#homebrew
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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.
Obviously, this does stuff other than what you need, so you could cut it down.
yeah, but that requires you to waste 2 modifier levels that could be used in another stat
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
Ranged options to increase the to-hit are very expensive
casting Magic Missile shouldn’t be part of the attack imo
how do melee weapons get a bonus to hit
I meant magic weapons
There are magic ranged weapons....
magic weapons can be ranged weapons too
with a +2 hand crossbow and a +2 greatsword, the hand crossbow still has +2 comparatively
there is no archery equivalent for melee weapons
the fighting styles that buff melee weapons are generally weaker than archery
gwf is pretty sad, duelling is alright
Bow of Melodies, Very Rare Magic item
gives you a +2 to hit only if you have Expertise in Performance, +1 if you have proficiency
and you can choose either that option or +CHA damage
that’s all it does
what point are you trying to prove here?
Looking into improvised weapons it seems like I could go that route. And use shillelagh on the bow after it was unstrung.
+2 crossbows don’t actually do anything other than enhance them as improvised melee weapons
you are hitting with the arrow, a +2 to the weapon doesn’t do anything
Bow of Melodies imbues the arrow with the bonus to hit
You have a +2 bonus to attack and damage rolls made with this magic weapon.
you make attack rolls and damage rolls with a +2 crossbow
so the +2 gets added to the damage and attack rolls
That's not how that works at all.
If your interpretation of a rule produces an absurd result, you should consider whether you are interpreting it correctly.
imo the absurd result is +6 extra to hit just from your weapon choice
Where are you getting +6 from?
?
Lemon my friend the +2 crossbow adds the +2 to its ranged attack rolls as well
And to the damage for ranged attacks of course
do you mean to damage?
5e has always been weird about making a small subsect of weapons viable
in 2014, there was like 3 good weapons
in 2024, theyve taken a step in the right direction with masteries. but there are still a few weapons that dont have any synergies
the main draw to certain weapons is how they interact with certain feats
polearm master makes all of the polearms viable, dual wielder makes all the light weapons decent
but for weapons like the whip, you dont get much more other than whats advertised
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
no room for experimentation when your melee martial really wants that pam gwm ms
Counterpoint, whip can be used one handed while still retaining the Reach Property. Glaive requires 2 hands, meaning with whip you can have the Duelist feat and still have a Shield
right but the point is it ends up being a weaker option because it only works for dueling
meanwhile, you can have a dueling quarterstaff with a shield, with pam
Dueling only works with Finesse weapons, no?
i guess its not to say its without a niche, since there are no other reach one handers
that is not a requirement no
Oh, I meant DEFENSIVE Duelist
Just checked lol
Mb
Anyway, by cryptid, do you mean real life cryptid inspired or cryptid by way of rare and very mysterious within a world?
By way of rare
Eyedrake
?
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
Very rare for obvious reasons
Hey
Hmm ill need to check this out thanks
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
Magic items don't normally scale with the wielder, so making placeholder 3 a rolled number of charges regained at Dawn is more streamlined
(where you can expend charges to choose seed options listed)
And the Spell save DC is the same way for Rooting Seed (being a preset DC)
Very balanced, prob not worth a legendary status lol
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.
I think that means it can probably use a bit of a bump, power-wise. Or a reclassification to an artifact.
If you want it to scale, simply offering quests to improve the magic item later on is a great way to excite the player.
I did think about that briefly, and its why it requires attunement by a druid or ranger. Might rethink it though.
Then it might be okay, but typically that usually only happens when the item can be used as a Spellcasting focus iirc
(Gun wand 🪄 🔫) /j
This is normally what I might do, but in brief, theres already a fairly involved set of quests and sidequests, both from existing characters and the new character
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
I can probably tie it to an existing quest and change the wording however
Integration could be possible. Something dragging in a qualified person to do it so that they want them to do what already doing, or maybe an extra optional task within the same adventure
I'll give that some consideration as well
Anyway, flavorful weapon, reminds me of a weapon I know from a game called Enter the Gungeon.
Where everything and anything is as gun related as possible
I have not played gungeon, so I'll take that as a massive compliment
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.
shhhh i dont see you for over three weeks and thats how you open it up >:(
I was gone much longer than three weeks bruh
hence the usage of over :P
hasn't it been a few months
dunno, but its def over three weeks
"at least two" moment
turns out i only wanna make druid subclasses, so my first of 4 prime elemental druid subclasses, circle of the earth, and id love to hear feedback on it
Circle of the Earth:
https://docs.google.com/document/d/16Br9qQIa-rvgw9I3EaXXkampdKTO-cokTCuddjBo9_s/edit?usp=sharing
i think it may be a bit busted but idk
i mean it is going against the moon druid but as in balanced subclasses maybe be a bit powerful
or at least compared to this one i wanna have them be even
Its fine. Its best two features are getting web and having amazing lifeberries
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
So it gets amazing life berries and has access to the web spell
The actual subclass abilities are alright. Those two things are the highlights, power wise
This is an average of 60 healing for a first level slot
oops lmao
mean as in you using some sorta action/ba to heal
how should i word that then?
word it like life cleric's disciple of life ig
Careful: goodberry DOES use an action to heal
yeah i caught that right after i sent that
i worded it like "...heal a creature with a spell slot on the turn when you expend the spell slot..."
coulda just said magic action actually
i think that works
n it allows ba healing
Counterpart to this, kinda wanted to make a Ranger subclass for every intermediate plane of existence
Ice one already exists with Rime ranger, so ash and ooze are next
n magma
Already have smth called Ash walker, so with flavor tweaking, I could prob just use that
https://docs.google.com/document/d/1U9m-25tCTTENTyBGNCMvTZxqQ6gQElF7E0E8XzAUZsU/edit?usp=drivesdk
It's in here under subclasses
(My Ranger Rework)
No one's given me subclass feedback yet lol
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)
Ooze would prob be smth along the lines of "Scum Skimmer", given how plane of ooze is a mud pit
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
its not posible iirc
💔
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
other than that i think it rocks (also i think youre doing an awesome job with the full ranger class rework :) )
Do you know of a database where I can look for the exact damage type and range that I want?
also my eventual druid subclass for all the prime elemental planes and your ranger subclasses for all the intermediate planes is great
its just really fitting
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)
abit confused on what you said about purifying flame, but yeah i agree the prof bonus isnt that big of a problem
also make sure you say that level purifying flame cant cure the Burning condition, because the level 15 feature includes that
There's a poison save option for blaze points, so whenevr you get it off it lets you insta unload Blaze points with Purifying Flame
Burning isn't condition is why. It's a hazard
oh
Level 15 basically lets you consider it one
ah
i meant what you said about it above this message
the first part of the ability in the doc is good
Oh, I meant that if I reduce what conditions you can remove from an enemy with the damage portion, that does mean there are less ways you can capitalize off the feature.
So, if I wanted to nerf the utility action to do it, I'd want to do it separately
Hm, but that doesn't solve the "hit your friend to remove it" option
ohhh ok i see
Is that tradeoff enough to ignore maybe tho?
because if you reduced the second part’s options, you could just ignore it entirely basically since you could just shoot them
maybe for the first one specify “enemy” or “hostile creature”
nr how dnd wording works tho
idk
what do you think of my druid subclass?
The smallest nerf I suggest is removing the free attack if you get a prone knock, very easy multiclass abuse there, and kinda makes capstone just a little too silly.
Other than that pretty good, "acidic" is okay flavour, but maybe consider the term "corrosive" instead?
Strong but not OP
Great starting point
i mainly did that so its not like you knocked them, and then you cant do the attack bc they stood up on their turn
im not the best with words 😅
willdo
wanted to play into acid damage abit
If someone grapples them they don't have movement to standup. So to solve that issue maybe make the Grapple replace an attack so they can BA knock, then attack action special grapple?
Hell maybe remove the Grapple as a BA so Grappler feat becomes good here
"Whenever you make a grapple in your Emanation, you can extend your reach smth smth smth"
like make the grapple come in earlier?
from level 10
Honestly, yeah, and then make it so they can replace their regular grapple with this special one instead so that the Grapple can work in tandem with the BA attack
Moving the Acid/heal buff up to 10
And making it stronger to fit
mhm
Since Grapple is no longer a BA it'd be weaker, but have more synergy with the Prone emanation
Anyways I got an idea for monster cryptid just need help with a PC cryptid that I can put the monster in for backstory
Who can help
Is this a pet or a player character?
Player character
The monster cryptid would basically be something that my character is hunting
So it’s not a player character? It’s an npc?
Oh yeah sorry I am tired rn so thought you were talking about PC instead of the monster
I’m asking what the context of this monster is. Is this a monster npc or is this a pet for a player or is this a creature that a player is playing as?
Npc sorry im just plain tired
Monster npc*
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?
Doesnt have to be completely mid tho
throwing shield that the enemy can then pick up and equip
so a shield but they throw it
and then permanent +2 ac to the enemy
so what i said
A sword that glows when danger is near. But the sword always glows because it’s a sword and therefore danger is always near.
It provides 10 feet of dim light
Really cool idea, but i already have a stupid sword idea, so im looking for other gear
Uhhh
A repulsion shield that repels oncoming danger. In reality it just launches the player 10 feet back and forces them to drop the shield
It pushes them out of the way of danger but they lose the shield too
tuff idea
it bounces anything that hits off of it but it boomerangs back
might use the repulsion shield idea
but thats a little to controlled
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.
Nah cus 90% of the time its just armour and then i cant make the boss ancient
"Fire proof" armour. A sentient armour that wont shut up about philosophy and trying to prove the existence of fire.
I was thinking the “dislike” thing was more just flavor. It doesn’t have any mechanical benefit, just old people seem to dislike the armor. They think it’s creepy or gross or tacky
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
Or really any other pun about proof, like maybe an alcohol joke or a bread joke.
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.
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
this is the official traits:
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.
I think the Khenra Twins ability requires one of the other party members be your twin or else it's kinda useless
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?
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.
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.
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.
Having each Metal shard be a spellcasting focus that gives the Stone an extra pool of themed spells while they're up could be cool, so as to give players smth to chase via the Stone spinning them around to try to keep the ones most vulnerable to certain characters safe.
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)
Elemental adept is already a pretty poor feat choice; this on top of it doesn't add much value. It definitely should at least be a half feat
Damage types don't actually matter nearly as much as they are given credit for
What’re some good spells for an insanity themed warlock subclass? Or abilities if y’all got ideas
Phantasmal force has gotta be on there
Other illusions too
Basically anything that the Great Old One subclass gets. Its already "insanity themed"
Try #ddb-support
They should be able to help you out
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?
Is this for a monster or a player?
Personally, I really dislike this idea
This is only gonna lead to severe disappointment after getting a lucky damage roll, honestly 😅
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
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
Isnt that the same with legendary resistance? just effects rather than damage
Only very major bosses c:
Mostly against players lvl 16-20
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.
I believe some cr30 can have up to 6
I think tarrasque for example does
Not a fan of legendary resistances either tho
Okay thank you
my opinion is legendary resistences are to avooid the boss geting distrooit by spells like hold monster
Yeah, legendary resistance is intended to protect bosses from VERY encounter ending effects
It was about a homebrew thing and legendary resistance was just sidetalk xD
But i can agree that its a necessary evil
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
Maybe there is a item or thing in the room absorbing the damage for them
Makes it more interactive maybe?
Hmm it kinda dont fit the design but im all ears for options
What’s the monster?
Has to be from their linage so to speak
Homebrew boss from elden ring
I’m familiar. Which demigod is this? lol
The empyrians, so Miquella, malenia and messmer most likely
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.
Unless there was a specific instance or ability you are referring to?
No its just to make them able to negate certain dnd abilities since they dont realy exist in elden ring
Like prismatic barrier for example
Altough Miquella is indeed immune to lots of shit lorewise but not gameplay wise
xD
Well that’s where legendary resistances come in. If you really wanted you couldn’t give them Terrasques thing where they are spell/magic resistances in general
Also Prismatic Wall is a 9th level spell so idk how often your party is even throwing stuff like that out
Or successful save throw reduces to 0
It’s a 9th level spell so I sure would damn hope it works
If my 9th level spell doesn’t do anything I would be pissed
Bit concerned that they will put an orb prismatic wall around malenia for example and force her to walk thru it
Prismatic wall still requires a save though
Which they just use legendary resistance for
Yea you'd take half damage
If your players are fighting a character at the point where they have 9th level spells, you can throw the book at them basically
Altough a party could play around it by poking in and out to cast
Well the bosses will be fighting these at 20 most likely
So the bosses will be harder than tarrasque for sure
By a good bit
Then just scale based off the Tarrasque then
Let’s see… I have the monster manual in front of me
I believe if u are magic resistant and succeed the savethrow the damage will be cut by 4 rather than half no?
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
If the spell effect says they take half damage, and the creature has resistance already, then yes quarter damage
That'd be fine then
There's also that one Genie's method of magic resistance that makes it auto succeed spells saves and make spell attack rolls auto miss, not sure if that too strong tho
Or just up the health alot to compensate but im not as fond of that
Since they're gona have a 2nd phase too
The Tarrasque has 25 AC and 697 hit points
Just for comparison
This thing is CR30 in 2024
Yea i might give someone like Messmer around 1k hit points (total of both phases)
Id imagine them to be CR 35-40 if it existed
CR30 is the highest we have I believe
Yea it is mechanicly
Which is specifically for the Tarrasque
But to imagine their stats as if they were 35-40
So if you want more than that then scale from there
Especially Miquella
I think magic resistances and legendary resistance might suffice
Then up the health
Anyone willing to look over a fighter subclass I've cooked up? It's a bit dense.
Sure just post it
Ah man. I either don't have image perms or they're not allowed. I do not have a plaintext version, just a .png.
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.
I'm looking now
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.
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
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.
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.
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
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.
Those are my thoughts. Again I would really look at Eldritch knight and compare the power levels here.
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.
I think you basically can either give the players free feats or proficiency with things for doing trainings and learning. If you really really wanted you could give free levels but wouldn’t do that. I think giving feats is appropriate
Fighting styles and the likes
Because even like the Warlock master probably just gives Magic Initiate feat
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.
-
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.
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.
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
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?
I think as long as you don't give them an aura or smite or stuff like that you do pretty good about avoiding the collision.
I see this as "intended" on being like, the knights at a holy monastery. Or the knights that guard a high priestess or something
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"
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
Maybe then you can add more potions and herb flavor to the mix too then. These guys carrying concoctions and special medicines on hand that basically act as the spell casting focus for these spells
Really steps on the identity of the Alchemist Artificer, which is why I opted not to do that.
I think it's fine tbh. Doctors can exist outside of alchemist artificer
Very well.
Even priests irl do things like burning incense and powder for purification in some religions
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.
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
"**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.
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.
So, made a Drow counterpart to Bladesinger
Arrowdancer (specifically made to spite Bladesingers)
are you looking for feedback?
this is waaaay too much math
Pffft
its also almost never going to proc
Kinda, yeah
More just looking to see if it seems good or not
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
That's actually pretty likely in my campaign
The characters have incredibly high Dex as a norm
(without armour)
But yes
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
"Waaaay too much math"
While I'm readying a full calculation layout
if they have a +2 to their dex save, then the chance they save is about 18.5/20
Ts is so peak 💀
7.5% chance to block the damage
We mean for players. At any given time.
for it to deal 75% damage
That's actually the one part that's off
The more micromanagement per roll you need, the clunkier a feature will feel
Because the players have an average of around +6 to their Dex
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%
In practice, the execution is usually:
Does a 22 hit you?
"I use my reaction to block"
(Checks if blocking is an option)
(-3 from the attack roll)
Roll a Dex save
its not impactful to add a ton of math
And then 1/4th the damage, which definitely doesn't play nice with resistance
- roll to hit
- use reaction to block
- roll dex save
- multiply damage by .75
- subtract damage from health
vs
- roll to hit
- subtract damage from health
Hmm, that's true 😬
it may not seem like a large increase but remember if a pc has this you always have to remember and account for it
Fair point..
for every single round and every instance of damage
So should I rid of the block entirely or try to rework it?
rework it, i would look to pathfinders shield block reaction for inspiratiin
Rework, Dodge action exists, why not a Brace action?
I appreciate the help from the both of you
Thanks for the advice 🫡
Does a Brace action exist anywhere?
Not that I know of. Pathfinder has a decent way to apply Block tho, with Shields being able to be primed for a Reaction for more AC.
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.
I mean Brace and Dodge are the same thing just on different characters
armor also affects AC
There's no, to barely any armour in my campaign
The high ACs are because of the high Dexterities
I’m just saying in DnD, being hit but not feeling it also counts as AC
Daggerheart uses a different system for the two things for example
but DnD, “missing” could be an ineffective hit
That is a good point actually
thats how Natural Armor and Heavy armor is effectively supposed to be narrated
its not always "Hit or Miss"
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.
Its a waaaay better armor of Invulnerability, which is already Legendary
In a good or bad way?
bad way, its already surpassing a legendary of similar effect
Ah
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...
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?
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)
das def a statline to behold
That's the nerfed version...
thats even more HP and resistances and immunities than Tiamat and the Tarrasque (CR 30)
the original draft was basically this but about 20 times stronger
Bro wanted to make an invincible character
i changed it and may have changed too much, you can look at it again if you want
moved away from the acid and more towards bludgeoning as well
Okay, breakpoint, Earth elemental is too much. Even with the nerfs Wildshape got, I strongly advise you to make a separate statblock to similar but not as strong. It's just too much raw Temp HP.
On top of the other things it gets like a Burrow speed
It's just rly cheesy
remember they changed how wildshape worked, its just you get temp hp = to your druid level
Right, ik they changed smth with that lol, mb, but the features it gets are still too defensively strong. Namely immunity to regular weapons and the Burrow speed making it impossible to kill the player who has it
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
Being unable to be knocked prone/moved against your will is a very good one you can do without adding more resistances imo
tru, stoneskin's in the spell list anyway
make it not useless is a good idea
you think everything else is good?
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
I think so, yeah.
its a known issue
its been happening with the official subclasses that werent made in 2024
Oof, thank you for the answer though I've been losing my mind over it lol
Scaling of D4s is odd but not out of balance, and I'm not sure how you'll mirror the other 3 if you want to do that, but just the capstone being you becoming a Pseudo elemental is prob enough
i wasnt sure at all how to scale em, so i just made them equal to your wildshape uses esentially, if you got a better idea lmk
How about Wis mod + Druid level?
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
No
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.
I need some help balancing magic items because I've got no idea how. It's for a hollow knight themed campaign and it's incomplete because the party is in greenpath beating up hornet rn. Expect stuff to be comically overpowered.
https://docs.google.com/document/d/1MQJDHep9cIyBDHkUGrMwp0uEth6p8MseOp2h0cmEbOs/edit?usp=drivesdk
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
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.
I'm working on a shop of homebrew stuff for a campaign. Are the items okay?
https://docs.google.com/document/d/1DiTXGsKcEXOO3ywwzTqg-FWIrAHkM_c77lwX90fhnPQ/edit?usp=sharing
These all feel really big, esp for their hit points. What sort of aesthetic / build structure are you going for?
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.
that seems completely disconnected from chronomancy
reads as necromancy if anything
Really? I thought it was pretty obvious, it's targeting a wound and speeding it up in time untreated so it gets diseased
I think you need to add some flavor text to help with the imagery
Also if it’s reopening those old wounds it shouldn’t be necrotic damage it should be the same damage type they took initially
It's not reopening an old wound, it's taking a wound they have and making it infected
That doesn’t feel very time related at all
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
Your body fights infections but leaving an open wound untreated leads to infections
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
That's also what the con save is for
I would maybe add some flavor text to bridge the fantasy with the mechanics
Ok
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?
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?
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
Maybe needs a little more mechanically going on. If you want it to specifically cause effects to wear off due to time I would specify that in the spell.
This is probably really busted on a monk or warlock who get quick short rest now
A short rest is an hour not 10 minutes
I believe 2024 monk and Warlock get super short versions of short rests now they can do
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?
It was Genie warlock I was thinking about. Their 10th level feature allows them to take a short test in 10 minutes
In their vessel
It’s a specific interaction but could be cool
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?
its not a new idea and people have implemented it before
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?
^
more imersive roleplay something where if the players need to repair their weapons they can stay in a town longer and discover potential side quests or form relation ships with npc that may become important
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
you dont need them to break their weapons to do that
you can just introduce these people more dynamically
like they could run into them on the street or in the tavern
I would switch this around and make it a buff. Something like
You bend spacetime around one creature you can see within range, granting them super speed for 6 seconds.
You can fill the rest of the detail but this would basically give them a free turn to act at Flash speed. A whole extra turn is pretty nice for a level 1 spell imo.
How heavily are you enforcing ammunition rules? If you're not, that can be an easier and already inbuilt solution.
Alternately, or additionally, treat critical fails as weapon malfunction or breakage opportunities.
i like teh critical failure idea
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.
maybe 5th?
Can we get an entity based off the Great Eared Nightjar
Can you describe it? And what kind of features you think it should have?
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
I think I refined my Golden Idol Warlock Patron concept as much as I could
Anyone willing to give it a look and provide feedback?
https://docs.google.com/document/d/1itCIKI_5kINi910XEiBUNEdZtV6FyXCE2zRCnQAb1Tw/edit?usp=sharing
No problem
So? What do you think?
Im almost done with everything
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
I mean you can only have 1 Gilded object active at a time, you gotta pay a lot to get the charges, it costs an action to make one...
adding only 1d4 doesn't seem that worth ot
which is fair
but granting advantage?
You'd essentially just be giving advatange on almost all attacks if you were a pact of the blade user
hm then again I suppose advantage is too much
how about a reroll, and they have to use that roll instead?
if you want it to be higher than a d4 go for it
thats essentially advantage. If your using a charge its probably because you didn't crit its probably because you didn't hit
which means using the newer roll is completely fine because you would've already missed anyway
1d6 seems like an improvement, but what about the "replace a die result with a 7" stuff?
ok for the armor tho I will admit I didn't know what else to give it
thats fine
ok after consideration, 1d4 is fine since you get a bunch of them
maybe you could grant a 1d4 or 1d6 bonus to your ac against the attack that hit you
to potentially cause it to miss
or subtract from your opponents attack roll
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.
seems good to me
and yeah the others I changed too
I would scale the die though
at 14th they become d6s?
in the later game enemies probably have a much higher chance of hitting (im talking like +15-20's to their rolls)
that seems fine
i'd even say at 18th level they could become d8's
but thats up to you
I would scale the attacks too
wdym?
like they are d4's at 10th level and become d6's at 14th level and maybe even d8's at 18th level
yeah sure
btw you forgot to add the d4 attack roll subtraction to the gilded armor's text
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?
What is the intention of this feature? To be able to set up spells or to be able to maintain a concentration spell separate from yourself?
Additionally I would make the range probably higher. Spells that aren’t self or touch maybe
The former alone
Seems lowkey kinda useless? Why not just release a spell and then release another spell the next turn? I understand setting up spells can work but its usually most effective when one player is setting up for another player
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.
What sort of interactions or setup were you hoping to achieve?
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
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
The how would the custom stat blocks work then
For players and monsters, thats both summarized and simplified for convenience
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
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
Maybe Warlock level is a better scaling for damage on level 6 feat, but honestly, instead of saving throw just having it be a "once per turn when a creature forces you to make a saving throw to maintain Concentration" proc would be much stronger but not even that busted.
I feel like it might be better to decrease the cost but add a concentration requirement
it’s like a long Ready action
Level 14 seems like just a worse version of the Phantasmal Killer spell. Have you considered instead making a free + altered casting of that spell as the capstone? It'd be stronger and prob have more leeway for creativity.
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
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
Did you mean compound pupils?
lv14 is kinda bonkers
Yes i did
Yeah I’m debating on sticking an initial save
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
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
even if you have an initial save its game-shatteringly strong
You should specify Warlock level for Refuge of Madness. Otherwise Bard and Rogue will go absolutely STUPID on a 1 level dip.
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
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.
It's too vague, if it's a "rule" in needs some mechanical boundaries (Like True Sight, certain spells that would get cool niche, etc)
Undetectable to Divination magic is a decent starting point
Like the Mindblank spell
So what would some exceptions be? I guess I don't want it to be impossible to tell when the "eye" is closed but I do want it to be a main aspect of Hags.
What if I made it so you also can’t move? Not paralyzed but you are left vulnerable to attack or break the effect
True Sight, Wish spell, anti-magic field, and when the object touched is destroyed or the creature touched dies.
So Incapacitated, and Speed reduced to 0?
Stunned condition + speed reduce to 0 seems like too much still
If it was once per short rest MAYBE it could be Stunned
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
Oh, so like Enchantment Wizard but with Fear
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.
Its reminiscent of the aasimar racial feature or warlock subclass feature where you transform
Ooo
I see
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
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?
Try #ddb-support They should be able ot help you
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
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.
I think Bigby has the megalodon
It’s got a bunch of giants and dinosaurs so it would make sense
Thanks again - They did - Site logic is a bit simple and I'd made it too complicated for it to deal with.. 🤷♂️
This sounds like a cool way to set up a trap or alarm but I'm not sure it's 'cool' enough to be a useful level 6 feature
I can definitely see it being a thematic part of something though
I created a Nāga player race for my setting. Should anything here be worded more clearly or rebalanced?
https://docs.google.com/document/d/14vguUBAUm4vi1Y7N8iambe9qfW6zWCYHD8HM-FOPaAw/edit?usp=drivesdk
#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?
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.
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.
- 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.
- 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.
Rather than a permanent d4, why not the option to take a -1d4 but gain inspiration? (Much better in 2024e because Heroic can be used for any roll not just d20, but having the option of when to to take that penalty will be much more palatable)
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)
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
Which is what that second feature already does, but only with a -1 penalty to hold it in check
I should have clarified, I'm not putting both features on, I'm just wanting to know which seems better for gameplay
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
They have a +2 to Wisdom, +1 to Constitution and a flight speed equal to walking speed and that
Oooh, Flight speed. -1 penalty to being Knocked prone/Earthbound would absolutely suck. If you rly want to stick with it, maybe throw on an HP increase per level because oof . . . Statistically even Flight probably doesn't save this unless they're going full cheese build.
(which makes it more likely they will just cheese build)
that would make sense. Living with natural unluckiness would probably have you develop some defenses against it
working on the mechanics of Laguz from fire emblem 9 and 10, first up is the beast tribe, heavily influenced by the 2024 shifter: https://docs.google.com/document/d/1G9vK0x3iagOgKk8f03Ore0X-lB_uEhGQmCzcZu7el1w/edit?tab=t.0
Id steal a different systems ruleset for this and use shadowruns version of fighting the etherealy present. Scrap the separate stat block idea and damage dealt to one does damage to both the physical and spiritual form
Extra hp should be dealt with using combat boss phases. If its too hard skip the 2nd phase
You made Milo Murphy
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
Maybe I didnt look into the lore enough but I dont understand having extra arms vs having nothing to do with the tail/body
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?
To clarify, this is based on the Hindu Nāga, not the Faerun one
Heard, didnt know hinduism had nagas like that
Yeah, they're like little tutelary deities
Do they normally have regular legs until they shift?
I would assume so given the subrace specifications, but theres nothing to show that until you see those features
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
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
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?
I may be playing this subclass I wrote in a campaign starting next month, hoping to get some feedback on it before I do in case it needs some tweaking to be playtest-ready
It's a psionic barbarian
With what I think is a great name
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
I guess it depends on what the scaling is
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)
Is there a reason they're getting barbarian levels of HP
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.
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
well it’s mainly because it’s a transformation so it’s not permanent but also i could just drop it to a d10 and keep it kickin
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
Now if only I could get people to give feedback on this barbarian I may actually play...
Overall seems fine, basically replacing barbarian's need for dexterity with intelligence, and nothing at a glance feels neither broken or weak. If a player came at me with this class, I'd allow it my table
Well except maybe the int bonus to the recless attack could be a bit strong, especially at 3rd level
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
I appreciate you looking at it!
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
That gives you a negative in DEX/WIS/CHA, though, which seems like too big a downside to me
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
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
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
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
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."?
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
what nonhomebrew species does that in the 2014 rulebook/expanded rules?
Let me go try and look
i also dont see a way to enter creature type
Kender gives a choice of one skill from a list of five, I'd copy that and just do it twice
I don't think you code creature type, I think it's just a written thing
Oh wait, changeling from eberron gives exactly what you want
Choose two from the cha skills
The feature is called changeling instincts
i also dont have that
Do you have any books on beyond or just the basic rules
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
Half-elf gets skill versatility which is "choose two," but not from a predetermined list, it's from every skill
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
Any idea on how to make a choice between small and medium in a dropdown box?
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
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.
Anybody know what submodifier origin proficiencies uses on dnd beyond?
https://www.reddit.com/r/DnDHomebrew/comments/1mi3jp7/the_rebuilt/
This is a link to a homebrew lineage i made called the rebuilt. Any comments?
https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/edit?usp=sharing
Opinions on this 2024 version of scout?
"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?
Is this a question about D&D beyond’s website?
Can someone look at this please? (There’s no way to make that sound not rude)
I love the concept. I think there's a lot of rewording and formatting work that could be done, but this is a rock-solid starting point
but that would be potentially 50 hp at level 1
Only if you roll, which always throws off balance anyway
its not for your party it’s just you and one other guy
You have to balance around point buy and standard array because rolling is too swingy
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)
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
fair i’ll ponder a bit and get back to you
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
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
900 hitpoints is a tad bit much considering the fact that the Tarrasque only has 700
so i redid vestige warlock from the new UA to be pet-less for funsies:
https://docs.google.com/document/d/15iCVtE5q0gfPRi3NEBg5XllOxAvT5WX6VAZCCLlwO04/edit?usp=sharing
this is in rough form at the moment, and subject to change. comments appreciated!
Who would this be?
BBEG for a fully hombrewed campaign I'm running
It looks alright
Though the Tarrasque does have lots of a Regen and requires a wish to stay dead
And spell resistance
So it feels way beefier
How many hitpoints does it get back upon using its mythic trait?
Also, I hope you don't have a Rogue, they'd prob hate this lol
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
Shakespeare play as a TTRPG
Daggerheart. Campaign frame includes comedy rolls and tragedy rolls, which happen when you roll with Hope and succeed/fail with fear respectively while not in combat.
Awesome!
Hey how do yall go about making spell caster bosses
5e and I might actually change that to random elemental. Yes there is a way to get back.
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
Then this should be great for the most part!
Hope it goes well
I like to make them use unexpected spells (make it seem fire based but it uses ice attacks for example)
Me too
Coverage spells for the smarter casters is definitely a fun one. Surprise Tenser's Transformation is a hilarious turnaround
This spell I made is a sort of "break glass if you want to cause armageddon" idea:
https://docs.google.com/document/d/1AgszDumo8at58_HXzPgAHtOZzO4ySh9aLHltxt15vWk/edit?usp=sharing
"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
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.
11 and 12 seem... incompatible. I pray for whatever poor soul contracts this disease.
Feel free to use it if you want!
2/4 of my squad of prime elemental druid subclasses, love to hear feedback on it
Circle of the Water:
https://docs.google.com/document/d/1KDAXZkEIUI2fzhxhTkpHvwwMtuIxOpru26GMArn5dKU/edit?usp=sharing
earth was battlefield control/minor support focused, water was my druid gish idea
doing air next
I lowkey forgot that one
Thanks! How would I format it better?
How are these items I made for the campaign shop?
https://docs.google.com/document/d/1DiTXGsKcEXOO3ywwzTqg-FWIrAHkM_c77lwX90fhnPQ/edit?usp=sharing
Firstly the line: "From legendary to legally questionable — we’ve got what hurts.”
Is amazing
And the items seem pretty cool
Mind if I take some inspiration for my campaign?
No, not at all! I love it when I'm able to help others with their homebrewing.
Heck yeah :D
What did you think of the Chicken Sandwich?
How unhinged do you like homebrews?
A manageable amount I'd say. Enough to cause a few "what tf is the dm on" but still keep things ballanced
No problem!
yo
did anyone try to make skills with charisma scaling
if so, how did you pull it off
skills like, persuasion and stuff?
like attacks and spells
so, like charisma casters, particularly warlocks with pact of the blade and agonizing blast?
i guess so…
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?
uncommon
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.
As a bard main, I would play that. Sounds really interesting
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
Honestly, for this any race can work. Just add "immunity to necrotic and poison damage and vulnerability to radiant damage" trait and the "not needing water, food, or air" trait and you're golden
Thanks
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
Yes, a fighter would make sense.
Thanks 👍
Does anyone have an idea for a hombrew quarterstaff that deals radiant damage
Sure.
This simple staff is made of ash and inlaid with curls of bronze forming spiral designs around both ends. When swung in combat, the inlays come alight with an internal flame. Damage from this quarterstaff is treated as radiant as well as bludgeoning.
Have you considered looking at the sun staff from the boom of many things and reflavoring it into doing radiant instead of fire damage?
I didnt know about that book
Thanks
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
Hi, long time not posted there. I made this Paladin subclass for the love of the raven, and Ravenloft.
Feel free to give any advices / suggestions / ideas!
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
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
I would first look at existing monsters or creatures in the monster manual who might be of similar strength or ability and just adjust from there. That’s usually the easiest thing
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.
I was thinking maybe it's more of a way of telling my players where to go if they get off track a bit
So a dmpc basically?
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
Hmm.. idk if railroading with an NPC is the best approach. I think it’s fine to have an npc who is apart of the story. But an npc that just is there to tell players “no do this” can be annoying for players
Character wasn't going to exactly speak it would just kind of moving the direction that I really wanted to go not all the time it would just be to help because I could use a frog but if I'm shooting this game inside of a swamp I will need to know what's wrong they come across and change that for the time being
If they're on where area and where I can show you the image i want to use
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
What’s the subclass theme?
Judgement and the eclipse
Equal measures of mercy and retribution
I got a couple ideas for the channel divinitys as well
Hmm… not sure if I’m getting those vibes from this spell list
At least specifically the Eclipse stuff
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
Is this okay? I was trying to make something that could be a campaign of what if the DM was an in universe NPC?
https://docs.google.com/document/d/16MWLW62wJmmPYhceUHV0cVUoRnPsbm9Sf5orNWXRmTM/edit?usp=sharing
Are these weapons okay? I've been working on this one for a while.
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
I was looking for Astral Self Monk reworks, and oh my, did someone give a huge power budget to monks
Oh no
WUT
Oops sorry about the ping
On DDB
No, please do, mine says to please ping
I thought it said no ping
it does say please ping...
Here's the link
Oh, AND, it doesnt count as magic for the purposes of dispel magic, counterspell, and antimagic field
clearly someone was watching too much Jojo
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
Ah, okay
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
I think the hp gain is pretty big, tbh, I think this might be on Artifact level
For Drakthar at least
But let me check the rest
I have a few clarifying questions if you dont mind
Sure
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)
The different ascensions are based on your alignment. Neutral alignment = neutral ascension and the fourth one has a prerequisite item to unlock it.
I'm planning that you attune to one and if you find or obtain the other auto attune to it and unlock the fused/ascended forms.
Ok, I have some feedback, not on the mechanical, but on playing it
Okay
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
Probably check it's a Dragonborn or other types of draconic lineage like Sorcerers, Kobolds and Half-Dragons.
Yeah it was my first homebrew so it's a little wonky.
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
Okay, thank you for all the feedback!
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
https://docs.google.com/document/d/128p2VQ9a0LxsyYRKJpRm1MJLgSAH3ZkkfVCi4-PcMuc/edit?usp=drivesdk
This was my DM's version
Here's my version
How should I go about them getting the balance aligned? I was thinking a lawful evil or chaotic good would get it.
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.
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.
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.
I'm a massive mythology nerd so I'm a sucker if any mythology is included. You are right about casters having combo potential here but I also think this could close the power gap. It would be funny tho if a barbarian threw a wizard who then proceeded to cast fireball while flying at an enemy.
I also have an envy when it comes to casters and made the cleric feature in this due to that:
https://docs.google.com/document/d/1u93ZnfIm5GavUuj3AbH17c48yvi0bfk4t4OgSP6k_vU/edit?usp=sharing
Barbarian: "I cast magic missile!"
Not gonna lie, silliness aside, it is quite interesting. Reminds me of wild magic, but with more, well, silliness.
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.
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
I just like it
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.
It does seem mildly broken and as a player who frequently finds ways to make broken things more broken people will exploit this in unholy game destroying ways
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.
I had someone find a way to buff range and damage on eldritch blast. They became a one shot magic sniper...
(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.
That's when you just make them fight Bob:
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
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
What classes???
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.
I see we're breaking bounded accuracy here
What's that?
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.
I do like it splitting into 4 creatures that represent the elements though, definitely a good spin in teh Elemental Cataclysm
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.
Thank you! You're the first to figure out what it's based on.
i mean, its in the name, im surprised i was the first 
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
lair actions??
As a capstone ability where you need to spend a day there setting it up
Vro, I had this exact idea for a Ranger subclass but never committed
But rad!
Why ranger?
Fair
So I gave it a look, and first of all, amazing flavor. Any changes you might make should absolutely keep this line of thinking. It's somewhat weak though, 9 and 13 specifically. Even capstone is very balanced
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
I have, but I'm struggling to figure out how to tie the later abilities to it.
And then making more to 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
Also, last thing, changing capstone to when you finish a long rest somewhere is way more intuitive and more likely to be used than 24 hrs
With how balanced it is, 2 on a long rest and 1 on a short rest could even be in order
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
CC to that spot?
Lair Actions can only be used once until you use every option in 2024e.
Crowd controlled, basically knockback/other forced movement
Ah
Oh, last mistake, you need to specify how big the lair is
My suggestion is 500 ft cube, or 100ft on a short rest
That way it's more balanced for short rests
The longer you take, the more you prepared
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
Was this weapon a dumb idea?
https://docs.google.com/document/d/1iirt4ENnDmaBA6lhqVu1dkAKwKonaO0E497v4pwiXww/edit?usp=sharing
How about using the permanent spell rule too? Once every day for a year makes it permanent
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.
I don't think I want to do once a day, because this way it can be built up and you don't have to babysit it or lose your progress if an adventure takes an extra day.
Oh! What if like one of the things was "hired technicians" and they can keep it maintained for you?
As long as that option can only maintain so many options, I actually like that alternative.
Maybe can only maintain 3?
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
Prob not tbh, because at that point there's already a mechanic to manually hire NPC commoners to maintain it for you.
Besides, are you needing GP to make Trinkets?
I assume your adventuring is what's funding up these "production costs" lol
Fair
I really like this flavor (heh)
I'm not one to make legendary items but it seems cool, not sure if it's too many abilities though.
My biggest suggestion might be to make it so it has a set amount of charges (a number of which recharges on a long rest)
And if you use up all of them eating it or spending it on the spells / abilities something crazy happens and you lose it
But all in all a fun weapon!
Not gonna have a gold cost but I will have it as a "oops I missed this week."
But it won't stack so you can't just get 500 people and never touch your lair again
I feel like it's fine if it's not too much to keep running (like 2 or 3, things, maybe 1 if you think that's too much). Refilling a fog machine or fuel in a flamethrower isn't too difficult after all.
Having one guy dedicated to refueling the fog machine once a day seems practical but not cheesy
Dam, btw, we keep touching on the capstone when it's already the best part lol, srry. So, for flash cotton, why not smth like "Prop Malfunction" so we can add a few effects to screw with sneak attack?
Flash Cotton being one of the options
Kinda like the 2024 rouge stuff?
Yup, but Perma. That seems like a fun identity for this class (being the ramshackle prop user with smth always up his sleeve)
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
That's a great idea!
What about "Prop Misfire" for combat effects and "Wonderous Gifts" for the charisma check one?
Ack. Gtg. I hope you refine it to smth you're satisfied with. Cya.
Later! Thanks for your help!
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?