#homebrew

1 messages · Page 63 of 1

covert karma
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Question: I'm currently making an item and am trying to reference 2024 items and spells using the [spell]SpellName[/spell] system and it's not working. I figure the answer would be on the forums but they are down atm.

dapper tiger
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I can. One moment

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Wondrous Item, uncommon (requires attunement by a wearing the gauntlets for the full duration of a short rest.)
While wearing both gauntlets, you may use a bonus action to choose a target within 30 feet of you to make a DC 13 Wisdom saving throw. If it fails, it is unable to avert its gaze from you for one round. Usable once per short rest.

tall hill
frank leaf
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Ye, BA clutter avoidance was the reason for that being the trigger

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Also, its only 3 options, not whatever they wamt

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Dash, Disengage, or Hide

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it's just there to say you're imitating magic you lost with the fragments you have left

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I tried to make all 3 of them unique but distinctly remeniscent in use case

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Eldritch blast and Fighting style feat are the only things you're getting that you're getting that are normally unique to the options and there are easier ways to get those

shrewd moat
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I have an a sub class I want to make, I have years of experience with D&D and many other TTRPGs but I am not great with D&D beyond. Where would I go to learn? Please direct message me if you can help me do this, it is kind of an in-depth sub class changing the stat used for certain checks.

glossy sparrow
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Guys, how do I make a hybrid. Like half human-half giant in dnd beyond

frank berry
nova basin
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Not quite half human, but thats what it would mechanically end up as

plush geyser
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Is this the right place to ask for feedback on a homebrew spell?

frank berry
plush geyser
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awesome!

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This is inspired by one of my players, who is fond of high-charisma characters. I'm wondering if it's maybe too volatile?

frank berry
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Is there a reason not to immediately end the ruse right off the bat to maximize the damage? Seems like the targets remain charmed even if you do, so there's really no reason not to

plush geyser
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the targets are not meant to remain charmed! how should I make that more clear?

frank berry
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Maybe just "You may use your action to end the ruse, ending the charmed condition on all creatures"

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Wait actually no, since the next sentence includes creatures still charmed by you

plush geyser
plush geyser
frank berry
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Maybe something like "When you end the ruse, each creature that was still charmed by you takes 1d8 Psychic damage for every save they failed against the spell"

plush geyser
plush geyser
frank berry
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Because yeah the earlier text gave the implication that they'd continue taking damage for the rest of the duration, and it even fit the flavor of leaving the story unfinished for the duration 😛

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You might also wanna include "creatures that can hear and understand you" to the text, maybe even include that each creature that understands the language you choose to tell the story in, otherwise it's gonna be a bit weird telling a story to monsters that don't even know a language 😛

plush geyser
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that's a good point! I was taking inspiration from Enthrall, which interestingly does not include that stipulation

frank berry
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Fair enough, and in fairness it IS magic, so it was more of a suggestion 😛

plush geyser
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the part i was worried about is that the spell feels so swingy. In combat, you might wait too long and do no damage- but there is also the potential to last the full minute and nuke a tavern full of commoners

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I wonder if it might be better as a 3rd level spell with a cap of 6d8 on the damage

frank berry
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Yeah it's definitely a spell that's gonna be better the longer it lasts, and the charm part is definitely the strongest part of it. The damage is kind of low and more of a small bonus

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Like tha major part of this spell is a mass charm on any creature type. That's gonna be strong in combat

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I actually kinda liked the previous version I thought the spell was, which actually would lead it to be a spell with a choice for the caster, either charmed for the duration, or you could end the charm to swap it to just dealing consistent damage

plush geyser
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that would be neat... maybe I need a v2

hazy iron
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Can someone tell me if my homebrewed statblock of Vecna for my Eve of Ruin final session is good for a party of four level twentys? One of my players has the hand and eye of Vecna and the sword of kas and I'm gonna have him take wisdom checks as Vecna and Kas try to take his control. How's that sound? Anyways, here's the statblock: https://www.dndbeyond.com/monsters/6086774-vecna-the-undying-king

indigo escarp
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head Hunters with a Anti magic sphere

peak latch
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Quick question for experienced homebrewers uhhhh so as a new dm I’m trying to make new creatures so is there any good tips and tricks to know for when I make some????

lament meadow
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Always consider damage resistances and immunities and condition immunities. They can make a creature deceptively tanky.

Consider what the creature can do in 1 turn. A CR 10 creature should not hit the party for an average of 90 damage, for example. Creatures that have versatile spell list is generally quite dangerous and must be used with care.

Consider a creature's gimmick. Some creatures, who can restrain, stun or save-or-suck the players can be exceedingly dangerous even with low damage/health. Be careful with stat-drain gimmicks and insta-kill mechanics because those can feel cheap.

nova basin
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Also consider the creature's tactics

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Look up The Monsters Know What They're Doing, its a blog with great reaources for tactical philosophy and how to run engaging fights with base game monsters

queen egret
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i wonder if i should make a "space" sorcerer to match the time one i made here

worn current
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Ugh I so wanna do stranger things run

lament meadow
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First of all, this is probably the wrong channel to ask this in, but I'll give my feedback as much as possible.

I find it hard to believe that a sprawling underground metropolis is so casually dismissed as mere "myths," especially with criminals running around the tunnels

cerulean seal
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No Ai allowed on the server. Its in the rules. 🙂

sturdy knoll
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Cleaning up the AI post - please remember server rules folks. We don’t permit ai-generated work to be posted on our server.

mossy viper
cerulean seal
mossy viper
umbral dust
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what kind of CR would a level 5 PC be considered? i'm using the battle master character guide to create a statblock for an npc in my campaign

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not sure what CR to give it

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my assumption is 5, but i know level and cr are two very different things

umbral dust
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alright, thanks

void jewel
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A PC is vastly stronger than a monster of a similar CR

mortal nexus
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Thoughts of making the Coded Sword from Elden Ring?
I was thinking since…for those that don’t know game or weapon…it’s sticky a holly based weapon….soooo
1d6 radiant, no slashing.
And maybe a once a day ability,
You slash out in front of you in a cone like area dealing 1d6 to anything in that cone?

void jewel
umbral dust
void jewel
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If the PC is poorly optimized they may be less though (like if bad choices are made intentionally)

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Like, a wizard PC who selects bad spells will be much, much worse than one with good spell selection

cerulean seal
analog oak
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"Gauntlet of Stone"
Magic Item
Very Rare

  • Requires Attunement by a Monk or Barbarian

Your Unarmed Strikes deal an Additional 2d4 Bludgeoning Damage on hit.
Your Unarmed Strikes deal double damage to Objects and Structures.

void jewel
umbral dust
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yeah i assume for wizards their effective cr would be higher - but in the context of a 5th-level battle master

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i kind of think cr 3 or 4 is fine for my purposes

void jewel
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Yeah depends on its equipment

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You'd expect a standard level 5 battle master to have 20AC

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If this monster does, it most likely isn't CR3-4

umbral dust
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was thinking of going half-plate for an ac of 17 with dex included

void jewel
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Yeah intentionally not using a shield keeps it more reasonable

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And not taking protection fighting style

umbral dust
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dual wielder i think is best

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guy has dual swords

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so 18AC total

mortal nexus
cerulean seal
mortal nexus
cerulean seal
mortal nexus
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True true

cerulean seal
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I would probably make it like, two or three times a day

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Depending on your parties level

umbral dust
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3 charges, regains 1d4-1 per day?

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depends how strong the attack actually is i suppose

cerulean seal
umbral dust
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oh right

cerulean seal
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with dex save

umbral dust
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that doesn't sound much stronger than thunderclap

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which is a 5ft radius CON save or 1d6 thunder

cerulean seal
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Honestly if you do a dex save could probably make the damage like a 1d8 or 1d10 instead

umbral dust
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agreed

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what level is your party? @mortal nexus

mortal nexus
umbral dust
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oh right, the sword wouldn't be particularly strong then

cerulean seal
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Bump the damage then or give some other things you can spend the charges on

umbral dust
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if it's for lower levels, 2d8 may be a better contender (thunderwave's damage which is similar to what you want)

mortal nexus
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Yeahhh just trying to spitball an idea for how to make this weapon within a dnd realm and make it fair/useful/fun

mortal nexus
umbral dust
mortal nexus
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Alrighty then, thank you

umbral dust
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however for a higher level campaign (10th) they'll have access to pretty strong spells, so maybe 6d8 to keep up

max of 3 charges, regains 1d4-1 per day. 15-foot cone, dex save, 6d8 radiant damage on a failed save or half on a success? a little weaker than cone of cold (8d8) but can be used multiple times a day

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depends on the level you want your party to get it at

merry steppe
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I cant find one dnd game that doesnt require someone older than 18

void jewel
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Consider making one IRL

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If you are still in grade school, you likely can find people

cerulean seal
merry steppe
warped stratus
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Ok Trying to make a magic bow for a Swarmkeeper... Concept it to more thematically incorporate the swarm into they attacks and increase in power. Level 6 Toon... Trying not to make it too powerful but... It is a rewqrd from a quest.

SwarmBow

Range 180/700

This Bow is made from Ashwood with carvings or insect swarms inlaid into the length. When you draw the bow back your swarm coalesces into the form of an arrow.

This item gains a +1 to attack.

This bow can be fired without a physical arrow, using just the power of the swarm itself to for the projectile.

Damage 2d6 Magic Piecing

While firing without an arrow 3 times per day you can make a swarming attack. The swarm formed projectile will split into a swarm of missiles. 20 foot radius AOE attack. Dex Saving Throw DC 12 for half damage. 2d6 piercing.

If you choose to use a physical arrow the Swarm will imbue the arrow with 1d6 spirit damage in addition to the arrows damage for all attacks. Once per round this can be increased to 2d6 extra damage.

Thoughts ?

frank leaf
fast cove
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Arkhan’s Hungering Blade
3rd level Sanguinomancy
Duration: Concentration, 1 minute
Range: Self
Components: V, M (a bladed silver weapon)
You pierce your flesh with the weapon used for the spell, taking (1d10 piercing damage). Your ichor imbues the blade with necrotic magic. When you hit with the weapon, you deal an additional 1d8 necrotic damage and regain hit points equal to the necrotic damage dealt. The spell ends when it has dealt necrotic damage equal to twice the hit points expended to cast the spell.

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Thoughts on the balance of this spell?

warped stratus
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And give them an AOE option

frank leaf
frank leaf
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In fact maybe give it a few more charges?

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And a second way to spend them?

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Just to add to the tactical feel Swarmkeeper has of getting multiple options

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How hard was the quest?

warped stratus
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It was a christmas one shot... nearly killed a party of 7 🙂 took about 7 hours

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At the end of the day it is giving the option of firing an energy based swarm arrow at 2d6 damage... the AOE attack option or adding 1d6 damage to any physical arrow all the time and adding 2d6 once per round to said physical arrow...

warped stratus
# frank leaf Ok, so it's just an extra 1d6 per round and an AOE option thrice per day? That s...

Probably better wording

This item gains a +1 to attack.

This bow can be fired without a physical arrow, using just the power of the swarm itself to for the projectile.
Damage when firing without an arrow is 2d6 magical Force

While firing without an arrow 5 times per day you can make a swarming attack. The swarm formed projectile will split into a swarm of missiles. 20 foot radius AOE attack. Dex Saving Throw DC 12 for half damage. 2d6 piercing. Charges Regenerate at Dawn each day.

If you choose to use a physical arrow the Swarm will imbue the arrow with an additional 1d6 magical Force damage in for all attacks. Once per round this can be increased to 2d6 magical force.

frank leaf
warped stratus
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was actually trying to think of another option for a unility effect

frank leaf
# fast cove mb it's a bonus action

It's definitely underpowered. Consider a low roll of taking 2 damage and only getting 1d8 damage for a third level spell, or even just 4d8 for a full roll over 2 to 3 rounds.

frank leaf
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Or did you smth closer to a Familiar?

warped stratus
frank leaf
warped stratus
frank leaf
ocean star
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Is there a good reference sheet or page for all tooltip blocks when making custom homebrew item/monsters/etc? I cannot seem to find what advantage should fall under

warped stratus
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@frank leaf
Fire the swarm into an area. The swarm disperses in 15 feet in all directions from the impact site. The area covered by the swarm acts as a heavily obscured area to hostile creatures. The swarm can be dispersed as a bonus action during the wielders turn. While the swarm is deployed in this way it can not be used to fire arrows or increase damage from fires arrows. 3 charges per day charges regenerate at dawn each day.

frank leaf
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Otherwise looks good

warped stratus
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aahh ya that makes sense

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Thanks!

bleak lava
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Im new to dnd and I build my own system and creatures and some unique species off the bat like a night dwelling hunchback that wears back armor and loves peace with long floppy ears and full black eyes and droopy face.Idk if it works as a species for players to choose though.

fast cove
bleak lava
# fast cove dnd races have tangible abilities when they are chosen like a dragonborn's breat...

(My notes on it)

🌿 Dwalkie Beast-Kin (Nocturnal, Peace-Aligned)
Stat Modifiers
+2 WIS
+1 SOUL
+1 CON
−1 STR
Traits
Nocturnal; functions best at night
Darkvision (excellent in low or no light)
Resistant to soul overload and mana sickness
Poor at direct violence and destructive magic
Instinctive healing knowledge
Physical Traits
Height: Short
Skin: Earthy green tones
Eyes: Large, fully black
Ears: Long, floppy
Limbs: Stubby
Hands: 4 digits
Feet: 2 toes
Posture: Naturally slouched
Gear: Wears large hard back-plate for protection
Clothing: Always clothed; shoes are standard
Magic Flavor
Healing and restoration
Protection and barrier magic
Emotional calming and stabilization
Pain reduction and damage dampening
Notes
Harmful magic costs additional focus
Emotional stress may trigger automatic shielding
Back-plate reduces damage from behind
Settlements favor clay huts with straw or leaf roofs
Underground structures resemble rounded, dwarven-style stone halls

fast cove
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while the idea is good this clearly wasn't made to be DnD compatible so it wouldn't be right to judge it as such

bleak lava
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Oh

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Oops

fast cove
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constructively -
soul(?) isnt a thing in dnd
your race cant decide your starting gear
your race cant decide what type of magic you use (this race seemingly prevents a player from picking warlock/evocation wizard/sorcerer)

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this seems to be written more like a monster for the player to interact with than a playable race

bleak lava
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I built a custom system and world. I always thought dnd was a rp storytelling with players

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There is magic too but limited via race somewhat.

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Most of my players like my soul magic traits. They reveal based on player actions

frank leaf
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In terms of mechanics/integration

bleak lava
dapper tiger
fast cove
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seems to just be open RP with some guidelines

bleak lava
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I have like a month of work on this. And 6 years of ideas. But it might be cool to dnd translation .

cerulean seal
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You can always give a species some extra spells they can cast if you feel specific spells are flavorful for that species though

bleak lava
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Healing oriented i know.

cerulean seal
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I would look at the players handbook to look at what official species can do and mimic that 😁

bleak lava
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Oh yeah I never read that

cerulean seal
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100% should read that. That’s all your basic standard rules

coral delta
cerulean seal
bleak lava
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Honestly all I've got only the basic rules read rn

cerulean seal
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Then 100% I would take some
Time to read the players handbook, it’s full of useful information you can pull from and design around

fast cove
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you dont need to read all the books/rules
i learnt dnd from a youtube video and played a whole campaign before ever purchasing the phb

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but the best way to learn is just by having experienced players guide you

bleak lava
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I do a lot of dice rolls when I play but I hear that most people do way more rolls and im stuck hear thinking. "What are they rolling so much for?"

cerulean seal
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I mean, the dungeon masters guide and players handbook gives some good guidance on when and why to roll. You really only need to roll for checks in which a player character feasible may or may not succeed at an action

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Or saving throws of course

bleak lava
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Yeah that's what I do

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Or they do technically

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I usually narrate the enemy mind in my head.

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Be it a boulder rat a giant rabbit or a bad guy.

spring tusk
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What's the quickest way to write up an AoE that only hugs the ground, or is a 2d shape

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Like a line that can only drag along the ground

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Or an emanation that only effects creatures on the ground

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Or a cone that's wider than 45°

coral delta
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"All creatures in contact with the ground in a _ must make a Dexterity saving throw." Maybe?

spring tusk
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That could work

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I'm trying to write up an example for the blasphemous blade AoE from Elden Ring

fast cove
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is it a spell or just an ability?

spring tusk
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I'm thinking a dex save, "first creature within a 30-foot Line that isn't flying, swimming, or burrowing"

spring tusk
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Cause the attack deals a bunch of damage and heals you for a percentage of the damage dealt

fast cove
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i've played elden ring lol

rare creek
fast cove
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seems balanced enough

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definitely make the ability an x amount of times per long rest thing

spring tusk
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4d6 is way too little imo

fast cove
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you could potentially hit 4 creatures in your 30 foot line for a total 16d6 damage

spring tusk
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Also "in contact with the ground" counts underground creatures

spring tusk
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And still, it's meant to be minimum a very-rare item

fast cove
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i distinctly remember killing like 20 trash mobs with it

fast cove
spring tusk
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I know that? I'm just saying, 4d6 seems so little, you made an argument against the concept of 4d6 being so little so

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Was just- nevermind

frank leaf
bleak lava
fast cove
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Corpse Plague
3rd level Sanguinomancy
Casting Time: 1 action
Duration: Concentration, 1 minute
Range: 60 feet
Components: V, S, M (a corpse that isn’t completely decayed)
You cause a corpse within range to radiate deadly contagion in a 15 foot radius. All creatures within the area must roll a Constitution saving throw.
On a successful save, the creature takes 4d6 poison damage. On a failed save, the creature takes 4d6 poison damage and becomes afflicted by the plague. Such creatures grow lesions on their skin, becoming vulnerable to Bludgeoning, Slashing and Piercing damage and taking 2d6 necrotic damage at the start of each of their turns (while the spell is active).
The plague can be removed by a Greater Restoration or Remove Curse spell.

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Thoughts on balance? i know it's pretty strong but also requires a corpse as material component + constitution saving throw

frank leaf
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Rolling a 1d4 to randomize the vulnerability and a GP Material Component is my suggestion

fast cove
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vulnerability i understand but what are the chances of someone hauling around a semi-fresh corpse

frank leaf
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Corpses are non magical objects

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Anything that can make those can prob cheese it

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Or call in to question pedantics of it

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If you can avoid needing DM fiat to make smth not abusable , I suggest you do.

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But that's my opinion, if you're cool with just saying "nah, doesn't count", there's no issues with the component

fast cove
frank leaf
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They just get to say Nuh uh

fast cove
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fair enough

frank leaf
# fast cove fair enough

If you still want the flavor, making it a finely dressed corpse worth 300 GP could be hilarious

nova basin
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You're both missing the fact that you get the material component for free during combat

frank leaf
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I like my context

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I don't have too much here

hidden delta
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With how this is written the cater will always be effected by the spell unless there’s at least 2 corpses

nova basin
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You're using a spell called corpse plague I dont think you gaf about nonlethal

frank leaf
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Except Sorcerer

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With far spell metamagic

fast cove
nova basin
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There's also nothing stopping you from moving the trigger corpse

cerulean seal
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I for one think it should have a domino effect where it causes other corpses or new corpses made by the spell to also spew the poison

frank leaf
nova basin
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Ie. Barbarian grabs a goblin, kills it, throws it at the other goblins

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Caster ready action casts this on the flying corpse

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Inbound chemical warfare

frank leaf
fast cove
nova basin
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Yeah its cool

cerulean seal
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Could you imagine using this in a crypt

frank leaf
nova basin
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I would rework this to be more in tune with the death trigger though

nova basin
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Reaction to cast, different material component but probably not worth any gp

cerulean seal
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Does it work on Vampires?

cerulean seal
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Since they are undead

frank leaf
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UPCASTING MAKES TARGETS THAT DIE REPEAT THE PLAGUE BURST

nova basin
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Take away the vulnerabilities, rework the damage a bit

frank leaf
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That would be SO sick

cerulean seal
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Can I target zombies with this spell?

nova basin
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Given the effect of the plague with constant damage and some sort of defensive nerf, I would make it a higher level spell

fast cove
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that would actually be hilarious to have a spell combo where you cast Corpse Plague then animate dead and reanimate the corpse as a plague zombie

hidden delta
frank leaf
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If it's a zombie it becomes a creature

cerulean seal
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Maybe need to specify an inanimate corpse

nova basin
fast cove
frank leaf
hidden delta
nova basin
frank leaf
fast cove
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the GP cost as a component

frank leaf
fast cove
frank leaf
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NGL this spell has so much meme potential

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Old Warlock would have a field day with letting people throw their own corpse

cerulean seal
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The party storing corpses to use as bombs for the barbarian to throw. 😭

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This is an evil spell

frank leaf
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Well

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More of a war criminal

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Let's not doubt players

cerulean seal
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Bro imagine you are at a vigil or a funeral

fast cove
cerulean seal
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THE ENEMY WIZARD ISES THIS ON YOUR DEAD ALLY

frank leaf
cerulean seal
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Bro I’m so scared of this spell

frank leaf
cerulean seal
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The local litch just killed Sprungle your parties Goblin mascot. Your party grieves as they then whispers and poison gas begins to pour out of your buddy

nova basin
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Corpse plague
4th level necromancy
Casting time: 1 reaction, which you take when a creature (other than a construct or a creature without a physical form) dies within 60 feet of you
Duration: Concentration, 1 minute
Range: 60 feet
Components: V, S, M (a rotting body part adorned with a fine ring worth at least 100 gp)
You cause a corpse within range to radiate deadly contagion in a 15 foot radius. All creatures within the area must roll a Constitution saving throw or take 5d6 poison damage and be afflicted with the plague, only taking half damage on a success. Creatures with the plague grow lesions on their skin, becoming vulnerable to the first attack that hits them before the start of their turn and taking 2d6 necrotic damage at the start of each of their turns (while the spell is active). If a creature dies from the poison or necrotic damage from this spell, it becomes another conduit for the plague and the initial effect of this spell happens again from its position.
The plague can be removed by a Greater Restoration or Remove Curse spell.

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@fast cove thoughts

fast cove
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I like it
less chance of abusing it (although its usually me as the DM tormenting my players with stuff like this)

hidden delta
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Great now put this on a team with a celestial warlock and your fighter is a walking bomb

frank leaf
fast cove
nova basin
nova basin
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As for material component gp costs

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I have no idea

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I just figured putting an arbitrarily high number was good enough

frank leaf
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Ah, well 300 is prob the right price range

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Maybe 350 - 450

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But that's up to them

hidden delta
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The fighter died, wizard casts this then warlock revives them causing another explosion

fast cove
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casting this on your teammate for damage optimisation is EVIL

nova basin
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Why fighter

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Do this on zealot barb

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You could build a whole thematic team around this

frank leaf
nova basin
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No like

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That is his goal

frank leaf
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He

nova basin
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Reborn zealot barb in service of a death god

frank leaf
nova basin
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Free rezz spells on zealots

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Yeah basically

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You could make a team of 3 aspects of the death god and send them out to do his bidding

frank leaf
nova basin
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Lioe a full themed campaign

frank leaf
nova basin
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Maybe an evil campaign but I'm sure someone is smart enough to find a plot that makes them not abject villains

frank leaf
nova basin
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Zealot barb, death cleric, undead lock/shadow sorc/spore druid

frank maple
frank leaf
frank maple
ember valve
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Heyo 👋🏻 what's the easiest way to import a homebrew character into bed? If any

void jewel
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And a go to attitude

sturdy knoll
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Let's also keep this discussion appropriate for this server.

ember valve
barren sand
#

Hey chat
If the main character from the hollow knight game were to be in dnd what sentient creature would it be in the DND world?

frank maple
void jewel
ember valve
void jewel
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I'd use a more robust software like roll20

sturdy knoll
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I'll be honest, DnDBeyond is not the easiest tool to make a homebrew character (e.g. homebrew race/species, homebrew subclass, homebrew background, etc.) You may find it easier to use just a Google Docs

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Yeah no there is no data import or data export

ember valve
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I do have Roll20 pro

frank maple
ember valve
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Are there ways to access other people's ready in <insert system> for character creation? Like if I wanted to play a necromancer

sturdy knoll
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On DnDBeyond if you have an active subscription you can add other folks homebrew into your Hombrew Collection and use it.

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Please note that DnDBeyond is not responsible for if that homebrew actually mechanically works or is actually usable.

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It's community created and thus can be... uneven at the best of times.

umbral dust
#

could someone let me know what they think of my rules for eating during travel?

Creatures can go a number of days without eating equal to 1+CON mod.

A creature that does not eat regularly becomes starving and must succeed on a CON save at the start of each day equal to 10+ the number of days they have been starving, and gain one point of exhaustion on a failure. Starving creatures also do not regain hit dice on long rests, and their exhaustion is not reduced.

Players have a d6 amount equivalent to the amount of rations they possess, called ration dice. At the end of each day of travel, players roll all their ration dice and remove each one that is a 1.

#

any tips for improvement would be appreciated

#

running a travel heavy campaign, so i want eating to feel more fun than tallying numbers

hidden delta
#

I think it looks cool, it is con total not mod right?

umbral dust
#

constitution modifier yeah sorry

#

so for a 16 con, they could go 1+3 days without eating

#

which sounds reasonable to me

#

i'd be hungry after 4 days

hidden delta
#

Most people don’t start starving for 8-21 days so that feels like an underestimation i’d use con stat

frank leaf
#

That way it's intuitive

#

Higher Con mod = moar life

#

More HP, more days without eating, more time without breathing

umbral dust
#

i kind of feel like for the purposes of adventuring, you'd need to eat properly at least once a week

#

like with all the heavy exercise involved, you'd be expending a lot more energy than most people

frank leaf
umbral dust
#

which makes sense to me as barbarians usually fight all day

#

not sure, should i make rations more valuable and have characters able to go longer without them?

#

or stick with what i have now, but food is more abundant

frank leaf
umbral dust
#

Alright thank you

frank leaf
#

Alr, so, now that I have more time rn, someone mind helping me with my Rogue subclass?

#

Called Promise Keeper

#

(I threw a lil of it here yesterday but while I was waiting for some thoughts I went and did smth)

umbral dust
frank leaf
# umbral dust I'm happy to look through your ideas

So the premise Oathbreaker Paladin, but it makes sense because you aren't a Paladin anymore (I also lump in Druids who commit Anathemas or Warlocks that betray their patron).

At level 3 you get 2 features. The first feature is just half caster Pact Magic. It scales as slow as it sounds. The only difference is that you get to choose between Paladin, Warlock, or Druid Spell list, which determines your option from the second feature. Wisdom is the casting stat.

umbral dust
#

Sounds cool, so it's a bit of a mix between caster & traditional rogue?

#

I'm not sure what arcane trickster is like, but it sounds similar

frank leaf
#

(copy and pasting the second feature):
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.
#

The idea is for level three to give you imitations of the magic you used to hold. Shreds of power you get that rear their head when use up some of the shallow magic you have left

umbral dust
#

I like the warlock one a lot, giving sneak attack to spells

frank leaf
umbral dust
#

Also the paladin one confuses me a little - it lasts a full day, but only costs one slot?

frank leaf
#

In exchange I gave them a better passive benefit of the Fighting Style

umbral dust
#

Oh right, okay, that needs clarifying. The way I'm reading it is that once you use it, you have d12 sneak attack for the rest of the day

frank leaf
#

(also it means you can wait for a Crit to use it)

frank leaf
umbral dust
#

"Until you finish a short or long rest, when you deal damage you can choose to increase sneak attack dice d12s" makes it sound like you just have the ability all day.

#

I would reword it to be more explicit on it being a single-use attack

frank leaf
#

I'm tryna think of wording to make it lost upon a rest but also gone when you use it

umbral dust
#

"You can choose to expend a Pact Magic slot to prepare a divine variant of your Sneak Attack. This becomes prepared for the rest of the day, and you can expend it at any time but is lost if you take a short or long rest.

You can use your prepared divine sneak attack in place of a regular sneak attack, and all d6s are replaced with d12s."

#

Maybe clean that up a little

#

But that works

#

You prepare it beforehand, and lose the opportunity to use it if you take a long rest

umbral dust
#

I do personally think it should be d8s, as doubling the damage of a sneak attack seems a little strong unless obviously you dont have many Pact Magic slots

frank leaf
#

Meaning you start with 2 level 1 spell slots

#

And get level 2 slots at character level 7

umbral dust
#

Ohh right okay

#

May have misread/misunderstood

#

Looks pretty good

frank leaf
umbral dust
cerulean seal
frank leaf
cerulean seal
austere mango
#

I need help, I need to homebrew a cr6 flying beast creature, I've not made stat blocks before, ideally it should have good dex and a bite attack.

cerulean seal
austere mango
#

Because there isn't one in the mm

cerulean seal
#

2014 or 2024?

#

Let me check

austere mango
#

I wouldn't ask if I couldn't find what I was looking for

cerulean seal
austere mango
#

Single beast. By itself

#

Can't exactly wildshape into a swarm

cerulean seal
#

Ah I see.

hidden delta
austere mango
#

Yeah, my DM has made me super powerful. But now I've hit a ceiling so I need to push on the ceiling

cerulean seal
#

Because I'm seeing Vyverns, young brass dragon, and young white dragon

#

Vrocks

austere mango
#

Well, there is a loop hole with monstrosities because of the owlbear

cerulean seal
#

Chasme and Chimeras

cerulean seal
#

CR6

#

60ft fly speed

austere mango
#

I'll look into it

cerulean seal
#

I have the block if you need it. Or I can just send you the Cr6 creatures if you want to look through the list

austere mango
#

DM it to me

cerulean seal
#

Sent

cerulean seal
hidden delta
spring tusk
#

CR 6 flying beast, hm

austere mango
spring tusk
#

Well druid can't wild shape into a creature higher than CR 1 unless they're a moon druid, which Max's wild shape CR at druid level / 3

#

So minimum, you'd have to be a level 18 moon druid to be able to turn into a CR 6 anything

austere mango
#

...unless the DM says you can wildshape into beasts with a challenge rating equal to your druid level.

spring tusk
#

Why would you even need to be that big anyway, like what purpose does that serve, that can help us help you

austere mango
#

Uhm.....

spring tusk
austere mango
#

Picture cod zombies

spring tusk
#

Never played cod

cerulean seal
#

Man he's going to be dealing with some crazy stuff later

spring tusk
#

Gotcha

cerulean seal
#

Especially if he allows monstrosities

austere mango
#

We finished wave ten and it was brutal.

spring tusk
austere mango
spring tusk
#

Interesting

#

Hm, I might have something

#

One second

austere mango
#

It's crazy, he has the big bosses every ten levels, and I'm technically allowed to wildshape into them. It's very weird stuff

spring tusk
#

Alrighty

#

This is a Vulture Bee

#

It's CR 5

#

You could probably start here and boost it up

#

Trigona Hypogea

austere mango
#

Nice.

cerulean seal
#

Giant Ape gonna go crazy for you at 7th level then

austere mango
#

Yeah, so my bite attacks also deal thunder damage. And another bonus I have on my character is that I effectively have trample. My hit box does 2d10 damage. Prerequisite; I have to be one size larger than the creature, and I have to roll to hit. This does count as an attack action however. But.... If I could fly, can bite/swallow, then fly and spit out for falling damage. Oh now we cooking

cerulean seal
#

Oh yeah, Chimera is perfect then

#

Chimera has a big strength score so you can carry a lot of stuff

#

And a breath attack

cerulean seal
austere mango
#

As cool as a breath attack is, I do have one problem. In a party of 5, I'm the devotee one man army.

hidden delta
arctic thorn
mellow galleon
#

Hey what cr would you put a Dao lord that is litteraly the size of a mountain

fallow phoenix
arctic thorn
#

tried to not make it so similar to the sea druid because the sea has to do with alotta storm type stuff too but i agree with you

cerulean seal
cerulean seal
#

Still high. But I guess depends on what else they can do

mellow galleon
cerulean seal
#

I know DnD only goes up to Gargantuan

#

Damn the Dragon Turtle is only CR17??

#

I thought it was at least 20

mellow galleon
#

Dao lord but given its mental stat in this form it more of a over grown earth elemental

cerulean seal
#

In the 2024 monster manual/dungeon master guide they literally show the Dragon Turtle carrying a whole civilization on its back.

mellow galleon
#

I used the Roc as an example of a low cr gargantuan

mellow galleon
solid crane
#

How much world building is needed before starting a campaign

native veldt
#

Running Curse of Strahd and added in a homebrew item I'm calling Paste of Silvering
Uses: 10 per vial
Effect: weapon the paste is applied to is now silvered. Roll 1d4 with each successful attack, on a 1, the weapon is no longer silvered
Question; is 10 uses per vial too much and do i make it an action or bonus action to apply?

cerulean seal
solid crane
#

Ooo tysmmmm

frank berry
# native veldt Running Curse of Strahd and added in a homebrew item I'm calling Paste of Silver...

Number of uses is gonna be purely subjective to how many of these vials they are gonna find. An easy alternative would be starting off with a vial of less uses, so you can test how quickly the players use them, and have them find more later when necessary

And as for the applying, I think an Action sounds fair, considering you can just have it applied between encounters, so you'd never start an encounter without it, but can then reapply it as an Action when necessary

lament meadow
#

Homebrewers, is a creature that can drain spell slots and then deals damage based on the number of missing spell slot is too harsh for spellcasters?

(p.s. that creature has a different tactic for martial classes)

sudden rapids
# lament meadow Homebrewers, is a creature that can drain spell slots and then deals damage base...

I think the creature is a high pressure mechanic then, but whether it’s too harsh depends on how you scale the action economy. If the drain is a guaranteed effect on a hit, it can feel punishing or annoying, but if it’s tied to a wisdom or charisma saving throw it becomes a fair tactical hurdle. For the damage scaling, I would suggest using 1d6 or 1d8 per level of the slot drained, rather than total missing slots, to avoid the death of a low resource caster who was already out of juice. If you do go with damage per missing slot keep the dice size small, example using a d4 so the caster still has a chance to survive and to stay upright allowing them to use their remaining utility.

#

But it genuinely depends on the players experience if it’s a newbie then it might seem too harsh if it is a player who is up for a challenge or someone who has played multiple times before then I guess it will only be tough to a certain extent

hollow siren
#

as a bit of a medium hot take, i feel like mark of sentinel should have given mage armor instead of shield, and vice versa

#

mark of sentinel is very martial/gish coded flavor-wise.

#

and the feature should have been that regardless of whether you cast mage armor with a slot or not, you can cast it even while wearing light or medium armor without a shield equipped. the armor then gains a +2 bonus (upgraded to +3 with greater mark of sentinel), as mage armor sets your base AC to 13 (which is equivalent to a base AC of 10 with a +3 bonus)

#

in turn mark of warding giving shield and either mage armor or alarm works (i have heard the latter is kinda meh and it feels like mark of warding was designed to synnergize with and make the abjuration wizard, 2014 or 2024 notwithstanding, to be the local man is hecking invincible meme)

alternatively, because sentinel gets 3 benefits, mark of warding could have also included a special ward ability that made shield able to be cast against saving throws too

peak inlet
#

I wanna allow for Magic Weapon and Elemental Weapon to activate on magical weapons

hollow siren
#

my brain was like 5 steps ahead of my fingers

hollow siren
hollow siren
#

relatedly to all this: i found a neat nerf to the shield spell too: setting an upper AC limit. the one i found set it at 21, personally I would set it to 22 but that's a subjective quibble

#

i guess even 23 or 24 is fine too, the conundrum therein though is to nerf the "heavy armor EK fighter casts shield and achieves an AC of 26 to 30 somehow" or any other DM faceslap in exasperation moments, without inadvertently making draconic sorcerers (2024) get much less mileage out of the spell, e.g. 10 base AC + 5 charisma + 3 dexterity is 18, and adding another 5 to that puts you over the upper limit allowed (i guess you could argue a 2 dex is more likely, however that still puts you over the proposed upper limit of 21 and meet the limit i proposed of 22 respectively). but then again being a martial is nerf enough sadly lol

#

(this is to address the reasons put forward for the nerf in the blog post, which is that shield is intended to protect glass cannons but ends up with obscene levels of AC)

#

as you may be able to tell, i am on an abjuration focus rn with my homebrewing

peak inlet
peak inlet
#

gives more value to something like Vicious Weapons

hollow siren
hollow siren
#

what if the bonus on the weapon is higher?

native gale
# hollow siren relatedly to all this: i found a neat nerf to the shield spell too: setting an u...

You're welcome to play by whatever rules are fun for you and your table, but its one of my personal biggest pet peeves when a DM nerfs something that's completely within the bounds of the normal rules. Like, I get it if its a weird edge case rule like coffeelock or something, but just stopping a heavy armor fighter from casting shield is a very unnecessary nerf in my opinion. I would probably walk away from a table that implemented this rule

peak inlet
#

it just doesn’t trigger the spell

#

like being counterspelled

hollow siren
hollow siren
peak inlet
#

your magic weapons can always be ones with lower bonuses if you know you have reliable Magic Weapon

peak inlet
#

it would still activate

#

so you can use it with something like Defender

#

and now it’s a plain +3 AC for a level 6 slot

peak inlet
#

and Greater Mark of Making now upcasts to level 4

hollow siren
#

i like that idea a lot

eternal berry
#

Yall I'm trying to make a four armed orc

#

What would you give them? I wanted to give them multiattack because of their four arms

fast cove
peak inlet
#

is this a Species or a Monster?

#

Monster would depend on CR

#

Species don’t get to give extra attack

eternal berry
#

Basically the idea is Goro from mortal combat so I would guess monster?

#

Not really planned for it to be a species of four armed creatures

fast cove
#

you could give them a unique move that allows them to grapple a creature with two arms and then use its other two arms to pummel them
make the creature take high damage until they succeed a strength save to escape

eternal berry
#

I have already planned to give them a special move called liver shot, because they are a unarmed combat fighter

peak inlet
tacit leaf
#

are you looking for a boss monster (legendary or not) or something to use multiple of in a group?

peak inlet
#

making monsters does tend to expect you to know where you’re deploying it

eternal berry
tacit leaf
#

also ditto in the CR question, what level party is it going up against and if its more a specific party that's good info too

fast cove
#

i return once again to ask your opinions on whether my evil ass spell is balanced or not

Flesh Puppet
*4th level Sanguinomancy *
Casting Time: 1 action
Duration: Concentration, 1 minutes
Range: 30 feet
Components: V, S
You carve a dark sigil into your flesh, taking (2d6 necrotic damage) and targeting a medium or smaller creature within range that you can see. The target must succeed an Intelligence saving throw or have the sigil seared into its flesh as well. While the sigil is on its body, it is unable to move.
It makes an attack of opportunity against any creatures that leave its range. On your turn, you may spend a bonus action to move your puppet upto its movement speed. If it ends its movement within 5 feet of a creature, it makes an attack against that creature. On its turns, it can make a Constitution saving throw, ending the spell on a success.

eternal berry
#

Do you choose what the creature attacks with?

#

The weapon it is currently holding?

tacit leaf
#

is this 2014 or 2024?

hidden delta
peak inlet
#

this is pretty close to Dominate Monster

#

you might wanna look at Antagonize

eternal berry
#

Yeah I was about to point out it being weird having it be on Intelligence

peak inlet
#

for a lower level version comp

#

I would use this on my Rogue, and now it has infinite attacks per round

tacit leaf
#

If you remove the incapacitated condition, you gain a lot more breathing room for the control aspect which is imo more interesting

hidden delta
peak inlet
#

even a 9th level spell can’t do that

#

in fact, there’s not a single way I could find for someone to make attacks on more than 2 turns per round

hidden delta
fast cove
peak inlet
#

you didn’t say that the affected creature uses its Reaction

peak inlet
#

at 4th level, that’s kind of all you can do

#

it would be a controlled Dissonant Whisper + Antagonize

#

which means that you can force the creature to trigger Opportunity attacks

umbral dust
#

my party is going to a city-sized farming village next session i think it would be really funny if they fought a bread elemental

#

might have to get on that

oak parrot
#

just go full on candyland. Forget bread elementals, attack them with Gingerbread elementals!

#

Attack with licorice spears!

void jewel
#

Like, it doesn't actually disable the creature at all

#

And it's also a single target save or suck that costs you 7hp

eternal berry
fast cove
void jewel
#

I mean, think about it. Sure, it forces movement (good) but likely only for one or two turns. You know what also does? Command. A first level spell

#

And sure, it can be used to provoke OAs, but so can command

#

And they'll probably escape quickly

#

And it doesn't force them to do much damage against their allies. They only have one reaction to make attacks against them with, so they will only ever make one per round

#

Its concentration on top of that, too

#

The only redeeming factor is that the initial save is INT, but eh. With the rest of the downsides, not worthwhile

#

Again, it doesn't even remove their turn. They can still act normally on their turn. And I'd like to remind you that command deletes their entire turn

#

And is a first level spell

eternal berry
#

I guess this one offers more movement freedom

void jewel
void jewel
#

What is the text that causes them to skip their turn

#

It says it cannot move, but that's it

#

It just gets no movement. It still gets actions, bonus actions, and reactions

fast cove
#

"while the sigil is on its body, it is unable to move"
bad wording im aware but the intention was a skipped turn

lean crow
#

"Incapacitated" is the word you're looking for, I think.

void jewel
#

Yeah that in the game's language just means no physically moving

fast cove
#

adressed the poor wording, moving on
this isnt the final version of the spell im jst brainstorming ideas

lean crow
#

Of course, being incapacitated means you can't do reactions, so you'd need to rewrite how the target makes attacks of opportunity

fast cove
lean crow
#

Skips its turn is best

void jewel
#

As a reminder, now it allows you to control movement slightly more than command and have them opportunity attack something. And maybe sometimes have multiple turns. At the cost of your concentration and a fourth level slot.

Command does most of this effect at first level and without concentration.

#

Command is like 80% of the value at a tiny fraction of the cost

lean crow
#

Except the target is allowed to repeat the save...with Constitution? Why is the initial saving throw Intelligence but the follow-up saves are Constitution?

fast cove
lean crow
#

Then why is the first save Int?

void jewel
#

Single target repeat save concentration spells need to be really good to justify existing. Hold person is a famous bait spell, and that one applies paralyzed, the best condition outside of dead and petrified, and is a second level spell

scenic dew
#

I will try my luck here.
How do y'all feel about homebrew weapon expansions ? Like Sabre, cestus, katana. I think Wizards cheaped out on the weapons and adding weapons even if there isn't much of difference between them is different kind of homebrew.

void jewel
#

You can just call a longsword a katana and move on with your day, rather than spending time and effort home brewing

hollow siren
#

i like these generally even if easy to accomplish with flavor. i would, however, urge you to be careful if you arent just repackaging a longsword without the versatile property into katana

#

katana actually strikes me as a 1d8 slashing finesse weapon

scenic dew
#

I don't think we should put that much pressure on "flavor". I don't think there's anything wrong with having Sabre that's just Rapier with Slashing damage.

Personally I would make Katana as 1d10 slashing damage, two-handed, finesse

void jewel
#

Flavor has literally no issues and takes next to no effort

hollow siren
#

guys i need ideas for names: as was discussed in multiple playtest preview forums, the idea of a lightning psion (like storm for xmen) seemed to have appealed to many. i have the bones of an idea in mind mechanically, i just need to draft it. the name, however, escapes me

void jewel
#

Doesn't take too much effort to add new weapons and weapon attacks are quite underpowered as is in the game

scenic dew
void jewel
#

If you want to add a nonmagical melee weapon, go ham, really. Near impossible to break the game's class balance with a nonmagical melee weapon

hollow siren
#

for instance the arming sword weapon block i drafted is fine (it does 1d8 slashing damage as a finesse weapon but lacks the versatile property of a longsword), however making a greatsword a finesse 2 handed weapon and calling it a dancing axe or something

#

the latter of which is silly

#

obviously, epitaph probably didnt have something like THAT in mind

#

my point is more that it is easy to get carried away lol

fast cove
#

another iteration of the spell

Flesh Puppet
*4th level Sanguinomancy *
Casting Time: 1 action
Duration: Concentration, 1 minute
Range: 30 feet
Components: V, S, M (a doll of yarn with a pin pierced through it)
You carve a dark sigil into your flesh, taking (2d6 necrotic damage) and targeting a medium or smaller creature within range that you can see. The target must make a Charisma saving throw. On a success, it takes 2d6 necrotic damage with no other effects, while on a failure it takes 4d6 necrotic damage and becomes puppeteered by you.
On subsequent turns, you can use your Bonus Action to command a puppet to move upto 20 feet and spend its reaction to attack a creature of your choice. If it is unable to attack the creature (due to a lack of movement speed, or because its reaction is unavailable), the target instead has disadvantage on all attack rolls on its next turn.

hollow siren
#

for instance, the arming sword idea started out first as 1d10 then 2d4 to be unique but frankly that felt unbalanced and too different

hollow siren
#

my other alternative was to rework psykinetic to be blastery and get a few fire and lightning spells (the flavor text supports this but the subclass direction overall does not support psykinetic as a blaster) and i went meh, a unique subclass might be cool

void jewel
hollow siren
#

esp. because destructive thoughts is frankly too criminally underusable

scenic dew
void jewel
#

Puppeteered isn't a game term

#

Possessed is though

hollow siren
void jewel
#

But that's different

hollow siren
#

katana as a finesse 2 handed 1d10 might be cool

fast cove
#

im aware, it was intended as flavortext
is skipping its own turn necessary or would this be a fine spell if i downgraded it to 3rd level?

#

cause other people said full incapacitation is too strong

void jewel
#

Oh without skipping its turn it goes from pretty unimpressive to laughably bad

#

Even at third level I'd never consider casting that

hollow siren
# scenic dew **Static Psion** ?

this makes me almost want to give it a feature that modifies synaptic static to make literal lightning/static effects purely for the pun. almost

scenic dew
void jewel
hollow siren
#

i settled for the 14th level feature increasing the radius of destructive wave when you spend 4 psionic energy die and keying off the 10th level feature by letting you add your modifier to the other 5d6 rolls. the 10th level feature would let you choose from lightning or radiant, necrotic, instead of the synaptic static pun idea

void jewel
#

It just isn't worth the resources or your concentration at this level

void jewel
#

The opp. Attack thing is whatever

#

Deleting reactions is nice, but is not enough to make it worth it

hollow siren
fast cove
#

and would incapacitation make it a worthwhile spell?
seems to me like a single target, direct upgrade to Hypnotic Pattern which is pretty scary

hollow siren
#

actually let me review Synaptic Static really quick, i might have an idea

scenic dew
hollow siren
#

ok let me think, i think this might be a cooler feature lol

scenic dew
#

I'm giving you a chance to cook, don't let me starve.

peak inlet
#

I would still prefer for it to be Instantaneous, no concentration

#

currently it’s either unusable or too strong

#

it’s also deadly for the players if you give it to an enemy

#

just all around difficult to play around with

fast cove
#

i kind of nerfed the possibility of a powerful monster attack because it doesnt affect creatures of large or greater size

hollow siren
#

ok so i think the level 10 feature will basically be when you cast synaptic static, you deal an additional 2d6 lightning damage. IN ADDITION:
you can expend one psionic energy die to 1) increase the spell's radius to 30 feet, and the targets cannot take reaction actions or bonus actions. not only do they subtract d6 from attack rolls and Ability Checks, but they also take 1d6 damage each turn for the duration. This will change the saving throw to be a con saving throw for all effects

#

contemplating making successive damage for the minute duration to be 1d6+int mod but i am not sure if that is too bloated a feature

#

honestly, this is so much better than what i had come up with

#

might need to trim it for balance

scenic dew
hollow siren
#

(fun fact, synaptic static does not scale as you upcast it)

hollow siren
#

OH

#

oh no i see what youre saying

#

derp

#

the Target cannot take reactions or bonus actions

#

but im contemplating removing bonus action part

#

ok actually i am pumped to draft this subclass now, ive had this idea before people raised the idea of playing storm as a psion but have procrastinated due to some complicated life crap

scenic dew
#

Pretty strong tbh. You could remove the saving throw for enemies and instead add the incapacitation to yourself. So basically you cannot do much and in exchange you give 1d6 debuff for most enemy rolls within 30 feet radius.

hollow siren
#

my only concern with this cool feature is that this psion subclass will have synaptic static AND destructive wave as part of their expanded spell lists. those are two wave spells

hollow siren
#

as its printed too

void jewel
#

Which from my experience is lots of em at that level, but ymmv

hollow siren
#

i do agree, the feature needs to be trimmed i think

scenic dew
hollow siren
#

yeah, but only 10 additional feat

#

hmmm

#

but good point lol
i mean tbf tho you could already do that anyway with it and other spells

scenic dew
#

I see it as sorta boosted, sure hit Bane

hollow siren
#

true, i guess

scenic dew
#

You could theoretically if you're willing to make yourself lose actions add to it boost for allies and combine Bane and Bless. Enemies in range are weakened, allies in range are boosted and you can't do much, but you're doing a lot at same time.

#

And to balance it out more for the sure hit effect, it may not apply to undead and constructs since they are animated by magic not biology.

hollow siren
#

oh good catch!

hollow siren
#

also the actual spell does not stipulate constructs are unaffected

#

but i think most constructs have psychic resistance/immunity

hollow siren
#

perhaps make it so you choose which to apply, or you can choose to apply both and be immobilized for an entire turn and only be able to cast cantrips?

#

that may make the feature bloated as heck BUT it would also be super cool

scenic dew
#

You would sorta become ward. You can't act, but you boost your allies, weaken your enemies and allies have to protect you because you're valuable as hell.

#

Or if you don't necessarily want to lose all actions you can do it as:

Concentration + action each round to keep the effect active which leaves you still with bonus action and reaction

#

Depends how you want to play it, but I could see some tactical value in having ability like that in roster.

#

Well I will try and figure out more weapons that should be in DnD and aren't.

drifting skiff
#

yea, and by balanced i mean the options, not the power they bring. I thought it was obvious only whose good enough at creating monsters of high level could playtest it, (of course i changed a bit of combat and etc., but it's still near 5e

#

i can detail them out but i don't have that much time

hollow siren
#

sorry, im back lol

#

anyway

#

When you cast Synaptic Static, the spell deals an additional 2d6 Lightning damage to all targets as part of the same damage roll. In addition, when you cast Synaptic Static, you can expend one psionic energy die to modify the spell so to increase the spell's radius from 20 feet to 30 feet. In addition to the normal effects of the spell, for the duration of the spell while a target has muddled thoughts, the target also takes Lightning damage equal to 1d6 plus the number rolled on your Psionic energy die at the beginning of their turn. This effect lasts until the spell ends or the target succeeds on the Intelligence saving throw necessary to overcome the additional effects of Synaptic Static.

#

^^^that is the 10th level feature i came up with and ended up drafting

restive tusk
#

This seems fine and fun, I like subclass features that upgrade thematic spells

restive tusk
# drifting skiff yea, and by balanced i mean the options, not the power they bring. I thought it ...

That’s sort of the vague wording that makes it hard to judge its quality 😅.

Just saying the options are balanced doesn’t mean much. I could say a sword that does 2d100 is balanced for high level play, but that’s doesn’t mean it actually is balanced. It’s especially hard to make a judgement or give feedback when the option descriptions are also vague with little to no mechanical detail. Option 7 for example doesn’t detail any spell enhancements.

It’s also not “obvious” that only those proficient in creating high level monsters can utilize this, because that is also vague. That could mean anything from creating Tier 4 opponents to creating a custom scaling system for CR31+. It’s a bit of a nothing burger to say “a DM who can create high level opponents can playtest it” because then that’s just balancing homebrew with homebrew, which means you’re both moving away from 5e’s balance framework and you’re necessitating a secondary homebrew system to handle your options

rugged olive
#

hey, anyone good with doing adv with factorials? Based on using a playing deck of cards

restive tusk
#

I might be able to help later but why don’t you post the mechanics here and if someone can help sooner they can reply

rugged olive
#

mk, so cardistry feature is as follows: when you would use a d20 for a roll, you can instead draw a card from a 52 deck of playing cards (removing Jokers), and use the value associated in the cardistry table for the roll. After you draw a card, you place the card in a discard pile, which can be shuffled back into the deck on a short or Long Rest.

hollow siren
rugged olive
#

Cardistry Table: black suits are equal to their value with ace being 1, and black J, Q, and K also being nat 1s, and red suits being the value of the card +10, so 10, J, Q, and K are all nat 20s

#

Also, what do we think of this feat?

#

Dumb Luck:
Prerequisite: Intelligence of 9 or lower

  • Reduce your Intelligence score by 1, to a minimum of 1.
  • You lose proficiency with any one skill, tool, or weapon of your choice
  • When you roll a 1 on a d20 for an attack roll, ability check, or saving throw that doesn't add your proficiency bonus to the roll, you can reroll the die and treat any result higher than your intelligence score as a 20
queen egret
#

that is really funny and i think my barb already has it

restive tusk
# rugged olive mk, so cardistry feature is as follows: when you would use a d20 for a roll, you...

Mathematically it’s worth to draw from the deck only when there are less “low cards” (<=10) than high cards, or when the average value of a card draw beats the average value of a d20 roll. The starting full deck has the same average result as a d20, but has a relatively higher chance of a nat20 and nat 1.

I’m curious as to strategies to “game the deck”. I’m sure you could burn some useless checks to try to eke out some lower cards. I think something interesting is that the text as is applies to any d20 roll, not just d20 Tests. I can’t think of any examples where this would work off the top of my head, but I assume there’s at least 1 d20 table out there that could be interesting to use the deck on.

scenic dew
#

Historians and Armorers of DnD Server, I call upon tee hee hee ! Please grant me the knowledge of defensive capabilities of Lamellar Armor and it's closets DnD comparison.🙏

#

Okay I think I have dumb idea, but hear me out. Buff armors by giving every armor some kind of damage resistance. Padded Armor ? You get non-magical bludgeoning damage resistance. Plate ? Piercing resistance, chain ? Slashing resistance (non magical)

scenic dew
#

It also wouldn't be just about AC anymore

void jewel
void jewel
wheat linden
#

So uh, my monster's portrait won't show up even though it's 256 pixels.

#

Would anyone happen to know of any potential solutions?

scenic dew
void jewel
#

Any caster relying on mage armor wants to dip for armor anyways

#

Mage armor isn't relevant in terms of power to the game because only suboptimal builds use it. So you don't balance around it.

#

Mage armor isn't a replacement for armor and shields, it's a coping mechanism for lacking them

#

Even with 16 dex with mage armor you only have 16AC which is far from good

weary lodge
#

So I got a homebrew warforged sub species it's nano bots and they all work together to protect the king and or queen drone

scenic dew
lean crow
#

Armor with a single elemental resistance is a rare magic item.

#

Bludgeoning, slashing, and piercing are all more common than any of those damage types.

#

It is, in fact, a bit of a balance changer to hand out rare magic items as starter kit.

frank leaf
cerulean seal
frank leaf
#

Spell list is very small though, could use at the very least more homebrew spells besides Backlash

#

(also I'm salty it gets Steel Wind Slash, but I have no legitimate reason it shouldn't, so ignore me)

cerulean seal
frank leaf
# cerulean seal Nice! I’m grabbing some food right now so I’ll look over this in a minute

Alright so Sunshot and Prayer of Elegance on Angel subclass are a little uninspired to me, as of now they feel too safe and similar to other divine subclasses.
Jubilation falls short a little, but I think that has rly nice potential, with. I LOVE heavenly bind though, if you leaned even more into the whole "divine imprisonment" thing I think it could be an amazing feature.

#

The features could prob stand to be a little stronger with Angel and Monstrosity as of now

#

Uncanny Prowl could also give a swim speed and increased Jump height (I say this here btw because it being capstone ain't too alluring, and this subclass's niche isn't very clear), and Frenzied Hunt . . . Is almost good.
I get it's a toned down SWS, but the self damage/friendly fire def feels too punishing.

#

Good, but too awkward to consistently use

#

Flesh Offering making the randomness irrelevant makes it questionable why it was there in the first place

scenic dew
frank leaf
#

Ack. Be back later

cerulean seal
#

Alright just got home. Looking at your Ranger and feedback now

teal yew
#

I don’t have a ton of experience working on Homebrew items, but I’m making rings for a plot line in my current campaign. Are there good resources or videos to watch regarding making a balanced magic item?

frank leaf
# cerulean seal Alright just got home. Looking at your Ranger and feedback now

Alright, so last critique, Spirit.
Shadow Phase needs a small nerf, not sure how, but it's almost just right.
Phantom Phase should also include Psychic/Force damage, and instead being 100% reduction, let it be smth just obscenely high like reduce the damage equal to 6 times your Bonded level. Very few single instances will be higher than that.

#

Very balanced as a whole, would totally allow at my table.

cerulean seal
#

Opinions on the flavor of the class as a whole?

#

I'm taking your opinion seriously. I really appreciate all your input and will look into making those changes

glass glade
#

I have made my own D&D Homebrew Race, I worked on it for some time and got it edited by a friend. I haven’t submitted it to D&D Beyond because I actually wanted to test it out and see how balanced it is in a One-Shot campaign.

opaque ginkgo
#

What is it?

cerulean seal
# frank leaf <@225314434019622912> almost forgor lol. https://docs.google.com/document/d/1U9...

Looking over this now.

Primal connections is interesting. I don't hate it however from a character design perspective, spells are often pretty core part of a players customization process when designing a charcter. While I think the chosen spells do feel Ranger like, weather those define a character a player might want to play is up for debate. I think rather than giving a specific list of spells they always have prepared, I would just add these to their spell list and then just bump the number of spells the class can have prepared if you want to do that.

Hunter Mark: A lot of 2024 ranger rides on this so lets see... 1d4 seems a little light. Might be better starting at a 1d6.
I would specify here that the refocusing the target as a BA doesn't expend another use of this feature. The spell version doesn't do this because it's baked into the spell but as a feature you'll probably want to clarify. Unless you specifically do want this to cost an charge.

The scaling of this dice isn't great imo. I would maybe jump from 1d6 to 1d10, and then at 15th level to 2d10 maybe considering just how high the power ceiling is around this level.

Reflex Strike: I get what you are going for, you are hitting a target thats trying to run or something. I don't know if logically it makes much sense for you to be able to hit a target because they are dashing rather than just walking. I also think making it flying but not including swimming is a little odd. I think this feature is probably fine if you adjusted the conditions.

Hunter mark (Level 9): I think this is fine. The week long thing probably doesn't work since you get more are restoring uses of hunters mark. I would maybe instead create a secondary "special" hunter mark they can do like once per day or something that lets you mark a target for a week or longer or something. I also don't know how often that would come up, and maybe even a DM would be annoyed by it if you marked the big bad.

Pt. 2 -

glass glade
opaque ginkgo
#

Nicee

glass glade
#

N-ICE. ❄️🙃🧊

cerulean seal
# frank leaf <@225314434019622912> almost forgor lol. https://docs.google.com/document/d/1U9...

Tireless: Is there a feature I'm missing where you can expend hit die to do something here? Or do you just mean when you take damage and such? I think we need some clarity here. If its strictly just when you get to use a spell or feature that expends hit dice I rarely see this every coming up if anything.

Feral Sense: May be a bit early to give this considering both 2014 and 2024 version gives it at 18th level. I would maybe bump it later.

True Resolve: Ah here is the expending hit die. I think something like this where you get to expend hit die needs to come sooner than an ability that is actively solving that problem. I think the ability to expend hit die shouldn't be so late if its going to be a core class feature potentially.

Hunters Presence: Same thing I said earlier about the hunters mark thing.

Primal Conduit: Unlimited castings of these spells is pretty wild. I would instead allow the user to cast each of these spells maybe once per long rest without expending a spell slot each if you are going to do something like this.

Predatory Technique: Don't make this "half your movement." Just make it a flat rate maybe like 15ft of 30ft. I think just make it so you can move towards your mark without triggering opportunity attacks is cool. Kinda encourages you to be more melee focused though if that matters.

Power Word hunt: This is level 20 so you can kinda be nutty as you wish. But I would still probably make getting to cast those spells that way like once per long rest maybe

rancid basalt
#

Magic item idea, first draft:

Tongue Bug
Wondrous Item, Uncommon

To use this magic item, you must hold it in your mouth for at least 10 minutes, allowing it to painlessly bind with your tongue. Once attached, you can speak Deep Speech, and it cannot be removed against your will.

#

Additional property
Option 1: Some kinda poison tongue lick ability idk

Option 2: Like a prehensile frog tongue, maybe an attack?

#

Curse: The bug consumes and replaces your natural tongue after a while, if you remove it, you have no tongue

glad veldt
#

What would be a good name for the subclasses of a hag class? (Besides Covin as that is already a mechanic)

glad veldt
#

Might be a good cursed variation, like the bag of holding vs the bag of devouring.

glad veldt
#

Homebrew Hag class based on hexes, curses, and potions.

#

I was thinking "Lore" or "Craft"

cerulean seal
#

Witch? Apothecary? Green Witch?

glad veldt
#

Yeah.

#

Every witch in the 2014 rule set

#

Volo's guide, monster manual, the works.

cerulean seal
#

I mean for the names

glad veldt
#

So;
-Green
-Sea
-Night
-Bhur
-Annis

cerulean seal
#

I’m suggesting what I listed

glad veldt
#

Huh

#

Honestly really good point

#

Thanks!

#

I guess the question becomes "What does each subclass do?"

cerulean seal
#

Depends on what the core class does but I imagine varying forms of curses or potions they make. There are different types of witchery if you look at like Wiccan beliefs irl. So you could take inspiration from what

frank leaf
# cerulean seal Looking over this now. Primal connections is interesting. I don't hate it howev...

Primal connections is just so later on you get all those spells to cast at will (or as you suggested with Primal conduit, once per long rest, but most are utility spells that can't be shared too well anyway). The lower base 1d4 for Hunter mark is to make up for the improved Invis feature since it basically lasts 2 rounds, so for combat use gets Advantage very often, and so I can be a little more liberal with subclass damage.

#

(Sent early whoops)

frank leaf
wraith mortar
#

hi i gotta question!

cerulean seal
frank leaf
wraith mortar
#

wnna know what yall think about these homebrew spells

torn fjord
#

I personally have a text wall of a thing, and I expect it'd be a bit of a discussion, so idk if I should post it now or wait for others to finish

cerulean seal
wraith mortar
#

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

Roll a d10: On an even number, the undead servant obeys your commands for the duration. On an odd number, it is hostile to all other creatures for the duration.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 1 minute, after which it stops obeying any command you've given it and becomes hostile to all living creatures.

#

1 action instead of 1 minute

#

1st level weak animate dead

frank leaf
# cerulean seal Tireless: Is there a feature I'm missing where you can expend hit die to do some...

Predatory movement to 15ft is a good idea ye. It technically can be defensive if you're actively runnning from your Mark, or utility if you burn Mark uses for sort of movement beacons (particularly if your Hunter subclass who gets Horde Hunter and makes several creatures movement proccer). Finally, as for capstone, I threw in the twice per short rest kinda as a meme, does one spell per short rest sound better?

torn fjord
#

...I can't see anyone spending even a 1st level spell slot on a spell that has a 50% chance of creating a hostile creature instead of a friendly one

wraith mortar
#

its criminal that there is no zombie spells for 1st or 2nf leel

#

2nd lvl

torn fjord
#

even so, a 50% chance of the summoned creature being hostile is terrible

wraith mortar
#

i think its flavorful, and as long as the bad guys are closer its fine

torn fjord
#

that's a 50% chance of your spell actively harming your party and being a completely wasted spell slot

frank leaf
#

That way it happens enough to be funny

#

But isn't so often its not worth ever casting

torn fjord
#

personally, if I ever saw a spell that had a 50% chance of doing nothing, or worse, a 50% chance of being actively harmful to my allies, I would simply never use it

lean crow
wraith mortar
#

thats why its not a minute

frank leaf
wheat linden
#

Is there a way to bring monsters from CritterDB to DNDBeyond without manually copying everything? I imagine not...

torn fjord
#

that doesn't much feel like a homebrew question

lean crow
#

1 action should bring it back to 3rd level, in my opinion

wheat linden
#

I mean, they're my homebrew creatures...

#

It directly involves homebrew stuff...

wraith mortar
#

i want this spell to cost a lot because youre bringing a full zombie into level 1 combat. and as a novice necromancer it makes sense to me

wheat linden
wraith mortar
#

3rd level is 1 minute

frank leaf
lean crow
#

A level 1 summon should be CR 0

#

Like find familiar is

torn fjord
#

I understand you're trying to make a weaker version of a 3rd level spell to justify it being discounted to a 1st level spell, but a 50% chance of being harmful to your allies is the worst way to do that

wheat linden
#

Figured if anyone would know how to do it, it would be people hanging around in the homebrew channel... But whatever ig

torn fjord
#

no one would want to use it even if it could be helpful in combat

#

the risk is simply too high for the cost

frank leaf
cerulean seal
#

They might k ow better

wraith mortar
#

yea and it lasts a minute, so either it dies in combat or outlasts the bad guys and you have to kill it anyway

lean crow
#

If you feel a great need for level 1 necromancy summons, check out the Grasping Hand statblock.

wraith mortar
#

6 or higher it obeys?

lean crow
#

Or Grasping Claw, sorry.

torn fjord
#

yeah, using a weaker undead statblock is better than giving it a chance to be hostile to the party

wraith mortar
#

i dont want it to be weaker or a familiar. i want messing around with necromancy at such a low leel to be dangerous

lean crow
#

Kay...

torn fjord
#

spending a spell slot and doing nothing but creating an enemy for your party to fight would feel awful

wraith mortar
#

its not that big of a threat anyway

torn fjord
#

even if it isn't a big threat, it's still spending a resource to do nothing beneficial

wraith mortar
#

but it just needs to be closer to the bad guys

lean crow
#

I'd never take a spell that has coin toss odds of using one of my two spell slots only to make the encounter harder.

wraith mortar
#

yea we're talking about lowering the odds of hostility

#

i just dont want to make it work eerytime

frank leaf
torn fjord
#

i personally wouldn't take a spell that even had a 5% chance of creating a hostile creature

torn fjord
frank leaf
#

having spells that aren't technically good because of a funny drawback is an entirely fair thing to homebrew

wraith mortar
#

like summon lesser demons?

lean crow
#

I wouldn't ever give my players something that, except on a 5% chance, lets them quick-cast a level 3 spell with a level 1 slot.

wraith mortar
#

dude you did it!..... bro?? whyy is it coming toward US????

#

nuke you would neer use summon lesser demons?

lean crow
#

Personally? No, I probably wouldn't.

torn fjord
wraith mortar
#

because summon lesser demons is 100% chance of hostility and its canon

frank leaf
lean crow
#

But that has a range of 60 feet, making it quite viable to force the demons to attack the enemy and not your party.

wraith mortar
#

it doesnt work exactly the same at all

lean crow
#

Summon lesser demons is approximately 0% chance of attacking your party

wraith mortar
#

so daho you think 6 or lower is fair?

#

sorry 5 or lower

lean crow
#

You treat it like a fireball. Don't cast it over your allies and you'll be fine.

wraith mortar
#

you are ery wrong

#

very

frank leaf
torn fjord
wraith mortar
#

it says yoyu can protect ONLY yoyurself from the demons and they attack eerything in sight

lean crow
#

No, they attack the nearest non-demon

wraith mortar
#

yes but it doesnt allow 24 hours of zombbie control, much less renewing control of up to 4

lean crow
#

So don't cast it over your party.

wraith mortar
#

and when the bad gusy are dead?

frank leaf
#

ik ends if it gets past 60, so is that cast range?

lean crow
#

If the bad guys are about to die, why are you using a 3rd level spell to bring in summons?

wraith mortar
#

just drop concentration i guess

#

keep it 10 feet i guess

#

summon lesser demons is way more dangerous to the party than 1 zombie

cerulean seal
#

Doesn’t Infernal Calling also attack you and is 5th level?

frank leaf
#

not that it's even deadly

#

its a skeleton or a zombie

wraith mortar
#

im cool with lowering the hostilityy chance since they are fighting it anyway if theyy win combat and it survives

#

also glad theres no mechanic where zombies make more zombies

torn fjord
#

...I mean, there is an undead that creates zombies with every humanoid it kills

wraith mortar
#

yea we aint summoning that one lol

#

until core rules says you can

torn fjord
#

okay, reading back over your spell and comparing it to Animate Dead, and completely ignoring the chance of immediate hostility

1 action cast time vs 1 minute cast time (your spell is better)
1 minute of control vs 24 hours of control (yours is not as good)
The animated creature immediately becomes hostile vs The animated creature stops obeying commands (yours is not as good)

wraith mortar
#

if it ever does

#

hostil and not obeying is synonymous

torn fjord
#

...no, not necessarily

frank leaf
wraith mortar
#

how could you tell a zombie not to attack you

torn fjord
#

yeah, that's what I was gonna say, the reduced duration and guaranteed hostility after the spell ends is already enough to justify it being lower than 3rd level

wraith mortar
#

it wants brains full stop

torn fjord
#

dunno if it's enough to justify being only 1st level, but it's definitely lower than the 3rd level version

wraith mortar
#

it just becomes a normal zombie. so effectiely, summon meat shield leel 1

#

level

#

plus u gotta kill a guy to een use it

#

even

frank leaf
spring tusk
#

What rarity would y'all apply to a magic pair of gauntlets that (with attunement) allows you to store equipment and call them out without spending free obj interaction or action to swap between?

torn fjord
#

honestly, if you want to justify it being 1st level, I'd make it concentration up to 1 minute, rather than just a duration, and rather than immediately becoming a corpse again, the zombie becomes hostile immediately when concentration ends

frank leaf
#

@wraith mortar I think if you reduce it to 2 or lower become hostile it's pretty good.

frank leaf
spring tusk
#

Not unlimited free object interaction, just unlimited swapping of already pre equipped weapons

torn fjord
#

anyway, gonna drop my text wall now

#

So, I'm trying to homebrew something for a pair of pistols for one of my players, with the names of those pistols being Redemption and Judgement

the ideology the player has said he wants the character to demonstrate with these pistols is "You can't face Judgement until you've had a chance at Redemption"

currently, the weapons have no magical effects, but I want to have them gain magical properties later on, once the right conditions are met, which will be sometime between levels 6 and 8 for that player character.

I've got a simple effect for each one, but I'm not sure if they really works

The effect I came up with for Redemption is as follows, but I feel it needs to do something more than this, even if the only other thing it does is give a +1 to attack and damage rolls.
||Mark for Judgement: This weapon has X charges. Once per turn, when you hit a creature with this weapon, you may expend a charge to mark them as a target for Judgement until the end of your next turn.||

Meanwhile, this is the effect I've come up with for Judgement. Frankly, this doesn't really feel that interesting to me, and only barely fits the vibes I'm trying to go for. Chances are I need to have it do something different, but this is the only idea I have currently.
||Pass Judgement: Once per turn, when you use this weapon to hit a creature that has been marked by the effect of Redemption, you deal an additional 1d10 force damage to that creature.||

#

spoilered the effects in case the player happens to peek in this channel

wraith mortar
frank leaf
torn fjord
#

I've seen plenty of DMs just handwave swapping between two weapons before

#

so giving out a magic item that justifies doing that feels unnecessary to me

frank leaf
torn fjord
#

now, if the item functions as a pocket dimension or something for storing weapons, and would allow the player to feign being unarmed while using the item, right up until they need the weapon and no longer care about pretending to be unarmed, then it could be a useful item

#

but just swapping from a dagger to a bow without spending an action is meh

frank leaf
torn fjord
#

that's assuming 1, that the item is for use with '24 rules, and 2, that the player character who would use it can make use of weapon masteries (very few classes can)

torn fjord
frank leaf
wraith mortar
#

why are they all greyed oput

#

out

torn fjord
#

||the biggest problem with letting it change the target's alignment and potentially make them unwilling to continue the fight is that it would absolutely be aimed at the strongest opponent in the fight every time, once that's known to be an option. the boss being immediately taken out of the fight with a single saving throw would be increadibly anticlimactic||

frank leaf
#

Alr, gtg

torn fjord
wraith mortar
#

for who though

torn fjord
#

as mentioned, I spoilered the text in case the player who would use the weapon happens to peek in this channel

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I would prefer they not find out about the effect before I give it to them

wraith mortar
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ok Drol here is what i got for the 1st lvl, the 2nd lvl needs a lot of tweaking now

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also thank you all

spring tusk
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What about

Arsenal Gauntlets

Wondrous Item, Rare (Requires Attunement)

You can choose from a list of up to 5 items stores in a demiplane within the gauntlets, and have those items appear to your hand(s) without the use of an object interaction.

You can spend a short rest to attune or unattune up to two items to the demiplane at a time.

wraith mortar
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they should be called the go, go, gadget gauntlets

torn fjord
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eh, I'd personally make it so that you can store weapons within the demiplane during any short or long rest, up to the maximum of five stored weapons

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no need for additional limitation on how many can be put in the demiplane during the rest, so long as it doesn't go beyond the limit of 5 total stored weapons

queen egret
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got some pretty harsh but fair criticism on my homebrew stuff, back to the drawing board

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what sort of SLA would y'all like to see in a time-themed sorcerer?

wraith mortar
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how do we reconcile with the super technical people why 5 halberds and 5 darts take up the same amount of demiplane

torn fjord
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I'd also make it so that if you choose to have a weapon appear in your hand, you can choose to have it replace a weapon you're already holding, with the previously held weapon entering the plane

spring tusk
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What if I add on a "once per short rest if you have a shield attuned to the demiplane you can use your reaction to swap the gear in one of your current hands to that shield in response to an attack that would hit you"

wraith mortar
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i guess 5 demiplanes with space for a single object and shared access

torn fjord
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nah, that's getting too technical

wraith mortar
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lol thats if they say hey why cant i blahblahblah

torn fjord
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also, saying each demiplane has space for a single object still leaves room to question why it can store an entire halberd, but can't fit anything more than a single dart within the same space

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there's no real way to explain it without just saying "That's just how it works, deal with it"

wraith mortar
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well it can be an infinite space for an object thats molecularly bound to itself, and so if there is two objects there is a break in the structure and it doesnt allow another???

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idk lmao then it could be a ship

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yea deal with it or give the gogogadget gauntlets back

queen egret
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So what do we think about this lv6 trait for a timey sorc?

Temporal Stasis

(Once per long rest, or by spending 5 sorcery points)

As an action, choose one creature you can see within 18m(60ft).
The target must succeed on a Wisdom saving throw or be placed in temporal stasis until the end of your next turn.

While in stasis, the creature is incapacitated, has a speed of 0, and is immune to damage and forced movement.

When the effect ends, the creature immediately takes force damage equal to twice your sorcerer level.

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i think this has more lv14 energy nvm

torn fjord
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...I mean, I'd argue it'd be better to just let them cast Hold Person once a day without concentration, but the spell only lasts until the end of their next turn

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basically the same thing but it has actual use beyond taking the enemy out of the fight

brave yarrow
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Hi everyone, i'm actually running a homebrew DnD campaign, and my players are going to meet a young black dragon soon.
I'm just kinda confused because, ik young dragon are less powerful than adults, but he seem kinda basic asf ?

My 5th level party consist on a World Tree Barb, a evoker Wizard, a Great old one Warlock, Circle of Moon Druid, Assassin Rogue and Life domain cleric.

I was wondering if there's anyway to homebrew a bit the stat block so he feels more "cinematic" or dangerous, or maybe a battlefield mechanic ? Idk any help would be great

(Here the stat block I'm currently using https://www.dndbeyond.com/monsters/17067-young-black-dragon)

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Sorry if my English is bad, its not my native language and its pretty late where I am

queen egret
wraith mortar
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ok i added the 2nd level one lmk what you think

torn fjord
wraith mortar
brave yarrow
wraith mortar
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maybe an action or movement or bonus but not all between each? idk

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idk exactly how they do it but im sure they have a video on it

torn fjord
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Okay, so I've decided that I'm going to treat Redemption and Judgement as one single magic item, rather than two separate items, given the way the effects I've come up with actually work. This is what I've got so far, and what will be on the handout given to the player.

||Paired weapons, require Attunement. The weapons share one attunement slot.

You have a +1 bonus to attack and damage rolls made with these magic weapons, but may only use the following properties when wielding both weapons.

Mark for Judgement: The pistol Redemption has 6 charges, and regains 1d6 charges each dawn. Once per turn, when you hit a creature with Redemption, you may expend a charge to mark them as a target for Pass Judgement until the end of your next turn.

Pass Judgement: Once per turn, when you use the pistol Judgement to hit a creature that has been marked by the effect of Redemption, you deal an additional 1d10 force damage to that creature. In addition, if the marked creature is of an Evil alignment, [INSERT SECONDARY EFFECT HERE].||

wraith mortar
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homebrew rules for epic boss monsters

brave yarrow
wraith mortar
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i would add a little blurb "when wielding both weapons" for anything to work

wraith mortar
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oooooohohhhhhhhh

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redemption gives the chance, if evil, to be charmed, if the target saves, (stays evil,) becomes marked for judgement, and enables an immediate extra attack (nick style) with judgement that can proc the mark and extra damage

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then redemption actually has a redemptive quality

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so "found guilty" (saved against charm) extra attack and bonus damage
or
"Redeemed" (failed against charm) is Remorseful, prevents from reactions or some other thing that could be harmful idk

torn fjord
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not a terrible idea, but not quite as useful as you think - if all it does is a Charm effect, that doesn't actually make the creature stop fighting, it just prevents them being able to attack the creature who Charmed them (in this case, the user of Redemption)

wraith mortar
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yea its kinda backwards that if he SAVES the player gets extra damage

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but i think it fits the flavor

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idk what to do if he fails, charm is just a placeholder

torn fjord
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it fits for flavor, sure, but doesn't do much mechanically

wraith mortar
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but remorse could be psychic damage or something

torn fjord
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eh, Psychic damage, Force damage, basically the same result (almost nothing resists it)

wraith mortar
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psychic and it still marks?

torn fjord
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anyway, ||I'm considering one of the following for the secondary effect of Pass Judgement||

||- the target cannot regain hitpoints until the end of your next turn

  • the target has disadvantage on all attack rolls until the end of your next turn
  • the first attack against the target before the end of your next turn has advantage||
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might be too much, might be too little, might not make sense at all, idk

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I'm just wanting to add a tiny bit more, specifically when the target is Evil

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I'm gonna go ahead and go to bed now, actually, and just figure it out tomorrow

severe trellis
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Idea I just had not sure what it's gonna do

Weapon of Redemption
Rare-Very Rare
Requires attunement by a Paladin or Cleric

This weapon has a fiend or undead soul sealed within it who wishes to achieve an adventure into a divine being. By using its powers to assist and help commit heroic acts and save people.

Will probably let you use your Spell casting Modifier instead of Strength or Dexterity for weapon attacks

Maybe let you get extra spell slots or cast some demonic flavored spells based on its rarity and other flavorful stuff

icy lichen
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I need some ideas for homebrew stuff, my friend is doing a very homebrewed dnd campaign where im proficient in blood and trickery schools (blood being i use my hp as my "Mana" and trickery being general illusions and stealth stuff ig) and he leaves it very open ended to what you can do as a move, like if i want to send sharp slashes of blood out (kinda like dismantle and cleave from sukuna in jjk i can) or stuff like that, i wanna see if anyone can give me some more creative ideas on how to use my blood moves (so far ive tried sending blood thru the ground to spike thru someone, the slashes, and if i can touch them i can use there blood, so ive done things like exploding limbs and such) any neat ideas would be cool

severe trellis
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Ok wording is here and maybe real rough

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Weapon of Redemption
Rare-Very Rare
Requires attunement by a Paladin or Cleric

This weapon has a fiend or dammed soul sealed within it who wishes to achieve an ascension into a divine being. By using its powers to assist and help commit heroic acts and save people.

When you make an attack with this weapon, you can use your Spellcasting Modifier instead of Strength or Dexterity. In addition you have a bonus to attack rolls and damage rolls made with this weapon. The bonus is determined by the weapon's rarity and when you have slain 10 Fiends with this weapon, any necrotic damage it deals becomes radiant.

This weapon has 6 charges and regains 1d4+2 Charges at dawn.
As a Magic action you can expend a charge to either regain a spell slot of 3rd level or lower or cast one of the following spells without expending a spell slot. The DC of the Spell is determines by this weapon’s Rarity.

Rare Bonuses and DC:15, +1 to hit and damage and 1d6 Necrotic Damage

Very Rare Bonuses and DC:17, +2 to hit and damage and 2d6 Necrotic Damage

west tangle
# severe trellis Weapon of Redemption Rare-Very Rare Requires attunement by a Paladin or Cleric ...

The wording on this could be tweaked, especially grammar and sentence structure, but generally speaking:

  • This first feature is pretty meaningless for a paladin. Generally paladins don't want to use their charisma for attacks because their strength is higher anyways. For a cleric it's a bit better, but ultimately still feels meaningless since by those higher levels where rare and very rare items come into play, they're usually not doing a ton of melee combat.
  • The slaying 10 fiends part is pretty awkward imo. For starters, a lot of campaigns go by where you might not see a fiend for many many sessions, and certainly not kill one. Imo it could also reward some inconsiderate play. By saying "you need to kill 10 fiends", I can imagine a player trying to kill-steal their friends solely to increase the counter, or even outright picking fights with fiends where it might not be in the interest of the party.
  • The second feature is really strong on a paladin. For starters, what spells can you cast with it? You don't seem to specify anything. But more importantly, for a paladin, potentially gaining 6 additional third level spell slots a day (at minimum, three) is very very strong. Even for a cleric, three extra third level spell slots is never unwanted.
severe trellis
west tangle
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do you have an approximate even just level of spell in mind?

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are these first level spells, third level spells, something else?

severe trellis
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Hmm... I think first to third level spells, but none on the Cleric or Paladin Spell list

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Maybe throw in Summon Fiend as a bonus I'll need to check what level that spell is

west tangle
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5th from memory

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nope, 6th level