#homebrew
1 messages · Page 64 of 1
For a spell you can cast once per day for free, definitely too high imo
well
how many charges would it cost
I think to cast summon fiend...Maybe the max charges it can hold so 6? You summoning forth the Fiend Trapped in the Weapon temporarily
Or maybe I can have the summon be summon undead instead and it be more of the Fiends spirit?
I would maybe consider for these abilities the players need to expend charges equal to the spell's level to cast them
I can do that, and maybe make the charges-slots depending on how many charges you expend? ugh balancing is hard, though I wanna persue this, I think it feelsl ike it would be a cool weapon
I would even consider removing the regaining spell slots feature entirely and going all in on instead letting players expend charges to cast spells. I think especially for a paladin it can really compliment their playstyle where you usually might not want to use spell slots on spells
Yeah I get that, i like the regaining slots feature initially to feel like you are drawing upon the demonic power within yourself to turn it into something more holy ya know? But maybe that can be done in antoher way
(regaining spell slots is almost always more mechanically strong than getting a free casting of a specific spell)
Do you think the concept of the weapon would be cool to have though as like a Good Aligned Cleric or Paladin?
It strikes me as something more fitting for an evil aligned character
oh why?
It's drawing on powers which are inherently evil and using them to fuel you. A player certainly could try and use them for good, but it's in the same camp to me as something like a necronomicon - it feels like an item that would be used to slowly corrupt the wielder.
Ah thats entirely the opposite of what I want to do here though? And kinda going against he point? The weapon is there for redemtion, to use dark powers to move towards them ascending into a higher being, though that might just be the spells that i've discussed so far lol. I think having one summon undead that represents the fiend within would be good, but most stuff I feel would be more protection oriented
I think the difference would be the demon sealed inside wanting redemtion as well
made it a CON ASI instead of WIS/CHA/INT and added a PB limit to the expended hit dice
General Feat (Prerequisite: Level 4+)
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
You can use the following features:
Recovery. Once per turn if you deal damage, the next time you recover Hit Points to a creature before the end of the turn, you may add 1d6 to the Hit Points recovered.
Enhancement. Once per turn if you recover a creature’s Hit Points, the next time you make an attack before the end of the turn, that attack deals an additional 1d6 Force damage.
Whenever you roll a d6 as part of this feature, you can consume a hit die to roll it and add the number rolled to the d6. You can only expend Proficiency Bonus Hit Dice in this way, regaining the ability to do so on a Long Rest.
(alternatively)
As a Bonus Action, you can expend 1 Hit Die. When you do so, roll the die then choose a creature you can touch, that creature either gains a number of Hit Points equal to the number rolled plus your Constitution modifier.
it’s better than Arcane Vigor though, I might have to still limit it to PB uses
Hey chat
How evil is ice cube?
also, I think this is my final version of this
Intuitive Detective
Origin Feat
You have the Identify spell prepared and can cast it as a Magic Action without material components or spell slots. Once you use this feature, you can’t cast the spell again in this way until you finish a Long Rest.
When you use the Study or Search actions, you can modify them in the following ways:
Studious Mind. When you use the Study action on the creature, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Searching Gaze. When you use the Search action to look for the creature, the movements and actions the creature took within the last 6 seconds it spent in that room or area up to 120 feet away from you, are revealed in the order they were taken. If the creature is still in that area, they do not benefit from the invisible condition against you for the next minute.
A creature affected by either effect becomes immune to both effects for 24 hours. Once you use the feature, you can’t use it again until you finish a Short or Long Rest.
homeboom
hi dnd discussion movers
so anyways guys im gonna break us out of here by using a tsunami
dont tell me i didnt warn ya
9
Feel free to post the full feature details here
before i do, what do you think the size of the actual meteor itself be if it's meant to level a typical castle?
i wanna get out of here
20 km for impact effect , maybe 8 L in terms of volume and 90 kg for mass seems reasonable
I think it’d be best to leave it undefined
A simple size descriptor should be enough
simple
main issue is i want a different damage formula for the impact site itself and the area it affects around the impact
the fire/bludgeoning vs thunder thing
uh 5 km damage 10d8 + 14
i think something under 1 mile will be more appropriate?
it is a meteor tho
idk what ur thinking
3 miles?
Damage in terms of miles is outside of the scope of pretty much anything “normal” in the game
i'll just convert it to meters i'm not american enough for this
In kilometers is the same deal, there’s very few effects in 5e that deal with damage distances outside of 120 feet
yeah, that's why it's a flashy effect with an 8-hour ritual
Meteor Swarm is one of the exceptions since it has a 1 mile range, though the actual damage instances are 40-ft radius spheres
You might want to look at what 3.5e did with 10th-level and above (Epic-Level) spells. IIRC quite a few of those dealt with massive damage radii.
Pinpoint Impact: Creatures within 800m of the impact point (or a smaller area at the DM’s discretion) automatically fail their saving throws. Each creature takes 80 + 12d6 bludgeoning damage and 80 + 12d6 fire damage. Nonmagical structures in this area are typically destroyed, and the terrain is drastically altered at the DM’s discretion.
Thunder Shockwave: Creatures between 800m and 4 km of the impact point (adjustable at the DM’s discretion) must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 20 + 10d6 thunder damage; on a successful save, it takes half damage. The shockwave may knock prone lightweight objects or creatures, rattle windows, cause temporary deafness, and create a concussive environmental effect at the DM’s discretion.
assumes the other characters are able to keep him busy for 8 hours
or a long rest
well, you have to be out in the open, and it starts alerting adept spellcasters by hour 4 of the ritual
yikes
i opt out of performing the ritual
i can fite
but idt i have the mindset to not panic when i see a fireball headed for my head
I will probably add a less campaign-specific lv18 feature and make this an optional feature that can replace that
What counts as interrupting the ritual?
disruption of spellcasters focus
ig
So it’s a concentration check?
is it an 8 hour continuous cast?
if you take damage during the ritual, you have to make concentration checks as if concentrating on a spell.
if you lose consciousness, that too.
if you are silenced, the ritual is paused by not interrupted
non verbal casting?
verbal, but it can tolerate a pause of 1 minute
The feature could use some more workshopping as is I think. The end result is really flashy and absurdly powerful, both mechanically and narratively relative to other options in Tier 4. On the other end, it is absurdly easy to screw over at that level.
what if non verbal casting was learnt by caster?
A single casting of magic missile is going to be really rough on the caster
or does the ritual have some kind of thing that states must be an incantation
Now times that by however many times that can happen during the ritual time
can cleric heal em?
I’d say reign in the power of the ritual, but also make it harder to stop
or cleric supports?
Magic Missile’s utility isn’t in the damage it deals
That’s also not what I’m referring to
2d6 aint doing nothing
oh dont tell me
Magic Missile also doesn’t do 2d6
Sharky, have you read the Magic Missile spell before?
yes but bad memory
It’s 3 darts that auto hit for 1d4+1 Force damage each. (You only roll once for damage but that part isn’t important).
oh then whats the bad part?
Each is a separate instance of damage
i meant why is it so bad on the target
not the caster
or why is it gonna severely impact the person being hit
each one is a seperate con check with a dc of at least 10
I’m guessing you don’t cast many Concentration spells 
i am a burst damage type of person
so i dont touch spells with a long conc time due to that
So do I make the ritual only interruptable by unconsciousness or death?
And shrink the radius of its effects
But yeah each missile forces at least a DC10 Concentration check. One may be easy to save but statistically you’re not going to keep conc.
uh can the caster use their bonus action to shorten the time@?
be it either a)direct or b)indirect
like double focus from offhand
also what are supports able to do to boost casters cast time
and what impact does dat have
400m for the crater, 2km for the shockwave?
less?
i say bigger radius tho
Concentration is passive, so you can cast spells that don’t require conc while you have a conc spell up.
owo
oh so the caster will be able to defend themselves
somewhat
uh
anyways
owo
There’s only a few hard-counters to Magic Missile conc-breaking, but that’s getting off-topic. The overall point is the ritual would be easy to break due to how easy it is to break concentration, especially over that long of a time. The caster is still one person, they do not have more Shields, Counterspells, etc than numerous enemy spellcasters presumably trying to stop the ritual
As an action, you begin a powerful chronomantic working to accelerate the arrival of a massive celestial body whose natural course would not have intersected this world for ages. This working requires 8 hours of preparation.
If you fall unconscious, die, or are otherwise incapacitated during the ritual, the attempt fails and this feature is expended. The ritual can be paused. You may spend an action on a subsequent turn to continue the working from where you left off, maintaining your accumulated preparation time.
but conc checks?
removed con checks, how does this sound?
uhm
Sounds better
it deals damage
or what?
As before, it deals 3 separate instances of damage, which forces 3 separate concentration checks
@queen egret whats the threshold?
ah yup
It’s DC = 10 or half the damage (round up) you take in that instance, whichever is higher
so maybe make it so that even with multi hit attacks u only roll one con check?
200 foot/60 meter radius should give the feeling of one large, destructive meteor well enough?
¯_(ツ)_/¯
That doesn’t really solve the issue, and feels like a buff to Conc checks in general over a targeted buff to the ritual. The difference between 1 con check per 6 seconds vs 3 doesn’t matter too much when you have to survive 8 hours
there's still the shockwave which is the significantly bigger thing
I’d add another limiter(s) to ensure the caster stays:
- On the same plane of existence
- Within a certain distance of the spell being cast
why is the shockwave sig big
Hello dms
if the meteor itself is 200ft/60m and the shockwave is 2km, what do you think is appropriate for the caster's distance
how much brute force would it take to destroy the lair by hand
warriors are immune to fall damage right/j
Within 100 ft of the shockwave I’d say
We’re already dealing with large distances so I’d summarize it as far enough that:
- The caster has a medium difficulty chance of being found
- The caster has a medium difficulty ability to prepare around being found
This is the homebrew channel so very easy. Watch:
Sword of Invisibility (Longsword, Uncommon)
- This longsword has the Invisible condition
ok cool HP time
let's say, if the caster leaves the plane, the meteor continues its original path, deflecting away
The original feature says (IIRC) people know where the target is, which means they’ll know regardless of having the invisible condition.
Narratively I assume since this is a Tier 4 feature the BBEG and maybe their minions have some way of countering invisibility regardless
quackers
it's practically fireworks for anyone who has ever used the weave for anything
yk u make it seem optimal to fight the bbe
you could bait the bbeg out of their lair like this
guys im sending off a signal flare
but it really has to do with what the dm wants to do
i'm probably gonna shorten the ritual by half, since its impact site is now much smaller it would not take very long for any bbeg minions to arrive at all
10 minute walk on foot
enemies of tier 4 pcs will probably not walk at a leisurely pace
oke
could shorten by 40% too
if u wanna
https://www.dndbeyond.com/subclasses/2697100-chronomancy-soul
it is done, the sorcerer that sends you to the beach that makes you old is here
A magic item I've created for one of my players, still a WIP. Intent is to have the weapons embody the ideology of "You can't face Judgement until you've had a chance at Redemption."
Redemption and Judgement
||Paired pistols, 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].||
spoilered in case the player peeks in this channel
How OP would this be for an arcane caster (who is not a sorcerer)?
Wand/Ring/Whatever of Sorcery
Spend a spell slot to gain metamagic points to add to your next spell.
For instance, burn a 1st level slot to add Careful to a Fireball.
given that it specifies you spend the spell slot to gain points that can only be used on your next spell, and you can't do anything else with those points, not very OP at all
especially if the item itself doesn't give you the ability to pick from the full list of all Metamagic options
if it comes with only one or two Metamagic options pre-installed, or whatever you wanna call it, then it not get used at all in many situations
Are there any options I should omit?
I haven't run a game with a sorcerer in it, so I'm not sure what I'm getting myself into.
Thank you!
Might also add a countdown die (Vagabond) or some special action to recharge it (Nimble).
Hey are u guys starting a campaign?
For those who haven't read those:
In Vagabond, some items have a "countdown die" associated with their use. If it has a d6 countdown die, after you use it, roll a d6. If the die shows a 1, your countdown die becomes a d4. If it rolls a 1 as a d4, the item is destroyed. Using it contains a slight element of risk.
Nimble has some magic items that recharge in interesting ways. One can only be recharged by it being hit by lightning. So you have to place it on top of a tall building or tree and hope it gets hit.
not the channel to ask about joining a campaign. you want the Looking For DM channel, more than likely
Of course, and thing is, you can count cards too with it, but kinda less worthwhile than in blackjack where there are multiple decks
What do we think about this btw for balance?
I was thinking of making it wisdom instead since wisdom comes up more
Don't see why a player would ever take it
Doesn't even mathematically add much upside and has a random downside, unlike basically all feats, and doesn't come with a half feat.
...wait, so you're considering an item that makes an already negative modifier worse, but allows rerolling any d20 without limitation, and then gives a greater than 50% chance of treating that roll as a 20?
Yep, natural
that's busted as hell
Thats why I'm thinking wisdom instead
it doesn't matter what stat you make it, it will literally only affect passive skills
It doesn't work on spellcasting nor proficient weapons, because it only works with non-proficiencies
as soon as an active roll is made, you're giving greater than 50% odds of a natural 20, which is not even remotely fair
okay, I did miss that limitation when I first read it, but that's still insane
I do wonder how it will work with jack of all trades
"I'm actually better when I don't have proficiency"
...it's just objectively better than Jack of All Trades
you've made that feature completely pointless
and offered it to anyone of any class
I mean, mechanically, since Jack of all trades adds half PB to anything you arent proficient in
Oh shoot, I just realized, it works with saving throws too X_X
yeah
it's stupidly overpowered for next to no downside at all
all it does is make an already negative modifier marginally worse
no, what you wrote is that it requires the ability score to be 9 or lower, and attuning to the item reduces that score by 1 more point
that is the only downside you gave the item that gives a greater than 50% chance of rolling a "natural 20"
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
that is not what you wrote in the original message that you replied to earlier
I just looked at it, and wrote it
quoting what was in the message you referenced earlier
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
yeah
When you roll a 1 on a d20
but also "treat any result higher than your intelligence score as a 20"
okay, so it only allows a reroll of a nat 1, that's better than what I originally thought, but that still gives a minimum 60% chance of turning a nat 1 into a nat 20, which is busted
because when using the item, your Int score would be no higher than 8
Yes, and I do not know how it would work if they increase their int afterwards with an ASI
it would simply break attunement, because they no longer meet the requirement of having 9 or less Intelligence
the 9 or less has to be the score before modification by the item that requires that score
This extends to feats too?
wasn't aware this was a feat, for some reason I thought it was an item
Oh, my bad, it is a feat
Also, how would the actual odds work since its factorials with adv and disadv
I think the most busted is with saving throws (unless you are 14 levels in monk), because thats at least 4 other really bad things to fail at
I've gotta be honest, I wouldn't ever take this Dumb Luck feat as a player, because it's just an objectively better version of the Halfling Luck feat, just with a different niche, but requires intentionally lowering your stats and offers almost no benefit if you don't use skills/weapons you aren't proficient with
I need help figuriring out a wording problem.
So I have an item with charges and I want you to be ableto expend the charges to either cast spells or do a unique ability to the item itself, I am not sure how tow ord it smoothly in one statement, or should it be two?
Item has X amount of charges, and recovers XdX amount at ____time. You can expend a number of charges to activate one of the effects below (see below for charges):
I think this is a good wording?
here's an example from an existing magic item:
...The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
Ok and then one of the effects can be casting a spell right
yes, that's allowable, there are existing examples of items that let you spend charges to cast a specific listed spell
Listed spells
Dont have them yet but I'll probably use protection from evil and good on there
so like
This weapon has 6, and recovers 1d6 charges at dawn. As a magic ation you can expend a number of charges to activate one of the effects below (see below for charges):
1:Activate unique effect of the weapon
1:You can cast "Protection from Evil and Good without expending a spell slot."
2: You can cast "Second level spell wtihout expending a spell slot"
@torn fjord that work?
yeah, pretty much
typically the number of regained charges is only a single die with no modifier, though
usually a die that matches the maximum number of charges
Ok
also, rather than just listing a number before the effect, you would likely need to write out "You can expend X charges to..."
Sometimes I see some that say 1d6+1, or 1d10 +2
I wasn't saying it's never done, just pointing out it's typically just a flat roll
Also, Drol, would you be willing to review a fighter subclass I have made? I have reiterated it many of times and I think it is near finished
Ah, my bad
for the spells do I need to list out each spell and how many charges it does or can I say "You can cast one of the following spells at its lowest level, Protection From Evil and Good, Spell 2, Spell 3 without expending a spell slot. Expending a number of charges equal to that spell's level."
I can't give a ton of feedback on that, beyond saying whether or I think it's strong, or if I would be willing to use it
I don't really know how to balance that sort of thing
this works
just clarify that you cast each spell at a specific level, to ensure no one thinks they can use the charges to upcast
you likely also need to specify a spell save DC or attack modifier that the spells will use, depending on what spells you put on the item
Yeah I will
Ok edited a bit, how's that?
that works
actually, here's how I would word it, even if it's not the most accurate to how official items are worded
As an action, you may cast one of the following spells at its lowest level without expending a spell slot, instead using a number of charges equal to the spell's level: Spell 1, Spell 2, Spell 3.
I think I would use the wording from Staff of the Magi
Charge-casting is always at the lowest level unless otherwise specified
I thought it was, but was told I need to specify
I couldn't remember and suggested it just to be safe
So is anything along the lines of "you may cast X without expending a spell slot"
Or "you may cast X from the item"
Hey guys should my gm let me get a mammoth?
Ask your DM.
He said ask you🥹
We're not balancing his game, he is.
I made this homebrew subclass and race for a campaign I’m in about small animals and I wanted to see if yall think this is overpowered/underpowered/balanced as it’s my first time homebrewing https://docs.google.com/document/d/1-bC3zsfTydeyQGsIHr9gyZd1uk9J7ifufekYn3h2hH8/edit?usp=drivesdk
Are there any good Raven Queen themed subclasses? Preferably warlock.
yes
Hexblade technically is the premier raven queen warlock
There's a UA Raven Queen subclass for Warlock that never made it to print
Thanks
All of them if you just flavor them as such
Patrons aren't mechanics, they are pure flavor, you can just change it to whatever
iirc she is a very common hexblade patron, and she made many of those weapons
what rarity would you assign this?:
Royal Crown of Orithiya
The crown is golden and is adorned in 5 vibrantly coloured gems.
- The crown provides a +2 to charisma skill checks while wearing it.
- The crown is imbued with augury, usable once per day.
found this
"Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends."
Uncommon
uncommon
alright thanks
Its only a ritual and +2 to cha checks
Also wouldn't give it at all if the party has a wizard
Because the augury bit is immediately redundant
party's only caster is a cleric
i guess it would spare a wizard exactly 1 lv2 spell slot
lol yeah
oh, never mind, there you go
Nope, its a ritual
It wouldn't even save a slot
i guess... they don't have to... learn it? idk
What's a good name for a type of fiend similar to gnolls but instead of hyenas it's bats
uhhh... batilisk?
Sonalis (sounds like sonar)
if you pick this, give them poison and/or a petrifying stare
There's a bat demon lord named Camazotz
I'm really sad the raven queen subclass in UA is just a "better" find familiar
It feels kinda uninspired considering she is like... Death
Okay so apparently Gnoll originally started as a mix between a gnome and a troll and then got popularized as Hyena headed demons by D&D
bahamut was a whale until dnd made him a dragon and then ff caught on and made him a dragon like 24 times
and now he's just synonymous with a dragon god or dragon king of some sort
Desmodus is the word for the genus that is vampire bats
Maybe, Dezmodarr?
If all else fails turn the s into z, add an extra consonant, or throw down an apostrophe
Watcha think?
Sure, I think anything like that is good. I was just throwing syllables together. If you have something that has an actual origin or meaning, I like that better
Fair enough
I made this homebrew subclass and race for a campaign I’m in about small animals and I wanted to see if yall think this is overpowered/underpowered/balanced as it’s my first time homebrewing https://docs.google.com/document/d/1-bC3zsfTydeyQGsIHr9gyZd1uk9J7ifufekYn3h2hH8/edit?usp=drivesdk
How is the UA version mechanics wise?
how do we feel about this SLA?
Senescence
At 14th level, you can curse a creature with the accelerated passage of time, causing its body to weaken and age unnaturally. As an action, you can target one creature you can see within 60 feet. The target must succeed on a Constitution saving throw or be affected by unnatural senescence for up to 1 minute. Maintaining this effect requires concentration, as if concentrating on a spell.
While affected, the creature experiences the following effects:
At the start of each of its turns: The creature takes 2d10 necrotic damage and its speed is reduced by 5 feet (minimum 5 feet).
From its 2nd turn onward: The creature has disadvantage on attack rolls.
From its 3rd turn onward: The creature has disadvantage on saving throws.
From its 4th turn onward: The creature is affected as though by the slow spell.
From its 5th turn onward: The creature is paralyzed until the effect ends.
At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. Creatures resistant to necrotic damage have advantage on the initial saving throw, while creatures immune to necrotic damage have advantage on all saving throws to end this effect.
You can use this feature once per long rest for free. You can spend 7 sorcery points to use it again.
good? bad? too strong? too weak? cool? uncool?
Chat I need some opinions on class specific homebrew spells I've made for a homebrew class i've been working on. These are for a half-caster.
https://docs.google.com/document/d/1UI8_DR2uaCBc4BEHIQgvzwzULPlR8Z1tmaPaeVipKTo/edit?usp=sharing
on it boss
i like all of them except the lv5 one which i'm not so sure about
what exactly are you going for?
As in what the class is?
they're all quite cool besides stepping bond and spellblade's level probably need altering
stepping bond feels like a better misty step at the same level, while spell blade is just a slightly improved shillelagh
misty step has more teleporting freedom
Gish/Spell sword like class based around the concept of getting your magic from a tiny magical companion that you are bonded to by fate. Think like... Peterpan and Tinker bell, Link and Midna, Persona, Jojo characters, etc.
https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
this one strictly targets the vicinity of an enemy, so i think its fine
The class is fully written now, I am just making the custom class spells now
interesting
the only real difference is that misty step is cast as a bonus action and has an additional 30ft of range
and obviously yeah stepping bond has a target
fair enough
spell blade is the only thing i'd recommend changing as it looks to be shillelagh but you can shoot out of it
and i don't think the added bonus of shooting your quarterstaff should be worth a 3rd level spell
3rd level spell slot shillelagh not great
So this is on a half caster with access to martial weapons.
so keep in mind
This works on magic weapons
And you can use the spell on your allies weapons too
a half caster will have roughly the same spellcasting stat as they do str/dex then
I'm talking more about whatever additional effects the weapon provides
fair enough but it still feels incredibly situational
Most likely. But I wanted to give the class a way to do the anime swordsmen thing where they shoot big sword slashes through the air and stuff
I'm open to ideas
or adjustments
i'd have made it a concentration spell with a more traditional lightning bolt-esque aoe that you can recast every turn so long as you have the weapon you cast it with
probably much narrower range than a wizard's aoe spell
one thing i did make that fulfills that kind of fantasy was for a fighter subclass i made:
When you take this action, make a melee attack against a creature within range. If this attack reduces the creature to 0 hit points, you can immediately move up to 10 feet and make another melee attack against a different creature. You can chain your attacks a number of times equal to your proficiency bonus, and you are not subject to opportunity attacks when moving in this way. The effect ends early if an attack fails to reduce a creature to 0 hit points.
you could see if you can turn that into some kind of spell attack if it interests you?
and also not that i can think of anything rn, but giving range to melee magic items may cause some confusion in how and where the abilities of the item apply
i like this, some kind of master sword slash from zelda but it's recastable so long as you maintain concentration
slash slash
or like a single use multiple-target spiritual weapon
depending on the numbers you could allow it to count as a weapon attack and trigger extra attack for more schwing schwing feel
call lightning, close range schwing schwing flavor
this could work pretty well as spiritual weapon is 2nd level, and you're trading a persistent weapon for a single multi target attack
like you summon a spectral sword that attacks a number of creatures with a melee attack using your attack or spellcasting ability, whichever is higher
Reminds me of that one Elden Ring spell
yeah lmao
Where you summon a big ass spectral sword
ur class sounds a lot like a spellsword build from elden ring
You are welcome to read over the class if you want. I always welcome the additional opinions. ❤️
https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
i thought of gilgamesh fate first
unfortunately i only know gilgamesh from ancient sumeria
same guy
just a very quick question before i read the rest, how come there's not a choice between str and dex when deciding primary abilities and saving throw profs?
guys I got a very big wall of text about the changes I made to the ending of Waterdeep Dragon Heist (especially Winter and Manshoon related) which I'd like to share with experienced DMs for feedbacks, since I'm still learning.
Where should I post it?
Do other classes let you pick?
here or #1029835856158138389 but maybe put it into a doc so it doesn't flood or get flagged as spam
i'm pretty sure fighter allows for either
let me check
idk, I could look into it
Truly it was because Ranger is already Dex/Wis
oh yeah, isle, while you're here
i am here
And I wanted to be different
i went back to the drawing board after some very valid criticism on the first time sorc
that's a pretty fair reason, leave it as-is then
so wdyt about this
it sends you to the beach that makes you old
looks good for 14th level
and obviously there's a chance to stop it every turn so
no complaints from me
big fan, always love seeing what people make in their own games lol
Oh I want to publish this eventually.
i've got a finished fighter subclass i've never publicly shared but mainly because it's probably too strong lol
I've been putting a lot of work into it
looks like it
Once I finish these homebrew spells and the additional subclasses I'm designing i'm gonna look into uploading it or publishing it somewhere
nice
the lv6 thing is also remade, now it is a stop spell
it also does that botw thing where you can freeze an object, hit it a lot of times and then all the kinetic build-up goes off at once
nice lmaoo
lv18 takes 4 hours to summon a comically large meteor
if you allow it, your players WILL summon a meteor
I want them to summon a meteor at the bbeg's lair
fair enough
i never ever plan for my campaigns to go past like 15th level
i've never had a campaign go above 8th so
oh yeah, i know for a fact it's gonna take ages
and my pcs will still do staggeringly low damage per turn
good luck
lmao ty
https://www.dndbeyond.com/subclasses/2697100-chronomancy-soul here's the full thing if you want to give the revised thing a read
Any feedback from anyone is appreciated tbh, its some new travel rules I wrote and plan to try out. I'm mainly unsure about the weather events as I feel they're a bit too complex for background flavour
hello. i have a dnd subclass for the new 2024 fighter and it was published back in october. someone pointed out my grammer was abit off in acouple places so i went to edit it by making an updated version and it now says "This homebrew Subclass does not have the necessary class features with the correct required levels." all i did was change a couple words. does anyone know what im supposed to due here because i messaged dnd beyond support and all i got back was a generic we dont help with homebrew tool questions response.
#ddb-support Try here or #ddb-feedback
They should be able to assist you
Probably the first channel is a bit better
thank you
cold/hot exhaustion rolls just seem obnoxious
a few bad rolls and suddenly the pc is deadweight
I am not fully experienced but I'll give my opinion on it. I think a few tweaks with some rolls can make it bearable and an interesting mechanic
i would maybe simplify the weather, this is all fun and all but it seems exhausting to apply every day
there are so many conditions and some of them have so many clauses that you'd have to constantly consult the list for a long time
Do you have any tips on what I could simplify but still have the weather feel like it affects the players?
I could cut each weather event down to one singular condition or clause
I made this homebrew subclass and race for a campaign I’m in about small animals and I wanted to see if yall think this is overpowered/underpowered/balanced as it’s my first time homebrewing https://docs.google.com/document/d/1-bC3zsfTydeyQGsIHr9gyZd1uk9J7ifufekYn3h2hH8/edit?usp=drivesdk
two is sufficient without being overwhelming i think
i would also probably reflavor quartz storm, you might not be able to properly convey to the player that it is quite distinct from sandstorms
Ok another rough draft of my Weapon of Redemtion idea is here, maybe does too much? Maybe I need to do something else to differentiate the very rare and rare versions
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 have a bonus to attack rolls and damage rolls made with this weapon. The bonus is determined by the weapon's rarity and Ignores fiend and undead creatures’ resistance and immunity to necrotic damage
This weapon has 6, and recovers 1d6 charges at dawn. As a magic action you can expend a number of charges to activate one of the effects below (see below for charges):
Apotropic Aura: You can expend 2 Charges and create a 30 foot emanation centered on you for 1 minute. Any non-hostile creature within this emanation gains resistance to Fire and Necrotic damage, and advantage on Saving Throws against effects caused by Fiends and Undead
Spells. While holding the weapon, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Protection from Evil and Good
1
Bane
1
Blur
2
Summon Undead
3
Spirit Shroud
3
Item Rarity
Spell DC, Attack and Damage Bonus
Rare
14, +1 and 1d6 Necrotic Damage
Very Rare
14, +2 and 2d6 Necrotic Damage
It's mainly because of a location reason that it's quartz instead of sand, as I need to convey that the macguffin is causing magical hijinks
If it wasnt, i would've just used a sandstorm for the night events
Fair enough, do you have any ideas?
My initial idea was that, since the desert is littered with quartz structures (because of the macguffin), they become brittle under cold temperatures
which then break, and join with what would be an ordinary sandstorm for added effects
it makes sense in my head bht I understand what you mean with it feeling too similar mechanically
my concern is that the player brain won't bother differentiating between two things that are both "storms" in a "desert"
Getting me in the creative spirit
lol yeah fair, i think at the table I would make it feel like it is literally raining quartz
or at least, my players would require me yelling it at them to figure it out
most of the stuff is guidelines for myself that I flavour with narration over the table
Ive gutted some of the other weather events to 1 or 2 conditions
GLASS SHARDS.
But other than that I assume it's fine
THE SIZE OF YOUR HEAD
Tbh yeah rain may sound better😭
OH WOW yeah that solves the whole linguistic bother
Problem solved
Is there anything else you feel could use some changing?
It's good to get feedback from people lol, I usually just rock in a corner until my mechanics make sense
It's not banned but none of them have access to it
Only caster is a cleric which I don't think gets it
cleric is the premier food and water creater, no?
I may also alter the spell's rules if it ever comes up in game, I'm so far hoping my players never discover it
I assumed it was druid and ranger
it's artificer/cleric/paladin
Ohh lmao
you're thinking goodberry which does better with a lv1 spell
If it ever comes up I'll likely ban it or alter it to be slightly less game breaking
My assumption was that bexause druids got goodberry, they also had create food lol
you can feed up to ten people for a day with one lv1 spell slot, crazy stuff
"It's super magical food that only gives temp hp or healing and doesn't actually count towards nourishment"
the food from it tastes pretty bad
My players have been living off a crate of sawdust crackers that they bought 6 sessions ago
I think they just ran out
is death an option
We use permanent injury in place of death (except edge cases) so no, youre forced to live on sea crackers
so evil you're forcing them to eat those over the freedom in death
How malevolent of me
this lowkey inspired me to adapt it to my party's travels in avernus
Damnn lol i'm glad you like it
they're high-level and relatively wealthy though, so i think i'll make them manage resources besides food
I'll let you know how it goes seeing as I have the session tomorrow
Hi, im new here and im still in my first dnd campaign, have i managed to find right channel to ask for dnd tips and ideas?
#dm-discussion is the place to ask questions about running the game, #dnd-discussion #dnd-newcomers or #dnd-rules are for mostly players or newer people
This is the homebrew channel where people share unofficial content they've made
oh okay, im playing in homebrew world thats why i thought that would be a good channel, thanks
Ah yeah fairs
This is mostly for idea sharing and feedback i think
But if you have any cool homebrew concepts to share this is the perfect place
i am actually in need of ideas and experienced people since i dont have much clue on some interactions i could do
General D&D tips would be the other chats, but usually this is for feedback on mechanical objects and other things, but tips for playing in a specific homebrew world is kind of beyond our scope due to us not having all the information
Are you DMing or playing?
Ah, then I would go to #dnd-discussion for general confrontations
i am a player
Probably ask your DM for questions about their homebrew world or yeah as hermes said the other channels for official topics
I made this homebrew subclass and race for a campaign I’m in about small animals and I wanted to see if yall think this is overpowered/underpowered/balanced as it’s my first time homebrewing https://docs.google.com/document/d/1-bC3zsfTydeyQGsIHr9gyZd1uk9J7ifufekYn3h2hH8/edit?usp=drivesdk
The main reason I say that is because we are getting a homebrewed world and learning about it from only the info you can provide us, so it usually leaves a lot open, but we can try
yeah, recently i got like a load of new informations, like i can have dual blood sorcerers and stuff.
Ok, so like 2 sorcerer subclasses?
hmm... its like i had a red dragon blood line sorcerer and then i exchanged blood with a cold sorcerer that gain power of a divinity somekind, i think named Auriel
i got new spells because i've rolled like high rolls i think it was 20 ish with all bonuses
so as fire sorcerer i got Sleet storm, Fortune's Favor and Fly
I've only read the race so far, but most official races only really get one maybe two 'large' abilities. Tieflings get some interesting spells as they level, aarakocra can fly, dragonborn have a breath weapon - but your centipede seems like 3 races in 1 with advantage stealth, permanent spider climb, and disadvantaged opportunity attacks (with aome other stuff stacked on top too)
I would pick one of its signiature abilities (good stealth, climbing OR the opportunity stuff) and stick with that
Having all of that just for being one race, with the only drawback being -5ft off movement compared to regular races feels a bit overtuned
Okay thank you 👍
Alright so just the species is too much
I am about halfway done with my homebrew class! Just need to do the last two class features, subclasses, and the spell list
Of course I’ll need to take some extra time to refine it, play test it, etc
But other than that, yay!
I am still waiting for the day the dragonborn breath weapon contributes something to my life
Fire resistance lowkey much better so far
It’s come in handy like, once in my time playing
I buffed its dice and continued to forget it exists
I've ran a game for one dragonborn PC and it's all he ever used
Mainly because it was a level 1-3 set of oneshots and a cone 1d12 is good at that level lol
Did he get 2 turns per long rest
On counting cards, it's still worthwhile with a simple "how many low cards are out of the deck?" Each individual draw moves the average roll very slightly, with larger movements happening when cards are removed with values at either end of the spectrum (approaching 1 & 20), and when there are less cards in the deck. To make it easier, card removals of 6-15 barely move the average from a full deck (~+/- 0.09) so they can somewhat be ignored and you can just track how many 1-5s vs. 16-20s have been removed.
I think I could use some clarification on how the draw works with advantage. Do you get to draw a card in place of one d20 or both d20s?
hello my fellow home brewers
does anyone have any recommendations on homebrew alchemy? i am working on a system that i think would benefit from a alchemy system, but i dont trust myself to make one.
Anyone know of any good systems?
Alchemy like Full Metal Alchemist or Alchemy like just making potions and such?
making potions xd
I’m working on a long term homebrew project on the periodic table of elements, and i am trying to flesh out the best alchemist potion/concoction making process
Well the best we have current is the Alchemist artificer. There are some crafting rules in the new 2024 rules but they aren’t very specific into how to go about crafting specific stuff just kinda general guidelines for crafting things
So I imagine it isn’t “meant” to be too convoluted on purpose but I don’t see why you couldn’t make some sort of system?
Are you trying to like, make recipes or designate ingredients with properties and such?
So sorry! it just didn’t alert me to this message
Well, the alchemist class is way to simplified to what trying to to do, so i want to look at other works from people who enjoy these crafting systems to see how the do it.
I could completely make a system on my own, and i already made the process for finding said resources. However, i wanted to try and find other people’s attempts at a system of alchemy, to cross compare my work with theirs.
I am trying to find a mix of inspiration and other works of the same kind to see if my system should include/remove anything
I homebrewed a system for magic item creation at one point that could be easily adapted
Does this make sense wording and mechanics wise
'Whenever you cast a spell that deals damage, you can make that Spell's Damage Type either Radiant or Necrotic and you can roll one additional dice when determining how much damage or the ammount you heal."
Probably worded it wrong and should be two seperate sentances right?
If I were to create a consumable that gave someone the benefits of a short rest, what would be a suitable downside?
It's definitely wordy.
Probably
@severe trellis I do see an error with the wording. The first part specifies that it targets spells that "deal" damage, however the last part says you can roll to see how much health is healed. Would this mean it only works on spells like vampiric touch?
No the intention is to do the damage type change only on spells that do damage. But give the additional roll to both damage and healing rolls, I intiialyl had them both in one bonus cause they both modified spellcasting
I see, without context that is vague in my opinion
Also, do you mean if a spell deals damage AND heals you, both get an additional die? Or do you pick which
No
Working on 2014-style rules for the race of cloth-people from Journey:
Rythulian
Ability Score Increase. Your Charisma score increases by 2, and another ability score of your choice increases by 1.
Age. Rythulians mature at approximately the same rate as humans, gradually stitching themselves together into their full adult form. It is unclear how long Rythulians can live, but their fabric usually fades and comes apart after 70 years.
Alignment. Most Rythulians have grown up free of concepts like malice and cruelty, and thus strongly trend toward good. Those who venture out into the world, especially when still young, tend toward chaotic.
Size. Rythulians choose their own height when they finish stitching themselves together. They tend to do so when they are between 4 and 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cut from the Cloth. You have proficiency with weaver's tools. You also have advantage on any ability checks made concerning the nature of fabric.
Enduring Heart. All friendly creatures within 5 feet of you, not including yourself, have advantage on Constitution saving throws.
Fabric Flight. You can call upon the Weave's fabric to grant you flight. When you aren't wearing heavy armor, you can gain a flying speed equal to your walking speed and hover until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you complete a short or long rest.
Furthermore, while not incapacitated you can choose to glide gracefully on your wings. You fall at 60 feet per round and take no falling damage when you land.
Languages. You can speak, read, and write Common and Rythulian. Rythulian is a musical language of chirps and calls that humanoids often compare to the singing of a flute or the bowing of a large string instrument. This quality carries over whenever Rythulians speak in a different language, often rendering their accents difficult to understand. The Rythulian script makes use of blocky symbols suited more to engraving and embroidery than pen and paper.
How did you choose the name?
Is hesitated with enduring heart, but 5ft and not effecting yourself is pretty balanced I reckon and a really cool ability. I can think of lots of meta applications and also think it's good flavour
The name is just what the community seems to call them.
IIRC there are some dev notes that use the name, even though it never appears in the game.
Yup, that's definitely one that can be powerful, but only situationally so. It's excellent if the party needs to do an all-day march and avoid exhaustion, but pretty difficult to make work in combat.
Cut From Cloth, you should probably identify the roll that gains advantage, is it a Nature check to discern the origin of the fabric? it’s a bit vague
Enduring Heart, this is a bit of a weird feature, there are better ways of doing this
Fabric Flight, this should probably be BA for the flight or part of a dash action (it doesn’t specify how to activate it rn). The glide should probably be replaced with a Feather Fall once per LR
I mean, Enduring Heart is pretty circumstantial, I can’t really tell how it’ll play out in-game. Biggest issue I see in it is concentration checks I guess
it stops Basilisk petrification and Poisoned issues, but it seems like those are what the design accounts for
the concentration checks though doesn’t seem like that works there
Seeing as half of the race is an already powered-down flight ability, I'm not too keen on making the glide a 1/LR thing.
then make it a Reaction
I mean Feather Fall on self at will
automatically activating could be annoying, and you should only be able to move during that if you use your PB/LR feature
Tying it to specific action options makes sense.
“Gliding” is a Humblewood mechanic
so that’s why it’s a bit confusing rn
and no action requirement means it’s forced
I'm not going to account for 3rd party mechanical terms, generally speaking.
"Glide" here means its plain meaning
It's flavor text...
nvm, you’re right, it’s part of the flavor text portion
It really does imply you can go places, using glide. Perhaps rewording it to something more specific to softening a fall would help there.
I misread it
yeah, generally glide is a colloquial word that also implies ability to control the movement
You say glide, I think horizontal movement. This is more akin to a parachute.
Fair enough, it could provoke a misunderstanding that you still get to hover and therefore move around even while falling.
I would prefer Feather Fall on self at will, but that’s more 2024 design
if you wanna keep it there, add the Reaction requirement and then probably change the word glide
Insofar as it doesn't bog down the text, I prefer not to do the "you always have this spell prepared and can use it X times" thing.
that generally makes the text less verbose and easier to read
At least, not where it's meant to be an innate element of an item or creature's design and not a case of magic-using.
the spell name is a keyword that most people know
“you can cast Feather Fall on yourself at will”
“As a Reaction when you fall, you can slow your rate of falling to 60 feet per round. You do not take fall damage when this effect is active.”
"As a Reaction when you fall, you can cast Feather Fall on yourself without expending a spell slot and without using any Material components"
Same length, but now it's a spell you have to look up
As to ability checks to study fabric, it'd probably be Investigation, and might be better to model off of how dwarves are experts in the history of stonecutting.
the Reaction when you fall is part of the spell itself, you don’t have to add that
“You can cast Feather Fall on yourself at will, without expending a spell slot or material components.”
for 2014 wording
either way, it doesn’t matter, imo this is better because you can skip all the text around it, most people already know what Feather Fall does, but this is 2024 design and you’re designing for 2014, so it would just have the full block of text instead
you can use any Intelligence check there
it’s up to you which one makes the most sense for what exactly they’re proficient in
Thanks, balancing flying races is always a pain and you've helped a good bit in figuring out how to make this something that fits into the typical mechanical flow of the game.
yeah, no problem (I was honestly worried when I saw the word flight, but this works)
for Enduring Heart, there are allies who would not count as Friendly and neutral creatures who would count as Friendly
idk how it works in 2014, but in 2024 you either use “ally” if it’s chosen by the DM or “creatures of your choice” if it’s chosen by you
or you use friendly creature if you actually mean friendly creature
In 2024 it would be "ally"
Which probably means it's ally in '14 too and the meaning of that word just isn't explored anywhere.
@weary lodge you said warforged subtypes and nanomachines, right? What do you have in mind?
Chat I need some opinions.
I’m making a subclass that’s based off the idea of having an echo/fragment/mimic/secondary version of yourself that exists around you or apart of you. The exact flavor is meant to be vague if someone wants to try and make it for different narratives like an alternate timeline version of yourself, or an evil fragment of your soul, or a literal mimic copying your appearance.
What would you name the subclass based off that description?
The fragment? The mimic? The ditto? The Echo?
For character fantasies, think characters like… Ichigo and White from Bleach. MoonKnight, etc.
Think like echo knight but more internal
I'm personally leaning towards the Fragment but I also know Echo Knight exists already with a similar concept and could just use that as a "reference"?
What would the statblock of a weakened Mystra be like?
How much weakened?
Because even a weakened Mystra I imagine would be on par if way stronger than a level 20 wizard. Stronger than probably even the highest CR spell caster in the books
probably not an echo - echo knight already kind of does this whole thing already
Yeah that was my thought too
I'm leaning towards Fragment
Since it can represent like a fragment of your soul, your psyche, your flesh, a fragmented timeline, etc.
(so can echo knight)
Very very difficult but can be beaten by a Lvl 20 party (like 4-5 players at least)
I'd say a kalashtar echo knight is basically this
Probably comparable to a high CR monster them. This is a goddess so you'll want to at least be in the Terrasque area imo.
So CR 30
before going for names, what are the mechanics you have in mind
So the subclass is less about you having an echo you control and instead is you getting your magic/powers from an "echo" that exists with you.
More of a illusionist
The spell list I made is mostly psychic and illusion spells.
For reference, Empyreans are the children of the gods and are much much weaker than their parents put at CR23 in the 2024 monster manual. So I would plan to shoot for Tarrasque level or higher
Could a full power Mystra fight be possible with a mcguffin item? I just thought it would be cool and more satisfying than just to beat down a heavily weakened one
I mean, we have real lore reasons why a god could be made weaker through the Karsus's Folly story line. Creating a spell literally capable of replacing himself with the goddess of magic at the time. So it is possible.
COULD a fight with full power Mystra be possible to fight, maybe, but keep in mind that gods in DnD literally both are and control entire concepts of reality. Mystra is the person who mends the weave which gives all spellcasters their magic and even set the rules preventing spellcaster of achieving power beyond 9th level.
So it is easily assumable that she would have spells or magic way beyond the scope of anything even a Wish spell could do.
So you would need some very clear mcguffin items to even allow this.
I'm having difficulty adding a feature to a Species I'm trying to make. It grants a cantrip but I want it to have an option for using Int, Wis or Con. Is there a way for me to add that in, or must it be a Variant
Also if someone could send screen shots of a similar homebrew that did this?
Try #ddb-support They should be able to assist
Ah, sorry. I thought since this was the homebrew channel I should direct my question / request here
If its regarding using/navigating DnD Beyond stuff I would reccomend asking for assitance there. 🙂
Yes, that makes sense
guys, is this a good magic item?
The clockwork wings
Wondrous item, rare
This item looks like a backpack made of green metal with 6 wings sticking out of it. A creature that is not wearing heavy armour can put this item on its back in 1 minute. This item is small enough to be worn under a backpack without the backpack interfering with its functions. While wearing this backpack, the creature gets flight speed equal to 30 feet. This backpack cannot lift more than 300 pounds.
By using a bonus action, you can turn on Overclock mode. While in overclock mode, hot steam starts streaming out of the backpack (there is not enough steam to burn you), creating a loud hissing sound which can be heard within 40 feet, and the flight speed increases to 60 feet. The Overclock mode ends after 1 minute. Alternatively, you can end the overclock early (no action required). When you do so, the backpack releases the remaining steam in a shape of a 40 feet sphere, the backpack being its center. The sphere is considered heavily obscured space. The sphere will disappear once the next turn of the creature who activated it ends. After activating overclock, at least 5 hours must pass before it can be used again.
very strong imo
flying speed in general is always kind of op
well, there's broom of flying, which is uncommon. Mine is rare, so it seems rather balanced to me
Always nice to have flight, though the whole steam stuff feels a bit niche to use. The speed is nice of course, but the rest feels either very situational or at least dangerous to self for some kind of low damage compared to the risk 🤔
It's meant more for creating a cloud and then escaping the combat instead of dealing damage
I figured, though in that case the main issue is that you'd need to activate the overclock in advance to lessen the damage you'd take, since you wouldn't want to take potential 36 damage when in a situation where you want to run
And you cant even run on the same turn as activating it, since both require a bonus action
should I make the activation of overclock use no action?
I feel like deactivation not requiring an action makes a lot more sense. Its a common thing in effects to be able to end spells or dismiss other wffects at will, requiring no actions
okay
But also the fire damage being higher the sooner you use it, so if you immediately deactiate it to run off, you'd be looking at a potential 40 damage (10d4), and taking half, and if the purpose of the overclock is to make a cloud to run away, the guaranteed minimum of half damage to the user is working directly against that
Basically if I had this item, I'd be purely using it for the flying speed that doesn't even require attunement
Well the size change isn't really gonna make much difference. You'd want the obsucrement for avoiding opportunity attacks, and it's gonna be pretty rare to find a melee attack with more than 20 feet reach 😛
meh, 40 foot sphere is better than 20 foot sphere
I have a question, so basically I'm currently hombrewing a monster and one of it's attacks is a grapple and I'm debating myself whether to make the grab give the grappled and restrained condition or just grappled, given it's a large beast it would be holding prey down. But what are y'all's thoughts?
Personally I'd only give an additional Restrained condition if it makes enough sense for the creature to be able to hold its prey better. If it's just a large beast without special ways to better keep hold of something, then I'd just keep it as Grappled
But overall, it's probably not gonna make that much of a difference either way, and hard to say more without knowing anything about the monster
hello
Right so you ever seen Ben 10 alien swarm
I was thinking if it holds the main core it's a queen if it doesn't it's a king and so on and so forth if they make more
I already have a DM who said I could do this but if the queen dies the whole hive dies
So this is for a playable species option?
Thinking of making different like things they can specialize in to give higher armor or a different weapon
I'm making a class entirely Abt this. DND has a canonical version of Echoes too
Echo Knight is technically Matt Mercer's version of Echoes iirc
Oh?
The idea uses Dnd's official concept of Echoes, which are described as exclusive to dragons, but my subclass takes that as the only liberty
I know Echo Knight exists but I don't want to do Echo Knight 2. I'm more going in a illusory/psychic direction with it.
Where can I read more about this?
The Echos I mean
Fizban's.
Echosight is what it's called
hmm... I don't own that. I'll need to probably borrow it from my friend
Talking to your Echoes
You could also check it out at a library. That's where I get my sources
My friend abuses his Librarian status well lmao
Can you direct me to where in Fizbans it talks about Echos?
(looking for it myself rn srry)
All good. I just want to do some research and make sure I represent the concept properly in my homebrew
Found it
Chapter 3
Echoes Across the Worlds
There's few things you can work with for Echosight. First is summoning Echoes themselves, but also knowing what your Echoes know and even receiving interplanear help via Runes
(which, by the way, is fascinating that the only way Dragons give magic between the planes without going there is through a tool of their mortal enemies, Giants)
Perfect thankyou. I’ll have to read over that more!
Hey, I'm looking for some DM insight on some expanded homebrew stuff. Mainly just looking to refine some things to make it all more playable and fluid.
Sure
I can help out
I'm thinking of my nano machines if they have enough of them they all group together to make a mecha
Sure
I'm trying to write subclasses for a Hag class I'm writing, after reading the 5 hags from 5e I'm at a loss.
- Green hags are easy enough, more of the same
- Sea hags are just green hags that traded their power for ugliness and not to the degree to warrant their own subclass.
- Night hags I don't know what to do with without going heavily off script.
- Bhur hags are again easy, ice themed powers.
- Annis hags are also very difficult, but unlike sea hags that got near nothing for their trade, Annis hags got physical strength.
Any ideas?
I'd start by considering mechanically different subclasses and then asking how you can theme them
It's an amazing idea. Kinda feels like cheating to be honest, but a good idea nonetheless.
No cheating here, just a method
If the subclasses don't mechanically accomplish unique things, they'll be boring choices anyways
I'm trying to have the themes be at the heart of my subclasses, I think that will dilute them.
I'd say this is a fallacy. Mechanics and themeing are not mutually exclusive.
One does not need to come at the expense of the other
You can simply have both at the heart
It very much is. I have a few mechanical ideas:
- Green hags: More of the same, more hexes, curses, and potion making. Gains access to illusion spells.
- Night hags: Deal makers/soul takers, when you kill an enemy you can take the soul and use it for various things. Gains access to necromancy spells.
- Bhur hags: Elemental hags, pick an alchemic element and gain abilities based on it, gain access to evocation spells of the same element.
Thoughts?
Seems good. Nice and distinct. Are those schools of spells entirely inaccessible to the other subclasses, or just limited access?
Entirely inaccessible, as far as I am aware.
A (presumably) arcane caster lacking access to spells like minor illusion is a little odd
Fair point
You could afford to give some spells to all the subs via the base list, and keep the major hits (hypnotic pattern, fireball, ect) to the subclasses
Hmm...
Good idea, though I'd probably constrain it down a bit further then that.
With hags primarily dabbling in Enchantment spells with a more minor focus on divination and illusion.
And nearly nothing outside that.
That's fine.
For reference, the game does this in different ways. Some classes, like cleric, gain always prepared options of the theme. Others, like wizard, enhance existing options of the theme. Some, like sorcerer, do mixes of both
Interesting point...
Generally speaking, prepared casters get "always prepped" spells added directly, and learned casters get enhancements.
Sorry for shooting down your idea as quickly as I did, I've had mechanics trample flavor and I absolutely hate when it happens.
No offense taken
Mechanics can trample flavor if no effort is given to flavor. And vice versa.
Good point, though I haven't had the vice versa happen.
Can I ask: What would you want from a Hag class/subclass?
Yes
At the VERY least to level 1, probably to level 5 excluding the subclass.
Simply put:
Hags are constitution casters, hit die is a d6.
At first glance "hag" screams mechanically a controller, probably with illusions/enchantments/grounds targeted interference control like web, spoke growth, ect. This is what first comes to mind. Probably some element of potion brewing/drink/charm making
Con caster?
interesting
Yes, I felt there was enough charisma casters, and I thought constituion was interesting.
I'd consider that carefully. CON is already a caster's second most important stat. Making it also their most important one (casting stat) is a massive power buff.
Casters have to invest in both their main stat and con for a reason
Hags are a weird mix of a half caster and a full caster.
It certainly is interesting, though casting off of con is extremely potent
How so
Honestly though, If the hit die is small like a Wizards maybe con caster is okay...?
You technically have the spell slots of a full caster, but you only regain (including level up) the spell slots of a half caster.
Unless you are in a covin.
Which can between you and any two half/full casters.
Eh. Hit die doesn't actually matter all that much
Con caster getting extra HP isn't the balance thing, its having outstanding concentration saves while boosting your main casting stat and the HP that is.
Ah I wasn't even considering the con saves
You gain access to their prepared spells and they get an additional 1st level spell slot at the cost of each member of a covin taking a total of half the damage one does (Person 1 is hit with 8 damage, person 2 and person 3 each take 2 (2+2 = 4).)
Yeah concentration is the huge deal here
Tbh I would make Hags wis casters probably due to their nature ties
Casting stat hierarchy is Wis>Cha>Int
Hags have 2 other tricks up their sleeves. 1) Ritual casting. A hag can cast (almost) any spell as a Ritual (20 minutes per spell level), they can cast up to their highest spell slot they would have, and for each unique spell slot can store 1 spell of that level or lower until their next long rest they can cast as normal (at lowest level).
ritual casting any spell is kinda bonkers
I don't know how spending an hour casting fireball (concentration required) is helpful.
Given that you can't cast it quietly nor can you neglect the material or verbal components.
The healing spells are probably the bigger issue
well yeah you wouldnt cast fireball lol
most notably at the same level is anime dead
goodberry
aid. heroes feast
gift of alacrity
Huh. So then how much time would be fair?
there is no sweet spot
take too long and its impractical
take too short and its game breaking
i would 100% spend 80 min to poly someone before charging into combat
it lasts a whole hour
which is to say nothing of the implications of allowing multiple 9th lvl spells a day
Yeah, definitely going to need to fix that.
imagine sitting all day a mile away from some poor village that will be receiving a meteor strike in about three hours
or true polymorphing 3 people per day into gods
Yeah ritual casting is limited to spells specifically designed around it
For a reason
I would just make it so instead of getting to ritual cast any spell, you can maybe turn X number of spells into ritual spells of which your character can cast.
Also no healing spells
still would consider that game breaking
How about this: ritual casting this way consumes material components?
it... always did
I fell into the same trap you seem to be doing when I first started making my class: your class breaks fundamental rules of the game. Con casting, ritual casting anything, ect. Now, it's fine to twist some, and to make some new ones, but so far what I'm hearing is the class isn't playing by enough of the rules to remain balanced
All material components?
Even the ones not normally consumed?
a lot of the broken spells also dont require any
Well, back to the drawing board then. A lot to think about...
Always. You'll do this many times during class creation
My final version of the class resembles very little of the original
I went through lots of changes for my homebrew class
Classes are the most complicated thing to make. It isn't easy
You gotta be unique in mechanics and flavor, but not so different that it breaks the game. You have to make the class both fun and functional. The playtesting. The subclasses, etc.
Unique spells if its a spellcaster
You know what? The 20th lol ability of the wizard is basically the same as what I'm doing, I'm going to drop the whole thing.
The "Everything
is ritual" to the "store rituals" thing.
Scrapping mechanics happens
I found a pack of cards in the bag I bring to the table and wondered if there was a magic item or class that worked with you also drawing physical cards
Any ideas on how to implement this?
Deck of wonder (don't use it, bad item) and deck of many things do
Both break your campaign in different ways
Hi, I've made a sorcerer subclass and would like to hear criticism, how can I send the info?
Ok ty
How do they break the game tho
Deck of wonder gives infinite gold and magic items
Deck of many things, reading the item will show you how
Ooh dang I see now
Now I’m thinking of a class kinda similar to how qingque plays from hsr
You can compile the info in something like a google doc and send the share link to that
give me a sec
way more than a sec but here it is
https://docs.google.com/document/d/1od_jBFP3YiWjrb-9IoXO8rUK90Ql8nOkAfWz4w8NKJQ/edit?usp=sharing
Everything seems mostly fine and good imo. I'd say:
- Give a range limit for the darkvision as it currently lacks one.
- Stellar Aura could use some refinement. As it's currently worded it's unclear when creatures make the saving throw to avoid being blinded. It's also unclear why the aura needs to be turned on and off. The damage a creature takes also has no time limit as written, so it will continue to take 1d10 radiant every 6 seconds until it dies.
Trying to make a feat and a fighting style specifically for Sword & Board, but I don't know where to start
I feel like there’s Bards and Arcane Tricksters, but a Spellthief subclass is what we lack right now.
Spellcasting Subclass: Spellthievery
You have a number of [Resource] equal to your Prf Bonus.
When you see a spell cast within 30 feet of you, you can use your reaction to memorize that spell by expending a [Resource]. The spell must be of a level that you can cast, -1.
When you use the [Spellcasting or Pact Magic] feature, you can cast the spell memorized (expending a slot as normal) and regain a point of [Resource].
After you cast a spell in this way, you cannot do so again until you see the spell cast by another creature and expend another use of [Resource] to memorize it.
I thought about Wizard but also that might conflict with the class’s emphasis on collecting spells via scrolls/teaching etc at a cost. Then again, I also think that tying gold to just Wizard is a really silly design choice by WotC.
i think the last line is worded wrong as it requires the spell you cast to be cast again by another caster which i doubt is intentional
That was intentional. Can you explain why you think that limitation is a bad idea?
cause i cant find a spell outside my own parties, it forces us to have dupilcate spells which kinda feels redundent
You could have the flavor be that this subclass has special scrolls they keep in hand and that’s how they “steal” or mimic spells on the fly.
Alternatively though I think plenty of other spellcasters work for this too
also it can be interpreted as you cannot cast any spells from this feature which was my main issue
The idea is that you can “steal” your own party’s spells as well, in case you can’t find casters outside of the party.
You memorize it, then forget it, so you’ll need to memorize it again by seeing it, which doesn’t really come at a cost.
I can definitely see where you’re coming from though. This concept does kind of come with the implication that you’ll need to play with another spellcaster to fully fulfill your fantasy.
for clarification the ability curently says if you have 3spells learned cast 1 then you cant cast the other 2 until you relearn the first
My only worry about subclass like this as a whole is that they are very dependent on other spell casters being present in the campaign as a whole. If you don’t encounter any other enemy spellcasters in an adventuring day then you kinda don’t get to use your features at all
Ooh that’s true. I’ll need to amend that.
cool
Also sidenote: I tend to balance around optimization of spell choices and feats, not for multiclassing. I personally think that there are a lot of spells strong enough to double up on.
It definitely defies traditional WotC design with a couple features I had in mind: 1) It’s not limited per day (I guess it kind of is, by Spell Slots, but you can copy cantrips too!) and 2) You can hold onto a spell for as long as you want without forgetting, until you use it
After you cast a spell in this way, you cannot do so cast that spell again until you see the spell cast by another creature and expend another use of [Resource] to memorize it.
Maybe to avoid not getting to use your feature if there isn’t spell casters you could also try to find a way to have another effect or feature for magic items or potions? Where you can absorb or replicate effects onto others items and such temporarily?
Potions might be a lot more messy. I think at most I’d change it so that you can memorize spells cast by items and effects.
Alternatively, I take the Spellthievery Feature and move it up a tier. The subclass’s first feature would grant abilities based around creature type, still using the Memory system. Very Blue Mage Final Fantasy inspired.
Hi, I’m a “false” D&D fan, I don’t like playing with numbers and want to make it story based.
My idea is to have dice rolls only matter for the narration, for example: the DM narrates an encounter with an enemy, the players will decide their course of actions, and the dice rolls determine their success rates. The players will then come up with scenarios depending on the dice roll outcome.
In my head, this way will be easier for newcomers and casual players who don’t care/are confused about numbers, but i have a couple problems/questions to ask:
How to establish life mechanics? Hitpoints, damage. Narratively the players could “get hurt”, “get richer”, “get stronger” but how much? My system as of currently doesn’t have a function to moderate those things.
I will be playing as the Dungeon Master, as it is my homebrew system. But, I also want to be a player in the sense that I have a character in the party participating in the campaign. Are there ways to work around that? Maybe the character having clairvoyance (I wouldn’t exploit me knowing how the story goes too much I promise
I want each player to have their own inputs in the story somehow, maybe some encounters/places tied to their character’s backstories. For example, a wizard character who recognises the place the party went in as their old magic school from before they graduated sorcery. This way, certain players will have advantage on knowing the turf, as how it works is the player submits these ideas to the DM (me), and the DM chooses when to implement these plot points to the story. It won’t be the only source of plot points, the DM also makes their own plot points other than the ones submitted.
I think that’s all I wanna ask for now. Please give advice, as I said before, I’m fairly new to “actually playing the game” . I've been a D&D fan but only for the narrative and fantasy stuff.
It feels like DnD isn't the mechanical game for your vision, there are a ton of other more "narrative" games, with much less mechanics envolved, that might fit your ideas better. You can use these systems with whatever DnD lore you want. Regarding the DM-PC (dungeon master player character), that is, in general, a bad idea, and I would advise against it.
I thought this was too weak, so I buffed it, but then I realized it allows you to craft without downtime, so it’s back to almost the state it was already in
Being of the Craft
General Feat (Prerequisite: Level 4+, the Craft Adept Feat or the Replicate Magic Item Feature)
Ability Score Increase. Increase your Constitution or Intelligence score by 1, to a maximum of 20.
You have access to the following features:
Skill Proficiency. You gain proficiency in Arcana. If you already have proficiency in that skill, you can choose an Artisan’s Tool to gain proficiency in instead.
Potent Servant. You have the spell Homunculus Servant Prepared. You can cast Homunculus Servant once as a Magic action without a material component or a spell slot. You regain the ability to do that when you finish a Long Rest. When you summon the Homunculus in this way, it is summoned as though by a spell slot equal to your Proficiency Bonus and it has the following feature.
Servant of the Craft. Your Homunculus Servant has proficiency in Arcana and any Artisan’s tools that you have proficiency in.
Off the top of my head I would suggest looking at Fate (https://fate-srd.com/), Freeform Universal or Microscope as alternative systems, depending on how much detail you want.
oh i don't really plan to do physical tabletop, it's all in voice chat online
What makes you think any of them need to be played in-person?
Anyway, I feel Freeform Universal probably has the lowest bar to entry. The dice are simple but can give an interesting range of results, the traits of each character can be customised as you wish, and you get a stack of points you can assign features to. Very simple system to muck around with and still feel you're playing an actual game.
I remade my Warrior of the Eldritch Horror into a different interpritation which is way less cluttered and works almost fully within a character sheet to auto add the features (besides an ac feature that there isn't a way to implement)
https://www.dndbeyond.com/subclasses/2697520-warrior-of-the-eldritch-horror
Hi, could I get some opinions on a change to the meta magic distant spell?
Originally it doubles the range of a spell or it gives it 30 feet if it's a touch spell.
What do you think about also making it so self spells can be cast as touch spells using the meta magic. Like casting a mirror image on someone, or giving them a shadow blade or a shield spell.
I want to play a support character and I notice there are many support spells that are only self buffs. Would this be a reasonable way of going about it? Would it be too strong? Any potential problems you see with it or alternative suggestions.
I appreciate any input.
Anyone got a suggestion for a name for a magic mushroom which duplicates the effects of a random poison or potion?
The PC eats it and rolls a d20 on a table for the effects.
What do you think about giving the players items that can be leveled up but the items come with a price, like a dagger made of shaddow demon, that makes you partially behave like a shaddow demon.
My first thought would to make it a variant, rather than additional - you get one option or the other for the technique.
Second thought would be to scour the sorcerer spell list and try to consider the implications of being able to grant self spells to other characters. Mirror image might be a sorcerer's regular defensive spell, but what happens when you throw it on the paladin who's already running around with AC 20? What effect will that have on a combat?
Looking at the list of typical casters of that particular spell they're all light armour wearers at best. This suggests to me the restriction there does have a reason based in combat balance.
So, context for the system
It's very similar to the spell point system, but both simplified and stronger
Max MP and MP needed for spells are determined by levels
3rd level spell, 3 MP. 5th level, 5, etc
Max MP is based on spell slots. So a level 5 wizard would have 16 (4 1s, 3 2s, 2 3s) while warlock of the same level has 6 (2 3s)
...where are the other people?
_>
<_<
._.
This seems terrible.
Did the DM consult with the group at all? Or did they just implement these rules?
My honest take on the matter is that, by itself, it isn't a huge deal
The main issue is that the intention of wanting to make players feel a bit more powerful than usual is great
But it often leads to a huge boost for a few while others are just wondering how it could help them to the same degree
Like, if you gave Warlocks options to hit much harder on spells to compensate or something for hybrid spellcasters
Which is bad because favoring some builds over others discourages build creativity.
I still think it's terrible and I wouldn't want to play with those rules.
It definitely could be better, but not a huge deal
It definitely puzzles me how wanting to buff warlock would be a problem, though
My idea was give them a charge system to cast a spell 2 levels higher than normal. Charge # being prof bonus
So i can agree on the sentiment, probably not the severity
I don't really come over into this channel very often because I don't really like playing with a lot of homebrew. So it's no skin off my nose, but I don't think I care to try and help this situation. I have no suggestions except stop having so much homebrew. Which I guess isn't useful to you since you're determined to stay in this game despite it.
We're mostly on the same page, then
Just a shame DM doesn't seem too open to ideas. A few rules are promising, but need tweaks
Maybe I can do it myself someday (yeah, right)
Any feedback on this?
I thought about a concept of magic where in order to use the affects, you have to give up something that is directly impacting your character stats in some way (either dealt conditions, reduce HPs, loss of proficiency bonuses, loss of certain modifiers, etc.). Is this already a thing somewhere in D&D 5e? And what would be mindest to making this a concept for a character or spell?
Off the top of my head, the Wish spell has like a 33 percent chance of never working for you ever again but I think that’s the only one that has drastic consequences.
I think anything else would either be a campaign specific thing a dm could present for a story event.
Or you could maybe give an option to upcast or cast high level spells than possible or improve spells through method you presented
Gotcha. Consequences for each of the magic spells varies depending on the description. Something that can give minor healing will have less drawbacks than like, gaining a buff to your spellcasting modifier (for example)
I think it’s maybe fine in a campaign setting. I think often times this just punishes people who want to play spell casters so I wouldn’t make It every spell
I would only make it like a specific system with its own options to pick from
Yeah that's kind of the plan. Like at certain level ups you can "pick" from a selection of spells in this magic system. So you won't have all of the available spells, but you can choose what kind fits your character and preference.
I thought this weapon would make a good joke:
https://docs.google.com/document/d/1-kr-vmyOoGWIVLKQp7ZlppdTND5zlWU9aPovRMvyphg/edit?usp=sharing
It was not
Best weapon I m gono force my dm to add ts by loop holes
Oh dear.
I m just planing smth into my heist that I can make his weapon come real
Made changes to the homebrew species. This time I'm trying 2024 language.
Rythulian Traits
Creature Type: Construct
Size: Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species
Speed: 30 feet
As a Rythulian, you have these special traits.
Cut from the Cloth. You have proficiency with Weaver’s Tools and you have Advantage on Intelligence (Investigation) checks made to Study fabric.
Enduring Heart. All allies within 5 feet of you, not including yourself, have Advantage on Constitution saving throws made to avoid the Paralyzed or Poisoned conditions or to avoid gaining an Exhaustion level.
Fabric Flight. You can call upon the Weave’s fabric to grant you flight. You always have the Feather Fall spell prepared. When you aren’t wearing Heavy armor, you can use the following abilities. You have a number of uses equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest:
• You take a Bonus Action to gain a Fly Speed equal to your Speed until the end of your next turn.
• You cast Feather Fall on yourself without expending a spell slot or using a Material component.
Image Step (A 5th edition Spell)
4th-level illusion
Casting Time: 1 Free Action
Range: 100-foot radius
Components: V, S, M (a small mirror shard doused in vial’s worth of ectoplasm)
Duration: Instantaneous
Choose an reflective object within range. For a brief moment, you forfeit your being to the Ethereal Plane and vanish from where you once were, reemerging within 5-feet of the objcet you chose. Or alternatively, you can choose to occupy the same space as the object until you move out of it.
Until the turn you cast this spell ends, you can move through other creatures and objects as if they are difficult terrain; you take 1d10 Force damage if you end your turn in the space of another creature or object.
I don't think there are any spells that can be cast as a free action.
yeahh but i wanted to do something different
im willing to make the spell level higher
Messing with action economy is really hard to balance.
I could see that. I'm guessing that you've already tried to balance this against Dimension Door, which is why its range is lower.
yeeep
Do you want the caster to be able to emerge from large reflective surfaces like lakes? Right now it must be an object, which is a particular category of things.
oooooo i havent thought of that
thats very cool actually
what if i do "reflective object or surface"
How broken would it be if a weapon increased your strength to 26 if not already at that level?
Depends on the rarity
The belt of cloud giant strength does essentially the same thing and is Legendary w/ attunement.
There's an argument, perhaps, to be made for Very Rare in this case, since there are very few items that a belt prevents you from using but there are tons of excellent magic weapons that you give up using in exchange for Just More Strength.
there were multiple maces in bg3 that set your str this way. all of them were terrible.
well, except for purposes not involving swinging the weapon
oppurtunity cost is huge
If it were a shortsword or dagger, I'd say it's still Legendary, but if it prevents you from using something else as your main weapon, it's Very Rare imo.
agreed
Wondrous item/legendary artifact
Is it a weapon or a wondrous item?
Kinda a bit of both
Im back and i did what I set out to do!
An item is either one or the other. Wondrous items are non-weapons
I made my players follow the rules I set out for once!
I made it as a joke but did not realize it's kinda broken:
https://docs.google.com/document/d/1-kr-vmyOoGWIVLKQp7ZlppdTND5zlWU9aPovRMvyphg/edit?usp=sharing
Oh, we're talking about that
That's stronger than anything expected of an Artifact
I need to organize my Google Drive
I'd say it's too busted to play with, even given that Artifacts are supposed to be unbalanced.
I have a folder for homebrew/D&D stuff
Wut
It's one of my least broken things
You're joking.
The thing gives you an average of 106 bonus damage per hit, with a tripled chance of critting.
No
I had to nerf one of my things 3 times before it was reasonable
This is my first and most complex homebrew:
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
This belt is an "I Win" button for anyone who has it.
Oh
At least it's not the weapon that was able to do roughly 4096 damage in one hit if you did it right...
It's not fun to play in a party where someone gets to wipe out the entire encounter in one round, every encounter.
Noted
Artificer: Gunsmith
Looking for some general feedback
Tis overtuned at the moment, but would like to figure out where would be the best parts to tone it down
Going through it at the moment. Defenseless isn't a condition I recognize.
All attacks made at adv
Tis a part of a server I am in
Same with Maimed?
Yep
Maimed
Creatures that are bleeding suffer a unique penalty: they cannot regain hit points from spells or abilities. Instead, they can only heal through the use of hit dice during a short rest or through a long rest.
Maimed may be healed through lesser restoration or similar effects.
Generally speaking, I think the combination of both Modifications and Munitions is far too powerful.
The subclass alone is about as powerful as a battlemaster fighter, and there's still the rest of the Artificer class left over.
There were a couple things I was thinking of to improve this
Making modifications take plans (infusions)
Making Munitions cost spell slots
Spending spell slots on munitions would help, I think. Their effects about match the available spell slots at their respective levels.
Don't need to adjust modifications then?
There's a lot of them and they do a lot of different things, it's difficult to say which ones need adjusting and by how much
Artificer - Gunsmith
I appreciate the help
Spells for my Ranger Rework:
Gabriel's Ceaseless Shot
-# 1st level transmutation
-# Cast Time: 1 action
-# Range: Self
-# Components: M (A ranged weapon worth at least 1 CP)
-# Duration: Instantaneous
-# You make a ranged attack with the weapon used for the spell's casting. On a miss, you can add your spellcasting modifier to hit. On a hit, when not adding your Spellcasting modifier to the hit, you can add your spellcasting modifier to the damage. Additionally, on a hit without needing to add the spellcasting modifier, you can immediately make one more attack this way against another target within range.
-# At Higher Levels: (When you cast this spell using a spell slot of 2nd level or higher, the number of additional attack after a hit increases by 1 for each level above 1st.)
Wild Tactics
-# 1st level Transmutation
-# Casting time: Bonus Action
-# Range: Self
-# Components: V
-# Duration: 1 min
-# You augment your combat skills to emulate the natural world’s greatest hunters. Choose an option from the list below:
-# Pack Tactics: You have advantage on an attack roll against a creature if at least one allied creature is within 5 feet of the creature and the ally isn't incapacitated.
-# Trampling Tactics: If a creature within your reach is prone, you can make a melee weapon attack or unarmed against it as a BA, including as the BA used to cast this spell.
-# Grappling Tactics: If you hit a creature with an attack roll within your reach, you can give it the grappled condition if you have a free hand.
-# At Higher Levels: (When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional option for each slot level above 1st.)
(Any thoughts?)
Very very broken
Allows a dip into ranger then going into druid or cleric for higher level slots
This doesn’t feel like a spell
It’s closer to something like a Hunter subclass feature
Or just Bardic Secrets
Still uses normal to hit modifier, and it won't bounce if it doesn't hit without Wisdom modifier boost
So unless you're building Dex heavy Druid it won't hit often
Bardic secrets in 5.5 doesn't get Ranger spells
It also scales a lot better once magic items are introduced
Have you done a damage comparison at multiple stages of the game?
Even better
Definitely not broken at all
Or wish lol
That weapon damage spell is the opposite of broken. It's really bad.
Still doesn't fix that it uses normal stats to hit
A. Spending the spell slot provides little extra expected damage and B. You can't use multi attack if you use the spell because that's not how extra attack works
It can if you take a subclass that over-rides it
Don't listen to them. They're wrong. The spell is nowhere near broken
I just think changing the scaling would help
It's actually quite underpowered
Making it every other level
“One more attack this way”
So it can trigger a third shot?
+1 for slot above 1st, so yes.
No, as in, when cast at level 1, it hits, triggers again, that second attack hits, triggering a third attack
Y'all are acting like 5 attacks is good value for a fifth level slot. It's not
Not as OP as I was first thinking
No, it's only 1 bounce at level 1
But the second attack can still add the spellcasting modifier?
Chromatic orb out damages this substantially and chromatic orb is a mid at best spell
Thats assuming no damage riders
Which is very rare
This is mostly to be combined for my Homebrew Hunter, which gets Hunter's Mark on Wisdom modifier number of targets
This would be the right place to ask, so I need some advice on creating a CR 30 creature - a variant of Tiamat, basically. I wanted to use WOTC vers at first, but I realized my version is way too different from the stats WOTC has for my version. To put it simply, she's a God-killer now. (In-game she's called Mother of Sin or Plague Bearer) She created a "plague." That really backfired on her, but it still worked. But now she's an undead monster (kinda undead?) Yes, she's OP that's the point. She's the BBEG and I have 7 level 20 PCs
Eh. You don't use stuff like HM.
Most rangers don't have many active riders
Hunters mark is abysmal
Even so, it'll make it competitive with chromatic orb depending on the rider. But chromatic orb is mid. So I don't see the issue
Fair
Yeah, what I was hoping. Only difference is this doesn't cost Gold to use
try checking out monsters of drakenhiem stuff
What Abt the second spell
!monster executioner
Chromatic orb scales by 1d8 for each additional level
This would scale by 1d12+wis+dex+riders for each additional level
If the attacks hit
Which with archery fighting style, advantage, etc becomes pretty consistent
Unless you miss, in which case the chain ends early and you wasted a decently high spell slot
The best user of this is probably Warlock, but that multiclassing is definitely messy.
Cleric is prob better off spending spell slots on smth better
The way it’s worded implies if the first attack hits, then the x attacks are made, regardless if any of those subsequent attacks miss
(reread)
No, it specifically says you get more additional attacks using the method established, which ends early on a miss/near hit with the spellcast modifier needed to hit.
I don’t really want to do an entire analysis on how its damage compares to normal ranger or other classes under different conditions, but if you want it to be balanced, you probably should do that
I'll try to clear it up. What Abt the second spell?
“The number of additional attack after a hit increases by 1 for each level above 1st.”
First you should establish that there’s a maximum amount of attacks, then have the maximum amount of attacks increase with spell level
.
Neither of them feel very “spell-like”
Trampling Tactics doesn’t need to say BA again nvm didn’t see it lasting a minute
It says "additionally on a hit without needing to add the spellcasting modifier, you can immediately make one more attack this ways against a target within range."
I mean, if you mean Abt the additional attacks, Tenser's and new True strike mess with attack stuff
The first spell is kind of meant to feel like Yondu from Guardians of the Galaxy
Magically trick shotting or smth
(Arcane Archer style)
The first spell doesn’t really have a good precedent in 5e
But the second is close the Hunter subclass
An issue with the first spell is at higher levels, its viability depends entirely on how likely you are to hit
Are you joking
SWS strike is literally 5 boosted attacks and it's technically not quite even good.
No riders but 5d10 force damage to 5 targets probably beats this out