#homebrew

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dim tide
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MYTHIC TIERS 
Tier 
Power Scale 
1–2 
Legendary champions (ASI/Feature) 
3–4 
Planar heroes (ASI/Feature) 
5–6 
Demi-mythic (ASI/Feature) 
7–8 
Mythic icons (Mythic Feat) 
 
9–10 
Near-divine (Mythic Feat)  
Gain tiers by story milestones, not XP. 
 
MYTHIC POWER 
You gain Mythic Power points = 2 + your Mythic Tier 
Regain all on a long rest. 
You may spend Mythic Power to:

  • After rolling, add 1d6 to one d20 roll (max once per turn)
  • Reroll a failed save
  • Stand up from 0 HP with 1 HP (Once per long rest)
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MYTHIC PATHS (Choose One) 
Each path gives a feature at Tier 1 and upgrades at Tier 3, 6, and 9. 
 
ARCHMAGE (Ultimate Caster) 
Tier 1 — Mythic Spellcasting: 
Once per turn, you may cast a spell without expending a slot by spending 1 Mythic Power (max 5th-level). 
Tier 3 — Overchannel: 
When you cast a spell, treat it as one level higher without using a higher slot. 
Tier 6 — Spell Sovereign: 
Once per rest, cast any spell you know or have prepared without components. 
Tier 9 — Reality Rewrite: 
Once per day, change the outcome of any spell, effect, or saving throw you can perceive. 
 
CHAMPION (Ultimate Warrior) 
Tier 1 — Mythic Strike: 
Once per turn, spend 1 Mythic Power to add +1d10 damage and ignore resistance. 
Tier 3 — Relentless Assault: 
Gain an additional reaction each round. 
Tier 6 — Impossible Speed: 
Take an extra full turn once per combat. 
Tier 9 — Godslayer: 
Your attacks ignore immunity and treat all damage as magical and adamantine. 
 
GUARDIAN (Immortal Defender) 
Tier 1 — Mythic Resilience: 
Spend 1 Mythic Power to gain resistance to all damage for 1 round. 
Tier 3 — Unbreakable: 
Once per rest, gain immunity to all damage for 1 round. 
Tier 6 — Living Fortress: 
Allies within 30 ft gain resistance to damage while you’re conscious. 
Tier 9 — Immortal Bulwark: 
You cannot be killed unless by an artifact or divine power.

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HIEROPHANT (Divine Avatar) 
Tier 1 — Mythic Channel: 
Spend 1 Mythic Power to healing or radiant/necrotic damage you deal gains +1d10. 
Tier 3 — Divine Mandate: 
Once per rest, force a creature to automatically fail a save. (Doesn't work if they use legendary resistance) 
Tier 6 — Living Miracle: 
Divine Intervention always succeeds. 
Tier 9 — Avatar Form: 
Once per day as a bonus action become a godlike form for 1 minute. 
 
MARSHAL (Legendary Commander) 
Tier 1 — Tactical Genius: 
Spend a number of Mythic Power points to let that amount of allies reroll initiative, attacks, or saves. 
Tier 3 — Battlefield Control: 
Allies within 30 ft gain advantage on saves. 
Tier 6 — Perfect Coordination: 
Once per round, give an ally a free bonus action. 
Tier 9 — Supreme Commander: 
Allies cannot be frightened, charmed, or stunned while you live.

TRICKSTER (Reality Breaker) 
Tier 1 — Mythic Luck: 
Spend 1 Mythic Power to reroll anything. 
Tier 3 — Impossible Escape: 
Teleport 60 ft as a reaction. 
Tier 6 — Fate Thief: 
Once per long rest, when you roll a 1 on a d20 roll you may save that roll for the next time you would roll a d20 and instead make your it a 20.
Tier 9 — Narrative Control: 
Once per day, declare an outcome as canon. Alternatively you may cast power word kill as a bonus action once per day.

MYTHIC FEATS 
Mythic Toughness: +100 HP 
Mythic Spell Mastery: Choose one spell you can cast at will (6th level or lower) 
Godspeed: Double movement, ignore difficult terrain 
Unkillable: Regenerate 25 HP per round

dim tide
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Tier 1 — Mythic Strike:
Once per turn, add +1d10 damage and ignore resistance. (+2d10 at Tier 5, +3d10 and effects all attacks at Tier 9)

Tier 3 — Relentless Assault:
Gain an additional reaction each round. (2 at tier 5, 3 at tier 9)

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changed them up a bit ago

frozen dove
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Yeah I was just thinking a 1d10 damage increase that uses a resource is just underwhelming

dim tide
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yeah I figured that too. Especially at level "29"

frozen dove
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With that champion doesn’t really have a use for mythic powers though

frozen dove
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Level 3 gives you 2 feats 1 racial ability that is basically all you get from halfling

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That’s a 3 level dip only for tons of stuff not even including the rest of the ranger stuff at 3rd level

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I honestly think even as a non ranged character I’d take it

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I might even take it for a spell caster

strange oyster
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Hello guys! My campaign final boss will be a gargantuan creature but fighting a creature of this size the same way as fighting a medium creature makes no sens... so I've been thinking about a rule that makes each part of its body a creature itself, for example making its right foot to have an AC, HP and properties, and different features for other parts. I just need to write a clear rule about that and to find any issues this could create, could someone help me on that pls?

frozen dove
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You get an insane amount early on the rest isn’t to broken maybe the level seven ability is a bit strong?

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Maybe reduce it to just one of them instead of all 3

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Maybe?

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I haven’t looked into ranger that much I don’t know how much they get from their subclasses so I’m not sure

hollow siren
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honestly, while valid i did more thinking and frankly its just the same thing as saying "the cantrip's damage type is force" but with extra steps and still opening it up to vulnerabilities AND retaining the same flavor of the OG damage type

tired geode
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Hey folks could I drop a homebrew magic Quarterstaff description here for some review and feedback?

kind stratus
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Hey, not receiving any feedback so here ask again. (only this time.)

Really like to see if it's good or needs improvement. Feel free to give any suggestions!

hollow siren
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frankly, this feels like too much (i feel like this is a common response to your brews but i also think you have improved, but i think comments are a great way to refine work, so YMMV i guess), but the bones of a good idea are here.

Level 3: just make it lucky but watered down, kind of like how war magic wizard went and did a watered down shield that can be used in more ways than the spell. as articulated below, too, make an elemental ability here (choose a genie type to determine the element)

level 7: just make it proficiency in constitution, though frankly i'd scrap this feature altogether. seriously, this subclass is about genies and DOESN'T lean into the elementalism aspect of ranger?!?!?!?! No. make it some elemental affinity/wis mod feature and bam, done

level 11: just make it so that HM doesnt require concentration. however, my issue with that is 2 fold: 1) level 11 ranger abilities are meant to increase damage situationally (except hunter, which is best ranger), and this ability doesnt do that. 2) an ability that makes HM not req. concentration should be available at a higher level like 11 or 9 to all rangers.

level 15: no, just make it so that you get evasion/UD when targeted by a dex save or an elemental effect. alternatively, this is a genie subclass and no wish like abilities? make it a VERY VERY VERY watered down form of wish (like Lesser Wish)

brave moat
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for a modern day campaign, what would a riot shield look like? Just your usual +2 to AC shield? Or would you say it doesn't give you any AC against a firearm since it wasn't built to handle that?

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well its good for melee attacks but its not gonna stop a pistol for example

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so IDK if I should stat that out, or not

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I don't want people blocking bullets with a riot shield, they can't block bullets (despite what COD says)

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I know but I'm asking for advice here on how to stat that out gameplay wise

midnight elk
cerulean seal
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Spell list I think is fine? Doesn’t feel very genie.

Level 3: this feature is really weird. I can’t personally think of another feature that just straight up gives you free feats or a species feature. I wouldn’t do this at all. I think if you want a feature like the listed features I would just make that feature to mimic the capabilities but not literally give them.

Level 7: I’m struggling to see how this ties to genies and this is also very powerful. If you want to give proficiencies with extra saving throws maybe make it a choice rather than just flat out giving them… like… “At the end of a long rest you can pick 1 saving throw in it until your next long rest”
Or something.

Level 11: Again, I’m really struggling to see tue Genie flavor. This also just feels like we are trying to “fix” Ranger. I would say scrap this.

Level 15: I think I’m misunderstanding what this is supposed to do but basically you are getting both those features that can be used however many times you want for free? And when you don’t can move and cast spells at the same time?
Seems pretty busted to have no action or usage cost. Also again I’m kinda struggling with the genie flavor.

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I feel like this isn’t a genie subclass really.

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It’s all good homie. Subclasses can be pretty difficult in my experience.

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I would look at the other existing genie subclasses to pull ideas and then the other ranger subclasses to get balance and mechanical reference

hollow siren
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it shows. the bones of an idea are there, but the execution needs to be refined. good on you for the attempt tho!

cerulean seal
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Yeah, homebrew is all about practice. We’ve all been there

hollow siren
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true

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war flash backs to all the broken homebrew ive made when starting out

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nothing will ever compare to aaraaroo's destroy universe tho

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the point of the spell is to destroy the DM lmao

midnight elk
hollow siren
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idk why, but i find that easier then starting narrow and making more powerful

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mostly because then i can start out with the concept as it ideally would look like then rearrange it

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so that its potent but still balanced by the end

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thats just me tho

hollow siren
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true. let me try reworking from the ground up

midnight elk
hollow siren
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is this for 2024 or 2014

hollow siren
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fair

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just tryin to figure out how many features per level the ranger subclass gets

cerulean seal
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Warlock is super traditional genie focused with the wish and bottle.
Paladin is all about the more elemental focus of the genies.

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So I would focus on what rangers are and how that is represented as someone who potentially explores the domain of genies

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Which are usually pretty heavily elemental focused

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Probably chromatic in theme. Spells that can switch damage types. Feature that they can pull from the different elemental plains

hollow siren
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sorryhit send too soon

hollow siren
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choosing a type of genie to allign with and get all the other 3 to be automatically favored foes would be so on brand

cerulean seal
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Ooh what about…

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Hear me out

fierce dome
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It's a psionic barbarian

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Major potential issues are primarily with leaning on INT with an already MAD base class chassis

cerulean seal
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So rangers are all about representing different biomes and background of which they have explored and are experts in. Their features are meant to represent the embodiment of their experience in these environments.

Genies are often very wealthy or treasure hoarding creatures with weird magic items and such.

What if this ranger gives you access to weird treasures or magic tools you can use that also have elemental abilities tied to the tools when used?

fierce dome
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There's also been some concern with the line about reckless attacks, I'm considering pulling that out

cerulean seal
hollow siren
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this is intended to be used with an optional feature that makes HM not need concentration at a higher level, like 9 or something

Level 3: Luck's Favor
You gain a 1d4 bonus to all skill checks and saving throws.
(perhaps OP but would love feedback from others)

Level 3: Elemental Affinity
Choose a genie type (insert the one from the genie warlock), which then gets a specific elemental inclination (i cant remember which goes to which). You get two cantrips from the Wizard or Druid spell lists, one of which must deal the damage type associated with the elemental affinity chosen.
(throw in the genie types you dont choose get favored foe status?)

Level 7: Genie's Wrath
Add Wis mod to all spells and cantrips and effects that deal the prior chosen chosen damage type.

Level 11: [NAME TBD]
Add 1d8 of the damage type chosen at 3rd level to all weapon attacks

Level 15: Lesser Wish (cribbed from genie warlock)
As an action, you can speak your desire aloud in a ritual to call a lesser wish from a genie of the type you have aligned yourself with at level 3. You specifically request the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

hollow siren
cerulean seal
hollow siren
hollow siren
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like, you just ahve insane luck that lets you randomly get loot associated with a genie

cerulean seal
hollow siren
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its so corny and i love that

cerulean seal
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Could definetly have a ribbon feature that like helps you find loot easier though

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Like treasure sense

hollow siren
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thanks!
Im gonna set it into a note to save later, i actually love this a lot. tbh, the elemental abilities may work better for a generic elemental ranger, which could just be easily reflavored into a genie ranger to begin with

hollow siren
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walking metal detector

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no prob! it was a fun thing to brew

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i havent brewed for ranger a whole lot

cerulean seal
cerulean seal
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Yeah it can sense valuable metals and gems a certain distance from itself or something

hollow siren
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Level 3: Treasure Sense: You can pinpoint, by magical sensing, the location of precious metals and stones, such as coins and gems, within 60 ft. of you.

done

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reworked and reworded

faint sonnet
hollow siren
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xorn do it by scenti did it by some vague magical intuition

fierce dome
faint sonnet
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Aye, but it does get to reuse it every turn as a BA.

fierce dome
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Hmmmmm

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What would you suggest

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I just had an idea but I'm not sure it's good exactly

faint sonnet
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Lemme check my psychic-focused Barbarian quick.

fierce dome
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Lol you made a psionic barb too?

faint sonnet
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Aye, but entirely different direction. This was more of a concept creation to give a Barbarian subclass the ability to cast spells.

fierce dome
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Ahhhh gotcha

faint sonnet
fierce dome
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What if when you activate rage, they put out an emanation/aura. Then every turn a creature who enters/starts its turn there loses their reactions

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On a save, obviously

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And I could keep the psychic damage just on activation

faint sonnet
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That actually would be a fun idea, because it's both offensive and defensive.

fierce dome
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It also you to move without provoking oppo, but it could also shut down enemy casters counterspells or shields

faint sonnet
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It also helps your allies in that area by shutting down those responses, yeah.

fierce dome
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"When you enter your rage, creatures of your choice within 30 feet of you take 1d4 psychic damage and must make an Intelligence saving throw. On a failure, they are unable to take reactions until the start of their next turn.

For the duration of your rage, you emit an aura within 10 feet of you. Any creature that enters the aura or starts its turn there must make an Intelligence saving throw or lose its reaction until the end of its next turn."

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The damage is no save

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I figure it's 1d4 one time, when you activate rage. That should be fine

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I'll scale that damage up over time, probably

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Maybe 2d4 at 6th, 3d4 at 10th, 4d4 at 14th

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And I'm definitely going to remove the bit about adding INT to attack/damage for reckless attacks

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I'm deliberately not using the "emanation" phrasing because the campaign I may be playing it in is a 2014 campaign

near lake
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Hi, can anyone help me on a homebrew background for my fighter character who uses polearm master sentinel combo?

umbral dust
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And then just take the other feat at 4th level

fierce dome
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I'm planning (based on some feedback I got here) to mildly retool a subclass I wrote into a bit of a lockdown specialist, and I'm hoping to farm some ideas for the sorts of effects I need to be incorporating

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Grapples, restrains, speed reductions, that sort of thing

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I'm also planning on fitting in the removal of enemy reactions

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Can anyone think of anything else I should be considering?

cerulean seal
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Oh I never gave my feedback on the barbarian. Let me check it out

fierce dome
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Haha yeah that's the one I'm planning on retooling a little

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It already does a bit of lockdown, but I intend to push that niche a little further

cerulean seal
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Let me check over it now

cerulean seal
# fierce dome I've sent this recently, but hoping to farm a bit more feedback on this subclass...

I saw you already discuss this so I don't think i'll address it too much. But making a barbarian of all classes invest more into intelligence is very MAD. I would instead rewrite some of these features to maybe add on your intelligence in addition to the ability scores you already use rather than replacing it all together.

Mind Unleashed: Damage resistance and such is nice. Skill/Tool proficiencies feel a bit extra and i'm not sure why they are here. I get they are "intelligence" skills but I think getting two free on top of everything else is a bit much. I would cut that due to bloat. Or limit it to 1 skill from the list and maybe you can switch out the proficiency every LR or something. Maybe you can use another ability score in place of intelligence for that skill too.
Unarmored defense feels both unneeded and objectively worse than normal unarmored defense. Like I said above, maybe instead of replacing your normal unarmored defense. Just maybe allow this barb to also add their intelligence to their AC. Since a typical barb is going to probably have +1 at most. INT is a dump stat for MOST barbs.

Psionic Scream: Already touched on Int. I think you can do psychic theme without needing to force intelligence. That or use another ability score.

Mind Expanded: Same as I said before about the skill thing. I don't think expertise fits a psionic subclass imo.
The message cantrip is cool.
I would maybe cut the skill stuff and add some extra stuff to do with specifically psychic abelites here. Hell maybe give both Message and something like Mage Hand but flavor it as psychic.

Mind Fortified: That's a lot of saving throw to be proficient in for free. Also objectively the best saving throws in the game. Every major spell saving throw usually uses the following saving throws. I would probably limit this or maybe instead this barb to just give themselves advantage on specific saving throws X times per LR.

Psionic Storm: Very cool, I dig it.

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General opinions. I would scrap the skill stuff and give more classical psychic like moving things with your mind or so on. I think the skill stuff makes this subclass feel more like "smart" barb rather than psychic barb.

tired geode
# tired geode Hey folks could I drop a homebrew magic Quarterstaff description here for some r...

Moonwalker's Mantle

Staff, Rare (Requires Attunement by a Druid)

This silver-capped quarterstaff is crafted from white weirwood, emanating a subtle, pale moonlight. It functions as a magical quarterstaff, providing a +2 bonus to both Attack and Damage rolls. While equipped, it also confers a +2 bonus to Spell Attack rolls.

The staff possesses 10 charges and replenishes 1d6 + 4 expended charges each day at dawn. Should the final charge be expended, a d20 roll is required; a result of 1 renders the staff nonmagical.

Properties:

Lunar Beast (3 Charges): As a Magic action, 3 charges can be expended to conjure a spectral lunar beast. This ability operates identically to the Summon Beast spell (2024 version), with the beast manifesting as a shimmering, translucent rendition of a creature you are capable of Wild Shaping into (categorized as Land, Sea, or Sky). The beast persists for 1 hour or until concentration is broken.

Moonlight Command: While your summoned Lunar Beast is within a 60-foot radius, telepathic communication is established. You may utilize a Bonus Action on your turn to issue mental commands to the beast, directing it to move and execute the Dash, Disengage, Help, or Hide action, or to employ its designated attacks as per its stat block.

Lunar Swap (2 Charges): As a Bonus Action, if you and your summoned Lunar Beast are within 30 feet of each other, 2 charges can be expended to magically teleport, exchanging positions. This movement does not incur opportunity attacks.

Mantle of the Wild (1+ Charges): While in Wild Shape, the staff seamlessly integrates into your form. You retain the ability to expend charges from the integrated staff to activate its properties or to cast the following spells, utilizing your Spell Save DC:

Speak with Animals (1 charge)
Animal Friendship (1 charge)
Moonbeam (2 charges)
Freedom of Movement (4 charges)

fierce dome
# cerulean seal I saw you already discuss this so I don't think i'll address it too much. But ma...

My first draft used CON for all the "spellcasting" and save DCs, but the feedback I got back from multiple sources was that that was too strong. I switched to INT to limit the potency somewhat and for flavor. I tried to de-emphasize WIS (through skill choice) and DEX (through unarmored defense) so that you could build for INT as your third-best ability score after STR and CON so it would still be viable

cerulean seal
fierce dome
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The skills were partially to de -emphasize WIS (three of barbs six possible level one proficiencies are WIS skills) and partially because this sub was part of a project to create subclasses for each class that could participate in a mystery/intrigue campaign.

fierce dome
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The INT skills and the message/detect thoughts feature are meant to show the barbarian to have something meaningful to contribute in exploration and social situations

cerulean seal
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Oh I like the message/detect though

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I think that's cool and of course is very psychic

fierce dome
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I was also trying to do more telepathic than telekinetic stuff. More professor x than Jean grey

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The idea behind the rage burst is that you're mentally shocking enemies with a psychic blast into being less able to move than telekinetically locking them down

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If that makes any sense

cerulean seal
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I like the rage burst too

fierce dome
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But between the skills and the unarmored defense (which is 10+CON+INT), you should be able to build STR>CON>INT>DEX>WIS>CHA and remain at last somewhat viable

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A large part of the goal was to push WIS and DEX down the ladder so you could set INT as your tertiary ability score

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Maybe higher if you're willing to sacrifice STR a little

cerulean seal
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So in this subclass you are basically trading in Dex on unarmored defense for Int

fierce dome
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That's part of the goal, yeah

cerulean seal
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Then dex becomes your dump stat basically

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Or Cha

fierce dome
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The biggest issue with emphasizing INT is that if you're starting at level 1, your build is gonna be real weird before you get your subclass

cerulean seal
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Yeah it's gonna suck until you hit 3rd levbel

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That's why I was saying, just include the Int into your existing unarmored defense

fierce dome
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Building the way you have to for the sub to work, at levels 1-2, your base barbarian unarmored defense and saves are gonna be awkward at best

cerulean seal
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instead of replacing it.

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Dex+Con+int

fierce dome
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Hmmm

cerulean seal
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because your Int at that point is probably only +1 maybe +2 at most

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"When calculating your unarmored defense, you can include your intelligence modifier to the total"

fierce dome
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Now the campaign I'm possibly going to be playing it in starts at 7, so I'll be able to test post-3rd level viability pretty easily.

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But those first two levels are awkward

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Adding a new stat via a subclass to a base class chassis that isn't built for it is always awkward. That's why every attempt at a STR-based rogue falls flat

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(and I've seen a ton of those)

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And rogues even get an extra ASI

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I may just go back to using CON for the subclass features and screw the haters

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I dunno, I've gotta think on it more. But for now I've gotta get to bed, I worked all night

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Thanks for reading and giving feedback!

queen egret
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after buffing the hell out of metamagic on my table (we're using 2014 rules so no cool 2024 canon buffs), i still don't have a single level of sorcerer among my PCs, but one eldritch knight wanted to grab metamagic adept!!

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I will consider this a success.

twin leaf
# midnight elk Oh

the best way I see is hiding the recipe in a dungeon watched over by a Gods Champion
Then you'd want all the ingredients to be hidden behind conveluted and difficult questlines

  • First ingredient could be guarded by an Arch Mage of a specific God
  • Second ingredient could be guarded by a mad Lich who is attempting to replicate the wonder of such an artifact
  • Third ingredient is deep within the Sun Gods domain, surrounded by fallen angels and warriers with her at the End, the god would then have a talk with the God of Time and Judgement where Time gives the players actions and life to the Judgement God and then the God themselves decide if they are worthy(Or they can incapacitate the God, jus don't tell them this)
    Then you'd want the forge itself to be a far and distant place, maybe even in the domain of a God

This is ontop of what you already have

frank berry
# midnight elk Is this weapon too OP? https://docs.google.com/document/d/1QphtK0rNvxvxsBdfB-P8u...

I mean, it is really strong, so too OP for what is the real question?
Also some things are written in a bit of a strange way which I think is the main problem I find, like when you attack with the weapon, you instead fire a number of bolts. But importantly it says attack, not when you take the attack action, so if a someone with the Extra Attack feature at 20th level at 3 attacks, that would be 21 attacks they'd be making, which is further doubled to 42 attacks if the attacker simply knows the eldritch blast cantrip, which is a ridiculous number of attacks a round

Also the mention of magic missile is is weird, and feels irrelevant to anything mentioned here

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Also as a heads-up, as long as a creature knows even one spell, they are a spellcaster for an attunement that requires the attuned creature to be one, so any class that grabs eldritch blast with Magic Initiate -feat can just use this bow and gain the major benefits

tidal ivy
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Hey, I'm trying to improve my homebrew but I can't think of any, if anyone has any ideas for homebrew classes I would love to hear.

frank berry
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Figuring out features for what, 4 or so levels where you have the context of the rest of the class is gonna be whole lot simpler than figuring out all 20 levels plus subclass(es)

calm rose
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so this has to be balanced, but I'm thinking a ranged weapon perhaps that inflicts poison as the basis of the magic weapon

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since it's "snake patron" themed

midnight elk
stiff wasp
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Yes but to make it balanced the initial hit should not deal as much damage, maybe a d4

calm rose
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a d4 then as it gets more potent it ramps up

stiff wasp
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That sounds a little too strong but idk

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Maybe you should get a second opinion

frank berry
midnight elk
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One of the abilities
Reality Sever (1/Day)
You may charge the Arbalest for one round, its body fracturing into a lattice of starlight. Then, you fire a colossal beam of annihilation in a 10-foot-wide, 300-foot-long line.
All creatures in the line must make a DC 20 Dexterity saving throw, taking 12d10 force damage on a failure or half as much on a success.

Magical barriers and structures in the beam’s path are destroyed or erased at the DM’s discretion.

If Overdrive Protocol is active, the beam deals 20d10 damage and extends to 500 feet.

midnight elk
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I do really like the idea as well.

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May I use it?

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Thanks!

lapis tangle
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I'm making a custom little ruleset for DnD for some of my college friends to play :)

lapis tangle
# midnight elk Sounds fun!

one of my friends is really excited as I've been showcasing some of the ideas for it, and it's shaping up well. A bit simpler in some areas, different in others, with a slight different combat system to compliment it

midnight elk
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Should I write in that the "Solar Nuke" plays Here Comes the Sun while in the air after being activated?

supple harbor
# midnight elk There's this variant of it: https://docs.google.com/document/d/1MnnKu8wuyobeT_-Z...

I think a good thing to do is do some white room dpr calculations with it at various levels and classes. Any half or third caster that gets extra attack at lvl 5 is doing 6 attacks for 2d10+modifier each. Assuming a +3 since this is not a full caster, thats still 12d10+18 damage, with a +6 to hit. Way way better than a typical 2d10+10 from a normal weapon with a +5 in main stat. Granted one is legendary and the other is mundane, but still.

And that gets worse at later levels, and doesnt even take into account the other features. So yea id say this is op

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Lets compare this to some other legendary weapons if we want a fairer comparison

lapis tangle
midnight elk
lapis tangle
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If you're alright with me dm'ing you, I can provide an example

midnight elk
supple harbor
#

An ascendant dragons weapon is +3 attack and damage rolls, and has a similar 1/day aoe attack.

Ignoring crits and all other things, with a +5 in spellcasting stat, that gives +11 to hit, and 18d10+45 damage if all attacks hit.

Vs ascendant weapon which is +14 to hit and 3d6+2d6(greatsword is largest normal weapon damage)+8 damage on hit.

5d6+8 vs 18d10+45 is such a stupidly massive difference.

#

18d10+45 is stronger than meteor swarm

#

And you can do it multiple times per turn, and multiple turns in a row

#

Theres no point in using anything else

#

Sure you can "balance" it by giving every party member something equivalent, and bumping up the hp and such of enemies, but it immediately kills all of the other diverse combat tools you have

#

A fighter with a small warlock dip can put out a whopping 216d10+540 damage in a single turn

wise remnant
#

hey guys im trying to spice up combat let me know what you think or if you have ideas of your own:

So i tried the Clair Obscure experience and wow, and while i understand stuff like QTE's are not a DND thing i do like the idea of a player Skill (reaction time) Causing a bit more damage.

i don't want to apply this mechanic to my monsters as i feel i just want to reward my players for picking different choices and immersing in the game

im basically looking for a rule that allows the players to roll a little more in their attacks if they themselves have what is basically a "IRL skill check" you pass it you get more damage you dont well its okay you get base damage

Option 1: I like the idea of dropping a dice and the first who claims it is the one who get the damage, but i also agree that it might be unfair to those less fast on their feet but we play online

Option 2: i proposed a 4 color pattern guess it and get the dice, i feel like this one is a good way to reward that whose attacking without punishing the less quick thinkers

#

ive gotten some comments about using Vulnerabilites, but i happen to have players whose whole thing is one element i feel that might bogh down the fight

#

and i was thinking the color rule could be use in tandem with the reaction rule so both players who are fast or not can benefit from it

restive tusk
#

The biggest issue I see here is that it’d slow combat down, especially if a player can ask for such a check on every successful attack roll

supple harbor
#

It slows down combat a lot, feels like it detracts from the gameplay rather than adds to it, is an angle of feelsbad moments due to possibly failing the irl check (thats very different from failing an in game check since one is a reflection of your irl ability and the other a random dice roll for a fictional character), or if itd possible to do every time it becomes a chore that also contributes needlessly to powercreep

lapis tangle
#

I'm thinking about reducing the number of classes in my homebrew ruleset to four or five, but giving them a wider variety of spells and skills to choose from. Is this a good idea?

wise remnant
# restive tusk The biggest issue I see here is that it’d slow combat down, especially if a play...

Well i was actually enlightened by this, here is what i learned from other sources

Introduce Dynamics: " The Batman Zoro Jones Method" Basically have the martials char rely on their gadgets (batman) or amazing stunts (zoro) or evasion of hazards (jones) that brings that Maneuverability to the Martials which is kinda the birth of this post Gustave and maelle did cool things despite not really being """magic""" people

Prioritize your players Skills : This one is more of knowing your players wells but Press to your player skills, One of my players is Great at reaction, while another has a sharp Memory and one is great at Physical task if your player is great is great at a real skill give him just an extra dice for succeding, it is immersion breaking but i do feel it makes for great ice breaker.

Nice Random Perks: I do like the idea of if the character Matches initiative with an enemy they get an an Advantage over it, on of the thing i quite enjoyed of the game was entering that char doing really well one match

"It's not about introducing hazards (though it can be!), it's about introducing a complex battlefield that invites choice, especially costly choice. "

Leaving this info. " For those who come after"

#

the one True Homebrewed i tought off is "party tricks are useful tricks" but that is a personal taste thing

cerulean seal
#

Because they all function pretty differently

restive tusk
#

This homebrew rule seems like a roundabout way to make your players more engaged instead of directly adding opportunities into your encounters/sessions.

supple harbor
#

Prioritize your players Skills : This one is more of knowing your players wells ... it makes for great ice breaker.

This makes no sense to me. Why do you need ice breakers in a dnd campaign past the first session? And you preface it with saying you need to know your players well for this to work, so why do you need icebreakers? And even then, setting that aside, the point of dnd rules should be for stuff that happens at the character level, not the player level. Why would you need dnd rules for ice breakers for player abilities and skills?

restive tusk
#

Tbh it almost seems like it was written with the help of AI

lapis tangle
# cerulean seal Which classes?

Basically, I'm thinking of combining fighter/paladin/rogue into a large "Warrior" class, Berserker and some other stuff into a "Shieldbearer" class, all the magic related classes into "Spellcaster" and then a more religious-specific class called "Healer" that encompasses some custom stuff and cleric

restive tusk
#

Why not have players play sidekicks using the sidekick rules then?

lapis tangle
restive tusk
#

They’re in Tasha’s Cauldron of Everything, and do effectively what you’re trying to do.

supple harbor
restive tusk
#

Granted, the power budget is lower but it’s not a super hard thing to adjust for

lapis tangle
lapis tangle
cerulean seal
lapis tangle
wise remnant
zealous horizon
#

When im making my homebrews and theres lets say two alternate routes my party can go should I later in the story connect them to eachother or should they each have their own ending outcome

cerulean seal
wise remnant
# restive tusk Tbh it *almost* seems like it was written with the help of AI

i dont know if writing like a robot is good or bad but ill look into sounding more i unno human , it just what perceived from what people taught me in the post, i just feel like maybe is fun house rule? maybe breaks away from combat but it is fun look if a wizard comes at me saying "could i do a magic trick on you instead" i reward him that role!

cerulean seal
#

That’s more of a #dm-discussion imo. But depends on how prepared you want to be. If there isn’t an option to really be made then don’t present an option.
If the option does matter then be prepared for both options.

wise remnant
# supple harbor > Prioritize your players Skills : This one is more of knowing your players well...

i can see what you mean. i just have a good friend who wants to try to play with other friends and every game i try to bring them a one of gimmick, if its fun we keep it if its not we chuck it out the main connection between all of them is they all like clair obscur so ok let me see what i can get from there lol. well back to the drawing board what do you guys think is a good one off homebrew rule, i think i should have started with that lol

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@restive tusk lowkey i got some irreversible damage from that vicious mockeryddbDamagePoison

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What about magic affecting other magic? like burning hands being more deadly if mixed with a plant magic because firee would extend longer (?

#

kinda like stains System with Lune(?

midnight elk
#

I can send it to you

wise remnant
#

can i get like a just a taste

midnight elk
#

Yup

wise remnant
#

im still reeling from being called a bot

nova basin
#

Being clear and neutral and matter-of-fact ends up sounding robotic a lot, and attempts to spruce up the robotic tone ends up sounding kinda like an AI

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My fix was being more sarcastic and having less patience

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A controlled amount of a-holery

sonic ledge
#

Making a enemy rank #4 of my 10 rank bbeg group

Rank 4 is twins long story short I was thinking when making them for race I’ll use the new playable Kithkin race I’m aware not to give them ALL playable character creation but for just the race would that be fine?

wise remnant
sonic ledge
wise remnant
#

The enemy so you are making a pc race the enemy?

sonic ledge
wise remnant
#

that sounds fine, i mean every monster used to be a race, no one complains when fighting orcs, dhamphirs,gith goblin

sonic ledge
#

Ok so I have a race but here’s the kicker

2 enemies sharing one stat block

distant cedar
sonic ledge
umbral dust
wise remnant
distant cedar
#

Yes little why

wise remnant
# distant cedar Yes little why

your auto correct said "relito" also my doc was in spanish when i opened but it think that was more of a me thing i actually run my games in that language so its was just nice to see another speaker

distant cedar
#

Oh cool

wise remnant
#

what lvl are you running this game?

distant cedar
#

Like what lv do they start at? Sorry im still pretty new

wise remnant
#

yep!

distant cedar
#

All starting at lv 1

#

Is that not normal?

umbral dust
#

level 1 is the recommended but you can technically start at any level

wise remnant
#

no it is and as a dm it is the easiest to run , you are doing great are you looking for advice in the story or like to fdo something cool (im assuming that why you are texting in homebrew)

distant cedar
#

Advice mostly

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And tips on how to make it more imersive

umbral dust
#

best tip that i personally struggled to learn is you should remember that there are 5 senses. when describing a scene, tell the players what they see - but also what they smell, feel, hear (usually only one or two senses as to not bog down the narration)

#

narration is key when it comes to immersion

distant cedar
#

Ok thanks thats actualy super helpful

wise remnant
#

Big advice : You are not writting a book, you are telling a story with your friends involve them in the story players always love when you talk about their little pieces of lore , if a place has rats mentioned how it reminded the rougue of the streets of his town or how the dwarf can se the off centered nose of the statue etc etc

distant cedar
#

Oh ok thanks definitely will keep that in mind

versed matrix
#

for cr calculation to determine the damage per round for a enemy do you assume it takes only the actions/legendary actions that deal damage?

midnight elk
#

Kinda I guess

#

But limited to 3 before a cooldown

severe trellis
#

Qq is there a life stitching/chimera creating spell yet?

sudden pivot
#

Technically yeah but that isn't present in 5e

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Netheril stuff

sonic ledge
#

Since I’m making a boss fight where the boss is a pair of twins I don’t want to make separate stat blocks so what could I compare it to so I can balance it

sudden pivot
sonic ledge
#

Not to weird separate I can send you my whole notes for my idea of them

sudden pivot
#

Sure

#

@sonic ledge Sorry I don't know if you saw my reply lol

sonic ledge
#

Sorry give me a sec

#

@sudden pivot just fyi when we are talking about an hp pool it’s not actually hp it’s like a charge pool

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Also this is me and a friend brainstorming

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I’m thinking one is more a defensive style who rushes in headstrong and the other one is offensive and strikes with lethal precision dealing high damage and retrieving back

What if they both are capable of defense & offense, so when apart they play balanced and when together one takes on each role?

What if they had a shared hp pool?

Like a pool of hit points seperate from both of them, and whenever one of them takes damage, half of it goes to the pool instead. The pool is constantly regaining hp and they can spend hp from it to do certain things, and maybe get a +1 to AC and saves when it’s at high enough hp. It could be flavored as some sorta psionic shield

YESS but it regains hp based on dmg dealt
And they can pay like 1/4 max or current pool to revive the other one if they drop

Ofc there should be some weaknesses the twins have, like maybe conditions effect both of them ¯_(ツ)_/¯. Or some sorta mcguffin can suppress the effects of their split, temporarily putting them into one person, and in this state any damage dealt to them reduces the max hp of the pool. If the pools max hp is reduced to 0, the split is broken and the twins die.

#

Also remember the race I’m using to make them is the Kithkin

#

From Lorwyn: First Light

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Also i have 6 level 9 players but on average 5 per session

cerulean seal
lament meadow
#

Hello, may I ask for inspiration on some high CR (20+) enemies to throw at my players? I turned to the homebrew channel because I noticed that most high CR enemies are mostly large/huge/gargantuan. Thank you very much in advance!

sudden pivot
# sonic ledge I’m thinking one is more a defensive style who rushes in headstrong and the othe...

I think perhaps mechanically, the damage could work like resistance and halve it for the total HP pool, I'd also be cautious because if conditions affect both of them, then the sleep effect would absolutely decimate them cos the party only needs to hit one to take down both so just keep that in mind with effects that disable the twins' actions. I'd also make the point that it seems to get a lot weaker as the fight goes on so I'd perhaps consider having it so that once one twin dies, the remaining twin enters a "grief" state and goes berserk or just a general power up in general similar to how the Ornstein Smough boss fight works in Dark Souls

barren sand
#

How convenient would it be irl for us to be able cast spells like titanium tippy toes

#

Or always cold pillows

sonic ledge
elfin stratus
#

This is a more polished version of something I designed in prison. Opinions? Built off the 2014 rules, before I had read Xanathar’s, Tasha’s, or the new 2024 stuff.

Sorcerous Origin: Blessed Blood

​Your innate magic comes from a divine source—a direct bloodline connection to a powerful Solar or Planetar. You are a creature of two worlds, wielding the light of the Upper Planes.

​Level 1: Angelic Ancestor
​You can speak, read, and write Celestial. Additionally, you have advantage on Charisma checks made when interacting with celestials.

​Level 1: Angelic Weapons
​Starting at 1st level, your divine lineage manifests in your physical strikes. Your melee weapon attacks are magical. When you hit a creature with a melee weapon attack, the attack deals extra radiant damage.

​The extra damage is 1d4 at 1st level. The damage die increases as you gain levels in this class: to 1d6 at 6th level, 1d8 at 14th level, and 2d8 at 18th level.

​Level 6: Celestial Affinity
​Starting at 6th level, when you cast a spell that deals radiant damage, you can add your Charisma modifier to one damage roll of that spell.
​Additionally, you can spend 1 sorcery point to gain resistance to your choice of radiant or necrotic damage for 1 hour.

​Level 14: Angelic Wings
​At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
​You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

​Level 18: Divinity
​Starting at 18th level, you can channel the overwhelming power of your ancestor. Once per short or long rest, you can use an action and expend 15 sorcery points to gain one of the following benefits:

  • Sight of the Solar: You gain Truesight out to a range of 120 feet for 8 hours.

  • Divine Awareness: For 4 hours, you know if you hear a lie.

  • Angelic Form: For 1 minute, you gain immunity to necrotic and poison damage, and resistance to radiant damage. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • ​Touch of Life: You touch another creature. The target magically regains 8d8 + 4 hit points and is freed from any curse, disease, poison, blindness, or deafness.

  • ​Shield of Faith: For 1 minute, you have Magic Resistance (you have advantage on saving throws against spells and other magical effects).

  • ​Searing Burst: You emit magical, divine energy. Each creature of your choice in a 10-foot radius must make a Dexterity saving throw against your Spell Save DC. A target takes 8d6 fire damage and 8d6 radiant damage on a failed save, or half as much damage on a successful one.

sand juniper
#

Can someone help me gauge CR or just a vauge power scaling for a stat block I made. These will be the main force against my party, a party of level 2s with starting feats. They will come in wave starting as a single one and the party will have an area they are defening. It is like wave defense d&d basically, and the tide of battle will be swayed by them setting up defenses, advantageous choke points, and traps to counter them. https://www.dndbeyond.com/monsters/6110640-kryguard-footsoldier

I am considering removing their multiattack and it will take multiple sessions before they turn up in numbers any more than 4 - 5 at a time. Any ideas on changes that should be made or things I could implement to not have the party wipes the floor with but still feel pressured to prepare for these consistent attacks?

lament meadow
# elfin stratus This is a more polished version of something I designed in prison. Opinions? Bui...

I think the 18th level benefit is a bit weak, considering it took an action already. When I go for damage, it's 96 damage max, which is... not much considering Meteor Swarm exists.

Also does this sorcerer wants to engage in melee combat? I think giving them proficiency in plate armor, or extra health is needed considering sorcerers have pretty sad hp most of the time.

Celestial Affinity is okay. I'd recommend having the damage be added to all radiant damage the sorcerer does so even melee weapon swings from Angelic Weapons can benefit from it

Angelic Wings is ok as well, although as a 14th level spellcaster we should have some travel spells ready

Out of combat, this subclass don't provide much until the 18th level. Maybe have it add proficiencies in religion? Advantage when interacting with good-aligned creatures? Have good aligned creatures be automatically friendly or at least be neutral?

flint marsh
#

(2 fighters, 3 barbarians, and a monk)

flint marsh
#

(unarmed Fighter with a twist - udpated for 2024, anti-magic fighter, speedy viking/raider barb, unarmed barb, tarzanny barb, and then a kensei without being necessarily trapped with japanese naming/orientalism)

bold vale
#

im making a shop that sells mushroom conconctions(?) and am having trouble thinking up effects for what they could be, do people have ideas?

lament meadow
# bold vale im making a shop that sells mushroom conconctions(?) and am having trouble think...
  • Hallucinations. If you played Vampire the Masquerade, it's similar to the Malkavian madness network. Have it whisper strange truths to the players.
  • Delicious. The mushroom concoction is bursting with earthy, slightly sweet umami flavor! The happiness you get from the mushroom concoction increases your wisdom by 1 for 1 hour.
  • Poisoned. Whoever made this mushroom concoction can't differentiate mushrooms. You have disadvantage on all checks for 1 hour.
  • Stench. The mushroom concotion emits a terrible stench, but you drank it anyway. Now, no matter how often you bathe, the stench won't go away. Disadvantage on Charisma and Stealth checks, attacks against you have disadvantage for 1 hour. The concoction's pretty good, though.
  • Infected. You feel something writihing in your stomach when you drank the concoction. To your horror, a small stalk of mushroom began growing from your stomach.
bold vale
#

ohhh i like these

#

do these seem fair? Pouch (5 uses) Powdered Gloaming Root, 8 silver. When swallowed, gives the user 60ft darkvision and advantage on sight based investigation or perception related checks while in the dark for an hour. Potion of Sporestep (1 use), 10 gold. Made from dried Puffball fungus, causes the drinker to, as a bonus action, be able teleport up to 20 feet to an unoccupied space they can see. This lasts until twilight. However, the drinker must succeed on a DC 12 CON save, or experience random hallucinations for an hour.
Bottle of Heart-Thorn Syrup (1 use), 7 gold. Made from the distilled sap of the Heart-Thorn trees, this potion gives the drinker a +1 bonus to AC, and a +1 bonus to CON checks/saves for 30 minutes.
Nectar of Starbloom (1 use), 20 gold. For 24 hours, the drinker can treat and d20 roll of an attack, ability check, or saving throw as a nat 20. Highly sought after, as the flowers only bloom during a meteor shower.

#

intended for a level 1 party to encounter, and maybe come back too with some more money and powerful concotions to purchase.

lament meadow
bold vale
#

its supposed to be super duper rare

#

like one brewed per year type thing

lament meadow
bold vale
#

and the vendor just came across it without knowing what it is

#

i should have specified that, my bad

lament meadow
bold vale
#

i dont know tbh, i just felt like it, but it does kinda feel like it dosent fit

lament meadow
#

I assume if they can't see in the dark, any sight based perception is made at a disadvantage or flat out doesn't work, and if they can see, it's made with no advantage/disadvantage

#

Like AFAIK elves with darkvision have no advantage on Investigation/Perception based on sight in darkness either

bold vale
#

that is correct i thinl

#

you might be right, the advantage dosent make much sense

lament meadow
#

I assume if it's in the dark, the brew simply allowed them to see, unless it also enhances eyesight in other ways. If it does, then the advantage makes sense

#

Hello, may I ask the people here to review my homebrew mechanic?

Formation

  • A group of creatures can create a formation. To do this, a creature and 1 or more willing friendly creature that can reach it in 1 round, and have not acted yet, can use their actions to create a formation.
  • Once created, a formation follows the initiative of the creature that initiated the formation
  • The formation acts as a single creature in combat. It has different statblocks to the creatures that created it.
  • The formation's health is the combined health of all the creatures in it. If the formation is destroyed, all creatures in it are knocked unconscious/dead.
  • A member of the formation can leave at any time before the formation takes an action, returning to their original initiative order.
  • A creature that is not hostile to the formation can willingly join a formation it can reach in 1 round at any time, using its action to do so. If the creature has higher initiative than the formation, that creature's initiative becomes the formation's initiative.
  • A formation has a minimum of 2 creatures inside
  • A save-or-suck effect like Stun, Charm, etc. only affects some members of the formation, at which point they'll left the formation.

Examples:
6 City Guards form a "Phalanx Formation" with the traits:

  • Locked Formation
    The formation cannot be pushed down, or knocked prone. Actions the formation took cannot provoke opportunity attacks.

Actions:

  • Multiattack: 2x Spear Wall.
  • Rush Down. The formation charges 30ft. Enemies within 5 x 30 ft. line must succeed on a DEX save or take Xd6 bludgeoning damage and be knocked prone. X is the number of creature in that formation.
  • Spear Wall. +7 to hit. Reach 15ft. One target. Xd4 piercing damage.

Reactions:

  • Covering Attacks. Creatures that enter within 15ft of the Phalanx is attacked by a Spear Wall.
  • Counter Attack. A failed attack against the Phalanx is countered by a Spear Wall attack.
#

The difference between formations and mob rules is the formation has a different, stronger statblock compared to the creatures who formed it, to simulate how creatures using effective battle tactics are greater than the sum of their parts.

proud cairn
steady laurel
#

Opinions on this stupid Giant Chicken Wing consumable item? Any awful oversights that won't just make it a fun/funny item?

This chicken wing takes one minute to consume. After consumption, you gain 2 Temporary Hit Points and shape-shift into the form of a Chicken for 10 minutes.

Your game statistics are replaced by the stat block of a Chicken, but you retains your alignment, personality, creature type, Hit Points, and Hit Point Dice.

This effect can be ended at will, and ends early if you have no Temporary Hit Points left.
In this form, you cannot speak or cast spells.
Your gear melds into the new form, but you can't use or otherwise benefit from any of that equipment.

kind spruce
lament meadow
# kind spruce This is incredible powerful imo, and I'm trying to decide whether I'd see it as ...

I'm not sure on what you meant by set difference, but here's how I planned it so far:

  • The players and NPCs have the same pool of formation to draw from. The way to learn formations is by studying certain books/manuals or by observing and learning enemy formations. This means that at the start, a creature cannot form any formation it hasn't learned yet
  • Each formation has a set CR value and requirements. This means for high level PCs or NPCs, creating a formation may not be the best for them

Another example of a formation (this one may be slightly too powerful):

Formation of Genesis
Requirement: an equal amount of Lawful Good and Chaotic Evil Dragon/Dragonborn level/CR 17 or above.

Immunities: Piercing/Slashing/Bludgeoning from nonmagical sources, Necrotic, Radiant, Fire, Cold, Thunder, Lightning, Acid, Poison

With the traits:

  • Two Sides, One Being
    As long as the number of Lawful Good and Chaotic Evil participants in the formation are equal, the formation is immune to all damage coming from non-True Neutral aligned source, and it can maintain concentration on two spells at once.
  • Spellcasting
    The formation is a level 20 spellcaster. The spellcasting ability is Charisma (DC 26, +18 to hit). The formation uses Bard, Warlock and Sorcerer spell lists.
  • Magic Resistance
    The formation has advantage on saving throws against spells and other magical effects.
  • Legendary Resistance
lament meadow
#

The actions are a bit too long to list, but basically combine Tiamat and Bahamut's breath, weaken it a bit and you'll have the breath weapon

kind spruce
lament meadow
#

Let's say one of the guards who initiated the phalanx has a much better armor. It would make sense to have the trained, well-armored guard be proactive in defending his mates and thus the formation's AC is set to them

#

For damage and stuff I decided that it's best to just create a new statblock with X in damage instead of adding all of the guards' damage. Not all are going to hit anyway, similar to the mob rules.

While this is not realistic, I think this is the best way to do it mechanically

kind spruce
kind spruce
lament meadow
kind spruce
#

Then I'd agree, having X damage makes the most sense so it scales with the formation and how many join it

lament meadow
# kind spruce Is that for the formation's damage or the attacker's?

I think for attackers' damage, having a shared health pool is the best way to do it. Think of it as tank-swapping in MMOs. If one of the guards in the formation is injured, the formation does its best to cover for them.

If a damage would kill a single guard, I think a formation would realistically attempt to block the attackers' blow or the like. If a fireball is thrown at them, the guards help each other escape and thus minimize injury from said fireball.

kind spruce
#

That's a fair point actually. But thinking about it in that sense and how the formation would move, do you think it'd be fair to say moving as a formation would impose difficult terrain?

lament meadow
#

Formations' speed should be equal to its slowest member I think

#

If three monks and a paralyzed sorcerer create a formation, it wouldn't make sense for the formation to have the average speed of the three monks

kind spruce
#

In that case, it should be the slowest member's speed, and the formation should be unable to use the dash action for example

#

If you have a group of like 6 guards running closely together at top speed, they're gonna trip over each other lol

lament meadow
#

I agree on the dash limitation as well! I view formations as more of a way to hold back enemies or to defend a chokepoint. Other than that, a way to use formations offensively is trapping the players in a pincer.

kind spruce
#

Actually, that's an interesting thought. If you were to have a formation rush up to one or two opposing creatures and have like 2 creatures from the formation leave before it's action and move around them to flank.

#

It'd weaken the formation defensively but give a good opportunity for offense

lament meadow
#

Oh, yes that can work as well, and would be realistic I think.

A group of 6 guards can split up and create two different formations to surround their target

kind spruce
#

This formation mechanic is becoming more interesting than when I started reading it 👀

lament meadow
kind spruce
#

I'm glad! :)

arctic thorn
#

and if you have a better name for the subclass i need it, please 🙏

cerulean seal
umbral dust
cerulean seal
lament meadow
# arctic thorn hey yall, i made an artificer subclass focused around quick, arcane empowered mo...

I think this is quite interesting. Artificer magic boots seems like an interesting theme to explore.

My suggestions for the themes:

  • Having the boots be bladed seems interesting. I do want to stab someone with a stiletto
  • Other than Shoemaker/Cobbler, I think a more fancy name could be Globetrotter or Planestrider, considering the shoes do grant increased speed after all
  • I think having the boots grant permanent fly speed at the 9th level is better and more fun. I do want winged boots and do some flying circus

For the balancing:

  • I think at higher levels the boots' damage can be improved. Assuming in one turn we use Rocket Kick + Trailblazer we only do 4d6 + 5d8 + 2d10 + 10 = a max of 94 damage or average of ~50, which is not much considering we can only do that twice. Maybe up the Trailblazer damage to 4d8?
lament meadow
#

I also feel that as a bard subclass, there's too few features that uses the Bardic inspiration die. Maybe it's just me

cerulean seal
# arctic thorn and if you have a better name for the subclass i need it, please 🙏

Spell list looks good other than Huntersmark. I wouldn’t do that. That’s like, one of those things that Ranger has for itself so I wouldn’t take that. There are other spells that can fit imo.

Change the name of Dash since the Dash action already exists. Just to avoid confusion.
Dodge too. Dodge action already exists. Avoid confusion.

I think there is kinda a flow issue on this subclass. Some features directly updates other ones right after you get them the previous feature. Generally you want to stagger or indirectly upgrade them without just listing the ability.

I think Icy Tail covered the numbers side of it

cerulean seal
#

Usually there is always one for sure feature that uses BI as a cost

#

I should probably change it from 1 hour too to 10 minutes

#

I'll probably make the capstone cost a BI die

lament meadow
# cerulean seal Need some insight on this 2024 bard subclass I made. This is the Bardic college ...

Overall it's an interesting subclass. Here's what I thought:

  • Personally, I really want to create string traps with the weave. Can I do that? Can I shoot razor floss to slice my enemies from afar?
  • The 3rd level Arcane Weaver is okay. The attack avoidance is super good actually. I like that. Meanwhile the "moving across the strand" clause can probably be expanded to "enter, leave, start or end their turn at the weave."
  • Weave Lash is really good. It has good potential for combat and travel. I can be spiderman with this.
  • Spell Skein is also quite good. I recommend making Spell Skein work with Weave Lash' melee spell attack.
  • Fabric of Reality is imo not very good. I'd choose the Otto's Irresistible Dance over the damage most of the time. I think having it scale a little bit with Bardic Inspiration die (8d10/d12) can work? Or add the crowd control effect by having this work with Spell Skein as well
  • What if we add another effect where a beneficial spell effect targeting a creature weaved into another can be copied to one other weaved creature? Limit of Charisma modifier per long rest, of course.
cerulean seal
lament meadow
cerulean seal
red nebula
#

heya can I DM someone my homebrew for review? Is anyone interested?\

cerulean seal
arctic thorn
red nebula
cerulean seal
red nebula
#

: ( alr

cerulean seal
#

Unfortunately homebrewing hurts your feelings sometimes.

red nebula
#

lol

cerulean seal
#

But that's okay because it's how we get better

kind spruce
#

The whole point is to get advice on how to improve it
So at the end of the day, it should be positive rather than straight critisism

arctic thorn
#

n i put hunters mark in there because i liked the idea of your mark running, and you bum rushing them down

red nebula
#

(incomplete btw)
(Would like to know how I stand before I continue.)

cerulean seal
# arctic thorn wdym when you talked about flow issue?

So generally speaking, most subclasses and their feature improvements work in opposites. So Feature 1 gives you the feature, then you get something else, then Feature 3 can be a direct improvement of some kind. and so on.
At least that's the general idea. This subclass kinda has features that directly upgrades the previous thing.

There are ways to do this without it literally being like "Feature 1 gets improved in this way" rather you provide a new feature that somehow makes feature 1 easier to use.

In my experience that is just general game design for a lot of subclasses

arctic thorn
#

really? ive seen alotta other subclasses directly buff early features, how would you suggest i change it?

cerulean seal
cerulean seal
red nebula
#

ok thanks

cerulean seal
#

oh nvm, I see you said 2026 up top

cerulean seal
# red nebula alr Ill just go for it....https://homebrewery.naturalcrit.com/share/0mdFU1kSXEe7

Spell list: Looks good but the levels are off. Looking at the other Warlock spell lists, the levels which you get the listed spells are supposed to be level 3, 5, 7 and 9. I'm sure you mean spell slot here but that doesn't really look correct.
Feels weird to put hex on a warlock list. I think there are probably other spells you could grab. Notably not a lot of spooky void spells like Darkness and such.

Arcane Ward: This feels really powerful. We actually just got a lot of mageslayer subclasses in the new UA you'll probably want to look at as reference. https://media.dndbeyond.com/compendium-images/ua/mystic-subclasses/mrF6k4xf0yYFJL2m/UA2026-MysticSubclasses.pdf
With that said, I think this feature alone is a lot stronger than any of the features listed in the UA. I would very much limit this back down. I think giving magic resistance might be fine later but i'm unsure about as early as this.

Null: Also super powerful. This is stronger than counterspell imo. Counterspell provides a saving throw of some kind. The new UA Paladin has a similar ability but is level 15.

3rd level: So far there isn't anything "active" in general. Most Warlocks need some sort of active feature they can use at 3rd level. This is all pretty reactive meaning this subclass isn't doing anything unless the conditions are met. I would consider giving this subclass something they can do on their turn whenever they want.

Full Counter: I like what this feature is doing. I would probably lower the the level of spell you can manipulate though. I don't think you should be able to manipulate 9th level spells. I would probably just make it like... 3rd level spells or lower freely and anything higher with the listed save. I also don't think you should give the downside of taking damage, that just punishes a player for using their own subclass feature. This also needs a usage limit for sure.

#

Patron Manifestation: These feel like two very different abilities. I would pick one or the other but not both.
This also feels very different in theme so far from the others being very anti-magic.
I would either add some of this ethereal flavor sooner in the features or make this more anti-magic focused.

cerulean seal
red nebula
#

Thanks so much 🙏

drifting tide
#

Hello

red nebula
# cerulean seal Spell list: Looks good but the levels are off. Looking at the other Warlock spel...

Thanks so much
Hmm pertaing to magic resistance as saytr's get it as a racial trait and its thrown around willy nilly sometimes not sure where to place it but thats for that i will keep that in mind.
As shown this is more along the side of a counter-mage/ani-mage wizard subclass.
Both Null and Full counter are once per short/long rest.
(btw the names here are not the permanent names)

I do heavily agree that there should be a active feature that can be used frequently but not too sure what that should be.

cerulean seal
#

Honestly, I like the void stuff. I even think the ethereal flavor from the capstone works if you want but I would have that flavor and a feature that feeds into the ethereal flavor at 3rd level

red nebula
# cerulean seal Patron Manifestation: These feel like two very different abilities. I would pick...

One of the patron's stats or whole thing is magic immunity. As the previous subclass features stem from the patron itself. So at level 14 you get temporary magic immunity whilst sustain concentration. The way I picture it is that the Patron exist outside of magic, think being etheral to magic but through the use of the wielder the patron can effect magic or use magic via the wielders vessels thus leading to the class features as they are now.
(bit of lore)

I do also agreee that maybe the partial manifestion should be removed.

red nebula
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Any thoughts on the pact boon?v I feel like its missing something

cerulean seal
red nebula
#

I stopped working on it and forgot all my plans

flint marsh
flint marsh
#

Check out the links, the artists all deserve the credit

red nebula
#

Damn ok how much do they charge?

cerulean seal
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Or if you want the effect to last longer make it a saving throw

flint marsh
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Those aren't paid; this is just a personal use homebrew, not for sale

flint marsh
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Each image has an art credit associated with it

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What I mean is that since I am not selling my writing here, I am simply using the art with credit (and of course removing it on request).

red nebula
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I was asking how much the artist charge.

flint marsh
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I don't know- I found these pieces on pinterest, then tracked down the originals to get links for the credit. I did not pay for these as this is just a for fun thing I'm doing for myself and my friends

flint marsh
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Yeah, that's all, sorry for the confusion!

#

All the writing and formatting was done by me, but the art is just sorta good looking placeholders. If I ever push forward with selling on dmsguild I'll hire artists and redo that of course.

shell perch
#

Hey fellas, I have been working on some homebrew feats and I wished to hear everyone's thoughts on them (They are probably more on the overpowered side, but eh, first time for everything)

Hardened Body

Increase your Constitution score by 1 to a maximum of 20

Gain resistance to one of the following damage types: Blunt - Piercing - Slashing.

Once per round you get to reduce incoming damage by an equal amount to your consitution modifier. Once you reach level 17 you may reduce it by twice your consitution modifier instead.

Life Trained

Increase one ability score of your choice by 1, to a maximum of 20.

Gain one skill proficiency from your character class

Increase your proficiency bonus by 1

Diplomat

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Become proficient in Calligrapher's Supplies and choose one of the following skills; Deception, History, Insight, Intimidation, Performance, Persuasion. If you lack proficiency in the choosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

You learn 2 lenguages that you and your dm deem fitting. One of them can be a rare language

Weapon Master (revised)

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

Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon

Mastered weapon. Choose one Mastery property and a weapon for which you have mastery property. Once per round you may switch the Mastery property of this weapon with the chosen Mastery property. You may do this only once per round, an equal amount of time to your proficiency modifier recharging once on a short rest and fully on a long rest

flint marsh
#

I mostly build just for my tables, though a few others use the stuff that they like. Any thoughts on any of the subclasses? Especially the monk

midnight elk
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Seems solid to me

hollow siren
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something i find incredibly silly, in 5E.2024, is that Lessons of the First Ones, when used to grab Magic Initiate (or any other origin feat that grants a spell for that matter), does not make the spells/cantrips gained Warlock cantrips/spells

#

despite being literally used through a warlock feature to learn spells

stuck raptor
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ASIs are also class features. Spells you get from Fey touched dont get turned into class spells.

hollow siren
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are they?

stuck raptor
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nope

#

always been the case with feats

hollow siren
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also im wrong. Pact Magic itself actually says any you get from a warlock feature count as warlock spells

hollow siren
stuck raptor
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except for the new Dragonmark feats

hollow siren
#

im saying are ASIs considered class features?

stuck raptor
#

yes. You get them as part of your class

hollow siren
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so then why would magic initiate spells/cantrips not count as, say, Wizard spells?

#

if the ASI/feat is considered a class feature

stuck raptor
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because it doesnt say they are

hollow siren
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Lessons of the First Ones is an invocation that grants a feat, so it avoids this issue altogether given that Pact Magic and Spellcasting both were revised to say that any [class] feature that grants spells lets those spells count as class spells

#

so it avoids this issue as its a warlock feature granting an option that gets you an origin feat

stuck raptor
#

where are you seeing they get turned into Warlock spells

hollow siren
#

however, why then, if ASIs are considered class features in 2024 5e, would the magic initiate feat taken during an ASI, then not count as class cantrips/spells

hollow siren
# stuck raptor where are you seeing they get turned into Warlock spells

From pact magic itself:

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
emphasis added by me

#

under spellcasting, Wizard also has this:

If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

stuck raptor
#

A class feature granting you a feat doesnt make that feat a class feature

hollow siren
hollow siren
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the reason i put it here was because i was going to ask if a revised LOTFO invocation to make them explicitly count as Warlock spells would be something people here would use

#

(gaging popularity, hence here)

hollow siren
# stuck raptor via a feat

i feel like this splits hairs very unnecessarily, because independent of whether feats are class features there is still a warlock feature granting you spells.

my issue with this interpretation is because to interpret it this way, it involves an extremely strict construal of the invocation's phrasing which POSSIBLY have unintended downstream effects in interpreting OTHER rules and features in a way that was not intended or reasonable

stuck raptor
hollow siren
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right, right

hollow siren
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(i know its for rules, i just dont know where youre looking at to get that)

stuck raptor
#

.. theyre in the class table

#

and listed amongst the class features

#

ASIs arent a general rule thing. Theyre specifically a class thing.

#

This is why a level 8 character with 5 Warlock/3 paladin only has one general feat

#

or why rogues and fighters get more ASIs

hollow siren
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right

#

i know that. but then if ASIs are a class feature by virtue of being listed on a class table, then that obviates a related project where i was going to rewrite every single feat that grants spells and cantrips to allow them to count as class cantrips

hollow siren
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(hence the purpose of my questions)

sinful vessel
#

I would love some feedback on this lvl 3 custom "Harlequin" rogue subclass feature. Also need some fun inspiration for 9th level feature and maybe something tying into Vicious Mockery?

The Fool

3rd-level Harlequin feature

Starting at 3rd level, you gain proficiency in the Performance skill. If you are already proficient in Performance, you instead gain expertise in it, allowing you to add double your proficiency bonus to checks you make with it.

Mocked

When a creature within 30 feet of you that can see and hear you misses you with an attack, you can use your reaction to hurl insults and ridiculed gestures at it.

Alternatively, you can use a bonus action on your turn to mock a creature within 30 feet of you that can see and hear you.
The creature must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become Mocked.

While a creature is Mocked by you, it suffers the following effects:
Whenever the creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the result.

Once per turn, when you hit the Mocked creature with an attack and you have not already used your Sneak Attack on that turn, you can apply your Sneak Attack damage to that attack. You ignore the normal requirements for Sneak Attack when doing so.

The Mocked condition lasts for 1 minute.
It ends early if you are incapacitated or if you Mock a different creature.
You can have only one creature Mocked at a time.

nova basin
#

Is this for 2014 or 2024

#

Its pretty good for 2024, not as mych for 2014

sinful vessel
lofty wren
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Im new to homebrewing and i’m unsure on how to make a custom weapon. Its basically a really long flute for a bard that doubles as a quarterstaff. Can anyone help me with making this for d&d beyond

native gale
rocky vapor
#

Yeah, you can just make it mechanically a quarterstaff that serves as your arcane focus and flavor it as a flute

lofty wren
native gale
#

Mechanically, you don't have to do anything. Instruments don't have any buttons or dice or anything like that on D&D Beyond, so you could honestly just take a normal quarterstaff and write in its description that you can use it as a flute

lofty wren
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Oh ok, Thanks for the help :)

crimson echo
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How is this rapier?

Celestial duelling sword:
A thin, needle like blade that has glowing purple runes etched in celestial in the guard.

If the user is engaged in one on one combat, add 2 to attack rolls and damage rolls. If you are fighting a creature that is using a light or finesse weapon gain advantage on attack rolls.

The user can choose either thrusting or slashing techniques to each attack. The thrusting technique deals 1D10+2 piercing damage and the slashing technique deals the same amount of slashing damage.

#

Very rare requires attunement and is finesse

faint vine
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I have a question new to the dnd and dnd beyond website this time I'm brewing my own eldritch knight with some tweaks how do I show to my subclass tab to have spells and cantrips ?

snow geyser
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I've made a simple item on D&D Beyond that gives access to a spell when equipped. The Spell is base Level 5, but can be upcast. The option to upcast doesn't show in the Spells list. Is there a way to add that?

#

I want the spell to essentially be 'always prepared' (it's for a Druid) and be able to be cast as if it were a prepared spell, using their spell slots.

torn fjord
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so, there's a little thing I need help with in regards to my current campaign

I've got a player who I promised an "evolving" magic weapon, and the first (likely only) evolution is probably going to take place during the next session. I've already figured out the majority of the effect for the item, and admittedly it is kinda homebrew, but I'm hoping people here might be able to help me brainstorm and figure out the last detail that I need for it

Spoilered in case the player in question happens to peek in this channel

||Redemption and Judgement

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

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

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

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

#

if it matters, the party is currently level 6, and about to go up to level 7

whole compass
torn fjord
#

...actually yeah, that works pretty well

whole compass
#

it's a cool weapon, hope your player likes it :)

torn fjord
#

I hope so too

#

only thing left to figure out is how to do the cool reveal when the evolution happens

#

definitely gonna need to make a script to read out for it

whole compass
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i'd say... change the physical appearance of the gun, give it gleaming radiant embellishments/etchings that wake the player in the script, but keep the effect hidden until it occurs in combat

then give the player the full description

rugged olive
vocal imp
rugged olive
#

Just because fighting enemies that use weapons in general is niche, and this is a subgroup of weapons in that

faint vine
rugged olive
#

I would specify extreme heat and recommend resistance to fire damage

#

Instead of immunity

#

Also, adding 1d8 to AC is huge

#

Especially without reaction cost

faint vine
vocal imp
rugged olive
#

Usually when you are hit by something, or do anything not on your turn, it usually costs a reaction to do

#

Shield spell, Riposte maneuver, Silvery barbs, etc

faint vine
# rugged olive Also, adding 1d8 to AC is huge

and here I have a chance of going berserk basically can't control my character if i roll a nat 1 the effect of the skill isn't going to do anything instead it goes into the meter of the specie of going berser

vocal imp
#

This also consumes one limited use of Hellfire Strike depending on how many times it is used while you are transformed.

#

there are no limited uses

#

while activating your species’ unique skil
my what?

faint vine
rugged olive
#

I think the unique is Hellfire strike and the evasive one

faint vine
#

yes

vocal imp
#

oh okay so you have a 10% chance of losing control for 2 turns

faint vine
#

yes yes

vocal imp
#

if you have multiattack and hit twice

#

there is a 19% chance to lose control

whole compass
# faint vine I'm new to dnd can you explain me how the reaction cost works?

Adding a 1d8 to your AC on a reaction is kind of bonkers even with the drawback, yeah. I would say you instead get the option to cast Hellish Rebuke an amount of times equal to your proficiency bonus per long rest.

Action economy works like this; every round, you get an action (attack, using an item/consumable), a bonus action (an additional attack if your weapons allow for it), a reaction (certain spells like silvery barbs), and movement (your movement speed)

faint vine
#

should I make the chances higher ?

torn fjord
# crimson echo How is this rapier? Celestial duelling sword: A thin, needle like blade that ha...

I would drop it to be Rare instead of Very Rare, unless you're also adding at least a +1 to the attack and damage rolls regardless of circumstance. If you intend to keep it as Very Rare, I might also recommend having the weapon allow for casting the Compelled Duel spell once a day with a DC of at least 15, and requiring no concentration. Have the one on one combat bonuses function while the spell is active, even if there are other enemies present, but the spell ends automatically if the wielder targets any other enemy than the target of the spell

vocal imp
#

lets say for every 2 turns youve lost control you swing four times

#

there is a relatively high chance youre just locked out of playing lol

whole compass
# faint vine should I make the chances higher ?

Admittedly, I would try and find something different. It's an interesting mechanic, but it could become unfun for the rest of the party quickly if it seems like you're just attacking them out of nowhere all the time, especially if you're a melee fighter who's going to be making the reaction to add that AC a lot

vocal imp
#

if youre a lv11 warlock, there is a roughly 30% chance of losing control per turn, for 3 turns

faint vine
#

and the infernal step is lvl 1-9 I can only use twice

rugged olive
#

Ah, so PB/LR

faint vine
#

at higher levels at 17 it peaks hellfire uses 6/6 and Infernal step 4/4 uses

#

so ye basically in a calculation I can only go berserk even attacking my allies maybe 2 times at most if I'm really unlucky and at lower levels once

faint vine
whole compass
pastel widget
#

So my party's Warlock is going with pact of the Tome.

Now, unbeknownst to the Warlock and the rest of the party, her Patron is Vecna, who is also the bbeg... sorta.

A big part of the mq will be trying to figure out the exact identity of the bbeg, as he historically went by many different names in my setting. Vecna ascended to Godhood, but was banished to the (homebrewed version of) Shadowfell. He is trying to break free and can manipulate the mortal-plane through Warlocks and the like.

The more active BBEG is an Elf named Mannimarco, who is (long story short) planning to assume the mantle of Vecna as the Diety of undead/evil/etc.

I thought that my Warlock's tome could somehow be related to Vecna's "Book of Vile Darkness". I was thinking that perhaps in this book, she can write the most evil heinous acts she either witnesses or commits, which then get magically added into Vecnas Book of Vile Darknes. Perhaps Vecna has issued many of these tomes to Warlocks/Beneficiaries over the course of history.

As the warlock puts more evil deeds into the book, she is somehow gifted a little bit of occult information, intel, or guidance regarding the MQ, her patrons identity/goals/location.

My question is this: What are some other cool things i can do with this tome that is connected to the Book of Vilr Darkness? I'd like to Occasionaly dish out other "rewards" (maybe a free ritual spell, or an ability, etc) if she is engaging with the book regularly. How would you have the drip-feed of clues present themselves through the book and what are some other thematic rewards you would consider dishing out? Etc.

I'm just looking for cool idea to flesh this out and make the book even more engaging for my Warlock.

faint vine
# vocal imp there are no limited uses

alright this is my sign to add tables lmao aight ama learn that rq it adds in the dnd beyon correctly but ye it will be misleading if you're just reading it

zealous sun
pastel widget
zealous sun
#

Well you're asking about how to communicate the two to the book. Maybe what you can do is you can have kind of like with religion where the primary concept is the most genuine, but as you continue with history it becomes more diluted. Maybe the tomb of darkness was one of the original scriptures that were never finished and that's why it holds some form of magical value.

#

@pastel widget

pastel widget
# zealous sun Well you're asking about how to communicate the two to the book. Maybe what you ...

Oh thats pretty cool.

Perhaps, I'll have it so that the Warlocks Tome (1 of many) has been around for a while, and has passed through many different hands of Vecna's followers.

I still like the idea that the tomes are a 1-way street. They right evil deeds in the tome, they get sent to the Book of Vile Darkness, (increasing the books power/potency)

But my Warlocks Tome is filled with old pages of evil deprived acts from its previous users.

However, After she writes a few (true) evil deeds she either comitted or witnessed into the book, Perhaps it reveals a page from a previous owner who found a way to conceal secret messages to future owners. Little tidbits of lore/clues as to who their mysterious patron is,why they want evil deeds recorded, and what their greater motivations are.

Sort of like the marauders map or that little diary, or whatever the thing was in harrypotter that had secret messages written long ago by wizard/student who ended uo being voldemort iirc.

paper belfry
#

I have a question what rarity would a weapon that has a power of a dragon slayer can cause 20ft ranged slashes and has a nat 20 effect which causes a 30ft explosion

#

Which deals 3d6 fire dmg

fierce dome
#

Someone tasked me with writing a "lucky" barbarian subclass, this is what I came up with for the capstone:

"Invert Luck
14th level Path of the Fool feature

You are able to turn the worst situations into victory. When you roll a 1 on the d20, you can treat the roll as a 20 instead."

#

At its base level, it's basically just expanded critical like Champion, except 1 and 20 instead of 19 and 20

#

But I thought allowing it for saving throws and ability checks boosted it enough to be an okay capstone

#

I distinctly did not limit it to "attack rolls, saving throws, and ability checks" or "d20 tests" so that it would also have the effect of not destroying certain magic items that have you roll a d20 when their charges are depleted

#

Certain wands come to mind

torn fjord
paper belfry
#

I got no books

torn fjord
# paper belfry I got no books

here's one of the effects of a Dragon's Wrath weapon

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

#

just make it a returning thrown weapon, like a Handaxe, and make it a dice roll for the explosion on critical hit

paper belfry
torn fjord
#

was an example more than anything

paper belfry
#

Ahh

#

Sorry then

late falcon
#

I'm working on a homebrew magic item for my monk player (or any player with unarmed attacks) and I'm stuck on it's secondary effect. I would love some opinions.

Basically the item gives +1 to unarmed strikes to hit and damage and also does a second effect potentially one of the following

When you attack with unarmed strike you can use your reaction to attempt to knock your target prone. The target must make a strength saving throw (or con?) DC (TBD) or be knocked prone.

Second option is the player still can choose to use their reaction to attempt to knock the target prone but instead of it requiring a save from that target it just works and they're knocked prone.

The last option is to forgot the knocked prone stuff and just give the attack an extra d4 (or d6?) force damage for 1 minute. This effect would have charges equal to proficiency bonus and recharges at dawn

torn fjord
# paper belfry Does this apply a buff that makes it deal more damage after?

no, that effect doesn't do anything else. Instead, Dragon's Wrath weapons have different variants for every rarity from Uncommon to Legendary, and each higher tier gets some added elemental damage on hit, for every hit, and some of the strongest ones basically let you use a breath weapon attack based on the dragon

late falcon
#

I'm kinda getting bored of the "this item give you more math" magic items so I'm leaning toward the knocked prone option but I'm curious what you all think. This is supposed to be a UC magic item

paper belfry
#

Yah my idea is that when they hit a nat 20 the weapons blade starts to glow with black flame (ds1 setting)

torn fjord
#

that works, if you want to have it be Rare or lower, but I might recommend instead giving it a number of charges that can be spent to buff the singular next successful attack with the weapon. if the next hit is critical, the buff then lasts longer

#

I would recommend not using the explosion effect on critical hit unless it is explicitly intended to be a ranged weapon and only a ranged weapon

#

because otherwise you're gonna have to worry about friendly fire

paper belfry
late falcon
#

Does "this item allows you to empower your unarmed strikes for 1 minute. Whenever you hit an enemy with an unarmed strike during this time they must make a dc13 constitution saving throw or be knocked prone." Sound overpowered for a uncommon magic item?

#

This effect would have charges equal to proficiency bonus and recharges at dawn

torn fjord
paper belfry
#

Okiw

torn fjord
#

even then it might come up a bit short in terms of power, though, so once you've got a full description of the item written up with all the effects, come back in here and ask others for feedback

paper belfry
#

The black knights dragon slayer
This great axe shrouded by a pure black blade that absorbs all light must get attunement via the lord of black knights
1d12+str
Bonus +3
Additionally if this weapon hits something with a nat 20 it can activate the spell black flames attunement at 7th level 1 charge requirement
Power of the dragon slayer
3 charges reset from killing any black knight grey knight or golden league
Dragons bloody claw
The weapon turns into a dragons claw as it takes the users blood for power for 2 turns and deals
4d8+str instead
3 charges required plus 20 hp
Black flame barrage
3 charges needed
The user ignites the blade if not Ignited already and sends 3 slashes forward 20ft long up to 10/30
Dealing 2d6 per slash
If you die with this weapon it automatically disappears forever

paper belfry
#

Sorry for the ping 😭

stuck raptor
#

weird formatting aside... this looks like a Legendary weapon

paper belfry
#

HOW DO I MAKE IT ARTIFACT 😭

#

I gave it strong charges

#

And a +3

#

Do I gotta make it plus 5?

stuck raptor
#

no.

paper belfry
#

Then what tell me your ways pls

stuck raptor
#

Artifacts typically have two things in common:

  • They get random properties (DMG has more information)
  • They can only be destroyed in a very specific way
#

I also just. Do not understand half of what this does, so im lowballing it at Legendary from the sheer amount of things im seeing alone

paper belfry
#

Yah they can only be destroyed if the user dies

paper belfry
stuck raptor
#

Artifacts have a list or random properties they can roll for when you get them

paper belfry
#

Wait I was gonna add that

stuck raptor
#

Book of Exalted Deeds, for example

Random Properties. The Book of Exalted Deeds has the following random properties:

2 minor beneficial properties
2 major beneficial properties

paper belfry
#

Okay can I make it dice based??

stuck raptor
#

theyre d100 Tables in the DMG

paper belfry
#

What even is the dmg

stuck raptor
#

Dungeon Master's Guide

paper belfry
#

Oh

#

Is this one free??

#

14 or 24??

stuck raptor
#

both versions have it. BUt theyre not free

paper belfry
#

My dm buddy has them so I can read them

#

So for a 2014 campaign use 2014 DMG?

stuck raptor
#

that is the reccomended way of doing it yes

paper belfry
#

K

#

What page numbee

#

Chapter*

stuck raptor
#

2014 one is Chapter 7

paper belfry
#

Found it

#

The black knights dragon slayer
This great axe shrouded by a pure black blade that absorbs all light must get attunement via the lord of black knights
1d12+str

Bonus +3
Additionally if this weapon hits something with a nat 20 it can activate the spell black flames attunement at 7th level 1 charge requirement

Power of the dragon slayer
3 charges reset from killing any black knight grey knight or golden league

Dragons bloody claw
The weapon turns into a dragons claw as it takes the users blood for power for 2 turns and deals
4d8+str instead
3 charges required plus 20 hp

Black flame barrage
3 charges needed
The user ignites the blade if not Ignited already and sends 3 slashes forward 20ft long up to 10/30
Dealing 2d6 per slash
If you die with this weapon it automatically disappears forever

Benefits
Minor when attuned you can cast 1st lv thunder attunement (hb spell)
Minor while attuned you get +1 ac
Major while attuned you get +10 walking speed
Major when attuned you get +2 strength up to a max of 24

#

Fixed

#

Wait there's 2 types of benefits

arctic thorn
vocal imp
#

but its still a very bad species

paper belfry
#

The black knights dragon slayer (legendary)
This great axe shrouded by a pure black blade that absorbs all light must get attunement via the lord of black knights
1d12+str

Bonus +3
Additionally if this weapon hits something with a nat 20 it can activate the spell black flames attunement at 7th level 1 charge requirement

Power of the dragon slayer
3 charges reset from killing any black knight grey knight or golden league

Dragons bloody claw
The weapon turns into a dragons claw as it takes the users blood for power for 2 turns and deals
4d8+str instead
3 charges required plus 20 hp

Black flame barrage
3 charges needed
The user ignites the blade if not Ignited already and sends 3 slashes forward 20ft long up to 10/30
Dealing 2d6 per slash
If you die with this weapon it automatically disappears forever

Rolled Benefits
Minor when attuned you can cast 1st lv thunder attunement (hb spell)
Minor while attuned you get +1 ac
Major while attuned you get +10 walking speed
Major when attuned you get +2 strength up to a max of 24

Awakened benefits
When u kill 5 dragons this weapons awakens
The black lords pride (artifact)
Bonus +4
Damage 1d12+str

Dragons claw of death
Deals 5d8 necrotic damage
And makes ranged attack 20ft long 30/60
Can be used as a bonus action

Black flame (ignition)
The weapon does necrotic and deals 3d6 extra necrotic on top of that
Can be used as a bonus action

The parade of pride
The user ignites the blade and attacks 3 times 3d6 per strike and with a bonus action can be followed up by a powerful strike dealing 3d12+str+4 and send opponents flying back 10ft but you sacrificed your sight for 1d6 hours
This also deals 2x damage to dragons and abyssal creatures

#

This should be the final result

vocal imp
#

not a big fan of "well, you rolled a one on the feature so now youre no longer a part of this hour long combat"

faint vine
#

But ye I understand where you are coming from

vocal imp
#

so sitting there for 30 minutes is okay for you?

#

its not really high risk high reward

#

its high risk low reward

#

idk, when i imagine just sitting at a table and oops using my feature means i can lose control of my character, no save, for upwards of four rounds, it just does not seem fun whatsoever

fleet sphinx
flint marsh
#

one out of every twenty rolls, hope you aren't making a lot of rolls haha

#

the worst part is the better you are(more you're rolling) the better chance you have of ruining turns

fleet sphinx
#

Ikr I know a couple people who’s luck would see 5 nats in a row

#

Honestly I’m actually quite interested in that homebrew species actually. Since I’ve been working on stuff somewhat similar. I think they have a good premise

faint vine
#

Actually I adjusted it so that my friend the dm can interfere sometimes like a bargain he gives me a free crit but then he can choose when will i roll a nat 1

fleet sphinx
#

Hmm, could call it something like an infernal pact. That’s a cool interference concept. To make it more interesting

#

Definitely can add flavor to a fight

faint vine
#

Btw did you post your stuff on dnd beyond cause I am curious how yours work

faint vine
#

Ptsd incoming lmao

fleet sphinx
#

I think only one thing is posted, I have so many linked things it’s hard to post any of it

faint vine
#

Lemme search it so demonic beast?

fleet sphinx
faint vine
#

Oh fr that’s terrifying 💀

fleet sphinx
fleet sphinx
#

Beast of Vasto Lorde is an example of what it looks like and is also posted

midnight elk
#

Is this at least a little less OP?

faint vine
faint vine
faint vine
vocal imp
#

its a conflict thats inherently a combat thing

vocal imp
vernal leaf
#

I think if you like it its fine. But this is definitely something you could never ask someone else to play

vocal imp
#

you roll it once, and its a 1/8 chance, not a 1/20 chance

#

and if you roll it once, youre gone

#

for four turns

vernal leaf
faint vine
fleet sphinx
#

It’s definitely something that would be considered double edged sword

vernal leaf
fleet sphinx
#

Player could choose not to do any of those abilities once they’re on the cusp of triggering the meter

#

It’s a limitation that balances it or a gamble depending on how the player’s actions wants to do it

vernal leaf
#

Anything meter related should benefit from having it above a certain threshold and have everything shut off after a seperate one.

faint vine
fleet sphinx
#

It could also be a thing of hey I’m the last man standing let’s put it all in

vernal leaf
#

"Consumed by craziness to rage bait the party" is wild

fleet sphinx
faint vine
fleet sphinx
#

Yup or a hey, you there! Stop in the name of the law. So the player doesn’t roll over that threshold

#

If your dm likes it then I say this is a fine feature for YOUR homebrew species for your play style

faint vine
#

Yep he already did confirm that we’re already part of the plot and he agreed to let me play the species

#

But since I still want to have feedback

#

I asked here but ye immunity fire at first is bonkers

fleet sphinx
#

Welp I think you got that feedback, some love it some hate it. Thus is the way of gambling

faint vine
#

If you are fine for being mindless 4 rounds at most

#

Or is it better for like roll d20 if 11 or higher you break free

fleet sphinx
#

Yup and even then could just stop at three fails

fleet sphinx
#

Cuz you choose to gamble on that fourth roll

faint vine
#

REAL

fleet sphinx
#

You’re purposely gambling

faint vine
#

you are my type of player @fleet sphinx lmao

#

Btw does the website pf brewing like sometimes it takes at least 10 minutes to update

fleet sphinx
#

I’ve got far worse things than your 4 turns in my campaign 😂, I like your homebrew

faint vine
#

Or is it just me

fleet sphinx
#

It’s so slowwww

fleet sphinx
faint vine
#

What are the upsides of yours then??

faint vine
fleet sphinx
#

Insanely powerful beast, can be cast on any tangible being. Can dictate what it attacks to a certain extent

faint vine
#

Ohhhhh

#

So anyone could be one

fleet sphinx
faint vine
#

That’s crazy but pretty strong if they utilize it well

fleet sphinx
#

I had a back up critter to handle it but holy crap it tore through stuff

faint vine
#

I’m still debating if i should increase my speed at that state by .8

fleet sphinx
#

Its stats build on the base block of what its cast on

#

Nvm that thing had 40 ft

faint vine
#

And then if the dm interferes to use dash

#

That’s 80

#

No one is escaping that thing 💀

fleet sphinx
#

Yup 💀

#

I posted it as beast of vasto lorde on dnd beyond idk if you can find it but it’s got pretty gruesome custom actions

faint vine
#

Native Tagalog and kapampangan

faint vine
#

Sende link

#

I’m interested in species fr fr

#

How it could be played

#

Opo HAHHAHAH

fleet sphinx
faint vine
#

Aight wait

faint vine
#

Brb

fleet sphinx
#

Idk how to post a link to this stuff 😭

faint vine
#

Same man took me 2 hrs to figure the website out and how to make it automated

faint vine
#

After you click your homebrewed species there should be an option to post it to the community

fleet sphinx
#

Even I can’t find it unless I’m in my own homebrew

faint vine
#

Lmao lemme send you a dm after i get home I’ll send how it supposed to look like if you still not see it

#

Oh so not a specie but subclass??

marble hull
#

How long would you say typical adventures can last like in world

#

Cause I have an interesting idea for a race

fleet sphinx
#

Found it, hallelujah

fleet sphinx
marble hull
faint vine
#

Bro that thing has hellfire strike as a passive ability of an attaxk

marble hull
#

I wanted to make a race of beings who only have a lifespan of 1 year

faint vine
#

And once that hit you’ll be able to grapple it?

fleet sphinx
#

yup

#

it's a horrible beast to deal with

#

Tbf my players have a lot of other homebrew to help them. They aren’t getting outright destroyed off the bat

faint vine
#

That’s so far

#

Especially you can be affected in a 120 ft radius

#

That’s really interesting

#

Also good as a villain npc character

fleet sphinx
#

Yup. It’s supposed to be a powerful ancient curse and a bad idea to cast because it can be devastating.

faint vine
#

Cause as long as your in his or her vision you don’t even know who cast it on yiu

#

That’s really creative

#

Thanks for the idea

fleet sphinx
#

👍 lmk if you need more cuz me and the player I’ve been working on this with have been trying to expand it

faint vine
#

Will do

fleet sphinx
#

Also do not offer to do homebrew with your players in the form of a black book they can access the power of. The sheer amount of work I’ve created for myself is awful 💀

full pelican
#

Ok, a halfcaster class based on star wars. Specifically the Jedi/Sith

#

Has this been done? Probably

#

Ive got a rough blueprint if anyone is interested

fierce dome
#

You mean a paladin with a sun blade?

stuck raptor
#

Or Psi Warrior with a Sun Blade

mental inlet
#

Hi sorry for the wall of text

I think I have cracked the code for integrating emotions to DND. I've never DM'ed and have yet to have the time to really research or anything, but I have never really heard of anyone making the emotions of characters important parts of the game outside of roleplay, if this is clear enough.

Here's my idea that I cannot wait to use once I can finally DM with confidence: each player had a personal emotion wheel. The middle represents NEUTRAL, the left ANGER (Fight), the right SADNESS (Attach), the top JOY (Flight) and the bottom NUMB (Freeze), and they all have their type of advantages and disadvantages, NUMB being only negative. Next, between ANGER and JOY is FEAR, between JOY and SADNESS is REGRET, between SADNESS and NUMB is DESPAIR and between NUMB and ANGER is FATIGUE, and these emotions are transitory, important for later.

So on this wheel, the default emotion is NEUTRAL, which doesn't do anything. During combat, players use a D4 to determine towards which emotion they lean. From NEUTRAL, they move directly to that emotion. If they are already in one emotion they must move to NEUTRAL or to a common transitory emotion.
Ex. 1: John is currently angry and moves towards sadness: John is now neutral.
Ex. 2: John is currently angry and moves towards joy: John is now fearful.

These emotions have various effects based on what type of emotions they are. JOY has temporary boosts while ANGER and SADNESS have boosts that last longer, the former being related to energy and the later related to the mind as a whole. FATIGUE, DESPAIR and NUMB are the three emotions that actively go against the characters, so they must avoid them at all cost. Their effects tend to either push towards NUMB or try to keep you in it.

Lastly, various things can affect the wheel. During the game, you'll pick up objects, mannerisms or other things that can edit the wheel in various ways, such as replacing an emotion with something else or moving them around. Additionally, some things will aid the players on controlling their emotions. If the player is listening to music related to one emotion, then whenever they would move towards that emotion, they skip NEUTRAL and the transitory emotions.

I feel like this could be intimidating for players to have to mind their characters' emotions and how they affect the game, which is why I think the following would help.

  1. In combat, players roll every 4 or 5 turns unless specified otherwise.
  2. The DM has final say on emotions; if the party is ambushed, the DM could very well set everyone's emotions to FEAR to fit the circumstance.
  3. Outside of combat, players can ask to roll for emotion before doing something. The DM decides whether they can or not.
  4. Actions, events and the likes can prompt the players to roll for emotion, though it shouldn't be repetitive.

Anyway I'm writing this down here because I kind of want opinions? Not sure if this is the correct place though. I'd also like to know if there are systems in DND that account for emotions in a similar way. And also, would this just be plain annoying? I feel like it could be hit or miss. Sorry for the disorganization, I am sleep deprived

cerulean seal
#

I’ve seen a lot of tables do like insanity resources and such

#

So this isn’t that unheard of but I would definetly test it before fully implementing it and consider how that would effect your players agency over their characters

lament star
# mental inlet Hi sorry for the wall of text I think I have cracked the code for integrating e...

huh...

btw im tryna use a game i like to use it as DND roleplay thing
and that game has emotion system and emotions can be reoccuring (intense emotions and memories can be "re-lived" randomly and it causes it to feel emotions again)
and it will eventually leave a mark on its personality which affects combat and other stuffs such as social-able or shy/brave etc
theres like atleast 100 things to cause emotions and way more personality facets that can range from 0 to 100

fierce dome
#

Gamifying emotions in that was strikes me as enormously unfun, especially determined by the randomness of dice rolls. If everything my character feels and does is determined by a die, why am I even there? What am I doing besides rolling dice

#

At that point I'm not the driver or even the engine. The dice are the steering wheel, and I'm just the wheels

mental inlet
#

Ahh that's true. I was mostly thinking about the combat side, but gamifying the whole thing would definitely be annoying

cerulean seal
#

Yeah, consider that DnD is a role playing and storytelling game first and foremost. So your players need the capability to express their characters without punishment

fierce dome
#

The randomness just also tends to create characters with no consistency. I could see the barbarian being joyful when combat starts, but if they are one time, why would it make them sad the next time? And what about regret? Why would a barbarian, who lives and breathes combat, suddenly feel regret when a goblin pops out of the bushes?

lament star
mental inlet
#

Perhaps I've not cracked the code 😔 I really appreciate the input guys, this helps a lot

lament star
cerulean seal
#

Opinions on this Ranger subclass spell list based off a Ranger who is a treasure hunter and uses genie treasures?

Identify
Knock
Gaseous Form
Leomund’s Secret Chest
Songal’s Elemental Suffusion

lament star
#

i assume this is because the party member didnt liked flattery (personality difference) and other member just liked to flatter ppl

#

honestly dwarf fortress is pretty damn good imo for worldgen and stuff

bit annoying to control as some adventurer can go beserk due to personality (you cant control it)

but you can avoid them going beserk if you dont let it be stressed

cerulean seal
hasty jay
#

i created a homebrew ranger alternative (surprise surprise), not too sure ab it's balance
the actual class is probably too long for anyone to read, but the main focus is that Favored Enemy is replaced with Primal Adaptation:

Level 2: Primal Adaptation

Your travels have given you experience with a wide range of challenges. You have one of the following benefits. Whenever you finish a Short or Long Rest, you can replace your choice with a different one.

Precise. Once per turn when you make an attack roll that allows you to add your proficiency bonus, your proficiency bonus is doubled for the attack roll.

Skulker. You can take the Hide action as a bonus action.

Vigilant. You have Advantage on Wisdom (Perception) and Wisdom (Insight) checks.

Voyager. Traveling at a Normal pace doesn't impose Disadvantage on Dexterity (Stealth) checks for your group, and traveling at a Fast pace doesn't impose Disadvantage on Wisdom (Perception or Survival) checks for your group.

Keeper. You are always under the effects of the Speak With Animals spell.

  • at level 6 you get to have two options at once (but you can only switch out one on a short rest)
  • at level 13 you get more options, and can have three at once
  • at level 20 you can have four at once, and can complete a short rest in 1 minute (but can only benefit from a single rest every hour)

the Hunter subclass also gets a rework, and is where Favored enemy goes

  • at level 3, hunter's mark does 2d6 damage
  • level 7 gives more Adaptability options
  • level 15 increases Hunter's Mark damage to d10s, and makes the spell last for 24 hours w/o concentration
polar galleon
#

Hey yall! I am a new-ish player (never played in a real campaign before) and im preparing to DM a homebrew campigh (yes i know its stupid but i have my mind set on it.) I have created a new class for the campaigh that ties into the worldbuilding pretty hard, so if any tersm do not make snese feel free to ask me. Im not good at balancing dnd stuff so i just would like some advice about that sort of stuff. I am currently writing the spell list (which includes new spells) so if you would like to see the current spell list just ask! I cannot send the link here but if you wish to read it i can send in dms (account is too new to send links here). This is a somewhat long read so be warned (3.3k Words) It has 3 subclasses each changing the hit dice (i felt like a full caster with 1d8 hit dice was too good, and a frontliner with 1d8 hit dice was horrendous.) some of the balance is tied to the campaign (the damage type this centers around is weak to another damage type called ryneston, which is very prevelant). Any of the other mechanics listed but not explained i will happily explain!

#

Also to note it is math intensive as my fav sorts of things in games revolve around resource management, and when playing i provide tools to help keep track of every weird reource this class has.

true forge
#

If i had a nickel for all the new players making homebrew i would be a rich man

full pelican
# fierce dome You mean a paladin with a sun blade?

Answering both at once. Not really, but also yes. My basic idea was simple enough, one handed weapons proficiency, but maybe just longswords. INT based casting modifier, and the ability to use spells like shatter and thunder wave as bonus actions to augment your bladework. But make them do force damage instead of thunder (keep ragdoll effects tho) telekinesis to pick up and throw objects or use them while too far away to touch with a concentration mechanic, and heavy objects will require an INT check to pick up. Maybe have a Sith path that grants chain lightning and lightning bolt, alongside darkness/blindness/dominate person etc. have the Jedi path be more harmony/healing and cooperation focused. With different learn sets as you level up.

true forge
polar galleon
#

i forgot i had to use the other link

true forge
#

this does read like a newer players class

#

half of the stuff doesnt even exist

polar galleon
#

I mean i did say terms are tied to the campaign, if youre confused you can ask

restive tusk
#

If you were to summarize this class:

  • what does this class actually do?
  • what is its core gameplay loop?
  • what does it do that other classes can’t easily do?
true forge
#

it has a resource, but no way to calculate the resource in the class

polar galleon
true forge
#

and the fact the subclasses, for whatever reason, have their own hit dice

restive tusk
#

The first thing I noticed is that it’s starting proficiencies aren’t aligned with a standard class, which typically get 1 “common” saving throw (Dex/con/wis) and 1 “rare” saving throw (str/int/cha)

restive tusk
true forge
#

thats, not good, you need to be 20th level to use your class?!

polar galleon
restive tusk
#

How is this class getting a feat at level 1 outside of an origin feat and/or variant human/custom lineage

true forge
#

please look at official classes and how they structure them

polar galleon
#

Im not well versed in how dnd class building works, thats why i was asking for help

true forge
#

you shouldnt be brewing

#

or at least not classes

restive tusk
#

I mean, it seems your game is heavily homebrewed and strays far away from the expected balance frame of 5e.

polar elbow
#

quick question, are naturalcrit/homebrewery links ok to post? don't wanna get smacked for trying lol (yes it's relevant, I made a thing)

restive tusk
#

It’s going to be difficult to give meaningful feedback. Not impossible, but definitely harder.

At the very least you should standardize the wording you use to match 5e since that will make it easier to parse the abilities. As an example you use both meters and feet interchangeably in your measurements.

#

Sorry that was to the new player, not you Lucid

polar elbow
#

I ended up designing a complete new class (the name itself isn't, because it's on the generic side). It's supposed to for high level play or longer campaigns. I would like to gain some insight/thoughts about it. Here's a link to check it out: https://homebrewery.naturalcrit.com/share/N3VyFI8fuSwx

#

and don't worry Star, I got that :p

polar galleon
polar elbow
#

if you feel uncomfortable for any reason discussing the responses here, my DM inbox is open for discussions too (just saying)

true forge
#

i would say, just as a FYI

this screams halfcaster, not full, mainly as it has all the makings of one (weapon profs, armor profs, d10 hit dice), but have fullcaster progression

polar elbow
#

valid, but the spell list is a closed one, and the spells are included

true forge
#

also, is this just a Magus but for dnd?

polar elbow
#

tbh, no idea. I found the "shell" (original idea of the class) on the dand wiki, but it didn't play nice with it's own features and intentions

true forge
#

also, they get like no spells, only custom ones, unless that was the intention

polar elbow
#

very much intended

true forge
#

yeah, idk how to feel about it, it just seems like a mash of the best things from martials and casters

#

most classes are something like, a balancing act, where it may shine, it also has a 'weakness'

#

this i dont really see that

polar elbow
#

mm, this class isn't versatile. It has one job it should do. and that is to create (and reward) strategic and flashy combat

true forge
#

sure, but really, a class without anything to make them unique in the way of how you play them is kinda boring

#

classes need to be good at something sure, but they also need to 'be bad' at something

polar elbow
#

the one thing this class doesn't provide is utility outside of battle, or even outside their "reach". But that might not be what you mean.

true forge
#

i mean in the scope of, barbs cant cast spells during rage, or how paladin cannot smite with ranged attacks, which causes mainly melee combat for smiting

#

this does somewhat do the paladin, but spells in nature have ranges

polar elbow
#

yeah this guy is also heavily forced into melee. If it's at range it has... a cantrip.

#

and even then it's 30ft, can't be extended

#

it has cleaves, sure, but even those are limited by range (10ft tops) and targets

#

oh and in case this makes a difference (doubt it, lol), it isn't proficient in any kind of ranged weapon (though you can bypass this with species in 2014, I am unfamiliar with 2024)

cerulean seal
#

So many classes being posted tonight

cerulean seal
# polar galleon Hey yall! I am a new-ish player (never played in a real campaign before) and im ...

So i'm gonna be real. Designing a class in DnD is the hardest thing you can do as a designer. IF you are new to DnD I would NOT homebrew a whole new class. I would look at existing classes/subclasses and decide how you can fulfill your fantasy with what already. You need to be pretty heavily familiar with DnD mechanics and rules before trying something like this.
Get to know all the existing classes and subclasses as best as you can. Use them as references when designing your own class and work on it over time.
I always encourage to homebrew but do yourself the favor of learning the game before making adjustments

#

I've been playing for a decade and only just designed a class recently and its tough

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Subclasses are a lot easier and a good place to start

cerulean seal
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Ive had a lot of people review over it and such

polar elbow
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that's not what I was asking for, but appreciate it nonetheless

cerulean seal
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I know the most popular Magus homebrew class is the one made by LaserLlama I think

true forge
#

which in itself is a dnd remake of the Pathfinder one

polar galleon
# cerulean seal So i'm gonna be real. Designing a class in DnD is the hardest thing you can do a...

As much as i understand what your trying to say, i am very set on homebrewing at the moment, homebrewing makes the little dnd ive played (idk if bg3 counts but other than that, ive played like 2 one shots) more fun, as base dnd doesnt 'resonate' with my brain, the homebrewing aspects allow me to sort of like understand terminology better, if i rewrite it in my own words (thats how i ended up with damage affinity, which is similar to other games i play) I did use bg3 progression to help me write it and understand how class feats work. I was under the assumption of You get every class feat ive written, at the levels it was linked to. If this isnt the case please let me know, most of my dnd experience has been combat and BG3 which started my dnd spiral lol.

cerulean seal
true forge
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fair

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i still need to finsh the spell list of this halfcaster (which is my 4th class lol)

polar galleon
cerulean seal
cerulean seal
true forge
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lol

true forge
cerulean seal
#

Opinions on this Ranger subclass spell list based off a Ranger who is a treasure hunter and uses genie treasures?

Identify
Knock
Gaseous Form
Leomund’s Secret Chest
Songal’s Elemental Suffusion

Does dimension door work better than Secret Chest?
Passwall instead of Elemental Suffusion?

true forge
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ah 2024, were my balancing knowledge gets thrown out the window

lament meadow
true forge
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monster making isnt something am good at lol

faint vine
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Hello i have a question is there a way to brew a spell that if you roll a d20 1-10 will be -dmg and if 11-20 will +dmg ?

flint marsh
lament meadow
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I'm thinking of something like a virus, prion or the like

lament meadow
faint vine
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So i will input manually 1 to 10

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Is there a code to auto group 1-10

lament meadow
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Sadly, I can't help you with the website you're using. All of my homebrew stuff are written in gdocs

whole wolf
#

Okay so droping some fantasy races here. For context the gods of my world thought humans were sticking to too temperature controlled area and tried to come up with some ideas for adaptations to add more human like things into the world. These are the player races first because I wanted to establish some priority for players character ideas as well as having them to bounce monsters off to build the lore up on them...

Wolf-kin

While looking similar to wolves in some ways, having wolf paws, ears, and trails of fur running off each of those traits. They were adapted for more alpine climates. The wold parts share traits with many wolf types, some do have odd mutations that take after other canines, usually ones that share a climate where they live. While known for being more dexterous their skin color is much more sensitive to climate and will change skin tones based on how hot and skin exposure to the sun. Some have been known to go to a desert and end up with far darker skin than a human who shared a skin tone before they moved to the desert.

Shark-kin

These more ocean located kin much like other kin share traits with humans. Their adaptations however set them a bit further apart however. While having a dorsal fun and webbed feet and hands, they also have gill adaptations down their sides. Their skin coloration is much more obvious as they have denticles that copy shark skin colors their underbelly, inner thighs and face looks far more normal for humans sharing a normal range of skin colors. They are also known for having razor shop teeth that function exactly like shark's teeth and will regrow teeth.

.

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Kākāpō-kin

Known for sharing traits with colorful birds known to their more tropical region. They are called Parrot-kin or the more accurate Kakapo-kin. Because of how large they are, they cannot fly but their feathers serve another purpose. Their feathers are oddly very capable at covering and protecting wounds and injuries making them less prone to infections and preventing insects latching onto their bodies unlike other kin. Their feathers cover most of their bodies except for their heads which are covered in a much finer down. They are known for being very into preening and cleaning their feathers as they come in bright colors. Their legs have much of the similar of their namesakes, one of the more peculiar adaptation is the talons on their feet being razor sharp, making them unable to wear shoes however they are unbothered by that.

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(I could use feedback if they are too weird for fantasy races...)

polar galleon
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When creating new damage types, what are the key things i need to consider, im aiming for them both to be quite powerful, as that is how they are lore wise in my campaign. Theyre sort of like a yin-yang type situation. One is known as abyssal, a power tied to the abyssal realm et etc. And the other is Ryneston, a power granted by a catastrophe to those lukcy enough. Im planning on making them both have no resistences beside eachother, if that makes sense. All enemies besides those alligned with each will take normal damage with Abyssal dealing 50% less damage to Ryneston alligned enemies and vis versa. Does this make sense or should i go back to the drawing board.

cerulean seal
# polar galleon When creating new damage types, what are the key things i need to consider, im a...

You can certainly give creatures from a specific area damage resistances or vulnerabilities but it isn't always the case.
Damage types in DnD are just mediums to describe types of damage. If you introduce new damage types you need to consider existing spells, features, and classes that may or may not interact with those.
For example, Force damage is already intended to be the "true" magic damage in DnD and there is very very little that resists it. This is on purpose.
You are propsing new damage types that would be better than that potentially.

rocky vapor
cerulean seal
polar galleon
cerulean seal
primal osprey
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I think the damage types we have now do a good enough job at covering all the possible types of damage that could happen

polar galleon
cerulean seal
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Force is pure magical energy in DnD

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It's the damage type that overcomes pretty much all other resistances

primal osprey
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That is right. Nothing is immune to force and very very few creatures are resistant to it

polar galleon
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I totally get why youre saying that, but the other type Abyssal, would be extremely good without it, because theyre supposed to keep eachother in check. Again, you are the veteran, im not these are just my thoughts

true forge
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why not use necrotic

polar galleon
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It doesnt fit theme wise imo, Abyssal creatures are otherworldy, with space themes, necrotic are the undead in my eyes

cerulean seal
cerulean seal
polar galleon
primal osprey
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Necrotic damage is generally decay and damage against the soul. The last one is just what I think (sometimes)

#

I think it fits undead, demons, all sorts

polar galleon
cerulean seal
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Necrotic: decay, darkness, soul effecting, draining
Radiant: Holy, light, radiation
Force: Pure, true, raw magic, etc.
Psychic: Mental, psychological, spiritual, alien.

polar galleon
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makes sense

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they way i see it (pardon the other game language im about to use) Ryneston and Abyssal are branches of other damage types. In a game i used to play there was element A, and super strong characters used that element so good it was different Element B. very similar, but different

cerulean seal
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What I worry about for your players is that if you come and introduce a bunch of new mechanics and things that aren’t base DnD it’s going to make their existing classes and such difficult to keep up and play against all these things you are cooking up

polar galleon
primal osprey
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While I wouldn’t discourage making a new damage type, you are gonna have to think of:

homebrew features, spells, or weapons that deal this damage type;

What creatures would have resistance/immunity/vulnerability to this type;

Then of course, it’s identity and what situations would deal this damage type

cerulean seal
polar galleon
polar galleon
primal osprey
cerulean seal
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If you are all newer to DnD I would avoid homebrewing too much. Some stuff as needed of course is fine. But at some point you aren’t really even playing DnD anymore

polar galleon
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i havent send them yet

primal osprey
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Ohhhh

#

Fire away then

polar galleon
cerulean seal
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Go for it

polar galleon
polar galleon
# cerulean seal Go for it

Damage Aversion Overwrites damage resistance in certain areas of play. (this is just to make more sense to me as a player)
It can be applied to damage types (eg. This creature has a Damage Aversion of +100% (Takes Half Damage) to Fire Damage)
The above is only applied to special attacks, enemies etc.

Environmental & Battlefield Actions (inspired by Pointy Hat)
Actions that change the way an encounter plays out.
Each has 3 phases.

  1. A tell, shows that something is about to happen, emphasize important details
  2. Before the next E/B action, the players can try to stop/mitigate the Action using details gathered in the Tell Phase
  3. Result. If mitigated or stopped, nothing happens or minimal effects, if nothing is done, a consequence is applied.

Environmental Actions effect the playing environment, Battlefield actions are tied to a boss/enemy.

True Damage:
Unaligned damage that ignores damage resistance and damage aversion effects. (mainly used by powerful enemies as well as B+E actions.)

primal osprey
cerulean seal
cerulean seal
polar galleon
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In the new class, some actions give Void Hp, it is a type of extra Hp that has a damage aversion of +100% to every damage type besides ryneston. If a creature has 20 HP, and 10 Void HP and another creature rolls 30 Fire damage, the damage applied will only be 15 damage.

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lmk if that doesnt make sense

cerulean seal
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We already have Temp HP in DnD

polar galleon
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i meant like, normal temp HP would still die to a 30 dmg attack

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Void Hp has a damage aversion, which reduces the damage that creature takes

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its just my way of explaining damage aversion, as well as void hp

cerulean seal
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So I think you are basically playing with existing DnD mechanics but just applying them to a singular resources.

Because a creature in DnD can already have resistance to a damage type and Temp hp and have those both apply at the same time.

But you are creating a new resources that has both baked in basically

primal osprey
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I hate to say it but yeah, sometimes homebrew isn’t needed

cerulean seal
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The way you could write that generally is just like…

“This feature gives you this amount of temp Hp under these conditions. While you have these temp hp you have resistance to X damage type”

polar galleon
rocky vapor
cerulean seal
polar galleon
primal osprey
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But you can only benefit from one source of temp HP, and we have seen in the regular game an ability that uses Temp HP that grants an extra benefit - armour of agathys

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It’s nothing game breaking and new

polar galleon
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"To have the best chance of survival, you learnt to harness your protective abilities to harm foes. When using Abyssal Action: Guardian Entity, Void Hp is also given to enemies within 50 FT. Additionally, all attacks dealt by the player against enemies with Void HP deal an extra 1d8 Abyssal Damage."

cerulean seal
true forge
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Blod - Blood

Crimson liquid covers the rune.

Passive: When you deal damage with this weapon, you gain temp HP equal to the damage dealt.

Invoke: As an action, you can force a target within 30 feet of you to make a Constitution saving throw. On a fail, the creature’s maximum hit points and walking speed is reduced by your Magus level + your Intelligence modifier. This lasts until the target takes a long rest.

does this sound too strong for something at 3rd level (for a Magus class somebody is working on

primal osprey
true forge
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yea

polar galleon
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"Your goal as a protector is to keep your team alive by any means. This includes harming those who attempt to harm your group. Consume 7 Void stars to empower the blade you carry, and stab it into the ground, causing all enemies with Void HP in a 50 FT radius to detonate, dealing Abyssal damage equal to the maximum amount of Void HP they could have, plus 2d6 Abyssal damage. This then goes on cooldown for 2 turns." Is a better example, If temp HP applied, any enemy that can use temp hp would be heavily punished for doing so, and i dont like that game design

true forge
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should make the movement speed one different

#

i prob will lol

primal osprey
cerulean seal
primal osprey
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Otherwise, I like it. Although I do agree that it may indeed be a little strong for a level 3 ability

true forge
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its just a static 10 foot reduction for the time that the HP reduction lasts now

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which is better balance wise, a decent debuff for failing a common high save

cerulean seal
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I think most of this can be prettt heavily simplified and still work in flavor and theme.

cerulean seal
true forge
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Venn - Friend

The rune illuminates with the power of connectfulness.

Passive: When you are within 10 feet of an allied creature, you and the creature take less damage from all sources equal to your Intelligence modifier.

Invoke: As a reaction when a creature targets an ally within 10 feet of you with an attack roll, you can force the creature to make an Intelligence Saving Throw. On a fail, the target takes 2d6 psychic damage and targets you instead.

another one

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now i need 2 more for WIS and CHA

polar galleon
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I have a few spells i wrote that i need some help changing, as even i think they are too strong (note that these are unlocked via a subclass at level 3)

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  • Void Shards
    Abyssal Cantrip

    Casting Time: 1 action.
    Range: 100 FT
    Target: Creature or object in range.
    Components: S
    Duration: Instantaneous
    You channel the energy of the void and conjure 3 shards made of unimaginable materials. Make a ranged spell attack against the target, each shard dealing 1d4 Abyssal damage, for a total of 3d4 Abyssal Damage. This spells damage increases at level 5 (4d4), Level 11 (6d4), and Level 17 (8d4).

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  • World Breaker
    Abyssal Cantrip

    Casting Time: 1 action. (R)
    Range: Self
    Target: Self
    Components: V, S
    Duration: 3 actions (30 minutes)
    You call upon the Abyss Order's Elders, channeling their power so you may reshape the world. Every Damage or Hit roll for the next 3 actions (30 minutes) will have 1d6 added to it

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  • Call to Arms
    Abyssal Cantrip

    Casting Time: 1 Bonus Action.
    Range: Self
    Target: Self
    Components: V, S
    Duration: 1 action.
    You raise your weapon and call upon the Abyssal orders power, infusing your spells with Void Energy. For the next spell you cast, its damage is converted to Abyssal damage and deals 1d8 extra damage

true forge
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they are all abit strong

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mainly the ladder 2

true forge
polar galleon
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so should i make it like 1 min duration or something else?

true forge
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dont makle it a cantrip

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make it like a 1st level spell

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and make it a min yeah

polar galleon
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okok

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i have 1 more cantrip, and 3 level 1 and 3 level 2 spells written, if youre up for it, could i send the link to the article?

peak inlet
#

I wonder if the "you cast a spell with a pact slot once per long rest" would actually be good if you got it for CME

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I know I would be fine using an invocation to get CME, but I still don't know if the once per LR would destroy it

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Spirit Shroud is just 1d8 lower but you can use it anytime you want

faint vine
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How long is dnd beyond down for

frail orchid
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I think its down for 6 hours

fossil seal
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thoughts on making sorcerers con casters but having a d4 hit dice

paper belfry
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Would that even be hb

#

That's just making sorcerer different

maiden fern
#

Haioo

paper belfry
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Is a cr 12 to strong for 6 lv 3s

#

I think not

static maple
# paper belfry I think not

I feel like a cr12 creature will very easily kill someone in one shot. Not entirely sure about dpr of cr12 but worth considering

paper belfry
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But they git this

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They get 2 respawns

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And HP doesn't reset

noble lion
#

So I have this feature I'm working on that allows you to glow, shedding light in a small radius around you. I'd like for this light to illuminate magical darkness, but not dispel it as the daylight spell would. Is there a spell or item I could look to for wording?

cerulean seal
noble lion
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The daylight spell dispels the spell creating the magical darkness if any of it's light overlaps with any of the darkness

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This is the only effect I can find with light that interacts with magical darkness, but it's not what I want

#

Ig just specify that the light is magical?

rugged olive
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I would say it doesn't dispel it, but instead takes place instead of the darkness while in the area

cerulean seal
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I think you just specifically remove the wording about dispelling the spell but you make the wording like... "If any of this emanation overlaps with an area of darkness created by a spell, your emanation temporarily illuminates the space until no longer overlapping"

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What hermes said, just remove the dispel part of the effect

rugged olive
#

here

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The light emanates in a [] radius, providing [] light that can be seen through magical darkness

cerulean seal
#

That also works

rugged olive
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I think that is mechanically sound?

noble lion
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What I wrote is: "A warm, golden glow emanates from your body. As a bonus action, you may begin to shed bright light in a 5 foot radius around you, and dim light for an additional 5 feet. This light is considered magical. This glow continues until you fall unconscious or until you use a bonus action to end it."

cerulean seal
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Probably still needs some language about overcoming magical darkness I think?

fierce dome
noble lion
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Well the darkness spell says that "nonmagical light can't illuminate it"

#

Which would imply magical light does

cerulean seal
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"If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."

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This is from the Darkness spell. (2014)

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"If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
Darkness 2024

noble lion
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Hmm I see

cerulean seal
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So idk if that applies here because it's not a spell

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But it does overcome magical light

noble lion
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Since it's not a spell that wouldn't interact with it, so I think that's fine to leave unspecified

cerulean seal