdy flax
cerulean seal
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I saw someone go Wizard 17, Monk 3 to copy Star Platinum/The World

coral delta
nova basin
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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

sturdy flax
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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

nova basin
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This is why we're all sayijg no homebrew until you've learned the base game

formal pasture
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So who is a person that was bitten by a vampire?

nova basin
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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

sturdy flax
nova basin
formal pasture
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Okay, I want to choose high WIS purely for story reasons. I thought it was cooler narratively than focusing on mechanics and Charisma.

sturdy flax
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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

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this is from the book about vamps biting humans

coral delta
nova basin
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Well just off that lets set some ground rules

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Keep it pg13

formal pasture
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sorry

coral delta
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Take a look at Astarion's Book of Hungers for some player options for you.

nova basin
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The mods will smite all of us if you elaborate on that

sturdy flax
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hahahaa

formal pasture
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sorry💯

sturdy flax
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is ok

sturdy knoll
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dndSerious what do I have to monitor now?

sturdy flax
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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

nova basin
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But player characters are often superhuman at level 1, moreso at level 2 onward

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Commoners have stats of 8-10 across the board

formal pasture
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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?

coral delta
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Let's not say "superhuman" or I'll have to explain to the #dnd-newcomers channel why they haven't slain a dragon again

red nebula
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Heya peeps

formal pasture
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its fine

nova basin
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But a feature stealer is THE MOST complex concept anyone has ever tried

formal pasture
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i try to do something cool or epic you now

sturdy flax
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bro wants to be a ditto slime

nova basin
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Ive seen 4-5 attempts in the past 5-6 years and they all fell hard

sturdy knoll
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It's hard to get something that is mechanically simple enough and, the hardest part, balanced to achieve anything like the sort.

nova basin
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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

red nebula
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Would like to run an interesting concept by you all. Would like your thoughts.

nova basin
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But you can do that in the base game

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You need to know how to get what you want out of the base game before you start changing if

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Think of homebrew as modding a videogame

formal pasture
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ok, ty for tips

nova basin
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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

formal pasture
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I’m genuinely looking forward to playing DnD, and I’m really excited about it.

nova basin
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Thats good, were all glad and the world is better for it

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Just start with the basics tho

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Head to #character-discussion to get input on your backstory or how to make what you're looking for in base rules

red nebula
formal pasture
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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?

coral delta
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Undead. Don't do Undying. Yes, these are two different subclasses. Undying is about 20x worse than Undead.

nova basin
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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

nova basin
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Undying is older and has been ppwer crept

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Wasnt great on release either tho

coral delta
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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

red nebula
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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)

coral delta
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Is this a class? A monster? A species? A feature?

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What's it do? What are the statistics?

red nebula
nova basin
formal pasture
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If I choose Pact of the Blade, can I just make my weapon something like a pair of gauntlets with claws? Or Armor?

red nebula
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Just asking if the general concept is sensible.

uncut salmon
nova basin
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Gou could have a scimitar and have the visual be a clawed gauntlet

red nebula
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(Similar to aberrations but :p )

coral delta
uncut salmon
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But there is an invocation in UA that lets you make pact armor too

nova basin
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But it would still have to follow the rules of using a scimitar

nova basin
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Do you want an alien dude

red nebula
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My comments are a bit divided

nova basin
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Or a regular dude who got diddled by space magic

red nebula
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I’m just asking if the concept is sensible

nova basin
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The concept for what though

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Could be sensible as a race, couldnt be sensible as a class, etc.

nova basin
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Okay cool

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So do you want the part of this that you cant get from base rules to be your race, class, sub, a feat

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Youre just throwing words around in the dark

potent bane
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Hey does anyone know where i can find a link to join a game in dungeons and dragons beyond

nova basin
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That could be like 3 different things off the top of my head in base rules

cerulean seal
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Isn't there a feat about being "touched"

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could just play a human and get free feat for one of the "touched" feats

nova basin
nova basin
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I was asking which of the options in that list you are trying to make homebrew for to achieve ylur extremely vague character concept

red nebula
nova basin
coral delta
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Omni, you're going to have to tell us what this means mechanically.

coral delta
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What player features are you using to represent this?

cerulean seal
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Sounds like a Sorcerer to me

nova basin
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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

red nebula
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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.

nova basin
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If you do need homebrew, come back knowing what you want to make

nova basin
coral delta
red nebula
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Good points. Thanks 🙏

coral delta
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That's why we're frustrated with your questions. We can only answer mechanical questions about your character, since we're not your DM.

cerulean seal
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Spells like absorb elements is the closest we have

nova basin
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You havent told us what being touched by the far planes is supposed to do/be/show as

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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

red nebula
nova basin
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Is this the far plane-touched race

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Same topic?

formal pasture
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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?

formal pasture
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I am new player😅

red nebula
sturdy knoll
nova basin
red nebula
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(A aasimar touched by the far realms tho made for an individual character.)

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(Replaced healing hands and light cantrip with Psionics.)

nova basin
nova basin
red nebula
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Hmmm

nova basin
cerulean seal
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Could probably just be an asssimar with Abbarant mind sorcerer or something

nova basin
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What I make for something far-planes-esque might not be your image

cerulean seal
nova basin
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Only you know what you want

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So you gotta make it

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But if youre new and this is your first or second character

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STAY

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AWAY

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FROM

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BREWING

cerulean seal
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Everyone loves the idea of homebrewing

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No one likes reality of homebrewing 💀

red nebula
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Love the honesty tho

cerulean seal
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Okay so big ask

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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.

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I need some balancing/feed back on the subclasses, not necessarily the main class now unless there is some glaring issue

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Any feedback would be appreciated

native gale
# cerulean seal 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.

cerulean seal
#

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

native gale
#

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.

coral delta
#

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.

cerulean seal
cerulean seal
#

This is a Gish that just uses the Union as the medium for your magic basically

coral delta
#

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
coral delta
cerulean seal
#

Maybe I need to add a clause about you summoning it rather than it always being present.

cerulean seal
native gale
native gale
#

"You gain the companionship of a Union; a powerful magical spirit that resembles a tiny creature."

mild cove
# cerulean seal It doesn't say its a creature though

“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.”

native gale
mild cove
#

Oh. I read helping hand as using its bonus action

void jewel
#

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

cerulean seal
#

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

native gale
cerulean seal
cerulean seal
#

Narratively I want this to be like, Peterpan and Tinkerbell or Link and Midna or something

native gale
#

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.

cerulean seal
#

So I might just cut it if its too much

native gale
#

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

cerulean seal
#

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

native gale
#

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

cerulean seal
#

Like it ONLY appears for helping hand or to cast a spell

boreal rover
#

It feels very rules heavy, like the Echo Knight's echo, which has lead to many discussions about creatures / non-creatures

cerulean seal
native gale
boreal rover
#

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

native gale
#

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

cerulean seal
#

I would appreciate the help

native gale
# cerulean seal 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.

cerulean seal
upper tinsel
#

Poking at this just in case anyone has ideas to offer. stupidsit

native gale
severe trellis
#

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

upper tinsel
native gale
severe trellis
native gale
native gale
# severe trellis If I made it an action it would feel like a weaker Thunderwave though wouldn't i...

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.

severe trellis
native gale
boreal rover
#

Feels like a sidegrade to the Battering Shield, maybe a straight upgrade in some sense?

peak inlet
#

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.

coral delta
#

Wording issues: Comet Strike.

You aren't "making [an] attack" if you're forcing a save.

peak inlet
#

it was going to be separate attack rolls on all the creatures

#

but I decided that was stupid

spring tusk
#

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

bitter whale
#

i made a paladin subclass for 2014, could anyone look it over to see if its not too op ?

severe trellis
#

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?

polar timber
#

unfathomably strong, its a free attack with no consequence of having to engage the enemy in melee

hidden delta
#

So is a longbow

polar timber
#

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

winter heart
#

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?

severe trellis
# polar timber ultimately i think its a pretty cool idea, though you might want to be a bit mor...

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?

polar timber
#

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

severe trellis
#

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

polar timber
#

60ft blindsight is maybe one example, but that would really start entering into legendary rarity territory

severe trellis
#

What about...30 foot Tremor Sense and you have to be able to sense the target in some way

polar timber
#

though tremorsense is probably more accurate if you want to be able to target enemies without line of sight

severe trellis
#

Yeah...I like Tremor Sense actually, being able to feel heartbeats like that

polar timber
#

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

ancient spruce
#

Anyone got any hombrew rules they could recommend

silk hedge
drowsy grail
#

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.

surreal kettle
#

How to turn screaming white room into a spell?

ancient spruce
polar timber
#

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

full patio
#

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?

grave radish
#

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.

polar timber
#

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.

urban edge
pallid brook
polar timber
pallid brook
polar timber
#

If I can convince my DM to let me have it for a improvised Champion fighter build, ill be set!

urban edge
polar timber
#

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 :)

polar timber
urban edge
bitter whale
peak inlet
#

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.

cloud flame
#

prefrerably here actually

bitter whale
#

okay

bitter whale
# cloud flame any

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

chilly jewel
#

nah its fine. Like its good at low levels butnot crazily so and at higher levels its meh

bitter whale
#

should it scale better at higher levels ?

chilly jewel
#

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

bitter whale
#

do you have any ideas how it could be changed ?

silk hedge
# ancient spruce Some homebrew rules i can use to make my campaign more interesting

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.

tall hill
silk hedge
tall hill
#

np

bitter whale
chilly jewel
#

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.

bitter whale
#

Like an action ? Or just that the target takes damage once per turn

chilly jewel
#

I mean like

#

make it like the devotion pally acitivation

tall hill
chilly jewel
#

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

silk hedge
#

The cleansing fire reminds me of an anime where a guy snapped his fingers and his foe became ablazed in fire!

tall hill
#

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

chilly jewel
#

theyre not vulnerable

#

they just lose res

silk hedge
#

My cousin would probably kill me for not remembering the anime title...

#

Roy Mustang from FMA

tall hill
# chilly jewel theyre not vulnerable

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.

chilly jewel
#

yea but most fire damage stuff is aoe and this is against a single guy

#

I think its fine

bitter whale
#

Also about sterile room, would it be op if it lasted more time ?

chilly jewel
#

I dont th ink so?

#

It seems pretty niche to begin with

bitter whale
#

Or mabey creatures regaining hitpoints within it regain maximum number instead of rolling ?

#

Like beacon of hope

tall hill
#

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?

chilly jewel
#

pally only has

#

1

#

i mean

bitter whale
#

Ye that’s why I feel like why would you ever pick it if you have cleansing flame

chilly jewel
#

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

bitter whale
#

True

chilly jewel
#

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

bitter whale
#

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 ?

chilly jewel
#

maybe make the cleansing inferno range equal to your aura

bitter whale
#

That seems reasonable

chilly jewel
#

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?

bitter whale
#

Totaly removed

#

It’s level 20

#

So let it be op

chilly jewel
#

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

bitter whale
#

Okay

inner quail
#

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

drifting skiff
#

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).

severe trellis
#

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.

cerulean seal
drifting skiff
#

no

void jewel
#

It has recommendations but no formal system

fervent anvil
#

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

restive tusk
restive tusk
drifting skiff
severe trellis
#

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.

hollow fog
#

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

polar timber
hollow fog
#

Ah ok my bad

polar timber
#

np

hollow fog
#

I can get help for homebrew monsters there too?

void jewel
#

Probably will be directed here

polar timber
#

homebrew monsters would be here, general dm questions would be in dm discussions

void jewel
#

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

hollow fog
#

Ok

#

Thanks

void jewel
#

Also depends on daily encounter numbers

#

Terrain, ect.

polar timber
#

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

restive tusk
#

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

midnight elk
void jewel
#

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

midnight elk
#

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.

pearl river
#

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

latent island
#

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

pearl river
#

Yeah hang on. Gonna have to come in several messages I guess

latent island
#

no link?

pearl river
#

Discord auto spam detect

#

Yeah I think, but it’s buried under a million other things

latent island
pearl river
#

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

latent island
#

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

pearl river
#

It’s supposed to emulate a game character my player as been really obsessed with, which does pretty much everything in the subclass

latent island
#

That’s a good amount of temp hp, even if limited.

pearl river
#

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

latent island
#

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

pearl river
#

Getting hit is what barbarians do best lmao

latent island
#

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

pearl river
#

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

latent island
#

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

pearl river
#

Has anyone actually tried the bag of rats trick??

latent island
#

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

wicked condor
#

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

latent island
#

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

wicked condor
latent island
#

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

pearl river
#

I do in my more RP focused games but only because people ain’t really fighting much in those

latent island
#

Hence why dnd isnt a great survival simulator

pearl river
#

It’s not even a good rp system lmao

latent island
#

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

pearl river
#

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 medShrug

tall hill
pearl river
#

We’ve considered it, but my players are too busy to learn a second system and we’re happy with our low-rules formula

tall hill
#

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.

pearl river
#

I mean that doesn’t sound so bad but I think we’re all pretty set in our ways on that front lol

primal osprey
#

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

nova basin
#

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

void jewel
#

Let's be real, artillerist is a tempHP sub

nova basin
#

Unfortunately

#

The spell list is cracked for a blaster tho

fervent anvil
#

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

supple flower
#

Hay do any of y'all have a overpowered barbarian subclass that would fit a sci fi setting I could use?

cerulean seal
#

A lot of those guys have very psionic abilities.

cerulean seal
supple flower
cerulean seal
#

Because you can literally just take any existing Barb subclass and just give them extra damage die

supple flower
#

well i just want something thats unique yet powerful

cerulean seal
#

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

supple flower
#

oh the dm said hes ok with op shit i wouldn't ask otherwise

cerulean seal
#

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

urban vapor
#

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.

fast cove
#

its alright nothing too special

frank berry
# urban vapor Is this a good class feature? Deadly Precision - At 14th level, you know the we...

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

urban vapor
fast cove
urban vapor
frank berry
#

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

urban vapor
fast cove
frank berry
frank berry
urban vapor
urban vapor
fast cove
frank berry
#

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

frank berry
fast cove
urban vapor
#

Alright that's a fair point, I guess I was thinking too strictly on what "weak points" would actually mean lol

true forge
#

for my half caster class

void jewel
#

Dissapointing level 14

#

This is good: you can afford to buff it lots!

void jewel
#

And their purpose

#
  • power level
peak inlet
#

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.

wintry scarab
#

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

true forge
peak inlet
#

my class’s pact slots can only use Divination spells

#

all the other schools of magic are under a blue mage system

true forge
#

yeah mine is just normal in the casting department lol

peak inlet
#

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

true forge
true forge
peak inlet
#

Paladins have less spells than Rangers

true forge
#

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

peak inlet
#

it’s understandable

tall hill
#

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.

primal osprey
sharp egret
#

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)

tall hill
primal osprey
#

They make magic items, they modify other items, etc

#

They get smiths tools and tinkerer’s tools

tall hill
#

I know but wondered if there was an explanation?

primal osprey
#

For what?

tall hill
#

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.

peak inlet
#

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

barren sand
#

Hey chat
My friend is playing an evil wizard in the party and I wanna know how evil his 'Ice Cube' spell is

cerulean seal
# tall hill I mean, for why I’m asking if there’s a subclass that really emphasizes crafting...

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.

cerulean seal
# tall hill I mean, for why I’m asking if there’s a subclass that really emphasizes crafting...

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.

tall hill
# cerulean seal I think its a little difficult to understand what you are asking for because tec...

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?

cerulean seal
sharp egret
#

My initial thoughts were to make an entity that works similar to the elder scrolls daedra

cerulean seal
#

just out of curiosity

tall hill
#

No?

cerulean seal
#

I'll send it here.

tall hill
#

I just search it up.

cerulean seal
#

Yeah, 2024 is what youa re describing I believe. You can just make things out of thin air

#

and use them

tall hill
#

huh? small question then, is it limited to these items?

cerulean seal
#

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

tall hill
#

ok... I normally only play in 2014 campagin so I might steal this for a subclass then

sharp egret
cerulean seal
#

and the subclasses are updated to work better

tall hill
#

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

cerulean seal
tall hill
cerulean seal
#

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

sharp egret
#

It’s a rough idea but I think I’ll ask my dm when I see him later today

cerulean seal
#

It sounds sick

sharp egret
#

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

cerulean seal
#

This for 2024 or 2014 rules?

sharp egret
#

2024

cerulean seal
#

Is this for a multiclass or you are just playing a warlock and want music stuff?

sharp egret
#

My current character is a rogue/bard and I planned to add warlock

We’re playing strahd

cerulean seal
#

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

sharp egret
#

I know less than nothing about how to: A make those, and B balance those, and C what they even are.

cerulean seal
#

Are you familiar with pact boons in 2014 warlock? Like pact of the blade, pact of the chain, pact of the tome?

sharp egret
#

Not really

#

If this works well and I can balance it I was gonna add it to my campaign I’ve been working on

cerulean seal
#

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

cerulean seal
sharp egret
#

I’ll look into them, thanks

coral remnant
#

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

peak inlet
#

#homebrew is more for the content than logistics, not many people use whatever tool you’re using

coral remnant
#

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

peak inlet
coral remnant
#

thank you

cerulean seal
#

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.

magic hornet
#

Roll a Nat20 three times in a row and you cast a black hole

void jewel
#

Attacking through full cover is the biggest issue.

#

Many situations that armor thing will be like +3-6 to your attacks

#

Its very steong

cerulean seal
cerulean seal
void jewel
#

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

cerulean seal
void jewel
#

You actually wouldn't; attacks don't require sight.

cerulean seal
#

and would be shooting with disadvantage becaus you are shooting blindly basically.

#

They do require knowledge that there is an actual creature present

void jewel
cerulean seal
#

Otherwise you are just lobbing arrows

#

Maybe I make it melee weapon attacks only then? lol

void jewel
cerulean seal
#

or within a certain rainge?

#

I could add a range. Up to 60 feet or something

void jewel
#

Which is actually super good since your allies tend to provide constant half cover

#

For the enemies

severe bolt
#

@fossil ore

void jewel
# severe bolt

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

spring tusk
#

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?

void jewel
#

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.

fervent anvil
#

What form should my final monster take

cloud lintel
#

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

maiden coral
queen egret
#

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

cerulean seal
#

Which is a 5th level spell

cerulean seal
cloud lintel
cerulean seal
cerulean seal
indigo escarp
fervent anvil
fossil ore
cerulean seal
queen egret
#

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

cerulean seal
queen egret
#

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

cerulean seal
#

Chronurgy isn't canon I think anyways

#

So I would largly ignore it

queen egret
#

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

indigo escarp
#

@cerulean seal No, it's 1,5 month work

#

I nearly threw my tablet against a wall

autumn ether
#

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

celest valve
#

Hello I'm cooking up a boss to counter players that are being mencaces to society

#

Any ideas

autumn ether
celest valve
#

They are lv 12 with powers of a lv 20

autumn ether
#

What about a deity level monster or social encounter that is a catch 22

celest valve
#

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

queen egret
#

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

autumn ether
celest valve
#

It is a player only spell

#

And the fireball² keeps going until one misses

#

Halp!

queen egret
#

hit one of them with the power word: kill

#

and disintegrate the corpse

#

lol

autumn ether
celest valve
#

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

umbral dust
queen egret
#

obnoxious time mage who uses a signature spell called "return" that reverts the battle to its start whenever he's about to lose

spring tusk
celest valve
#

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

spring tusk
#

what are we discussing

queen egret
#

a boss that pulls an aku samurai jack and sends the entire party 2000 years into the future

spring tusk
#

wh

#

why?

queen egret
#

i'm running out of ideas, that "doom" thing is silly

queen egret
cerulean seal
#

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

umbral dust
#

Sounds like something you'd read in norse mythology lol

cerulean seal
#

Yeah, their Spiteful Escape feature

#

it's so cool.

umbral dust
#

I actually have been meaning to look at the hag statblocks. What CR is an archhag?

cerulean seal
#

I can send you the block if you need it. I have the monster manual next to me

umbral dust
#

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

cerulean seal
umbral dust
#

Yeah I was thinking making it a difficult 'come back later' thing

rapid hull
#

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.

cerulean seal
umbral dust
cerulean seal
#

That seems appropriate

#

their statblock describes two other hags being around them

#

so that lines up

umbral dust
#

And how does the feat work? I may be reading it wrong

queen egret
#

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?

umbral dust
grave warren
cerulean seal
#

Create emotional stakes for their actions

#

Kingdoms begin to pay other adventurers to take down this band of villains

queen egret
#

you can make someone quickly decay or undo their wounds both with time

umbral dust
#

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

queen egret
#

that is true, necro alone can contain the life stuff

#

healing word at lv1 is all the evocation you need really

umbral dust
#

Real

queen egret
#

got any suggestions for transmutation spells?

rapid hull
#

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.

https://www.dndbeyond.com/feats/2217940-ouroboros-curse

umbral dust
queen egret
#

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

umbral dust
queen egret
#

wait ugh GROWTH STUFF

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those make so much sense

#

i think i'll replace hold person with spike growth

umbral dust
#

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

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I'm not throwing hate but AI can be quite over the top when it comes to defining rules and balance

rapid hull
#

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.

umbral dust
#

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

rapid hull
#

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.

umbral dust
#

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

umbral dust
#

whatever you do will be pretty cool, just mainly from a story perspective make sure you leave some spotlight for other players too

queen egret
#

bg3 lets basically most characters have their main character moments, it does the job well except for like wyll

umbral dust
#

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

queen egret
#

ffvi did that really well too if you played that game

#

people argue all the time about who the main character is

umbral dust
#

i'm too scared to touch final fantasy but yeah i hear it's good

queen egret
#

my love for time spells comes from that series, hence the sorcerer subclass i'm making here

rapid hull
#

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.

queen egret
#

oh god. the entire party with their idle animations sped up due to haste...

umbral dust
queen egret
#

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

umbral dust
#

for instance my fighter's cursed sword gives him extra battle master maneuvers at the expense of him, like, being cursed

rapid hull
#

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?

umbral dust
#

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.
rapid hull
#

That's genuinely awesome of a curse, I'd take that curse in a heartbeat if I was that player too.

umbral dust
#

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

rapid hull
#

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?

umbral dust
#

needed more use for our d2

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and the other magic item is called the Sword of Cynaros - originally wielded by an ancient king (who is still alive as a lich)

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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

queen egret
#

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?

umbral dust
umbral dust
queen egret
#

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

umbral dust
#

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

queen egret
umbral dust
#

could be pretty cool yeah

rapid hull
#

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.

umbral dust
umbral dust
#

maybe they unlock more aspects of the weapon yeah

queen egret
#

x sorcery point cost for each additional target seems good

#

max being PB

umbral dust
#

def

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i always forget to put limits on things

#

usually just default to the player level or pb

queen egret
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it fulfills my FF-style time mage class fantasy of haste-ing 4 people at once

#

just needs pb of 4 and 12 SP

umbral dust
#

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

queen egret
#

is 3 per target too costy?

umbral dust
#

i am a bottomless pit of unbalanced ideas

queen egret
#

for the lv1 trait i added initiative roll theft

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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

umbral dust
#

lmao nice

queen egret
#

reflexively speeding up your perception of time and slowing theirs

rapid hull
#

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?

umbral dust
#

that could be pretty cool

queen egret
#

i love magic swords

umbral dust
#

another sword tricking the wielder into going somewhere lol

queen egret
#

like hell yeah you go funky little whisperer

umbral dust
#

i love the sword in delicious in dungeon

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with the little dude in it

queen egret
#

YEAHHHH

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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

umbral dust
queen egret
umbral dust
#

i would cast reduce on it and pull it out with ease

queen egret
#

sad!

#

that's another potential outcome, then it's just a generic 2d6+1 enchanted sword

umbral dust
#

if i remove the sword, does the rock stay enchanted? can i throw my disintegrating rock at people?

queen egret
#

yes.

#

absolutely. i love that.

umbral dust
#

catapult cantrip + disintegrating rock

#

zero risk to self

queen egret
#

absolute CINEMA

rapid hull
#

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.

umbral dust
#

sounds good to me

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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

queen egret
rapid hull
#

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.

umbral dust
queen egret
#

you forgot to take cover and the rock landed in such a way that the beam of disintegration managed to land precisely on you

umbral dust
rapid hull
#

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?

umbral dust
#

if they put the effort in to unattune then i'll let them lol, the sword will just find someone else

rapid hull
#

dndLol 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?

umbral dust
#

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

rapid hull
#

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?

umbral dust
#

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

umbral dust
#

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

queen egret
#

there are already a bunch of lich things that are irreversible attunements, no?

#

i don't see why that wouldn't work

umbral dust
#

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

queen egret
#

ah

umbral dust
#

i've also never really read up on liches besides the whole soul absorbing stuff

spring tusk
#

interesting

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what like, genie in a lamp style?

umbral dust
#

the mcguffin is like a huge tower i jsut have been calling it a mcguffin

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because there are multiple of them

spring tusk
#

does

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the harnessing of this tower act as the key to defeating the villain?

rapid hull
#

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?

umbral dust
#

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

umbral dust
spring tusk
#

gotcha, so not a mcguffin, but a source of power

umbral dust
#

yeah pretty much

spring tusk
#

cool

#

like the end crystals lol

umbral dust
#

yeah i'm actually just playing minecraft

spring tusk
#

type sht

queen egret
#

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

umbral dust
#

might be cool

queen egret
#

so lv3 spell slot + 3 sorcery points for 3 turns of haste on someone

#

still causes lethargy after

spring tusk
#

I like that

queen egret
#

hell yeah

#

i really want to avoid anything that involves like divination-core roll altering

queen egret
#

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

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the former may be too vanilla

stable pendant
#

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?

queen egret
#

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

stable pendant
#

Ok thanks

frank leaf
#

0_o
Uh hi, first message here lol. I'm making a Rogue subclass (5.5), Promise Keeper.

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Any hands got opinions to fire?

tall hill
frank leaf
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I'm glad you caught the pun of "keeping" a promise with a Rogue

tall hill
#

true lol

frank leaf
#

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.
queen egret
#

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

umbral dust
#

looks awesome, i would personally use this if my dm allowed homebrew lol

#

poor dms though

queen egret
#

nice

#

i hope this is cool enough to bait one of my three bards into reconsidering

cerulean seal
frank leaf
#

Also I doubt you wanna sort through my current storage method of subclasses (a Google doc filled with half finished subclasses)

queen egret
#

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

queen egret
cerulean seal
# frank leaf **The options are:** - -# Nature's Will: If you chose the Druid spell list, when...

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.

queen egret
#

isn't the druid one jsut the alter self spell

cerulean seal
#

I think it’s fine to give the character the option to pick spells from spell lists

queen egret
#

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

cerulean seal
#

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?

queen egret
#

they are free

dapper tiger
tall hill