#homebrew

1 messages · Page 67 of 1

flint marsh
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Especially since longbows get the damage bonus from gwm

lean crow
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Bowstaff
Weapon (quarterstaff), very rare (requires attunement)

This old wooden staff remains solid in your grip but feels pliable to your mind. With the force of your will, you can curve the quarterstaff into the form of a longbow. The bow form ties itself to the Weave, stringing an arc of arcane energy across its length against which an arrow can find purchase.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
You can make a Ranged attack with the quarterstaff as if it were a magical longbow. You are proficient with this longbow when using it in this way.
In addition, this quarterstaff has 8 charges and regains 1d6 + 2 expended charges daily at dawn. As part of an Attack action made with this weapon, you can expend 1 of its charges to cast *Magic Missile* from it, the missiles pouring out of either end of the quarterstaff.
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Obviously, this does stuff other than what you need, so you could cut it down.

peak inlet
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I don’t think Ranged is doing fine honestly, the +2 to hit is counteracted at higher levels by melee weapons getting a bonus to hit as well

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Ranged options to increase the to-hit are very expensive

peak inlet
vocal imp
peak inlet
lean crow
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There are magic ranged weapons....

vocal imp
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magic weapons can be ranged weapons too

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with a +2 hand crossbow and a +2 greatsword, the hand crossbow still has +2 comparatively

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there is no archery equivalent for melee weapons

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the fighting styles that buff melee weapons are generally weaker than archery

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gwf is pretty sad, duelling is alright

peak inlet
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Bow of Melodies, Very Rare Magic item

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gives you a +2 to hit only if you have Expertise in Performance, +1 if you have proficiency

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and you can choose either that option or +CHA damage

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that’s all it does

vocal imp
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what point are you trying to prove here?

spark imp
peak inlet
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you are hitting with the arrow, a +2 to the weapon doesn’t do anything

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Bow of Melodies imbues the arrow with the bonus to hit

vocal imp
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You have a +2 bonus to attack and damage rolls made with this magic weapon.

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you make attack rolls and damage rolls with a +2 crossbow

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so the +2 gets added to the damage and attack rolls

lean crow
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If your interpretation of a rule produces an absurd result, you should consider whether you are interpreting it correctly.

peak inlet
lean crow
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Where are you getting +6 from?

keen aspen
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?

void jewel
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Lemon my friend the +2 crossbow adds the +2 to its ranged attack rolls as well

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And to the damage for ranged attacks of course

vocal imp
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5e has always been weird about making a small subsect of weapons viable

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in 2014, there was like 3 good weapons

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in 2024, theyve taken a step in the right direction with masteries. but there are still a few weapons that dont have any synergies

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the main draw to certain weapons is how they interact with certain feats

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polearm master makes all of the polearms viable, dual wielder makes all the light weapons decent

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but for weapons like the whip, you dont get much more other than whats advertised

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it would be nice if there were feats related to them, but i feel as if theres already too much of a "feat tax" when it comes to martials

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no room for experimentation when your melee martial really wants that pam gwm ms

frank leaf
vocal imp
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right but the point is it ends up being a weaker option because it only works for dueling

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meanwhile, you can have a dueling quarterstaff with a shield, with pam

frank leaf
vocal imp
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i guess its not to say its without a niche, since there are no other reach one handers

vocal imp
frank leaf
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Just checked lol

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Mb

frank leaf
# keen aspen ?

Anyway, by cryptid, do you mean real life cryptid inspired or cryptid by way of rare and very mysterious within a world?

frank leaf
keen aspen
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?

frank leaf
# keen aspen ?

Look it up. Pretty much an official DND cryptid lmao. When a Beholder is so paranoid of an invasive dragon their dreams create Beholder hybrid with the qualities of a dragon

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Very rare for obvious reasons

quartz furnace
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Hey

keen aspen
supple harbor
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Hi I am making a homebrew firearm weapon for a player joining mid-campaign, and I'd like some feedback, mainly concerning balance and design pitfalls I may have fallen for. Thanks!
(apparently no homebrewery links, hopefully imgur is fine).
https://imgur.com/a/k3eW80c

frank leaf
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(where you can expend charges to choose seed options listed)

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And the Spell save DC is the same way for Rooting Seed (being a preset DC)

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Very balanced, prob not worth a legendary status lol

supple harbor
# frank leaf Magic items don't normally scale with the wielder, so making placeholder 3 a rol...

I think I can maybe try explaining my design intent with that, but I think I see your point and will take it into consideration.

The idea is supposed to be that this weapon is stronger than average, but is limited by its ammo. However, as the players scale into later levels, I don't want the basic ammo to be as limiting. In addition, I wish to offer some cooler options for ammunition effects, but with increasing costs to use, so ammo management is still potentially a concern.

However, I see that its probably better to have that number of charges each day, and the effect consumes a number of charges only when its used, reducing the overhead of selecting ammo for the day.

supple harbor
frank leaf
supple harbor
frank leaf
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(Gun wand 🪄 🔫) /j

supple harbor
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It would be the third priority to do a quest to upgrade an item, and at that point i personally think it gets to be a bit too off-track and is overall detrimental to the narrative

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I can probably tie it to an existing quest and change the wording however

frank leaf
supple harbor
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I'll give that some consideration as well

frank leaf
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Where everything and anything is as gun related as possible

supple harbor
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I have not played gungeon, so I'll take that as a massive compliment

supple harbor
# frank leaf Then it might be okay, but typically that usually only happens when the item can...

Regarding this - my experience with a lot of these kinds of set DC items is that they can be great in the early game, but they start to fall off hard and get unused or forgotten in later tiers of play as enemies get better saves, and normal attack/spell options get better. The DC scaling is meant to provide a reasonable control option for a spell slot starved class (ranger in this case) that continues to be viable into later tiers of play, while not being too dominating at earlier tiers. I do agree that this is not standard templating.

Theres also the concern that this is a "free" control option in that it doesn't use an action or bonus action, and the resource (ammo charges) is relatively cheap, but that's supposed to be balanced with the opportunity cost of not using some of the "better" ammo like a +2 ammo.

Overall, I think I'm unlikely to change this part of the design, but I am considering some of the other suggested changes, and I have already switched to charge-based ammo item.

stuck raptor
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shhhh i dont see you for over three weeks and thats how you open it up >:(

bronze patrol
stuck raptor
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hence the usage of over :P

bronze patrol
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hasn't it been a few months

stuck raptor
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dunno, but its def over three weeks

bronze patrol
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"at least two" moment

arctic thorn
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i think it may be a bit busted but idk

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i mean it is going against the moon druid but as in balanced subclasses maybe be a bit powerful

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or at least compared to this one i wanna have them be even

void jewel
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Since you feeding someone a goodberry is no doubt healing them, goodberry heals for 20d4+10 now using a level one spell slot if you have this subclass

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So it gets amazing life berries and has access to the web spell

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The actual subclass abilities are alright. Those two things are the highlights, power wise

void jewel
arctic thorn
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mean as in you using some sorta action/ba to heal

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how should i word that then?

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word it like life cleric's disciple of life ig

void jewel
arctic thorn
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yeah i caught that right after i sent that

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i worded it like "...heal a creature with a spell slot on the turn when you expend the spell slot..."

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coulda just said magic action actually

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i think that works

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n it allows ba healing

frank leaf
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Ice one already exists with Rime ranger, so ash and ooze are next

arctic thorn
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n magma

frank leaf
frank leaf
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(My Ranger Rework)

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No one's given me subclass feedback yet lol

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Since Winter Walker is the name of the Ice one, smth to do with locomotion will prob be what I name them all after (Maybe rename to Rime walker like I mistook it earlier for just for my rework since magma/lava walker sounds cooler)

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Ooze would prob be smth along the lines of "Scum Skimmer", given how plane of ooze is a mud pit

topaz magnet
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Hey guys I have a question: When creating a homebrew magic item weapon, how do I change the damage die, I've chosen the replace damage type option and filled out the criteria but it still uses the 'base' weapons damage die. Can anyone help TwT

stuck raptor
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its not posible iirc

topaz magnet
arctic thorn
# frank leaf No one's given me subclass feedback yet lol

id be happy to give mine, do note tho i dont dabble with ranger that much

overall its awesome imo, but you should prolly swap blaze points = to prof bonus to wis mod, or dex mod, like a fraction of your ranger level, or just a set number in a table, bc typically using prof bonus at early levels is a recipe for multiclass disaster. additionally, i think it would be fine to not have a check involved in the second part of purifying flame, and instead just have a smaller list of not as powerful conditions

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other than that i think it rocks (also i think youre doing an awesome job with the full ranger class rework :) )

topaz magnet
arctic thorn
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also my eventual druid subclass for all the prime elemental planes and your ranger subclasses for all the intermediate planes is great

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its just really fitting

frank leaf
# arctic thorn other than that i think it rocks (also i think youre doing an awesome job with t...

Thx! I will note cutting the Purifying flame list would also make it less good offensively, so maybe I could have it be a Utilize action to choose from a smaller list for that action only? And the prof. bon. multiclass I'm no too worried about only because it requires a "damage later" style that's generally agreed to be worse than "damage now", which gets remedied for the subclass with the later features pulling the damage upfront (not so much with someone trying to subclass abuse)

arctic thorn
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also make sure you say that level purifying flame cant cure the Burning condition, because the level 15 feature includes that

frank leaf
frank leaf
arctic thorn
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oh

frank leaf
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Level 15 basically lets you consider it one

arctic thorn
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ah

arctic thorn
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the first part of the ability in the doc is good

frank leaf
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Hm, but that doesn't solve the "hit your friend to remove it" option

arctic thorn
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ohhh ok i see

frank leaf
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Is that tradeoff enough to ignore maybe tho?

arctic thorn
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because if you reduced the second part’s options, you could just ignore it entirely basically since you could just shoot them

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maybe for the first one specify “enemy” or “hostile creature”

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nr how dnd wording works tho

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idk

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what do you think of my druid subclass?

frank leaf
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Other than that pretty good, "acidic" is okay flavour, but maybe consider the term "corrosive" instead?

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Strong but not OP

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Great starting point

arctic thorn
arctic thorn
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willdo

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wanted to play into acid damage abit

frank leaf
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Hell maybe remove the Grapple as a BA so Grappler feat becomes good here

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"Whenever you make a grapple in your Emanation, you can extend your reach smth smth smth"

arctic thorn
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from level 10

frank leaf
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Moving the Acid/heal buff up to 10

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And making it stronger to fit

arctic thorn
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mhm

frank leaf
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Since Grapple is no longer a BA it'd be weaker, but have more synergy with the Prone emanation

arctic thorn
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aight ill make some adjustments tmrw

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tysm

keen aspen
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Anyways I got an idea for monster cryptid just need help with a PC cryptid that I can put the monster in for backstory

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Who can help

cerulean seal
keen aspen
cerulean seal
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Or like an npc?

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I think Beast Barbarian probably fits cryptids best

keen aspen
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The monster cryptid would basically be something that my character is hunting

cerulean seal
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So it’s not a player character? It’s an npc?

keen aspen
cerulean seal
keen aspen
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Monster npc*

wintry scarab
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im have a magic shop with fun stupid items that are partially useless (ex: stone of healing 1d4 damage 1d6 heal) does anyone have any idea for a stupid shield or armour?

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Doesnt have to be completely mid tho

queen egret
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throwing shield that the enemy can then pick up and equip

wintry scarab
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so a shield but they throw it

queen egret
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and then permanent +2 ac to the enemy

wintry scarab
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so what i said

cerulean seal
wintry scarab
cerulean seal
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Uhhh

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A repulsion shield that repels oncoming danger. In reality it just launches the player 10 feet back and forces them to drop the shield

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It pushes them out of the way of danger but they lose the shield too

wintry scarab
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tuff idea

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it bounces anything that hits off of it but it boomerangs back

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might use the repulsion shield idea

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but thats a little to controlled

cerulean seal
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Armor of Ancients: An armor that helps players against powerful ancient forces.
In reality it just has a weird magic that makes old people and old things really dislike it for some reason.

wintry scarab
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Nah cus 90% of the time its just armour and then i cant make the boss ancient

supple harbor
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"Fire proof" armour. A sentient armour that wont shut up about philosophy and trying to prove the existence of fire.

cerulean seal
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Also assuming your party is already wearing armor you don’t have to make it anything crazy. Just like a chest plate or something. Not full one plate mail

supple harbor
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Shy armour - turns invisible when observed. Just the armour, not anything worn over or under it. But it looks really cool when not looked at.

low pawn
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hey guys, I am thinking of playing a Khenra for my next campaign? does anyone have any homebrewen version of a Khenra as the one mentioned in Plane shift of amonkhet is cool but not too useful

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this is the official traits:

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Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Age. Khenra mature quickly, reaching adulthood in
their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens.
Even without a violent death, they rarely live past 60.
Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good
or evil.
Size. Khenra have similar builds to humans. Your
size is Medium.
Speed. Your base walking speed is 35 feet.
Khenra Weapon Training. You have proficiency
with the khopesh, spear, and javelin.
Khenra Twins. If your twin is alive and you can
see your twin, whenever you roll a 1 on an attack roll,
ability check, or saving throw, you can reroll the die
and must use the new roll. If your twin is dead (or if you
were born without a twin), you can’t be frightened.
Languages. You can speak, read, and write Common and Khenra.

spring tusk
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I think the Khenra Twins ability requires one of the other party members be your twin or else it's kinda useless

fiery thunder
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So i have this idea of a boss fight and i want to hear your opinion on it. So the boss will be this magic stone. The stone is sentient, since it houses a soul of a wizard. And, since it has a soul of a wizard inside, it also has magical abilities. My idea is that the stone is able to control 12 special pieces of metal in shapes of 1/8 of a sphere each. Each piece is considered a construct with its own stats and hp(which means they can be destroyed, but they all have the same initiative as the boss itself. The boss can use its action to control all 12 parts at once. These parts will have two states(attack and defense), and the stone can switch the state of up to 6 parts with bonus action. In the protective mode, the parts will stay near the stone, giving it +1 AC each (with the maximum of +8) and, if there are 8 parts protecting it, the stone gets full cover and cannot take damage from an attack or AOE. the boss can use action to attack with all the parts in attack mode. And it also can cast some level 3 spells. Is there something i can improve or add?

spark prairie
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Hey is there any way someone could assist me with getting the Big Game Hunter subclass for Gunslinger from Mage Hand Press into dndbeyond's homebrew maker? I'm sorry I really struggle with the dndbeyond homebrewer but would like the convenience of using Dndbeyond.

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If this should go in #third-party please just lmk and I'll unsend this and send it there, but I figured since it had to do with homebrewing on dndbeyond I'd ask in this channel.

sacred current
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Elemental Focus
Prerequisite: Elemental Adept
Your affinity to a certain element has improved to greater levels.

  • When you cast a spell that deals acid, cold, fire, lightning or thunder damage, you can change the damage type to the one you chose in Elemental Adept.
frank leaf
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And all of the stone having perhaps a themed resistance/immunity to certain damage types would also get player's coverage spells some use (which, trust me, it feels nice to be appreciated for coverage spells)

void jewel
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Damage types don't actually matter nearly as much as they are given credit for

minor gale
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What’re some good spells for an insanity themed warlock subclass? Or abilities if y’all got ideas

void jewel
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Other illusions too

native gale
cerulean seal
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They should be able to help you out

worthy cipher
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Im making a resistance thats similar to legendary resistance but instead reduces incoming damage to 0 at the cost of -1 AC until long rest. Does that seem fine?

native gale
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Is this for a monster or a player?

worthy cipher
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Bosses

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3-5 per day depending on the boss difficulty

native gale
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Personally, I really dislike this idea

frank berry
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This is only gonna lead to severe disappointment after getting a lucky damage roll, honestly 😅

native gale
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Being able to reduce damage to 0 is not only extremely powerful, but it will also be unfun and frustrating for your players. Try doing something that gives the players agency over the effect instead. Like maybe the boss has crystals that reduce incoming damage and the players can spend an attack to destroy them. Something like that

frank berry
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Like, as a one time ability for a one boss as their gimmick, maybe, but as a consistent feature for many bosses its just gonna be really annoying

worthy cipher
worthy cipher
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Mostly against players lvl 16-20

lean crow
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I don't think there's a single monster with 5 legendary resistances, and as it is it is a mechanic that is frequently unfun for players.

worthy cipher
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I believe some cr30 can have up to 6

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I think tarrasque for example does

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Not a fan of legendary resistances either tho

spark prairie
keen heart
cerulean seal
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Yeah, legendary resistance is intended to protect bosses from VERY encounter ending effects

worthy cipher
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It was about a homebrew thing and legendary resistance was just sidetalk xD

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But i can agree that its a necessary evil

cerulean seal
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I think you could give a monster the ability to reduce damage but maybe you make it something that the players have to get rid of or overcome in order to finally be able to truly damage the boss. Like stages

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Maybe there is a item or thing in the room absorbing the damage for them

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Makes it more interactive maybe?

worthy cipher
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Hmm it kinda dont fit the design but im all ears for options

cerulean seal
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What’s the monster?

worthy cipher
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Has to be from their linage so to speak

worthy cipher
cerulean seal
worthy cipher
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The empyrians, so Miquella, malenia and messmer most likely

cerulean seal
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Well I don’t recall any of them having damage negation effects. The only one I recall literally being able to deflect or negate damage was Radagon himself just smacking away spells and effects. There is an Emperyan statblock in the monster manual too.

cerulean seal
worthy cipher
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No its just to make them able to negate certain dnd abilities since they dont realy exist in elden ring

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Like prismatic barrier for example

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Altough Miquella is indeed immune to lots of shit lorewise but not gameplay wise

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xD

cerulean seal
worthy cipher
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Thats a good idea

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Perhaps immunity during their turn could work

cerulean seal
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Also Prismatic Wall is a 9th level spell so idk how often your party is even throwing stuff like that out

worthy cipher
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Or successful save throw reduces to 0

cerulean seal
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It’s a 9th level spell so I sure would damn hope it works

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If my 9th level spell doesn’t do anything I would be pissed

worthy cipher
cerulean seal
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Prismatic wall still requires a save though

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Which they just use legendary resistance for

worthy cipher
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Yea you'd take half damage

cerulean seal
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If your players are fighting a character at the point where they have 9th level spells, you can throw the book at them basically

worthy cipher
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Altough a party could play around it by poking in and out to cast

cerulean seal
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Massive health pools, very high CR

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Idk what level your party is

worthy cipher
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Well the bosses will be fighting these at 20 most likely

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So the bosses will be harder than tarrasque for sure

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By a good bit

cerulean seal
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Then just scale based off the Tarrasque then

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Let’s see… I have the monster manual in front of me

worthy cipher
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I believe if u are magic resistant and succeed the savethrow the damage will be cut by 4 rather than half no?

cerulean seal
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Magic resistance: The Tarrasque has advantage on saving throws against spells and other magical effects

Reflective Carapace: If the Tarrasque is targeted by a magic missle spell or spell that requires a ranged attack roll, roll 1d6. On a 1-5 the Tarrasque is unaffected. On a 6 the Tarrasque is unaffected and reflects the spell, turning the caster into the target

cerulean seal
worthy cipher
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That'd be fine then

frank leaf
worthy cipher
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Or just up the health alot to compensate but im not as fond of that

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Since they're gona have a 2nd phase too

cerulean seal
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Just for comparison

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This thing is CR30 in 2024

worthy cipher
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Yea i might give someone like Messmer around 1k hit points (total of both phases)

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Id imagine them to be CR 35-40 if it existed

cerulean seal
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CR30 is the highest we have I believe

worthy cipher
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Yea it is mechanicly

cerulean seal
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Which is specifically for the Tarrasque

worthy cipher
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But to imagine their stats as if they were 35-40

cerulean seal
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So if you want more than that then scale from there

worthy cipher
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Especially Miquella

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I think magic resistances and legendary resistance might suffice

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Then up the health

still temple
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Anyone willing to look over a fighter subclass I've cooked up? It's a bit dense.

still temple
cerulean seal
still temple
# cerulean seal Stick it into a google doc and then share the google doc here

https://docs.google.com/document/d/1n2_zMfqAbYvJ1qowvz7VtLa85xpNMYYlMNnkw1hBUnk/edit?usp=sharing

Alright, hopefully I did this right.

Known issues

  • "Improved Healing" needs either a "-per creature" or "-per action" limit. Right now the amount of healing it does with Mass Healing Word is a bit much.
  • "Rescuscitate" has no formal action. It would be a full "Action."
  • I don't necessarily know if it's an issue per se, but I strong dislike how the "Doctor" grants proficiency and expertise in Medicine. That is the full intent of course, but I think there's a better way to do it. THere's also the likely issue of a player character hypothetically already having proficiency in Medicine since they'd intend to be a healer from the start, and would really only need Expertise. Hard to say.
cerulean seal
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I'm looking now

cerulean seal
# still temple https://docs.google.com/document/d/1n2_zMfqAbYvJ1qowvz7VtLa85xpNMYYlMNnkw1hBUnk/...

So you'll want to compare this class to the existing Eldritch Knight since this will basically be the Cleric version of Eldritch Knight.

What I am going to say already is that I think in general, Rejuvinator is already much more powerful than Eldritch Knights other 3rd level feature.
Weapon Bond basically just makes it so they can't be disarmed of their weapon and can have it teleport to themselves.

This feature is giving you Expertise, better healing, AND a better Spare the Dying once each 1d4 long rests.

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I would probably scrap the expertise and just make it prof, make the better healing equal to your wis mod not fighter level, and then maybe maybe scrap the spare the dying thing since you can grab that cantrip from the cleric list

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Replenishment
Recovery: Getting another spell slot on demand is pretty wild. Granted this only goes up to 4th level but as a weaker than half-caster thats still a pretty big deal. I don't know if I would take this approach.

Improved Second Wind: Makes sense, I like it.

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Intercede:
I feel like the reaction healing word is already a LOT and now you are giving them another fighting style?? I would cut one or the other.
Tbh, Undo is really strong. Getting to freely cast Healing Word now as a reaction probably 3+ times per day is a lot imo. Especially since our previous feature is already giving us a free spell slot.

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Restorative Strikes: This has no usage limit. It needs one. This runs into the bag of rats issue where this fighter can target low CR creatures and just keep hitting them to dish out free healing with no remorse. I think the dice here is Fine? Actually, probably needs to be lowered. You are attacking three times per round, meaning you are able to dish out potentially 6d8 every round without costing any resources. That's pretty wild. Needs to be very much limited

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Resurrection Savant: This feature is a bit weird. Sometimes it just doesn't work. Other times it is really debilitating. And when it does work its a free 9th level spell... I think I would probably just cut this. Again something like Eldritch knight isn't nearly as powerul.
I think if you want 9th level spells a player just needs to commit to being a Cleric.

Revitalization is fine.

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Those are my thoughts. Again I would really look at Eldritch knight and compare the power levels here.

strange steppe
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Got a question about a system I’m working on that I would very much appreciate feedback on.

I’m working on a homebrew setting that will have a collection of Masters/Instructors, and I’m trying to figure the best way to put it together. Right now I have a working model of a few masters where I have one who is a master of Ax weapons specifically, and I have the warlock patrons of this setting acting as masters. The way I have the warlock masters right now, they have skills they can teach to anyone, but the warlocks who have a pact with them have more to gain.

Is this a model I should keep as is, where anyone can apprentice to any master, but certain classes can get more from a matching master? I want to enable more player choice. I don’t want the masters to feel like class extensions. Even with the Warlock Patron masters, the unique benefits they offer their Warlocks are an extra Eldritch invocation at a certain level, an extra known spell from the warlock spell list, and the ability to swap out 2 known spells upon leveling up after they get that extra known spell, rather than 1. They don’t get a power spike. Just more options.

cerulean seal
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Fighting styles and the likes

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Because even like the Warlock master probably just gives Magic Initiate feat

still temple
# cerulean seal Intercede: I feel like the reaction healing word is already a LOT and now you ar...

Thank you for your input, seriously. I'm going to respond to each of your points with my intent as to why they exist. I see that the overall attitude is that it is too strong. I will need to gather some comparative numbers for future submissions and redesigns.

-** Comparison to EK**
Specifically the intent is NOT to create "Eldritch Knight, but Cleric." As far as spellcasting progression and as to how I structured all of the features presented here, that template is the exact pattern I used, with inspiration from all of the other Fighter subclasses as well as Paladins and Clerics and their subclasses as well.

2024 design cues do not have the habit of disallowing people from interacting with things; previous drafts of this subclass did not allow players to cast any spell or cantrip that dealt damage, however there was no precedent for this in existing design. This is further evidenced by allowing the Eldritch Knight in 2024 to use any spell from any school of magic. This subclass's spells should be explicitly most optimally constrained to healing and supporting; healing needs to be more efficacious than a damage or control spell of the same spell level, or the opportunity cost is not worthwhile. They have 1/2/3 extra attacks with their martial weapons for dealing damage. This is a Fighter who has specialized in magic to become better at Healing and Supporting, not a Divine Eldritch Knight.

  • Rejuvenator vs. EK Bonded Weapon
    This feature is intended to be stronger. I was inspired by many other subclasses in the Ranger, Rogue, and Barbarian classes as examples for power-bounding within subclasses and within the given Class as well.

Healing is an attrition thing, and the intent here was to allow the Fighter's healing to be weaker than that of a Life cleric, but still comparable despite having far fewer spell slots. Think "bigger bullets, less ammunition." That's why I chose to use Fighter Level in that healing formula to make up for the oceanic gulf of overall Total Health Restored Per Adventuring Day compared to the Life Cleric of a same level. It also echoes the Fighter's own Second Wind healing feature, and how it functions.

I will consider your feedback and will explore downwardly adjusting the numbers somehow.
I'm shooting for something like 66-80% of the effective healing of a life cleric, but maybe only 15% of the effective damage per adventuring day.

  • Spare the Dying / Resuscitate
    This is not Spare the Dying, this is Revivify. It resurrects people who are dead with no material costs, but only once per 1d4 Long Rests. It is also earned much earlier than Revivfy at level 3 vs. level 5, where death is more likely in a campaign due to how hard some enemies can critically hit relative to player HP pools.

  • Action Surge Spell Slot restoration
    At level 17, this is two extra spell slots per short or long rest. Prior to that, it's one extra spell slot per rest.

  • Doctor
    I agree with your take on proficiency. How would you handle a player already starting when Proficiency in medicine when they take this subclass?

  • Undo
    It is a lot, but so is the quantity of damage players take at 10th level. 4d4+5+15 = ~150 Healing per day and more at level 13 and 19. I might reduce this to a static amount, or perhaps simply allow them to use their regular spell slots. It's more about freedom and action economy than anything else.

still temple
# cerulean seal Those are my thoughts. Again I would really look at Eldritch knight and compare ...
  • Restorative Strikes
    Once per turn. 2d8 + 20 + 5 = 34 HPR on top of any regular healing coming from their spell slots. It's a lot. I think the throughput is a bigger issue than the infiniteness of it. I think I can have this healing be equal to WIS mod, and then add Fighter level on top of it. That brings it down to 20 HPR, and a static amount actually. Hmm. I'll figure something out. This is fully intended to be the bulk of the Fighter's total healing output since they can attack every round, but will only ever be able to cast a maximum of 13 times (versus 22 times for a cleric, with most of those being far higher spell slot level than Fighter.)

  • Resurrection Savant
    A 9th level spell on a Martial is extremely cool, and it having an insane cost and a diegetic explanation as to how and why it's possible to reflect the massive relative difference in abject spellcasting capability is perfectly reasonable.

strange steppe
# cerulean seal I think you basically can either give the players free feats or proficiency with...

Oooh, I had forgotten about fighting styles. I remembered weapon mastery effects, but I forgot fighting styles. Let me share what I have for the Ax master(note this system also includes the Weapon Arts that were added after the success of Baldur’s Gate 3)

Stage 1 training: Gain proficiency with Handaxes, Greataxes and Battleaxes. If already proficient with all these, gain Stage 2 benefits instead.

Stage 2: Gain the ability to use 1 weapon art without spending an art point(similar to Battle Master Superiority for) once per short rest.

Stage 3: You may use the Prepare weapon art with Battleaxes and Handaxes(sacrifice 25ft of movement to roll 1 extra damage die this turn). Greataxes which already give “Prepare” have the movement cost reduced to 15ft instead of 25ft

Stage 4(True mastery capstone): Gain a Weapon Art called Cleave the Mountain, usable once per long rest. Cleave the Mountain rolls 1 additional damage die and damages the target’s armor, reducing their AC by 3. This effect lasts until the armor is replaced or repaired, and cannot be applied to targets who are not wearing armor.

The capstone is for late in the campaign and assumes a player sticks with that master to truly master what he can teach.

cerulean seal
# still temple Thank you for your input, seriously. I'm going to respond to each of your points...

I think if the intent is not to make this "Eldritch Knight but Cleric" Then I wouldn't give them full on spell casting like listed. Maybe adjust the approach so instead of getting full reign of Cleric spell lists this subclass gets a specific "Battle Healer" spell list and can cast each spell from the list once per day for free or something. This way you can avoid a majority of your power budget going to spell casting.
Eldritch Knight features are very light since they are getting spell casting as is. So if you get rid of the open spell casting I think you have an easier time justifying the power of some of these features.

#

Or just cut the spell casting all together and make the features where your healing is coming from

#

I personally think you then only need to probably do some numbers tweaks to the features if you scrap the spellcasting

still temple
# cerulean seal I think if the intent is not to make this "Eldritch Knight but Cleric" Then I wo...

I was sincerely exploring this even as you were probably typing it up. Nice to see we're on the same wavelength. I also originally tried more mundane or practical medicine, but it's just so hard to justify or explain diegetically.

With that being said, how do you feel with these contexts in mind about the concept of these individuals being uniquely specialized in healing and resurrection? Do you think it's explicitly different enough from Clerics and Paladins?

cerulean seal
#

They are like knights who are guardians to the faith

#

I think it's fine for them to be more similar to Cleric in flavor just because there is already the core class seperation of a full caster versus a martial

#

There isn't anything wrong with making the "cleric fighter"

still temple
# cerulean seal I think as long as you don't give them an aura or smite or stuff like that you d...

The flavor of this is actually geared towards Eberron (though the description of this is setting-agnostic)

These are Fighters or Soldiers who purely pick up spellcasting as a tool to facilitate their roles as Combat Medics in a fantasy setting. It's simply that Divine magic is the only codified system of magic that makes sense. Think of it like modern medicine in real life adopting clerical magic but without necessarily believing in the faith, if that makes sense.

#

You'd see these Battle Healers very commonly on the frontlines during the Last War

cerulean seal
still temple
cerulean seal
still temple
#

Very well.

cerulean seal
#

Even priests irl do things like burning incense and powder for purification in some religions

#

So I think there is a fantasy for it

still temple
# cerulean seal So I think there is a fantasy for it

That's also why I actually though it might be better to redesign them back into an INT-based one-third caster, to reflect the pragmaticism of the spellcasting and to decouple the design from clericality or divinity. I also think that while it does scrape against the intent of 2024's freedom bias, restricting the spell list is probably going to be the way to go. Maybe not even give them a spell list, but give them very specific spells earned at specific levels kind of like domains or subclasses do already, but all the way out to 19th level (when they pick up 4th level spell slots).

This would also still allow them to cast species, feat, or feature spells earned elsewhere using spell slots so that giving the battle healer offensive spells in its spell list would be a conscious, deliberate choice.

pearl river
#

Found a Barbarian subclass that raises your STR by 1 at 3rd, 6th, 10th, and 14th level, with your maximum raisjg to 24.
But it comes with the downside of having disadvantage on all Wis, Int, and Cha saves. Which is a huge drawback but I still kinda rwallt wanna try it tbh

still temple
# cerulean seal I would probably scrap the expertise and just make it prof, make the better heal...

"**Improved Healing. ** When you cast a Cleric spell using and expending a spell slot that restores Hit Points to a creature, that creature regains additional Hit Points equal to your Fighter level. If multiple creatures are affected, choose only one of them to receive this benefit.

When you use this feature, you may do so again at the beginning of your next turn."
This prevents it from interacting with all of the other crazy stuff like the free healing words, since those don't expend spell slots, but it also keeps the healing strong when it does happen.

kind spruce
#

If you have no exhaustion or injuries, you may use your reaction to make a revised dodge or block against the attack.

Revised Dodge: You gain your proficiency bonus to your next Dex save / the next attack against you suffers a reduction equal to your proficiency bonus.

Block Reaction: Before damage is called, if an attack hits a creature by 3 or less above their AC, the creature may use their reaction to attempt to block the attack. This cannot be made if the attack is a surprise, a crit, or deals non physical damage. The creature makes a DC (Attack roll - 3) Dex save. On a save, the damage of the attack is reduced by 1/4.

frank leaf
#

So, made a Drow counterpart to Bladesinger

#

Arrowdancer (specifically made to spite Bladesingers)

vocal imp
#

this is waaaay too much math

kind spruce
vocal imp
#

its also almost never going to proc

kind spruce
vocal imp
#

if someone has 19 ac

#

which is pretty easy with half plate and a shield

#

if a 22 hits them, its a dc19 dex save

kind spruce
#

The characters have incredibly high Dex as a norm

#

(without armour)

kind spruce
vocal imp
#

lets put this into perspective: if you have 19 ac, 14 dex, and youre being targeted by an attack roll that has a +6 to hit

#

12 or below misses, 13-16 is blockable, 17-20 hits regardless

#

so its a 4/20=20% chance to proc

#

or 20% chance to be blockable

#

itll be an average of 19-22 (20.5) dex save to actually block it

kind spruce
#

"Waaaay too much math"
While I'm readying a full calculation layout

vocal imp
#

if they have a +2 to their dex save, then the chance they save is about 18.5/20

kind spruce
#

Ts is so peak 💀

vocal imp
#

7.5% chance to block the damage

frank leaf
vocal imp
#

for it to deal 75% damage

kind spruce
frank leaf
#

The more micromanagement per roll you need, the clunkier a feature will feel

kind spruce
#

Because the players have an average of around +6 to their Dex

vocal imp
#

the amount you block is the frequency that you block multiplied by how much you block

#

ie 1.5% of the time you take 75% damage (while 40% of the time you take 100%)

#

so your expected ehp is changed by roughly .5%

kind spruce
vocal imp
#

its not impactful to add a ton of math

frank leaf
vocal imp
#
  1. roll to hit
  2. use reaction to block
  3. roll dex save
  4. multiply damage by .75
  5. subtract damage from health

vs

  1. roll to hit
  2. subtract damage from health
vocal imp
#

it may not seem like a large increase but remember if a pc has this you always have to remember and account for it

vocal imp
#

for every single round and every instance of damage

kind spruce
#

So should I rid of the block entirely or try to rework it?

vocal imp
#

rework it, i would look to pathfinders shield block reaction for inspiratiin

frank leaf
kind spruce
#

I appreciate the help from the both of you
Thanks for the advice 🫡

kind spruce
frank leaf
#

Maybe include knockback resistance as another part of it?

#

Brace as an action, but some class/feat gets it as a BA? Lets you reduce damage and knockback with the Reaction you enabled?

#

A way to spend your Reaction on Barb that way would be nice.

peak inlet
#

armor also affects AC

kind spruce
#

There's no, to barely any armour in my campaign
The high ACs are because of the high Dexterities

peak inlet
#

Daggerheart uses a different system for the two things for example

#

but DnD, “missing” could be an ineffective hit

kind spruce
#

That is a good point actually

stuck raptor
#

thats how Natural Armor and Heavy armor is effectively supposed to be narrated

#

its not always "Hit or Miss"

midnight elk
#

Is this okay?
Aegis of the Last Bastion
Legendary Full Plate (+3) — Requires Attunement
Cost: 60 GP
Unbreakable Shell. Resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Hold the Line. You cannot be moved against your will.
Bastion Pulse (1/day). 20-ft radius; allies gain resistance to all damage for 1 round.

stuck raptor
#

Its a waaaay better armor of Invulnerability, which is already Legendary

midnight elk
stuck raptor
#

bad way, its already surpassing a legendary of similar effect

midnight elk
#

What about this?
Skywarden Harness
Legendary Full Plate (+3) — Requires Attunement
Cost: 55 GP
Windguard. Resistance to lightning and thunder damage.
Featherfall Core. You always fall as if under feather fall.
Wing Burst (1/day). Fly 60 ft in a straight line without provoking.

#

By the way the players who will buy this are basically gonna fight the tree of life later...

sudden pivot
#

I might be stupid but I'm trying to make a homebrew paladin oath subclass and the additional prepared spells just keep showing up as them needing to still be prepared instead of being already prepared, anybody know why that is by chance?

stuck raptor
#

tree of life really means nothing to me. Its ok i think for a legendary

midnight elk
# stuck raptor tree of life really means nothing to me. Its ok i think for a legendary

STAT BLOCK
Verdanthrúl, the All-Root Sovereign
Gargantuan celestial (titan, arboreal), lawful neutral
CR 28 (120,000 XP)
Armor Class: 18 (natural armor)
Hit Points: 905 (70d20 + 420)
Speed: 50 ft., burrow 40 ft., climb 50 ft.
Ability Scores:
STR 30 (+10)
DEX 12 (+1)
CON 26 (+8)
INT 23 (+6)
WIS 25 (+7)
CHA 24 (+7)
Saving Throws: Str +19, Con +17, Wis +16, Cha +16
Skills: Perception +25, Nature +22, Insight +22, Arcana +21
Damage Resistances: radiant, necrotic, cold, lightning
Damage Immunities: poison, psychic; nonmagical bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, stunned, paralyzed, poisoned
Senses: truesight 120 ft., tremorsense 300 ft., passive Perception 35
Languages: All; telepathy 500 ft.
Mythic Trait: Verdant Apotheosis (2nd phase)

stuck raptor
#

das def a statline to behold

midnight elk
stuck raptor
#

thats even more HP and resistances and immunities than Tiamat and the Tarrasque (CR 30)

midnight elk
#

the original draft was basically this but about 20 times stronger

simple tinsel
arctic thorn
#

moved away from the acid and more towards bludgeoning as well

frank leaf
#

On top of the other things it gets like a Burrow speed

#

It's just rly cheesy

arctic thorn
#

remember they changed how wildshape worked, its just you get temp hp = to your druid level

frank leaf
arctic thorn
#

all g, youre right tho

#

maybe just blud pier slash res and tremorsense out to the emanation range?

#

like you just take on a more earthly apperence instead of full blown elemental

#

other than that screw up tho

frank leaf
arctic thorn
#

tru, stoneskin's in the spell list anyway

#

make it not useless is a good idea

#

you think everything else is good?

sudden pivot
#

Does anybody know why when you make a paladin subclass, the additional specific spells aren't already known? Cos every time I try something, nothing really works and it only gives me those spells as ones I can prepare in addition to the existing paladin spell list

frank leaf
stuck raptor
#

its been happening with the official subclasses that werent made in 2024

sudden pivot
#

Oof, thank you for the answer though I've been losing my mind over it lol

frank leaf
arctic thorn
frank leaf
arctic thorn
#

wait what

#

at level 3 thats likely around 6d4

#

assuming 16/17 wis score

#

5 its 9d4 likely (assuming 18 wis)

#

im sure im getting you wrong

#

maybe cantrip scaling or wis mod

#

imma do cantrip

#

n i think im gonna do circle of water next, n ping me when you finish each of your intermideate plane ranger subclasses, id love to give my feedback on them

#

n if you want ill lyk when i finish my druid ones if you wanna look over them

midnight elk
midnight elk
# midnight elk STAT BLOCK Verdanthrúl, the All-Root Sovereign Gargantuan celestial (titan, arb...

Oh, here's more from that guy:
TRAITS
World-Root Step
Verdanthrúl can teleport between any two trees or wooden structures on the same plane.
Nine-Realm Memory
Has advantage on saving throws against magic and instantly learns the true name of any fey, giant, celestial, or undead it sees.
Arboreal Regeneration
Regains 50 hit points at the start of its turn unless damaged by radiant or fire that round, or unless at 0 HP.
Colossal Entity
Creatures can move through its space as difficult terrain.
Ending a turn in its space deals 4d10 bludgeoning damage.

#

OP or nah:
Voidbound Dread Suit
Legendary Full Plate (+3) — Requires Attunement
Cost: 60 GP
Abyssal Guard. Resistance to force and psychic damage.
Mind Lock. Advantage on saves vs charm, fear, and mind control.
Null Step. Once per turn, ignore difficult terrain.
Oblivion Wave (1/day). 20-ft radius, 8d10 force, Dex DC 18 half.

vocal imp
#

60gp lol

#

what does null step mean?

#

whats the turn limit have to do with it?

fiery flume
rain kelp
#

I need some advice if anyone has made hombres airships before. I got in over my head and right now I’ve been trying to figure out if there is an easy guideline to follow for consistency.

Here is what I’ve got so far:

Warship classes, size and standard armament

Gun-Boat: 80-100ft long
AC: 18-22
HP: 80-120
Weapons: 1x45mm deck gun

Cutter: 100-200ft long
AC:16-18
HP: 125-200
Weapons: 2x 45mm deck gun, 1x 50mm shortbarrel

Destroyer: 200-250ft long
AC: 16-17
HP: 180-325
Weapons: 2x 40mm twin shot, 3x 50mm shortbarrel

Cruiser: 600-750ft long
AC: 15-16
HP: 250-400
Weapons: 3x 40mm twoshot, 2x 75mm brawler, 2x 88mm twin cannon

Battleship: 800-1200ft long
AC: 13-15
HP: 400-800
Weapons: 4x 120mm twin shortbarrel, 3x 203mm twin cannon

midnight elk
#

Stormvault Exosuit
Legendary Full Plate (+3) — Requires Attunement
Cost: 55 GP
Lightning Ward. Immunity to lightning damage.
Thunder Sink. Resistance to thunder damage.
Overcharge Step. Speed +10 ft.
Storm Discharge (1/day). 20-ft radius, 8d10 lightning.

lean crow
severe trellis
#

So I have a PC who wants to get into Chronomancy right? And I've explained to him that time is like a river, it's easy to push something with the flow, hard but possible to slow, stop or redirect it and almost impossible to reverse it and I wanna make some spells for them and I thought of this

Fester
Level 1 or 2 Wizard spell

Target one creature that has taken Bludgeoning, Piercing or Slashing damage in the last 24 hours and force them to make a Constitution Saving throw. On a failure they take 2d6 Necrotic damage and gain the Poisoned Condition taking half damage on a success. The targeted creature can repeat this saving throw at the end of each of their turns to end the Poisoned Condition.

A bloodied creature has disadvantage on this saving throw.

scenic urchin
#

that seems completely disconnected from chronomancy

#

reads as necromancy if anything

severe trellis
#

Really? I thought it was pretty obvious, it's targeting a wound and speeding it up in time untreated so it gets diseased

cerulean seal
#

Also if it’s reopening those old wounds it shouldn’t be necrotic damage it should be the same damage type they took initially

severe trellis
cerulean seal
#

Because a wound doesn’t just get infected on its own over time. Your body naturally fights infections and stuff. So this feels more like you are actively causing disease to effect the wound

severe trellis
#

Your body fights infections but leaving an open wound untreated leads to infections

cerulean seal
#

Again just feels more necrotic in nature than time specifically.
I get what you are going for in theory. It kinda reminds me of time ravage but on a specific wound

severe trellis
#

That's also what the con save is for

cerulean seal
#

I would maybe add some flavor text to bridge the fantasy with the mechanics

severe trellis
#

Ok

late falcon
#

Trying to do a downgraded gloves of soul catching for a level 3. Was thinking of making the gloves a simple +1 to attack rolls and heal for 1d4 when used on an attack. What do you guys think?

severe trellis
#

I also thought of this

Fast Forward
Level 1

Target a creature and force them to make a con save on a failure they are Fast Forwarded Ten Minutes in an instant.

Bleh bad wording but the idea is to displace them 10 minutes forward to eliminate timed buffs, maybe too strong?

late falcon
#

That or I make the gloves make unarmed strikes deal an extra d4 force damage and heal for for the same amount of the d4 force damage

cerulean seal
severe trellis
cerulean seal
#

Let me double check

#

What am I thinking of

#

I could have sworn they got like a feature that let them quickly take a short rest on the fly or something

#

Maybe it was a subclass feature?

cerulean seal
#

It’s a specific interaction but could be cool

hazy bridge
#

i want to implement a weapon degradation/durability system and i would like your thoughts on what would be bestway to implemant it,
i have the idea that each weapon has its own durability score and each action taken with that weapon reduces that score by a scale of 1-10, 1 would be scraping the weapon or dropping on the floor after being disarmed while 10 would be blocking a heavy swing from an enemy or missing a cleave or thrust and having the weapon getting jammed in a wall, what are your thoughts on something like this?

vocal imp
#

players are generally against more bookkeeping, however

#

what is your goal with implementing such a brew?

#

what problem are you trying to solve? will adding this make the game more fun for you and your players?

unique parrot
#

^

hazy bridge
wintry scarab
#

i need stupid custom magic items, rn im looking for armour and shields (could be other stuff still) for example: a rock that does 1d4 damage and 1d6 healing and a squeaky greathammer

vocal imp
#

you can just introduce these people more dynamically

#

like they could run into them on the street or in the tavern

untold oar
untold oar
hazy bridge
sterile jasper
#

A friend of mine sent me this spell idea but he can't figure out which level it should be. Any idea?

Casting Time:1 Action
Range:15 feet
Components: V, S, M (rainwater that has accumulated within the footprint of the tarrasque)
Duration: Concentration Up to ten minutes
Description:
You wave your hand and call upon an image of the eclipse that takes the form of a black orb five feet in radius at the target point.
The black orb attracts magic towards it.
Any magic missile spell, spell that is a ranged attack roll, line spell or spell that creates something that physically travels from caster to destination that comes within 15 feet of the orb changes trajectory and is attracted by the orb. Roll a d6 every time it happens. On 1-5, the magic is absorbed by the orb and nothing happens. On 6, themagic picks up speed while orbiting the orb and is sent back at the caster, dealing its normal effect.
For every effect the orb absorbs, its radius grows by 5 feet. Space covered by the orb is magical darkness.

scenic urchin
#

maybe 5th?

warm prism
#

Can we get an entity based off the Great Eared Nightjar

sturdy knoll
#

Can you describe it? And what kind of features you think it should have?

warm prism
#

From Wikipedia
can range from 31 to 41 cm (12 to 16 in). Males weigh an average of 131 g (4.6 oz) and females weigh an average of 151 g (5.3 oz),

#

It looks like toothless from how to train your dragon

sterile jasper
#

It's a bird.

#

Just use any other bird profile. Owl would be appropriate

urban bay
#

I think I refined my Golden Idol Warlock Patron concept as much as I could

simple tinsel
#

No problem

urban bay
simple tinsel
#
  1. The Spells are cool, im not sure if you have a specific reason for adding them but personally, considering what the patron is about, i'd throw in some spells meant to charm individuals over doing just straight up damage.
  2. The turning gold pieces or treasure into cursed gold is cool, but i don't think this will ever be used because getting cursed gold from a slain creature is already enough for the things you are doing with it. Not to mention most people want to spend their gold on new armor, a new weapon, etc.
  3. This subclass seems very themed towards the pact of the talisman which is fine because hexblades essentially do the same thing. All im saying is that it sort've punishes you more for not picking talisman if you pick the other 3 instead.
  4. For the 6th level Midas Curse feature when you say "You can subtract 1d4 from cursed enemies’ first attack rolls on you that round OR the first saving throw against you that round" does it mean that they subtract a 1d4 against your first saving throw against them or that you gain a d4 for a saving throw they make you do? I'm going to assume the first one but maybe just word it a bit better. I also recommend changing the die size to 1d6 at 6th level, 1d8 at tenth level and 1d10 at 14th level (though you don't have to use the 1d10 if you think it is too much).
  5. The gilded weapon imo is op because granting advantage is a lot imo. Maybe change it to giving a bonus d4 to your attack rolls when you expend a charge. The first effect of the gilded armor doesn't actually have an ability it just says "when you give make a charisma ability check you expend 1 charge". Also im not sure in what scenario the character is doing charisma ability checks during combat. Gilded tome shouldn't give you advantage on the attack and instead should be a d4 bonus. Gilded chain should be a d4 instead of advantage on attacks rolls but also it is just a familiar so do as you wish.
#
  1. For Gold Fever specify how close their allies get when the affected creature starts attacking. Also I'd say to add that they are charmed by you.
urban bay
#

adding only 1d4 doesn't seem that worth ot

simple tinsel
#

but granting advantage?

#

You'd essentially just be giving advatange on almost all attacks if you were a pact of the blade user

urban bay
#

hm then again I suppose advantage is too much

#

how about a reroll, and they have to use that roll instead?

simple tinsel
#

if you want it to be higher than a d4 go for it

simple tinsel
#

which means using the newer roll is completely fine because you would've already missed anyway

urban bay
urban bay
urban bay
#

ok after consideration, 1d4 is fine since you get a bunch of them

simple tinsel
#

to potentially cause it to miss

#

or subtract from your opponents attack roll

urban bay
#

hmmm

#

Gilded Armor:
Once per round, if the wearer would be hit with an attack roll, they can expend 1 Charge to subtract 1d4 from that attack roll’s result.
Once per turn, if the wearer would take damage, they can expend 1 Charge to reduce the damage taken by 7.

urban bay
#

and yeah the others I changed too

simple tinsel
urban bay
#

at 14th they become d6s?

simple tinsel
#

in the later game enemies probably have a much higher chance of hitting (im talking like +15-20's to their rolls)

simple tinsel
#

i'd even say at 18th level they could become d8's

#

but thats up to you

#

I would scale the attacks too

urban bay
simple tinsel
# urban bay wdym?

like they are d4's at 10th level and become d6's at 14th level and maybe even d8's at 18th level

urban bay
#

yeah sure

simple tinsel
urban bay
#

Oh lol

#

Will fix later

sacred current
#

Level 6 feature
Timelock
Beginning at 6th level, you have learnt the unnatural power of leaving your spells frozen in time.

When you cast a Sorcerer spell of 1st level or higher that doesn't have a range of Self, you can expend 3 sorcery points to Timelock the spell for 1 minute. While a spell is Timelocked, a faint, spectral version of you appears frozen in the space where you cast the spell.

As an action on your turn, you can release a Timelocked spell and cause it to take effect from that space, choosing the targets and/or the direction of the spell, if any.

If a spell is Timelocked for more than 1 minute, it fizzles out harmlessly and the spell slot is regained. However, you do not regain the sorcery points expended.

#

Making a time-based sorc subclass

#

Is this feature unbalanced?

cerulean seal
#

Additionally I would make the range probably higher. Spells that aren’t self or touch maybe

simple tinsel
cerulean seal
# sacred current The former alone

Hmm… I think it’s going to be pretty niche in use. I’m sure there is a specific interaction you are thinking of but I can’t think of a reason why you would need to delay a spell like this other than like a very niche role playing thing

#

I agree with Uzhul. I just cant think of a reason why I would want to spend 3 sorcery points just to set up a spell somewhere rather than just release two spells back to back other than super niche interactions.

cerulean seal
lone sierra
#

Any intresting ways you guys reworked players and enemies stats differently from normal dnd, like what are some intriguing ways yall made stat blocks for player and enemies

twin leaf
# lone sierra Any intresting ways you guys reworked players and enemies stats differently from...

In my campaign Players aren't really effected the same way as npcs or enemies are with certain effects/spells
Like one effect may do more damage to an enemy, but less to a player
and a certain curse only effects players but doesn't effect npcs

Theres also a thing that Erase Memory/Modify Memory doesn't work the exact same, players can remember these things and use them, because they are players
All it does is mean, I as a DM won't tell them they know this fact because the enemy used the spell so their character doesn't know while the player is still able to recall and use that information.
-# I also don't tell players this, this is just a thing where, if they find it out they can use it.

But theres also balancing things and downsides to doing this, like certain entities hunt players because their souls are entirely unique and have their own uses separate from the uses of other souls

lone sierra
#

The how would the custom stat blocks work then

#

For players and monsters, thats both summarized and simplified for convenience

minor gale
#

Warlock: Living Madness

Expanded spell list:
1st- Dissonant whispers, disguise self
2nd-Nathair's Mischiet, Tasha's Mind Whip
3rd-Bestow Curse, Clairvoyance
4th- Confusion, Phantasmal Killer
5th- Modify Memory, Dominate Person

1st level: Mind to Flesh
A part of your body becomes warped to match your degrading mind The warped bady part may be used as an arcane focus. The warped part may be changed after a long rest.

  • Distending Arms: Your reach increases by 5ft
  • Compact pupils: you gain proficiency in the Perception (Wis) skill and gain 30ft Dark vision.
  • Endless tongue: You may replace
    The verbal component of a spell with an aditional somatic component using your tongue. Your tongue is very large and as such is very visible when using this ability to replace verbal components. Your tongue may a restrained.

1st level: Refuge of Madness
When you make a saving throw against a mind-altering effect (i.e. Charmed, frightened, sleep) you may aod your Charisma mod to the save a number a times equal to your proficiency bonus per long rest. At 10th level you may use this ability to potentially succeed any saving throw as your body twists itself as abnormally as your mind is.

#

6th level: Obsessive Focus
You gain advantage on constitution saving throws to maintain concentration. When you are hit by an attack while maintaining Concentration you may use your reaction to make the attacker make a Wisdom saving throw against your spell save DC. On a successful save the target takes no damage. On a failed save the target takes 1d4 psychic damage. The damage die increase to 2d4 at 10th level and 3d4 at 14th level

10th level: Devouring Mind
When you make a creature make a saving throw you may make the creature make the save at disadvantage a numer of times equal to your proficiency bonus per long rest.
Additionally when you inflict psychic damage on a creature you ignore resistance and treat immunity as resistance. This effect does not apply to constructs and undead.

14th level: Living Obscenity
Up to a number of creatures equal to your Charisma modifier of your choice that can see you within 100ft perceive you as a mutating, shifting, warping aberrant
monstrosity. The creatures are frightened until the end of their turn where they may make a wisdom saving throw against your spell save DC. On a successful save they end the frightened condition. So long as a creature is frightened by you in this way it takes 2d6 psychic damage at get beginning of its turn. You may use this ability twice per long rest.

#

Thoughts on my homebrew warlock?
Taking power from madness that transforms you body and mind

vocal imp
# minor gale Warlock: Living Madness Expanded spell list: 1st- Dissonant whispers, disguise...

spell list feels mediocre. disguise self at-will is available from invocations

arms feel weak, especially on a chassis that doesn't support a melee playstyle on a class that gets eldritch blast. tongue is flavorful and fun, not too sure about how good it is without actually playing with it.

refuge of maddness is pretty niche. circumstantial bonus and it even has a limit to how many times you can do it

all in all lv1 features seem weak

#

lv6 feature is pretty awful, takes your reaction for some very very small damage. probably maximum of 2 per round, assuming youre even hit

#

lv10 ignoring resistance/immunity is neat but then you follow it up with "this actually doesnt work on any of the creatures that would normally have this". i personally cant think of any monsters with immunity that arent a construct. saving throw at disadvantage is a lv3 base sorc feature. its also worse because its single target only

#

lv14: is this as an action? feels okay. damage is low for this level

frank leaf
peak inlet
#

it’s like a long Ready action

frank leaf
minor gale
#

1st level: Mind to Flesh
A part of your body becomes warped to match your degrading mind The warped bady part may be used as an arcane focus. The warped part may be changed after a long rest.

  • Distending Limbs: Your reach increases by 5ft and you gain 10ft of move speed
  • Compact pupils: you gain proficiency in the Perception (Wis) skill and gain 30ft Dark vision.
  • Endless tongue: You may replace
    The verbal component of a spell with an aditional somatic component using your tongue. Your tongue is very large and as such is very visible when using this ability to replace verbal components. Your tongue may a restrained.

1st level: Refuge of Madness
When you make a saving throw against a mind-altering effect (i.e. Charmed, frightened, sleep) you may aod your Charisma mod to the save a number a times equal to your proficiency bonus per long rest.
At 10th level you may use this ability to potentially succeed any saving throw as your body trusts itselt as abnormally as your mind is twisted.
At 14th level you may use this ability at will

6th level: Obsessive Focus
You gain advantage on constitution saving throws to maintain concentration. When you are hit by an attack while maintaining Concentration you may use your reaction to make the attacker make a Wisdom saving throw against your spell save DC. On a successful save the target takes no damage. On a failed save the target takes 1d6 psychic damage. The damage die increase to 2d6 at 10th level and 3d8 at 14th level

10th level: Devouring Mind
When you make a creature make a saving throw you may make the creature make the save at disadvantage. You may do this a number of times equal to your proficiency bonus per long rest.
When a creature fails a saving throw from a spell casted by you it takes psychic damage equal to the spell level + your charisma mod
Additionally when you inflict psychic damage on a creature you ignore resistance and treat immunity as resistance.

#

14th level: Living Obscenity
As an action you may select up to a number of creatures equal to your Charisma modifier of your choice that can see you within 100ft to perceive you as a mutating, shifting, warping aberrant
monstrosity. The creatures are frightened and paralyzed so long as they can see you. If you are removed from their line of sight then at the end of their turn they may make a wisdom saving throw against your spell save DC. On a successful save they end the frightened and paralyzed conditions So long as a creature is frightened by you in this way it takes 2d10 psychic damage at get beginning of its turn. You may use this ability twice per long rest.

#

How’re these changes

vocal imp
#

the expected damage from lv6 jumped up from 1.5 to 2.1

#

the first level dip now becomes very interesting to melee martials

#

lv10 feature sounds pretty strong

#

not overtuned, just a decent ability

#

slap down a synaptic static for 8d6+10 damage, solid buff

coral delta
vocal imp
#

lv14 is kinda bonkers

minor gale
minor gale
vocal imp
#

oh, theres no initial save.

#

without an initial save this just default kills almost everything lol

#

5 zariels appear from hell, if you go first you can solo all of them

#

even with one its crazy strong

minor gale
#

Yeah I’ll do an initial save

#

I’ll change the disguise self in the spell list. It is like that as this is a more support oriented warlock

vocal imp
frank leaf
frank leaf
# minor gale How’re these changes

Save or suck Paralyzed condition twice per short rest is too much, DM would prob throw nothing but Fear condition immune enemies if you played it

feral bison
#

Messing around with a new rule for hags in my world, how does this sound:

**Hag's Eye Glamour: **
The insidious nature of Hags is represented in their magic and their ability to conceal their touch upon a creature or object when their will is not active. Rendering it totally undetectable through mundane or magical means outside of a few extraordinary instances. The most sure fire way to deal with this is by uttering the Hag's true name, this will force the Hag's Eye open and reveal their enchantments.

frank leaf
#

Undetectable to Divination magic is a decent starting point

#

Like the Mindblank spell

feral bison
minor gale
frank leaf
frank leaf
#

Stunned condition + speed reduce to 0 seems like too much still

#

If it was once per short rest MAYBE it could be Stunned

minor gale
#

Idk about incapacitated. I mean like if you move then the effect immediately ends

#

Like as the caster you are also left vulnerable for using the effect

frank leaf
#

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

vernal leaf
#

Its reminiscent of the aasimar racial feature or warlock subclass feature where you transform

#

Ooo

#

I see

minor gale
#

Yeah. Just at the scale of a subclass capstone ability

#

Suddenly a lot more balanced when you also can’t move or take actions. I’m sure you can do plenty still just nothing as big as before

deep wing
#

DNDBeyond Character Generator question..
When you have created a Twist on a Species (and saved to my own Homebrew). Then go to use it in Character generator - I can't find it (I have Home brew turned on the first page, but I only get the standard Species, no options from My Homebrew (or even shared Homebrew)..

Where am I missing something or is it a BUG?

cerulean seal
deep wing
#

NOPE they said it's homebrew so pointed me here... HI Guys 😩

#

OOps sorry thought you were on about HTTP: DNDBeyond support - They just sent the "Not our problem it's homebrew" and gave me you're link.

I'm asking # ddb-support now - thanks GoreAndSmores

kind wolf
#

Good afternoon fellow DM and World builders. Has any one created a Megalodon Shark. The Monster Manuel has a giant shark, but in my mind that is just a Great White. A Megalodon is bigger and way more dangerous. Has anyone created such a beautiful creature.

minor gale
#

I think Bigby has the megalodon

#

It’s got a bunch of giants and dinosaurs so it would make sense

deep wing
untold oar
#

I can definitely see it being a thematic part of something though

noble lion
pastel widget
#

#dm-discussion message
(References comment, above)

Hey, I need help figuring out a balanced multiplier to determine TempHP for this homebrew creature/encounter. Earlier I asked about this weird encounter with "soul eaters" (now called Bakasuras) where the Warlock and the rest of the party will seperately be fighting 2 version of the creature. The Warlock will be fighting in her subconscious (trying to "resist" the posession) while her physical body is possessed by the Bakasura and the rest of the party (4 other players) likely battle a version of the creature that is possessing the Warlock.

The statblock for these 2 seperate (but intertwined) encounters will use the warlocks character sheet/stats/spells, combined with some thematic abilities/actions for the Bakasura.

The subconscious version (1v1 against warlock) of the creature uses the warlocks default sheet + the Bakasura stuff, while the possessed (physical) version (4v1 against the party) uses a sheet based off a buffed version of her "Form of Dread".

I thought the Physical version would have the warlocks HP but with temp HP equal to the temp HP given to her by Form of Dread and multiply the temp HP by like 4.

I just had the idea to have both versions of the creature in this split-encounter share the same health-pool, to further connect the two battles and make for some cool thematic stuff where the party could see signs of the warlock resisting.

That being said. Im unsure what to do for the multiplier on the TempHP. Is 4x enough to make the encounter interesting?

I will probably allow the Bakasura to take a second action at initiative-10 in the 4v1. So, with that in mind. What should I use for the TempHP multiplier in this encounter?

peak inlet
#

Repeater Carving

Wondrous Item, Rare

-# A woodcarving tool that can be used to etch a magical rune on a weapon. This tool creates a carving that resembles overlapping arrows. You can spend an hour carving the runes onto a weapon, after which the tool disappears (similar to attuning an item). If a weapon has the carvings, you can spend an hour removing the carvings and recovering the tool. A weapon can only be affected by one carving unless otherwise stated.

When a weapon has this carving, it activates the following effect.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

summer ivy
#

I have an idea for a race of beings who are naturally unlucky but has a resilience that allows them to bounce back from it. I have 2 features I wanna know y'alls opinions on.

  1. They get a -1d4 penalty on any d20 roll they make, but if their roll were to result in a 1 or lower, they gain an additional 1d20 to their next d20 roll.
  2. They have a -1 penalty to all checks and saving throws, but failing a check or saving throw grants them a 1d4 bonus to their next check or saving throw made within a minute.
frank leaf
summer ivy
#

I don't do 2024e

frank leaf
# summer ivy I don't do 2024e

Ik, I'm saying this is just easier on the player and compresses the feature (and is still around the same power level)

#

The only change being you have to choose at any given time what you'll use it on since you can only hold one Inspiration at a time

#

(Advantage is on average a +5 bonus)

summer ivy
#

wouldn't doing that just make the feature more powerful? Because rather than only gaining the additional on a roll of 1 or lower you're getting it whenever you want with a choice of getting a -1d4 penalty

frank leaf
summer ivy
#

I should have clarified, I'm not putting both features on, I'm just wanting to know which seems better for gameplay

frank leaf
# summer ivy I should have clarified, I'm not putting both features on, I'm just wanting to k...

The latter definitely, but pretty much equates to my suggestion (why I suggested it lol). Not having agency on any near misses will prob be very annoying, but it's technically not very unbalanced?

It's an average of +2 to every check you make AFTER you fail (because the -1 still applies) which makes it better the more you fail which is . . . Kind of the Graze paradox lol. I hope they still get more features?

#

Or is that the only one besides Proficiencies?

#

(I will note, I do love this concept)

#

The Anti-Halfling lmao

summer ivy
#

They have a +2 to Wisdom, +1 to Constitution and a flight speed equal to walking speed and that

frank leaf
#

(which makes it more likely they will just cheese build)

summer ivy
#

that would make sense. Living with natural unluckiness would probably have you develop some defenses against it

west orbit
vernal leaf
#

Extra hp should be dealt with using combat boss phases. If its too hard skip the 2nd phase

sudden pivot
#

What do you guys think of this oath spell list?
3rd level: guiding bolt, command
5th level: silence, misty step
9th level: Counterspell, beacon of hope
13th level: spellfire storm, fire shield
17th level: Jallarzi's storm of radiance, steel wind strike
I was considering maybe having silvery barbs instead of command but I don't want to complicate things for players too much because at the end of the day, pally has its beauty in its simplicity

nova basin
#

There was a planeshift UA Naga race in 5e, and yuan-ti abominations are already basically that minus the extra arms and terrain based divergence

#

Is their celestial and four armed status based on irl mythology?

noble lion
#

To clarify, this is based on the Hindu Nāga, not the Faerun one

nova basin
#

Heard, didnt know hinduism had nagas like that

noble lion
#

Yeah, they're like little tutelary deities

nova basin
#

I would assume so given the subrace specifications, but theres nothing to show that until you see those features

noble lion
#

They can shape-shift typically. An individual can take on pretty much any of the forms listed in the lore blurb

#

Of course, full on shape-shifting in 5e is very complicated, so I figured it'd just be a bit of flavor instead

nova basin
#

It may be more fitting to give the base race the tail shift for a climb speed or grapple, then use the subraces to specialize on that shift

#

Also helps clarity to say early on that these guys habe regular but shiftable legs

dire sparrow
#

Mecha-Wheelchair
Wondrous Item, Legendary
A wheelchair that can transform into a massive mech suit.

The Mecha-Wheelchair has two modes: Basic Combat Wheelchair and Mecha. It can switch modes as a Bonus Action, going from Medium to Large and vice versa.

Hit Points: The Mecha-Wheelchair is an object with an AC of 21, a Damage Threshold of 15, and 200 Health. It cannot be healed by most spells, but Mending will restore 1d12 Hit Points. If the chair drops to 0 Health, it is broken and its Movement Speed is reduced to zero. The chair can be repaired out of combat with Smith’s Tools or Tinker’s Tools over the course of a Short Rest, and is repaired instantly by the Mending cantrip.

Damage Immunities: Poison, Psychic, Lightning

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Pralyzed, Petrified, Poisoned, Stunned, Unconscious

Shock Absorption: When the Mecha-Wheelchair would take Lightning damage, it takes no damage and has its Speed doubled for a number of turns equal to half the damage it would’ve taken.

Storage Space: The Mecha-Wheelchair comes equipped with an extradimensional storage compartment, which works like a Bag of Holding. In addition, it has two holsters in which weapons may be placed: Either two Light weapons or one regular weapon each.

Basic Combat Wheelchair
Speed: This wheelchair is moved by pushing the rims. Its speed is 25 feet, but any movement speed boosting abilities (Ex. Unarmored Movement) apply to it.

Beacon Stone
A stone attached to the armrest grants the wheelchair the power to hover slightly, giving it the ability to ascend or descend stairs at full speed.

Brakes: As a bonus action, you may activate or deactivate the chair’s brakes. While active, the chair’s movement speed is reduced by 15 feet per round and its Speed is halved.

#

Mecha
21 Str (+5), 15 Dex (+2), 18 Con (+4), 0 Int, (-), 0 Wis (-), 0 Cha (-)
Speed: The mecha has a speed of 35 feet.

Protective Dome: The rider of the mecha has Three-Quarters Cover.

Spell Channeling: Whenever a spell is cast on you while riding the mecha, you can choose to affect the mecha as well.

Shocking Fist
+8 to hit, reach 10 ft, one target, hit: 2d8+5 Magical Bludgeoning damage + 1d12 Lightning damage

Rifle
+4 to hit, reach 40/120 ft, one target, hit: 2d6+2 Piercing damage
6 shots until reload

#

How does this look?

fierce dome
#

It's a psionic barbarian

#

With what I think is a great name

hearty marsh
#

hey i have a question

#

im making a subclass for warlock and there’s a feature of it i want to get stronger at higher levels should i include the levels where it gets stronger in its description at first level or just include it at the levels it happens so like 6th 10th 14th

fierce dome
#

I guess it depends on what the scaling is

hearty marsh
#

the scaling would just be the levels warlocks get their subclass stuff so like for example

your current and max hp are increased by 1d12 + your charisma modifier while your dress is active

a scaling version would be

your current and max hp are increased by 1d12 + your charisma modifier while your dress is active, this increases to 2d12 at 6th level and 3d12 at 10th level (i might need to decrease the dice proper but it’s mainly a example)

fierce dome
#

Is there a reason they're getting barbarian levels of HP

celest mica
#

I got bored an made an Origin Feat for undead players

#

Undead
Origin Feat

You gain the following benefits.

Creature Type. Your creature type is changed to Undead.

Undead Resilience. You have Immunity to the Poisoned condition and you have Resistance to Poison damage. Any Poison damage you do take is instead taken as Psychic damage. This damage cannot be halved again if you also have Resistance to Psychic damage.

Decomposed. You have a -1 reduction to two ability scores of your choice.

fierce dome
#

That is awful

#

Nothing in it is strong enough to justify the ability score maluses

#

It's basically a punishment, especially if you remember a ton of healing spells don't work on undead

hearty marsh
fierce dome
#

Honestly I'd be tempted to make it thp just because it's simpler than trying to manage "current and maximum hit points"

#

Maybe make it thp equal to "a number of d10s equal to your charisma modifier"

#

It's a bunch more up front, but with a lower ceiling

#

And much easier to manage. The way you had it phrased with "your current and max HP are increased" is kinda clunky, as is having it instead at like four different levels

#

5e thrives on simplicity. If you can get the same general effect with less words and less moving parts, you always should

#

CHA mod d10s starts off with likely 3d10, which is a minimum of 3, maximum of 30, and average of 16.5 at level 3

#

Then max would be 5d10. Minimum of 5, maximum of 50, average of 27.5

#

Which is pretty good thp across the board

#

And if I remember right, it would keep armor of agathys up for a good long while

#

Another bonus is that if they picked up a tome of leadership and influence, it would net them another d10

fierce dome
frank berry
#

Well except maybe the int bonus to the recless attack could be a bit strong, especially at 3rd level

fierce dome
#

With point buy/standard array, it shouldn't be more than +1 damage per reckless attack

#

Because if INT is your third highest stat behind STR/CON (which should be viable the way I've de-emphasizes DEX and WIS), it'll still only be a 13

#

Where it'll get questionable is rolled stats

fierce dome
frank berry
# fierce dome Because if INT is your third highest stat behind STR/CON (which *should* be viab...

If I was making a character for this subclass, I'd could be going point buy, 15, 15, 15 for Str, Con and Int, then making them all 16 with the racial ASI, so +3 modifier for each ( I could also lower con a bit for wisdom or dexterity if I felt like it, but the main thing are the Str and Int here

With this, I'd be making the usual strength attacks, but woth added +3 from the Int, and the important part here is that's added to the attack roll. For comparison, a +3 Weapon is a very rare magic item

Very few features give you straight bonus to attack rolls, because despite being such a low number, it has a large effect

fierce dome
#

That gives you a negative in DEX/WIS/CHA, though, which seems like too big a downside to me

frank berry
#

True, and the Wisdom saves are probably the biggest danger from it, but I rarely see Barbarians with high charisma, and this subclass isn't using dexterity for anything but saves, and Barbarians get Danger Sense at level 2 to mitigate that

fierce dome
#

Yeah but even with advantage from danger sense, a negative dex save is kinda terrifying

#

I dunno if I'd be willing to play that

frank berry
#

And to be clear, I'm judging this subclass by what it can do, not by how you plan to use it. Any homebrew with major issues or potential for abuse can be ignored by agreeing not to do something with the DM

#

But basically my main point is, the subclass seems otherwise fine, but level 3 feature's bonus to attack rolls is a bit much

fierce dome
#

Gotcha, I'll think about tweaking it

#

I'm mostly looking at small changes at this stage anyway

#

I had forgotten I wrote that feature as attack and damage rolls too

#

If nothing else, I should remove the damage from that feature

scarlet terrace
#

im building a homebrew species on dndbeyond how do i make this species trait work: "You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion."?

fierce dome
#

I would make a copy of a species that gets a similar feature and see how the beyond devs code it

#

Because I don't know offhand lol

scarlet terrace
#

what nonhomebrew species does that in the 2014 rulebook/expanded rules?

fierce dome
#

Let me go try and look

scarlet terrace
#

i also dont see a way to enter creature type

fierce dome
#

Kender gives a choice of one skill from a list of five, I'd copy that and just do it twice

fierce dome
scarlet terrace
#

not an option lol

#

i dont have kender

fierce dome
#

Oh wait, changeling from eberron gives exactly what you want

#

Choose two from the cha skills

#

The feature is called changeling instincts

scarlet terrace
#

i also dont have that

fierce dome
#

Do you have any books on beyond or just the basic rules

scarlet terrace
#

just the basic stuff

#

ive apparently got a few freebies from the 2014 expanded rules

#

i got the basics and Aarakocra, Deep Gnome, Genasi, and Goliath

#

sadly 99% of my stuff is physical books

fierce dome
#

Oh that sucks

#

I dunno if I can help then

#

Someone else may be able to

scarlet terrace
#

rip

#

couldnt find anything in the base stuff?

fierce dome
#

Half-elf gets skill versatility which is "choose two," but not from a predetermined list, it's from every skill

scarlet terrace
#

im looking at hill dwarf which has a way to select tool prof but i cant see anything in edit mode

#

wait

#

i think i figured it out

scarlet terrace
fierce dome
#

I would look at how 2024 human does it probably

#

I haven't built anything in beyond's tools in at least a year so I've forgotten a lot of specifics

peak inlet
#

should my half-caster feat suite allow you to choose the Origin feat's modifier as your ASI for the General feat? below is an example of one of a General feat rn

Being of the Divine

General Feat (Prerequisite: Level 4+, Paladin or Apprentice of the Divine Feat)

Ability Score Increase. Increase your Strength or Charisma score by 1, to a maximum of 20.

You gain access to the following features:
Divine Influence. You have proficiency in a skill of your choice between Deception, Intimidation, and Persuasion.
Divine Smite. You have the Divine Smite spell prepared. The spellcasting modifier is the same as the Origin feat's choice if you have it or Charisma otherwise. You can cast the spell without a spell slot. Once you use the spell in this way, you can’t do so again until you finish a Short or Long Rest.
Swift Judgement. You can cast Smite spells as part of an attack rather than as a Bonus Action, but you can't cast more than one Smite spell on the same turn.

scarlet terrace
#

Anybody know what submodifier origin proficiencies uses on dnd beyond?

native grove
high pendant
scarlet terrace
#

"When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy, but you can’t raise any of your scores above 20."

In the homebrew species I made this species trait with the modifiers for ability scores but for whatever reason the ability scores arent working. How do I fix it?

native gale
#

Is this a question about D&D beyond’s website?

dire sparrow
native gale
hearty marsh
fierce dome
#

Only if you roll, which always throws off balance anyway

hearty marsh
#

its not for your party it’s just you and one other guy

fierce dome
#

You have to balance around point buy and standard array because rolling is too swingy

hearty marsh
#

so like one person having at max 50 hp feels wild (also its not adding to ur hp permanently it’s like form of dread where that hp only lasts while the form is active i just changed it to max hp for vibes reasons)

fierce dome
#

Form of dread is also thp instead of HP, which I suggested

#

And it's only 1d10+ Warlock level

#

It doesn't scale beyond that

hearty marsh
#

fair i’ll ponder a bit and get back to you

fierce dome
#

If you want to scale the dice, you need a simple scaling method, and probably smaller dice

#

You could maybe try "a number of d8s equal to your warlock level divided by four"

#

Starts at 1d8 for levels 1-7, then 2d8 for levels 8-11, 3d8 for 12-15, 4d8 for 16-19, then 5d8 for the capstone at 20

#

At lowest levels it'd be a low of 1 and a high of 8, with an average of 4.5

#

At max level it'd be a low of 5, a high of 40, and an average of 22.5

#

Just leave the CHA mod off.

#

I don't think if you're scaling the number of dice you should get to add a flat bonus like that

midnight elk
#

Is this guy too strong?
Verdanthrúl, the All-Root Sovereign
Gargantuan celestial (titan, arboreal), lawful neutral
CR 28 (120,000 XP)
Armor Class: 18 (natural armor)
Hit Points: 905 (70d20 + 420)
Speed: 50 ft., burrow 40 ft., climb 50 ft.
Ability Scores:
STR 30 (+10)
DEX 12 (+1)
CON 26 (+8)
INT 23 (+6)
WIS 25 (+7)
CHA 24 (+7)
Saving Throws: Str +19, Con +17, Wis +16, Cha +16
Skills: Perception +25, Nature +22, Insight +22, Arcana +21
Damage Resistances: radiant, necrotic, cold, lightning
Damage Immunities: poison, psychic; nonmagical bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, stunned, paralyzed, poisoned
Senses: truesight 120 ft., tremorsense 300 ft., passive Perception 35
Languages: All; telepathy 500 ft.
Mythic Trait: Verdant Apotheosis

native gale
hollow siren
midnight elk
twin leaf
frank leaf
#

And spell resistance

#

So it feels way beefier

frank leaf
frank leaf
frank leaf
# midnight elk 400 and all abilities fully recharge

Seems Abt right. Very bad Rogue matchup, Phase I Sunder Reality could prob be a random elemental damage type just to add some variety and usefulness for prepared players and. . . Do they have a way to get back if they fail the save? Not even that strong if they do, but being an insta lock out and not even a kill would be frustrating. Same with Realm-Warp Step in phase 2.

And finally, is this 2024e or 5e? I only ask because 2024e has official Lair action rules lol.

#

Overall around the right power level

signal zephyr
#

Shakespeare play as a TTRPG

frank leaf
signal zephyr
#

Awesome!

sleek ginkgo
#

Hey how do yall go about making spell caster bosses

midnight elk
frank leaf
# sleek ginkgo Hey how do yall go about making spell caster bosses

I like to make their spell lists interact well with the environment. If there's lots of hazards, Knockback could be prevalent. If there's lots of terrain, unique mobility could be cool (such as Passwall leaping into entirely different arenas). I also like to think about if there are any spells they might have done in prep time, depending on what they were waiting for (either the players or an upcoming plan).

#

Or just caught unaware

frank leaf
#

Hope it goes well

midnight elk
midnight elk
frank leaf
frank leaf
# midnight elk This spell I made is a sort of "break glass if you want to cause armageddon" ide...

"Until dispelled" is common terminology for somewhat permanent spells. Immunity to fire is redundant because resistance already can't reduce fire damage below 1. "Mega Cancer" will never not be funny and now lives rent free in my head. Temporal death could be triggered by a d4 when you roll for initiative, 4 being it triggering. And number 12 seems like it should be Spellcasting DC instead of flat 13 (since that can vary depending on how you contract it, either via spell or hazard). I'd probably recommend the spell costing GP, and the extra upcast options all being different is definitely not standard but that might be how you run games so IDK.

#

Overall, definitely a zany spell/curse I'd never want to be hit by but would RP the hell out of it if I did

supple harbor
#

Hi, im nearing the final version of this item (a homebrew gun) I've been working on for a bit, intended for a player joining mid-campaign.

It will have some features that are unlocked later. Currently, wording suggests they are rewards for leveling up, but I will be handing out the upgrade for story/quest based milestones, probably independent of levels. At this stage, I'd like feedback on design, balance, templating, and any kind of ambiguity or wording issues.

https://homebrewery.naturalcrit.com/share/qYLS_Bbg1L1I

supple harbor
midnight elk
arctic thorn
#

earth was battlefield control/minor support focused, water was my druid gish idea

#

doing air next

dire sparrow
midnight elk
random zenith
#

And the items seem pretty cool

#

Mind if I take some inspiration for my campaign?

midnight elk
random zenith
#

Heck yeah :D

midnight elk
#

What did you think of the Chicken Sandwich?

random zenith
#

Wait lemme find it again

#

Ok,

#

Absolute cinima

midnight elk
random zenith
random zenith
#

I'll check these out tomorrow lol

#

Thanks

midnight elk
stone vessel
#

yo

#

did anyone try to make skills with charisma scaling

#

if so, how did you pull it off

supple harbor
stone vessel
supple harbor
stone vessel
#

i guess so…

weary ferry
#

I want to make a Druidic Circlet for the Druid in my party. I want to give them advantage on constitution saving throws they make to maintain concentration on their Druid spells. The circlet requires attunement. Not that it really matters in the long run, but what level of rarity would you consider that?

stark scarab
#

Throwaway question, would a homebrew Bard subclass based on monster be a good idea? Main inspiration is the song of the false hydra, but at top of my head, wail of a banshee and siren’s charm would be lower levels of the subclass if it doesn’t focus on the false hydra.

lament meadow
brittle path
#

If I wanted to make a zombie guy what race thingy would I do because I don't think there's an official zombie race guy

lament meadow
brittle path
#

I was gonna do like a zombie Ned Kelly guy , I kinda wanted him to a have a sword and a crossbow should I do like a fighter , would that work best ?

#

I'm still very new to it , I played a campaign ages ago at my mates house , and recently he's just asked if we wanted to do another one

lament meadow
brittle path
#

Thanks 👍

solid mason
#

Does anyone have an idea for a hombrew quarterstaff that deals radiant damage

midnight chasm
rocky vapor
solid mason
#

Thanks

rocky vapor
# solid mason I didnt know about that book

The sun staff in it gives a +1 bonus to attack and bonus rolls and deals an extra 1d8 fire damage.

You could look at the specs of it and tweak it to fit more of what you want in terms of radiant damage

kind stratus
left lagoon
#

Giant's Nail, attunement
Spear, 1d6/1d8, thrown (20/60), returning
When you hit a creature that is large or bigger with this weapon you can choose for it to remain stuck in the creature.
While the Giant's Nail is stuck in the creature, any creature making an unarmed or weapon attack against that creature can choose to hit the Giant's Nail instead.

When the Giant's Nail is struck, mark down the damage dealt, and only deal half of it to the creature. As a bonus action on your turn or after it's been struck 3 times, the Giant's Nail returns to your hand, dealing it's base weapon damage and all the accumulated damage to the creature.

A creature impaled by the Giant's Nail can use an action to make a Strength Check (DC 15?) to remove the Giant's Nail, causing the spear to lose it's accumulated damage and return to you.

Once you stick the Giant's Nail in a creature, you can't do so again until you finish a short rest.

Is this confusing to read? I wasn't sure how to word it. intent is ||that the enemy takes 0.5x damage immediately, and then another 1.0x damage later, for a total of 1.5x. but it is a gamble since you can end up only doing 0.5x.|| marked as spoiler to see that people understand the intent without the explanation

restive hare
#

I have a question about D&D monsters
I'm trying to make an Eldridge kind of looking Fox
And if I have the ability I would show you what an AI made because I knew that I couldn't even draw it if I wanted to

#

I'm trying to Homebrew a stat block

cerulean seal
#

Idk how powerful you want the creature to be. Because there are some pretty powerful beasts you can make. We even have god beasts and such.

restive hare
#

I was thinking maybe it's more of a way of telling my players where to go if they get off track a bit

restive hare
#

Exactly so I'm no longer just a DM I'm technically a player but only one I want to get the story not over and done but back on track

cerulean seal
restive hare
#

If they're on where area and where I can show you the image i want to use

sudden pivot
#

Thoughts on this homebrew oath spell list?

3rd level: guiding bolt, command
5th level: silence, misty step
9th level: counter spell, beacon of hope
13th level: spellfire storm, fire shield
17th: Jallarzi's storm of radiance, steel wind strike

cerulean seal
sudden pivot
#

Judgement and the eclipse

#

Equal measures of mercy and retribution

#

I got a couple ideas for the channel divinitys as well

cerulean seal
#

At least specifically the Eclipse stuff

sudden pivot
#

I tried splitting the spells into "sun spells" and "moon spells"

#

So that some would be rejuvenating and burning

#

Whilst the others would be crippling and restrictive

#

I like to equate force damage to sort of dark related

midnight elk
rugged olive
#

I was looking for Astral Self Monk reworks, and oh my, did someone give a huge power budget to monks

rugged olive
#

Time stop (9th level spell) at 6th level monk PB uses per long rest

#

Wtaf

midnight elk
#

Oops sorry about the ping

rugged olive
#

On DDB

rugged olive
midnight elk
stuck raptor
#

it does say please ping...

rugged olive
#

Here's the link

#

Oh, AND, it doesnt count as magic for the purposes of dispel magic, counterspell, and antimagic field

stuck raptor
#

clearly someone was watching too much Jojo

sudden pivot
# midnight elk Are they alright?

They seem fine, but perhaps make it so that the combined weapon takes up two attunement slots as presently, it's kind of insane lol

sudden pivot
#

That's what my players do for "fused weapons"

#

You can also add powerful moves that cause exhaustion too

#

It's fun way to have a neat tradeoff

#

Makes sense thematically too

rugged olive
#

For Drakthar at least

#

But let me check the rest

rugged olive
rugged olive
#

So the ascension are based off the weapons, right? And if so, how do they acquire these ascension?

#

Also: just based on Drakthar and Aurethys, how would a champion even get to attune to both? (I'm assuming a PC)

midnight elk
midnight elk
rugged olive
#

Ok, I have some feedback, not on the mechanical, but on playing it

midnight elk
#

Okay

rugged olive
#

Because this really seems to be for 1 main character, which is why I'm thinking its an artifact level item, and since its such a rp heavy item. Also, how would you make sure that a character was of Draconic lineage?

#

It also feels like giving a lot of power to 1 specific person either in the party or someone else (NPC)

#

Its not bad, just telling so that you can think about it

midnight elk
midnight elk
rugged olive
#

Hm

#

I do like combined items, but if you do, I would take a look at the orrery of the wanderer and its subparts

#

Its from Acquisitions incorporate, and comes from multiple subparts

#

I do like your idea though, and I think its a better than lots of other homebrews people do for their first time, including me

midnight elk
#

Okay, thank you for all the feedback!

rugged olive
#

Did you want us to look at the rest of the items or just the weapons?

#

Also, if you want an Ascended item, I have an example of how I do it, but it requires lots of work with players

#

Here's my version

midnight elk
patent marsh
#

Yo peop. What do you think of this one:
Vingnisdritil
A combination attack not exclusive to goliaths. While making use of the size change helps, a size difference between two willing creatures may be enough. The following description makes use of the goliath's large form feature.
First character activates their giant form, and throws the second character towards the enemy (1st point of failure for the throw);
Second character "flies" towards the target (2nd point of failure, to keep the trajectory)
Second character activates their giant form, keeping the momentum of the throw, and strikes (3rd point of failure, for the to hit roll);
Damage: 1d6xspeed/10+(sum of both character's str score)
The one thrown takes half of damage from the strike.

Possible changes:
Add at the end of the formula, either an addition or multiplication based on the body size;
Add a check to apply effects from the attack roll to the enemy (say, effects from a brutal strike);
Add a check to allow the thrown one to not be prone and still be able to make use of his second attack;
Add a topple feature to this attack. This may stack with other option;
Divine favor: if there is success on the 5 checks instead of just 3, Thor himself acknowledges the attack. Lightning will strike both wielder's, leaving them unscathed while infusing into their weapons of choice. Next successful hit will be imbued with Thor's lightning itself.

Lore.
Vingnir - One of the names given to Thor, meaning Swinger or hurler.
Dritil - Maul or blacksmithing hammer.
Vingnisdritil - Swinger's or thrower's maul. Change of vingnir to vingnis for the possessive.
The objective is to try and emulate Thor throwing his Maul, putting in their all to make a strike that would pride Vingnir.

midnight elk
# patent marsh Yo peop. What do you think of this one: Vingnisdritil A combination attack not e...

Looks great, but I would also make it so that only certain classes are compatible with it and have a level prerequisite for it otherwise you're going to have level 1 characters dealing massive damage to everything in sight. My only other critique is a more personal thing but the sheer amount of math makes my head hurt lol. As for classes that can use it I'd probably stick to things like Fighters, Barbarians, maybe Monks, basically more strength/brute force oriented classes.

#

I also love those possible changes especially the divine favor as a way of acknowledging the sheer power of the 5 successful checks.

patent marsh
#

Thank you.
Seems fair to limit to those classes, but as much envy I have of casters (I basically only play barbarian, and had way too many session where I just stood there (We get way too many rests, so it has actually happened running out of rages before casters had fully burnt their spell slots, back at level 12)), I do generally agree. However, from what I know of casters, this could probably work with some spell combinations and allow for some interesting combos. Not that they need more power, but I'm having a hard time coming up with an in universe reason some mage duo can't just use belt of storm giant with enlarge and some other stuff to make this succeed).
Tnx for the divine favor point. It was a last moment idea that seemed to fit with all the theme and mythology.

midnight elk
midnight elk
patent marsh
patent marsh
#

I usually have my character be the proud, relying on his capabilities and reluctantly making use of magic items for what needs be, so while he wouldn't make use of it, this is a pretty good item. With potential to be plenty op, as well, I surmisee. Which level were you thinking about this being given to a character?

#

Also, I do get the math thing, but kinda don't know how to solve it. Removing the size modifier amkes different sizes be pointless. Removing the str score removes the sure damage that martials lack (they have way more points of failure than casters, specially if we factor that for many spells, a failed save still deals damage). The only one I see is removing the speed based damage, but then would probably be a bit too silly. And yes, lock it behind a certain level and or stat.

hollow siren
#

Contemplating homebrewing a warlock subclass that is abjuration focused, and the flavor is “patron-less” and instead you have studied warlock pacts/warlockery to learn how to break wards, remove curses, and break the pacts of evil warlocks

#

also i was playing with revising my agonizing blast variant further to allow the single cantrip it modifies to just ignore resistances and immunities for the 2024 version (this change would likely be accompanied by expanding the warlock cantrip spell list to include produce flame, fire bolt, ray of frost, starry wisp, and my homebrewed lightning cantrip). I mean, i like agonizing blast modifying other cantrips but the invocation still very much rewards just slapping it onto EB

#

My concern with the latter is if its too much. Especially because my variant basically allows you to either split the cantrip into multiple damage rolls or condense it into one and still get the multiple modifier bonus benefit (note that other benefits like Hex and repelling blast still only apply on a per attack roll basis, and that its either all one attack roll or all 1dx per beam, you cannot just make 2 beams that each deal 2dx+10.).

#

the counterpoint to the counterpoint tho is that this still just the one cantrip, and it doesnt bypass other abilities that could be triggered by the damage type (like the flesh golem’s ability that converts lightning damage to healing). The latter is something im not tied to either if it would still be balanced to bypass these

patent marsh
#

No expert when it comes to castrers, but that cantrip part does seem op. From what I understood, it would be kind of a martial combining 3 or 4 weapons in one and then use the roll of them all whenever they attack. BHut I may be missing something. I usually only play barb.

midnight elk
patent marsh
#

this is me talking from insecurity and envy, but seeing our warlock going around with her eldritch shotgun as the modus operandi almost every turn hafter disabling an encounter with a single spell... yeah.

midnight elk
#

I had someone find a way to buff range and damage on eldritch blast. They became a one shot magic sniper...

patent marsh
#

(for context, barbarian. Only get two attacks per turn. Before dnd 5e 2025, I would get what, 30 something at most in a turn? Rarely, cause, u know, double d6)

#

I suppose it could be balanced with some vancian elements. Giving it a cost.
For example, the one I threw in above, Ia dded the person that is thrown taking half damage by emulating the fall damage rules (and it makes sense if one is literally a projectile), which some may argue being or not being needed in terms of balance. But since in base game, if a barbarian wants to deal more damage has to risk taking mroe damage, the use of combinations or variations of the cantrip could bring penalties to help balance it out and making their use an analisys of risk vs reward.

midnight elk
patent marsh
#

I bet there are classes that can beat those creatures with vanilla stuff. I bet they are only casters. Tnjx, I hate it. Nice writing, though

patent marsh
#

No idea. But if there is any vanilla that can do it, it will be casters most of the time.
Sorry, I know I'm bitter, but that's what i've seen.

stuck raptor
patent marsh
#

What's that?

stuck raptor
#

The math of progression that 5e is based around on

#

Bounded accuracy is a design principle in Dungeons & Dragons 5th edition which limits the numeric bonuses to d20-based rolls which accrue with character level. While such bonuses were significant in earlier editions of the rules, the designers of D&D 5th edition aimed to achieve various gameplay improvements by limiting their extent.

stuck raptor
umbral dust
#

came up with an idea for a (minor) cursed object for one of the research complications in XGTE (written with the idea in mind that players can do other beneficial things besides sleeping during a LR)

Book of Vile Dullness (cursed item)
A thick, heavy book bound in black leather. It has no title save for a small etching on the spine.

The book curses whomever reads it to re-read it over and over again nightly, forcing them to succeed on a DC10 WIS save each night or forfeit their ability to do anything but read the book or sleep.

midnight elk
stuck raptor
#

i mean, its in the name, im surprised i was the first dndLol

runic parcel
#

I've made the list of lair actions for my subclass and I'd love some feedback.

Not sure if I should use int instead of dex for the save DC, or if I should attach a material cost in gold to these options.

#

I also made some tweaks to some of the abilities

stuck raptor
#

lair actions??

runic parcel
#

As a capstone ability where you need to spend a day there setting it up

frank leaf
runic parcel
#

:(

#

No gif

runic parcel
#

Why ranger?

stuck raptor
#

survivalist class

#

they get cordon of arrows and snare for a reason

runic parcel
#

Fair

frank leaf
#

Have you considered maybe making all the features revolve around being applied to those trinkets you get at the start of the class?

#

Like flash cotton using a Tinderbox for example

runic parcel
#

I have, but I'm struggling to figure out how to tie the later abilities to it.

frank leaf
#

And then making more to boost it's power

runic parcel
#

Boost it's power?

#

Like maybe you have charges like lay on hands but damage / d6's?

frank leaf
# runic parcel Boost it's power?

For example, for Flash cotton and wire work, maybe making them require Tinder box and steel wire respectively specifically would mean they'd need to choose those trinkets to benefit. Now, you could make a bunch more features at certain level tied to specific tickets and their limit is how many trinkets they can make at their given level.

#

Or yk, they could just have to go out and actually buy those props

#

Which is really flavourful

#

It feels almost like a Martial version of spellcasting components

frank leaf
#

With how balanced it is, 2 on a long rest and 1 on a short rest could even be in order

runic parcel
#

It's really that balanced?

#

That would make it see more use...

frank leaf
# runic parcel It's really that balanced?

Since they have to be in a very specific spot or be CC to that spot for each one if it's an enemy, and the only one that does damage being a slightly worse fireball, absolutely. It's only once per turn too.

#

In 2024e it also gets nerfed lol

runic parcel
#

CC to that spot?

frank leaf
#

Lair Actions can only be used once until you use every option in 2024e.

frank leaf
runic parcel
#

Ah

frank leaf
runic parcel
#

Yeah I was abt to say

#

Especially if they'll be placed more frequently

frank leaf
#

That way it's more balanced for short rests

#

The longer you take, the more you prepared

runic parcel
#

Makes sense.

Maybe I should add an option to where you can extend it's range.
For big sprawling places you've spent like a year in

midnight elk
frank leaf
#

Like with Hallow or Guard and Wards

#

NGL, with a few buffs for 5.5 because those are more combat oriented, I'd totally play this. Amazing flavor.

runic parcel
frank leaf
#

Maybe can only maintain 3?

runic parcel
#

I was thinking they'd be on a charge system

#

So if you forget a week they've got you covered, but then you'll need to hire them again

#

And maybe attach a gold cost to this one as you actually have to hire guys

frank leaf
#

Besides, are you needing GP to make Trinkets?

#

I assume your adventuring is what's funding up these "production costs" lol

runic parcel
#

Fair

runic parcel
#

But all in all a fun weapon!

runic parcel
frank leaf
#

Having one guy dedicated to refueling the fog machine once a day seems practical but not cheesy

frank leaf
#

Flash Cotton being one of the options

runic parcel
#

Kinda like the 2024 rouge stuff?

frank leaf
runic parcel
#

Makes senes.

Is it clear that you get a pool of trinkets and a seperate pool of items?

#

Because I want the items to be things that encourage players to think different, whereas I can turn the trinkets into an expendable currency for other abilities

#

I might break trinkets part of prop work and merge it with flash cotton to make like “magic tricks”

#

So one trick is the damage the other is the +1d4 to charisma

And they’ll cost trinkets

frank leaf
#

Ack. Gtg. I hope you refine it to smth you're satisfied with. Cya.

runic parcel
#

Later! Thanks for your help!

dim tide
#

Hi everyone! I'm looking for a way to make my characters level past 20 and I've made a "Mythic Hero System" that piggybacks off of the pathfinder version. Does anyone have any ideas on how to balance this?