#homebrew

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noble lion
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True

rugged olive
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also, funny thing to note, not all magical darkness makes Darkvision useless, only the Darkness spell

noble lion
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Is my phone not loading it or is there no text other than the feature names?

rugged olive
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like if you have shadow of moil, darkvision can see through that

noble lion
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Intriguing

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You'd think with the plethora of things that possess darkvision it'd be more helpful to counter it

rugged olive
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yea, funny thing that most people don't know šŸ‘

fierce dome
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I'd just post a picture but this channel doesn't allow that for some stupid reason

noble lion
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Damn

noble lion
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I dunno how desperate you are for my input, though

fierce dome
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Lol

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I'm not quite sure how to do that on my phone

velvet stag
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Hey guys its me again, with another homebrew magic weapon, I call this.... LETS GO GAMBLING! šŸ˜„ +1

Lets go Gambling! šŸ˜„ +1

You gain a +1 bonus to attack and damage rolls made with this magical Weapon.

-Melee weapon (martial, short sword)

-Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

-Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons

Damage: 1d6

Damage Type: Piercing

I cant stop Winning!! - Whenever you damage a creature for the first time in combat, you gain an amount of gold equal to 1d8 + your dexterity Modifier. you can use this feature a number of times equal to your dexterity modifier per long rest.

Ah Dangit! - before you roll to hit a creature you may choose to call odds or evens. If your prediction is correct, you gain bonus damage, equal to half of your sneak attack damage. if your prediction is incorrect, you gain disadvantage on your next attack role, and attacks made against you are made with advantage, until the beginning of your next turn. you can succeed with this feature a number of times equal to your dexterity modifier per long rest.

Lets go Gambling! - While out of combat, you may gamble up to 10 gold coins into the circular slots in the blade of this weapon. During Combat, if you score a critical failure on an attack roll you lose an amount of gold equal to 10 times the amount of gold coins you gambled with. If you land a critical hit however, you gain an amount of gold equal to 10 times the amount of gold coins you gambled with. and you deal an additional 10 damage.

fierce dome
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I don't know if it's too small to be legible

noble lion
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It's totally legible

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Now I'm not a sorcerer player, but comparing this with other sorcerer subclasses, it seems quite strong

fierce dome
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Interesting

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I was worried it was underpowered. There's zero damage boosts until the capstone, and no expanded spell list

weary ferry
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I’m making an armor for my moon Druid player that gives them barkskin without concentration. It’s basically just regular hide armor, but they can speak a command word and then they’re under the affect of barkskin, only no concentration or duration. I’m not planning on giving it any charges or other such limitations, just giving them AC 16 in and out of wild shape. I’m mostly just curious if others would make this item need attunement, and what the rarity should be. Right now I’m forcing attunement by either a Druid or ranger, and the item is rare. Thoughts?

fierce dome
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I would probably require attunement for that

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I have no real thoughts on the rarity.. That whole system is a mess and doesn't really mean anything anyway

noble lion
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Rarity primarily delineates at what tier of play the item should be handed out

cunning wing
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Hey in this chat can I talk about monsters and encounters or is there a different chat for that?

weary ferry
cunning wing
coral delta
noble lion
weary ferry
noble lion
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So the armor (or just it's effect) stays on during wild shape?

cunning wing
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I just started my own campaign based off of the franchise of Stephen Kings IT, and I just ran the first session with my players.
I am now planning to write the next session but I wanted to ask if anyone had ideas for encounters.
If you don’t know what IT is, basically IT is an evil force that casts illusions on you that usually relates to your biggest fear or past trauma experiences.
Last session I made my party fight zombified versions of their parents, and then they fought a freakishly tall old man monster.
If you guys have any ideas just say šŸ™‚

noble lion
weary ferry
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lol, as I said, it’s basically the barkskin spell, but I’m trying to buff my players wild shape ac a little while allowing them to concentrate on something else.

weary ferry
# cunning wing I just started my own campaign based off of the franchise of Stephen Kings IT, a...

That’s tough. IT seemed more like psychological horror than anything else. Undead parents plays into that. If I remember, there’s a lot of things that aren’t what they initially appear as, which kept the party tense always. I would think looking at monstrosities in the MM is a good place to start for bad guys. A multi-leveled horror house that the party has to go back to a number of times. I would make traps that take multiple rounds to finalize, like a locked room filling up with blood, or a chamber that fills with insects or gas or something.

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The sewer system could have bends that take the party to random places they know, but it makes no sense that they got there. Check the Mirage Arcanum (I think?) spell.

cunning wing
weary ferry
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Honestly sounds super cool!

sonic ledge
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Hey guys has someone or can someone make a subclass that just IS the idea of battle master fighter? NOT OPEN HAND I SWEAR FULL BATTLE MASTER IDEA (aka using ki points to do a bunch of other stuff)

tough compass
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Hey all! Doing a first major homebrew with my brother. It's (barely) a sorcerer subclass, where spells are casted completely differently, the preparation and spells known mechanics are mostly taken from wizard, and metamagic is going to be completely reworked so all of the options do different things. At what point do you turn a "subclass" into a fully different class while homebrewing lol

flat pumice
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Yeah you’d have to check with the artist for how much they charge

weary ferry
tough compass
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In case anyone is interested, it's essentially a deckbuilder spellcaster who cycles their spells as cards through a deck, and casts spells through the cards. We are putting a loooot of effort into balancing it, which is a predominant reason for wanting to have it as a subclass

weary ferry
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Just keep ability progression similar to an established class, and don’t provide spells out of their usual level range, and you should be okay. I made a demon slayer class that kind of melded the ranger and the monk, and although it was kinda sloppy, it wasn’t over-powered in game (though there wasn’t exactly any rigorous testing).

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Card based spellcasting sounds pretty neat though!

tough compass
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Yeah, we're super excited! At first I just wanted to have a spellcasting card cheat but turns out there's no good class for that so wer'e here lol

tough compass
# weary ferry Just keep ability progression similar to an established class, and don’t provide...

Thanks for the input of course! The main progression is probably going to be how much control the player has, so at level 1 they'd basically just get the deck but at level 20 they'd have a much much larger deck and a significant amount of control over where the cards are, and essentially become a less strong but more varied spellcaster.

The main confusion in terms of progression is how quickly to introduce this control. My brother doesn't believe in levels 1 and 2 so we're probably going to start focusing most by 3 where you'd have a bit of control, but if we provide too much you end up with a spellcaster that just gets way too many spells, and too little would be hell to play as you'd just end up being forced to waste spell slots constantly and never cast anything you want to

weary ferry
tough compass
# weary ferry Ngl, that does sound like a lot of work to figure out, but a really interesting ...

We're going to try to run it over the course of multiple oneshots to tweak it properly before ever allowing it to touch a longer game lol

We've always loved talking about game design, and they've been making games since they got their hands on a pair of scissors, so I think we're going to be able to carry this motivation for it forward for a long time

We just have to make sure we don't accidentally turn this into a slay the spire minigame in dnd

midnight elk
vocal imp
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would i ever give this to my players? no, unless everyone had a rough equivalent

mossy violet
weary ferry
# midnight elk Is this weapon at least a little balanced? https://docs.google.com/document/d/1x...

Very fun concept. Damage seems to line up with 5th level spells, but you can use it 10 times depending on how you focus your action economy, so it’s already a little busted. And it doesn’t seem to be limited on how often it can recharge, unless I missed it. Definitely a tier 3 or 4 weapon. I tend to believe a magic weapon shouldn’t use your stats, I would set the DC to a static 15 or something. I would reduce the amount of weight it can carry and expend, at least. Definitely needs some tweaking.

gleaming dragon
south wasp
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Speaking of my dnd homebrew vampires i need some help figuring out good ideas

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Context

A vampire is strengthened by blood magic, and its core of that magic is its heart. However, a vampire seldom keeps their heart in their chest, usually in their place of slumber instead to reform around if slain

Vampire bloodline Heads however, can be more abstract. They can place their hearts in things that reflect their weakness in life- an enviable person can automatically place it in whoever they envy, a slothful person in a dream

(Seven deadly sins vibe)

For pride, i have a vampire own a city in the ocean that the PCs made. Thats the vampires heart. The PCs gotta flood it

I need one for gluttony and greed

fleet veldt
midnight elk
midnight elk
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Ugh

weary ferry
# midnight elk Thanks for the advice, I will try making these changes myself. Would you be able...

Not directly. But if you repost an update later, feel free to tag me. When tweaking, try to keep in mind how other magic items limit themselves. Often it’s through charges that get spent throughout the adventuring day and recharge at dawn on a dice roll. I would say to keep in flavor with the item, you find material, feed it to the machine, and it’s able to recharge that ability. Make common items like wood and stone have abilities that do less damage then abilities that require metal. The idea is you have a set amount of uses per day, and you’re only able to recharge based on what the character is able to get (so no dice roll needed). I would say that’s a great place to start.

midnight elk
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There's one that has variants, lore and a godlike being called "The Motherforge"

weary ferry
# midnight elk Thanks for the advice, I will try making these changes myself. Would you be able...

I would also say that the 60’ line is inherently self-limiting as it’s more difficult to affect more than two enemies as compared to a fireball, so that’s good. I don’t know if I saw if you already did so, but limiting its use to once per round is ideal. So it really seems that focusing on limiting its uses per day will go a long way, and making sure the damage output generally aligns with spellcasting power at the desired character level will clean it up.

weary ferry
# midnight elk You'd dislike the full doc

Lolol, I would not. There’s just what’s cool in concept vs what’s viable in a campaign. It’s entirely possible a party is given a god tier weapon for temporary use, and that’s up to the DM to make sure the power is given up when the time is right.

midnight elk
weary ferry
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It’s a very cool scene in my head that a party member is able to pick up what amounts to a heavy turret, blasting a bunch of machines to pieces, and sucking them up to keep blasting the waves of enemies, while the other party members are dealing with another part of the crisis at hand.

weary ferry
midnight elk
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You can use these as you want. I always aspire to have homebrews that other people would be happy using.

weary ferry
mossy violet
# gleaming dragon That last boss is gnarly, good job

Thanks. That temporal debt mechanic is really cool, but could spiral into a TPK if the party is not carefull, like really fast, but I think that as soon as I will put the debt marks and chronal marks on them they are going to be super carefull.

paper belfry
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Okay what's a good boss lv for 6 players that are lv 2s

weary ferry
paper belfry
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Okay so cr 6

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Cause I am getting the first bosses ready

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It's a duo fight so a 2v6

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I'm gonna run this light dark souls so they would get a soul after they kill them which they can craft into either 1 of 2 armors or 1 of 2 weapon sets

nova basin
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If you give them 2 cr 6s its gonna be a tpk

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Low levels are exponentially weaker than mid levels, you cant really push them with a challenge theyre not supposed to beat because they really wont

paper belfry
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They have a rare tho

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And possibly a artifact if they check all the bushes

weary ferry
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Yeah, could have clarified; that table is for 1 monster

nova basin
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Still not enough

paper belfry
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Btw I hit a artifact in a random bush

nova basin
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They dont have effective enpugh action economy or burst options to pull a win out of thin air

nova basin
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A fighter still has max 3 hits in a turn once per fight, casters dont have 2nd level slots, nobody has a subclass

paper belfry
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Ik

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This is gonna be a hardcore campaign

nova basin
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I would honestly wait at least one more level for a boss fight, bc nobody has their gameplay loop built yet

paper belfry
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Also they get 2 respawns

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Due to being dark souls I was a little nice

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But they are free to wonder

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This is half sandbox

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I give them a area and theirs about 2-4 bosses depending on the size

vivid trail
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So I am working on a homebrew spell and I am trying to make it so you can click on the roll (i.e. 2d6) and it'll roll the damage.

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How do I enable that in the spell creation?

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Is there a text code I have to do?

halcyon scroll
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How broken would this be?
[Absolute Zero]

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous + 1 hour
    • Can only activate if hasn't moved this turn + speed becomes 0 until the turn ends

      • Creature with in this spell area must make a (Con save) against your spell DC

      • taking 8d4 cold damage on a failure and is also frozen solid, or taking half damage on a success

    • Creatures who are frozen by this spell are Restrained and are unable to breathe

    • Ice can be broken if the encased creature succeeds

      • On a Strength check against your spell save DC

      • If destroyed from the outside (ice has 5 AC and 10HP)

      • Is immune to all but bludgeoning, fire, and thunder damage

    • Creatures trapped within the ice takes 1d4 cold damage at the start of each turn they remain trapped

    • If fails Save throw 5 times they die from internal freeze

    • level 5 or higher, the initial cold damage increases by 1d4 for each slot level above 5

midnight elk
weary ferry
midnight elk
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It's somewhat okay I went with CR 4 but it's likely more a 5 or 6.

halcyon scroll
weary ferry
paper belfry
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Does it fit dark souls settings???

midnight elk
paper belfry
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No offense I don't really like it it's not just not my thing sorry šŸ˜…

midnight elk
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No problem

fleet veldt
oblique cloak
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It has too much HP and doesn't do enough damage, imo

fleet veldt
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what should i do then? (i mean it does split XD)

oblique cloak
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up it's damage. Should be doing about 30-50 (maybe on the low end because of it's split and consumption ability) damage a turn (split among multiple attacks/effects ofc) and it's hp (especially with defensive abilities and split effect) would need to be nerfed by about 50-60 as well.

It's hard to ballpark because it's abilities are so wildcard.

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So you'll have to be careful when throwing it at your PCs

fleet veldt
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alright

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if ya need a bit of an explanation on the creautre, its based on an osedax worm. Basically they eat bones and dissolve them with acid from their roots

arctic thorn
urban cargo
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Came up with some armor. Wanted it to be unique but not too powerful.

Carapace Armor: Dissections of the bugs has lead to the discovery of carapace armors. By carefully slicing off the hardened plates on a bug they can be fitted on people of all sizes. Light carapace is equivalent to leather. Medium carapace is equivalent to scale mail. Heavy carapace is equivalent to chain mail. What carapace lacks in strength it makes up for in it's abundance and ease to repair. Any armor with the carapace property has the Ablative Plate feature. Ablative Plate: When you are hit with an attack that deals 10 (light), 15 (medium), 20 (heavy) damage or less you can use a reaction to reduce the damage to zero. A plate on your armor falls off and your AC is reduced by 1 until it is repaired. This feature persists until the AC from your armor is reduced to 10. A shield exists that can reduce a blow to 0 from 25 damage or lower but is then immediately destroyed Costs: Light armor costs 5 gp and a plate costs 5 sp. Medium armor costs 25 gp and a plate costs 3 gp. Heavy armor costs 38 gp and a plate costs 5 gp and 3 sp. Shields cost 5 gp.

paper belfry
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I came up with a simple but cool weapon
Grey knights chain weapon (spear)(legendary)
Bonus +4
1d10+dex or str forgot
Abilities
Charges 3

Sunlit blade
2 charges
Turns the tip into a sharp glaive dealing an extra 3d6 radiant and dealing 1d6 fire dmg per turn for 4 turns

Blade teleportation
1 charge
You can teleport to your spears tip can't be used while in glaive form

sonic ledge
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In 45 minutes or so would someone be willing to help me make a monk version of battle master

cerulean seal
vocal gazelle
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I'm trying to homebrew some kind of durability mechanic for weapons so my players would generally carry multiple on-hand. I'm looking for feedback and other suggestions.
At the moment, my idea is that poor quality items lose durability if they roll a 3 or lower during checks when using the tool, normal quality break on 2s, and masterwork off multiple 1s. They have respectively 1, 2, 3 charges before the item cannot be recovered and is permanently destroyed. They can be repaired as long as there is a charge.

hasty jay
kind spruce
kind spruce
paper belfry
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Cause u could break a spear in half and turn toji mode

kind spruce
paper belfry
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I know (idk what elite ball mean)

kind spruce
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Fun fact, I'm currently DMing a full homebrew JJK campaign

paper belfry
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I was doing one but it just ended

kind spruce
paper belfry
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Oh

kind spruce
paper belfry
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Good no one got domain

kind spruce
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That's so sad

paper belfry
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Well one guy did

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Incomplete domain tho

kind spruce
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What was his technique?

paper belfry
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Boogie woogie

kind spruce
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NO WAY YOU MADE BOOGIE WOOGIE WORK FOR D&D, AND GAVE IT A DOMAIN

paper belfry
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So I made it where he can called 3 times as a free action and 2 more reaction claps

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Clap*

paper belfry
kind spruce
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That must've been incredibly broken even with just 5 claps

paper belfry
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He used it on a grade 4

kind spruce
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Only a grade 4???

kind spruce
paper belfry
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Yeh

kind spruce
paper belfry
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Basically

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Besides homebrew curses

kind spruce
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I seeeee
I can imagine that going very well

paper belfry
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It did

kind spruce
sonic ledge
paper belfry
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And he had 2 domains

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What u mean

kind spruce
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Have you read the manga...?

paper belfry
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Some

kind spruce
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Oof

paper belfry
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Ik major events

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Like KitKat event

kind spruce
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Which ones that šŸ’€

paper belfry
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Go/jo

kind spruce
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OH

stuck raptor
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snap

kind spruce
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I made a new Gojo for mine campaign actually

paper belfry
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Based

cerulean seal
stuck raptor
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decided to reuse this for a succubi demon lord YangyangGrin2
Beguiling Sacrifice (4/Day). When the succubus fails a saving throw, she can choose to succeed instead. If the succubus does so, she ends up to one Enchantment or Illusion spell on a creature that she casted. Additionally, the amount of spells she can Concentrate on with Lecher's Mind is reduced by one, regaining all of it after finishing a Long Rest.

Lecher's Mind. The succubi can hold Concentration on up to four Illusion or Enchantment spells at a time. When she has to make a saving throw to maintain Concentration on a spell, she rolls for each one separately.

midnight elk
lament coyote
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wacky homebrew concept im working on for a hexcrawl
Bastion Wagons

wagons are equipped with a special facility that, rather than taking orders to do things, the character can spend 2 hours inside of during a long rest to get some kind of benefit, or the wagon itself has uses during encounters and exploration

an example of the former use case being a lodge wagon which helps the character be comfortable during a long rest, getting temporary hit points or Heroic Inspiration, or an alchemy bench wagon which lets the character use alchemist's tools to make limited time use Bane Oils. an example of the latter use case being a ballista wagon with a mounted weapon that deals some genuinely crazy damage but requires special ammunition and is too cumbersome to use if it's removed from its mount on the wagon

kind spruce
midnight elk
kind spruce
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Are the abilities like voidbind meant to be the equivalent of spells or are these abilities that the whip can do as attacks?

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i.e. am I seeing an extremely long whip lash at me and bind me, or am I seeing a magical affect that binds me coming from the whip?

kind spruce
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How long is the whip?

lament coyote
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the text in general feels very... AI-y?

like in the voidbind description, "Target a 60-foot line. All creatures in the line must succeed on a DC 20 Dex save or be restrained, frightened, and paralyzed with existential dread until the start of your next turn."

This kind of ability feels more like a Wis save than a Dex save? And is "paralyzed with existential dread" referring to the Paralyzed condition, or is it flavor text? People writing rules for TTRPGs like to avoid this kind of linguistic confusion. Like I said, it feels like something an AI would write

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The "Appearance in Play" section really really feels like something chatGPT would append to one of its outputs

midnight elk
stuck raptor
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Reminder that AI generated content isnt allowed on here

midnight elk
lament coyote
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Regardless I'd suggest looking at existing artifact and legendary weapons and trying to tune around those. As it stands I can't really see this as usable in game

kind spruce
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What does "leaning fully into light or shadow" refer to exactly? There's no real specifics there. Does it mean after a certain amount of turns having only used one damage type? And if so, it should probably have a specific number of rounds

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And even then, that also doesn't seem like a very useful addition to begin with considering there's no reason in majority of cases to not simply use the other damage type every other round

midnight elk
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Okay then

lament coyote
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And yeah it's generally unclear how the item's legendary abilities are activated. The intent seems to be that most of them are riders on attacks, but then there are others that state an activation condition like Divine Dread and some of them read like spell-like abilities that should probably just be actions?

tacit holly
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Hi

lament coyote
# midnight elk Alright

A similar magic item I'd suggest remodeling the whip around is maybe The Bloody End from Explorer's Guide to Wildemount? Sentient evil legendary weapon that gives its wielder the ability to cast certain spells and a bunch of fear abilities

midnight elk
hollow siren
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how much support would allowing Tools Required to not apply to cantrips get?

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this is not for mechanical/optimizing reasons, i just like the aesthetic of mages who dont need staves

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a la skyrim style

lament coyote
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oh ummmmmm in most of the games ive played spell components kind of get hand waved unless they're costly spell components. though if your DM is very literal you could have a magical crystal amulet as an arcane focus or something

whole wolf
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I am building it out from the gods to the player races then shaping the world arounf that.

hollow siren
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this is valid, and something i have seen at the games ive played too

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i also just think its really really really silly to need a tool for produce flame, a cantrips thats literally "you conjure flames in your hands", to need a M component to cast

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like the whole aesthetic of the spell is the one bit from the mid 2000s fantastic four where human torch is just conjuring flames with a snap of his fingers on and off

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(among other silliness with the spell that i have also complained of but is not material to my point here)

lament coyote
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i think non-costly spell components are super fun and flavorful to describe when you can. they're also a little bit cumbersome and awkward to actually use. though last i checked, arcane foci kinda make it moot.

hollow siren
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honestly, valid too. its an aesthetic choice

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i personally find the aesthetic of flinging lightning bolts from my bare hands so hecking fun and flavorful

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(it doesnt help that i visualize dnd as basically skyrim lol)

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(mostly. for radiant stuff like starry wisp, i picture the glintstone from elden ring)

lament coyote
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one of my favorite characters i got to make but never play was a draconic sorcerer who used the arcane focus (crystal) option and the idea was that she'd have the focus in her mouth when casting and cast most of her destructive spells from her maw

hollow siren
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in any case, the proposed variant of 1) TR doesnt apply to cantrips and 2) TR lets you use an arcane focus from the get go is somewhat of an aesthetic thing. but its technically homebrew, sadly

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honestly, for funsies, i may just make a psionic-ish artificer subclass which just psionic casts (even tho this started as a way to make the aesthetics choices work for an alchemist artificer, lol)

hollow siren
pearl canopy
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So I just was watching a clip about a killer in dbd and I came up with a weapon idea.

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The guy used a gun that shoots a chain harpoon and then pulls people in and melee them

lament coyote
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so you're thinking like a harpoon gun or if you wanna be more general something like a hookshot?

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ive long been partial to the idea of a hookshot magic item, whether it pulls the user in or pulls the target in

zealous sun
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Hello, I would like for somebody to try to help me find a good map making system that allows me to create a entire ocean area with Islands in between. I have changed my entire campaign to be focused on them going from from Island to Ireland in an unknown amount of islands and unknown areas. With the first island being them washed up on, this is because the ship that they are using ran out of fuel so now they have to stay on this island up until they're able to accumulate the fuel and to get fuel they need to first help the artificer and the navigator.

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I just can't find a good one

scarlet slate
zealous sun
scarlet slate
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It's on YouTube

zealous sun
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bro im looking at map makers

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and they are interesting but none are what I "want"

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this is pain

stuck raptor
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oh if youre looking for map makers, we have #dnd-maps

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check pinned comments

zealous sun
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ty

polar timber
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Path of the Juggernaut (WIP)

Tear through your Foes, Encased in Steel

Barbarians who walk the Path of the Juggernaut have learned to manifest their rage even when weighed down by heavy armor. Their path is one of impenetrable momentum and force, tearing through the battlefield while protected by incredible proficiency in armor.

Level 3: Bulwark

You have learned to manifest your Rage even when encased in steel. You gain training with Heavy Armor. Furthermore, you can enter your Rage while wearing Heavy Armor, and donning heavy armor no longer ends Rage prematurely.

While Rage is active, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Level 6: Impenetrable Form

Once per Rage, while wearing Heavy Armor and when another creature hits you with an attack, you can take a Reaction to add your Constitution Modifier to your Armor Class, potentially preventing the hit from landing. You gain this bonus to your AC against attacks until the end of your next turn.

Any feedback on the following homebrew Barbarian subclass? Its just the first two subclass features for now

fierce dome
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Isn't there already a path of the juggernaut in the tal'dorei book

polar timber
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huh, I did not know that

fierce dome
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That aside, it seems extraordinarily weak. Its core l3 feature is just heavy armor prof basically? With a +5 in CON and a +2 in DEX, you've already got a 17 AC when unarmored. Max (mundane) heavy armor is 18 with plate. So your core level 3 feature is a +1 AC boost if you can afford plate

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Reducing forced movement by 10 feet is also pretty niche. You could probably say "You are immune to the Prone condition and cannot be moved against your will" and still be kinda underpowered.

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Your l6 is fine. It's basically just the Shield spell. If it has a resource cost of any kind, you could grant it at l3

polar timber
#

Appreciate the feedback, l3 initially had a half Heavy Armor Master function where any Bludgeoning, Piercing, or Slashing damage against you, while Raging, was reduced by an amount equal to half your proficiency bonus (rounded down)

#

but I was unsure if that was too good

fierce dome
#

As was recently pointed out to me when workshopping my own barbarian, most l3 barbarian features include an effect that recurs turn-by-turn while raging, whether an active thing you can choose, or a passive thing that turns on when raging

#

The former is obviously better than the latter. The key to this have is having interesting choices to make

#

Your core l3 is basically just an expensive AC bonus, which isn't "fun," at least in my estimation. It just means you get hit slightly less, and barbarians are supposed to get hit. It's their main job.

#

What I think you really want in a barbarian is something that encourages you to get hit and somehow keep going. Or barring that, maybe a damage boost

polar timber
#

maybe some sort of self-interception ability? When you are hit by an attack you can use a reaction to reduce its damage by some amount? 1d8+Barbarian level or something like that

#

if I go that way i'd have to rework the l6 though, having multiple Reaction triggers is kind of pointless

rugged olive
#

Heyo y'all, I've been trying to make a "Supreme" School of Magic, Magic of the Gods essentially, and here are some

fierce dome
#

Going to the definition of "juggernaut" as something "overpowering" or "unstoppable," I might do something like "when you take damage while raging, you can use your reaction to force the creature that damaged you to make a Strength saving throw. On a failure, the creature is knocked Prone"

rugged olive
#

Supreme Counterspell
3rd Level spell
Supreme school of magic
No save
1 Reaction
When you see a creature casting a spell, you can use your reaction to negate the casting.

Supreme Command
1st Level Spell
Range: 120 ft
Components: V
Duration: concentration up to 1 minute
Supreme School of Magic
Wis Save
Bonus Action
You speak a 1 sentence command to an amount of creatures you can see within range. The targets must follow through with the command to the best of their ability

fierce dome
#

Or maybe "when you take damage while raging, you can use your reaction to make one melee attack against the creature which targeted you, then move up to half your speed without provoking opportunity attacks"

#

You want that vibe of nothing slowing you down, or of knocking over everything in your path

#

Some monsters (I think the tarrasque is one) get a feature that states they do double damage to structures and objects. Something like that could work on a "juggernaut" barbarian

#

"if you reduce a creature to 0 hit points while raging, you can immediately move up to your speed and make one melee attack."

#

Something like that

polar timber
#

I appreciate the advice, I'll deliberate and rethink

fierce dome
#

Don't be afraid to think a little bigger

#

AC can be nice, but it's kinda boring to actually play with

karmic meadow
#

Hello everyone

#

Are there any key considerations when building a homebrew based on the world and power system of a fiction or a game?

stuck raptor
#

the more you change or add, the closer you are to your own TTRPG

cerulean seal
fierce dome
#

It's a sort of universal, zen, one-with-everything kind of theme

#

I'm worried it's a little underpowered. It gets no damage boosts before the capstone, and doesn't get an expanded spell list.

#

I should also say I currently have in development a blind monk that gets truesight and this universal sorcerer that gets blindsight, and I think those need to swap

#

I know truesight is overpowered in certain niche situations (illusions, especially), but have yet to hear a really compelling argument why I can't grant it

#

I should probably not wait until midnight to try to farm feedback lol

sonic ledge
whole basin
#

Is this too powerful of a homebrew weapon?

2d6 damage on a normal hit but if you get a 15+ on your attack roll, it triggers a bonus damage which adds a dice (making your damage 3d6 but won't stack with crits cause that's too much). It only has 6 uses per long rest. Only at higher levels do you get to choose if it triggers when you land a 15+.

true forge
faint gyro
#

Centipede Longsword
<><><>
~ Grouping; Mage Bugs > Bug Artifice > Bug Swords
~ Creature Type; Monstrosity (Insect)
~ Description; A blade made of chitin, a centipede in the form of a longsword, it’s chitin is interlocking, when it tightens, it’s armor becomes a single long blade. When it imprints on a person, that person need not worry for their own skill and strength as the centipede can be used as a sword.
It is suspected that this was one of many living items made by mages, it survived and adapted and spread becoming a living creature which takes on the appearance of a sword.
~ Size; 4 to 5 feet long
~ Diet & Role; Opportunistic Omnivore
~ Environment; Dungeons
<><><>
Stats: Str [+3], Dex [+3], Con [-1], Int [-4], Wis[-1], Cha [-1]
AC: [16 (natural armor)] /|/
HP: 25 (10d6)
~ By The Wielder’s Hand. When held by an ally, the centipede can add their strength bonus to it’s attack rolls (minimum 0).
Actions:
~ Blade Body. [+5][1d8+3 slashing]
~ Bite. [+5][+1d6+3 piercing]
<><><>

Bug blade :3

#

Poorly made description, point is; sword that is more sword than your sword and also a bug

faint gyro
#

know what, ur counterspell is cringe, here’s mine;

Final Say
Tier 2nd (points 3) & School: Enchantment
Casting, Range/Area & Duration: 1 reaction
Components: V, S
Description: When someone casts a spell, you can cast this to make that spell un-counterspell-able, anyone attempting to counter that spell must make a Charisma save, on a fail their spell fails.

Elemental Counter
Tier 2nd (points 3) & School: Conjuration
Casting, Range/Area & Duration: 1 reaction
Components: V, S, M (ash for fire, water or ice for cold, plants for poison, a fruit’s juices for acid, a copper piece for lightning, a bell for thunder)
Description: You conjure an elemental burst of energy to disrupt an enemy’s spell, roll 3d8 of one of the following damage types; fire, cold, poison, acid, lightning, or thunder, on which if you roll higher than the damage, you counter the spell and the caster takes the remaining damage, if you roll lower your spell fails entirely.

faint gyro
#

points is referring to spell points in the DMG, for those wondering

frank berry
# whole basin Is this too powerful of a homebrew weapon? 2d6 damage on a normal hit but if yo...

Powerful is entirely dependent on what rarity the item is meant to be

Also, this is a little confusingly written, but to clarify; Is this meant to be something applied to an existing weapon to make it into a magical item, or is this meant to be a new weapon type altogether? In the latter case it's definitely strong, but if it's meant to be a magic item, then overall not really broken

Flametongue weapon would be a good comparison, as it also deals 2d6 extra damage, and is a rare weapon (but there definitely exists stronger rare weapons, so personally I've always treated it as more of an uncommon level, but I digress).

With 6 uses, do you mean you can make 6 attacks, or apply the extra damage up to that many times? Either way this definitely makes the weapon a lot weaker.

Lastly, the whole 15+ roll extra damage is kind of a pointless thing. 15 AC is generally pretty average, so the only thing this is doing is any creature with 14 or less AC is just gonna take one die less damage, thats it. Also I don't underatand the limit at the end for only higher levels, and what you mean by it

Overall, this feels like an overall balanced Uncommon magic item

spring tusk
#

when calculating CR of a creature should I be calculating off of max damage or average damage

lament meadow
#

It's relatively tanky but other than that high level parties are going to run circles around the guy. I think my level 10 players can beat that guy with minimal losses

true forge
#

Venn - Friend

The rune illuminates with the power of connection.

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 creature must target you with the attack. If you aren’t within range for the attack, the creature must move closer to you. If the creature has no movement speed or cannot reach you with the attack, it attacks the original target.

does this make sense?

true forge
#

does it seem like much for 3rd level?

queen egret
#

thinking about a unique magic system for a ff6-themed campaign i'm planning...

lament meadow
queen egret
#

no real caster classes, but everyone can learn up to lv4 spells in a manner similar to the magicite system, and then i need to find ways to make higher level spells accessible but more special

lament meadow
queen egret
#

gravigamaxxing hell yeah

#

maybe higher level spells could be like summons

#

once per battle or day

#

wait, this is just mystic arcanum

true forge
#

what rune fits CHA more, King, War or Dragon?

queen egret
#

king

queen egret
lament meadow
#

Defeating a clown by mimicking the abilities of a flower will never not be funny

queen egret
#

i'm thinking a non-caster "machinist" can be the "warlock"

#

instead of eldritch invocations you invent 1-2 new tools at certain levels

lament meadow
#

Why Warlock and not the artificer?

queen egret
#

i realized they didn't have that much in common with the mechanics i have in mind, and ff6 machinist uses lances so a bladelock is kinda similar

#

there are no magic items involved whatsoever

lament meadow
queen egret
#

yeah, sorta

#

i just gotta homebrew 12 classes, working on rune knight now

#

runic is gonna be pretty cool to use against enemy spellcasters, i think

lament meadow
#

Here's the thing. I don't think those random dancers at Zozo are supposed to wield magic. If we're sticking to the worldbuilding, Runic probably won't get consistent use until we meet enemies that shoots Ultima as a final spell

queen egret
#

there are a lot of mobs in WoB that use absorbable attacks tho

lament meadow
queen egret
#

true that

queen egret
#

world's first 2/3rds caster

south wasp
#

Time to showcase what my players are gonna be fighting next session

Vampire Head, the Hollow Heart

a creature whose form shapes to what is needed, but is never satisfied with what they have

270 health, regen 20 hp per turn

Ac 19

Aura effect(start of combat): creatures within 30 ft must make a dc 18 charisma saving throw or have disadvantage on the next attack, saving throw, or ability check

Action

Multi attack- can use ravenous maw twice or replace one attack with covetous drain

ravenous maw: 1d10 slashing +2d6 psychic

Covetous drain: a creature within 60 ft must make a dc 18 saving throw. If they fail, the vampire can steal a class feature, status effect, or spell effect effecting the creature until the start of the vampires next turn (recharge 5-6)

Bonus action
The vampire can place his heart into a creature within 120 feet that they can see. At the start of that creatures turn, they take 1d4 psychic damage. If the vampires heart exists in another creature, the vampire cannot be killed even if they reach 0 hp

At the start if the vampires turn, if their heart is in a creature, they may copy a class feature of that creature

Reaction: if a creature within 60 ft succeeds an attack roll or saving throw, they must roll with disadvantage and take the lower roll. The vampire gains advantage on their next same roll

storm hull
vivid trail
#

So I am working on a type of magic that functions on a trade off system. It comes with quite a bit of spells that doesn't necessary require a spell slot, but "something" must be used in order to utilize it. These things can include, but not limited to: using up spell slots, any feat-based point system, temporary removal of Ability Score bonuses, reduction in HP, reduction in speed, that kind of stuff, given a certain condition like Poisoned or Exhaustion, etc.

In theory, how would I go about "balancing" it so it's not too punishing on the caster?

storm hull
lament meadow
#

I'd be wary of Runic's incompatibility with DnD's action order. Unless you, the DM, allows the "wait or hold action" for the players, Runic is pretty difficult to use.

queen egret
#

it's got a narrower range, so i'd expect you to position

native sigil
vivid trail
lament meadow
#

You can position to catch an enemy in the runic field

south wasp
lament meadow
#

Conversely, the enemy can also move out of the runic field before their turn

queen egret
#

you want to be in stabbing range of the enemy, while other casters might be a bit away

vivid trail
#

For example, one of the spells basically allows you to make a mini heal potion on the spot that doesn't use up an action or bonus action, but at the cost of disadvantage on your next action, bonus action, or reaction.

queen egret
#

if the enemy does try to move out, you still get a free stab

vivid trail
#

As if you became "slightly impaired" to heal yourself or an ally.

queen egret
#

or maybe the range should be 30ft if it's not already

#

oh yeah i set it to 15

lament meadow
queen egret
#

oh wait, no need for a range buff if so many of your abilities involve reducing movement, huh

#

i accidentally made that design make sense

storm hull
vivid trail
#

And what can happen, and the severity of the punishment, varies on the power of the spell.

native sigil
storm hull
vivid trail
#

One of the spells lets you detect lies from anyone as a concentration. However a drawback is that you have disadvantage on perception and insight during that time.

#

So you're not using up a spellslot or any valueable stuff if you're a magic caster, but you also punish yourself using it. And that's basically the idea. These spells are meant to be inheritly powerful, but use more as a utility than something to rely on.

storm hull
#

Ok so this is more of an ability or a feat than a spell.

#

Like in human speak it is magic, but in 5e it is a feature of the character

vivid trail
#

Yeah. It's ties back to this homebrew species that I'm finishing up where they were gifted with this kind of magic at birth, but because they were created by a "false god" who wanted actual power, it's not perfect.

#

So you can have like a wizard with this species, while you have this utility-based magic to pair with it. Or this species happen to have a barbarian class and also have these abilities/magic in them (probably will be harder to land or be less effective ideally since barbarians are not spellcasters).

paper belfry
#

Feat heavy weapons dual weilding
Prerequisites
22 strength
Fighting style or feat dual weilding
Great weapon fighting fighting style

You can now dual wield with heavy weapons but you get dis vantage

south wasp
#

I mean for a 22 strength feat, something only doable by a barbarian lvl 20, kinda weak

paper belfry
#

Technically not as long

#

If you get fire giants belt

#

And chose fighter

#

Maybe at lv 8

south wasp
#

For base rules, for any feature based stat requirement (ie. multiclassing) you need your base stats to meet those stats

flint marsh
#

Note that without the light property, dual wielding doesn't allow extra attacks

south wasp
#

My advice

vocal imp
#

looking at the math, its also not very impactful to dual wield heavy weapons

south wasp
#

Just dual wielding light weapons and flavor them as heavy weapons

#

As a dm if a player asked to flavor their shortswords as beserk greatswords, id say go ahead

vocal imp
#

in 2024, assuming this gives you a ba to attack with, its still 3 attacks vs 4 attacks with the dual wielder feat

#

lets say theyre a lv5 barbarian who is raging with 20 str

#

nonmagical weapons gives you 1d6+7 each hit for 4 hits with the standard dual wielder feat

#

discounting accuracy, this is 42 damage

#

now, with a lv5 barbarian, raging, 20 str, with 3 swings of a great weapon

#

in this case lets say greatswords

#

its 2d6+7 for 3 hits

#

which is actually the same number, 42

flint marsh
#

Notably currently the feat doesn't allow for any of that. The bonus attack is part of the light property . Without that, nothing else actually adds on

vocal imp
#

which is surprising, but cool

flint marsh
#

If you somehow get light on your two handed weapons, there is still thr limit that no two handed weapon has nick, so you aren't getting another attack in the attack action like you do with nick mastery

south wasp
#

I just assumed theyd make a homebrew weapon that had all that

#

But also, flavoring shortswords is half the effort and the exact amount of gain

storm hull
#

Not that it has to be something you learn but more like an ability ascribed to magic wielders

vivid trail
#

Maybe a feat that is unique to this species?

#

or class

storm hull
#

If that is your intention i dont hate it.

vivid trail
#

I'm trying to figure out how I wanna work this out because I am working with my DM for our next campaign about involving it with the party

#

Which he said he's more than willing to do if I can craft out how I want the homebrew stuff to be approached in a consistent manner

#

So it's something that I want it as consistent and unique, but malleable to be intergrated into his ideas.

storm hull
#

Ok well then i would argue if you aren't DMing it will be difficult to moderate, but you could theoretically write several feats that you could take when you level up under condition that if it is gane breaking your dm has full rights to nix it.

vivid trail
#

Mhm. One idea someone told me is to make it like a perk system. Where at certain levels you can select a handful of the spells, but you can't take it all.

storm hull
#

I will also say that writing a feat unique to your class is ok, but would argue that rewriting the entirety of dnd's spell mechanics is a pretty difficult task.

I think it may help you more to consider slight ways to adjust things that already exist rather than build from the ground up.

vivid trail
#

Thanks for your input!

paper belfry
south wasp
#

Magma is pretty heavy

paper belfry
#

But it's not that much in it

#

Mainly fire

south wasp
#

But also, still easier to just flavor a light weapon

#

Again, RAW you use your base stats for stat requirements of class features

paper belfry
#

Easier but not as cool

#

And probably taking away the disadvantage

#

Cause I want them to feel the power of 2 mauls instead of 2 weapons flavored as them

south wasp
#

You gotta do a lot of homebrewing that ignore base dnd weapons rules

#

And base dnd feat rules

#

And duel weapon fighting rules

#

Which, if your DM is fine with, go ahead ig

paper belfry
#

Oh no I'm the dm

south wasp
#

Is this like

#

For a player then?

paper belfry
#

For all the players

#

And NPCs

south wasp
#

Npcs dont really need feats

paper belfry
#

Why

south wasp
#

You can just put whatever you want on them

paper belfry
#

Ik

#

But I use DND characters sheets as npcs

#

Easier for me

south wasp
#

Ehh, i disagree with doing that but thats my opinion

paper belfry
#

Yes it is your opinion and I like doing it like that

#

But all opinions matter

lament coyote
#

The big problem with using PC style stat blocks for NPCs is that the former hit incredibly hard and are on average relatively frail compared to equivalent monsters / NPCs so they make for super swingy save or die type encounters

paper belfry
#

I'm aware

#

The only NPC I'll be giving their own monster sheet is solaire

#

But that's because he's the goat

slender quartz
#

A friend of mine asked me to describe a biome/ant hill place -- question about that. What are like, some key features a location/biome description should have?

lyric sedge
#

How would y’all change the lvl 10 samurai ability

paper belfry
#

Make a copy of it

#

And change what it does

frank leaf
lyric sedge
paper belfry
#

What's superior in your option homebrew wise 2014 or 2024

frank leaf
halcyon patrol
#

Hi, um... I have a quesiton. I am making a hombrew spell and i want the modifier on the spell to add 1d4 + the players proficiency bonus

queen egret
#

okay, what's the question

paper belfry
#

Probably how does he do that

halcyon patrol
#

yeah

queen egret
#

Like, technical question regarding a website like dndbeyond, or?

halcyon patrol
#

how do i do that? for dndbeyond website hormbrew create a spell

#

or even spell level + 1d4 that may make the idea less broken šŸ˜›

polar stag
paper belfry
#

I made these stats for a spectral of a lord
Black knight lord (spectral)
Size large 12ft
Cr 7
Hp 70 7d10+21
Ac 16
Str 16+3
Dex 14+2
Con 16+3
Int 12+1
Wis 14+2
Charisma 8-1

#

If anything is wrong pls tell me

upbeat acorn
#

I think it should also say explicitly whether the Continual Flame consumes material components as usual. I assume not, but it would be good to have that written

river sierra
river sierra
#

DMG2014 has a guide on how to create a monster and have its numbers align with the ones in the monster manual, but if youre doing it for 2024 you should probably bump average damage up some

paper belfry
#

I'm doing 14

midnight elk
paper belfry
#

I don't quite know what I want for the attack tho

#

That's all I got

midnight elk
#

AH, no problem

opal trail
#

Alright, here be my take on Sorcerer doing what the Magic Stealer wish it could. Yes, it has a feature really close to AT, but eh, I felt like it belonged on Sorc anyways.

#
Spellstealer

Level 3: Spellsteal

When a spell that another creature cast misses a creature, a creature successfully saves against a spell, or a creature loses concentration on a spell within 60ft of yourself (including yourself), you can attempt to copy and learn the spell as a Reaction. If the spell is of a level that you can cast, up to level 5, you always have that spell prepared. You can only have one Cantrip and four level 1-2 spells learned at once. When you reach later Sorcerer levels, you gain additional capacity and limits for spells prepared by this feature. At 5th level, you can prepare an additional two more leveled spells (maximum of six) with a limit of level 3. At 7th level you can prepare an additional two more leveled spells (maximum of 8) with a limit of level 4. At 9th Level you can prepare an additional two more leveled spells (maximum of 10) with a limit of level 5, and can prepare an additional Cantrip. 

Any leveled spell you have prepared from this feature is no longer prepared at the end of a long rest. 

Level 3: Stolen Power

When you cast a spell prepared by your Spellsteal feature, you can apply a Metamagic Option to it without spending any Sorcery Points, and if it does damage, you can add half of your Sorcerer level, rounded up, to a single damage roll of the spell. This can only be done a number of times equal to your Charisma modifier per long rest. 

Level 6: Expend Spell

When you cast a spell prepared by your Spellsteal feature, you can instead cast it without expending a spell slot. When you do so, it acts as if it was cast at your highest available Spell Slot level, according to your Sorcerer Spellcasting feature, up to level 5. This feature can only be used once per Long Rest or use of your Sorcerous Restoration feature. 

Level 6: Twist Magic

If you use your Spellsteal feature, the creature that cast the spell can have one of the following effects applied to them:

- Ward. They gain Temporary Hit Points equal to the level of the spell times your Charisma modifier.
- Volatility. They must make a Constitution saving throw or take a number of d8's of necrotic damage equal to the level of the spell, plus your Charisma modifier. They take half on a successful save. 

Level 14: Arcane Supremacy

While your Innate Sorcery feature is active, you gain the following benefits:

- Surge of Power. Your Stolen Power feature can be used to apply the extra damage, once per turn, without expending a use of that feature. This can be applied when a spell prepared by the Spellsteal feature deals damage, as well as when you cast it. 
- Rebound. When you use your Spellsteal feature, you can immediately cast the spell you prepare as part of the same reaction, expending a spell slot to do so. You cannot upcast a spell when casting it in this way.

Level 18: Ultimate Steal

You can now use your Spellsteal feature to prepare a single level 6 or higher spell, which doesn't count against the limit of Spellsteal. Additionally, when the spell prepared by this feature is cast, you can use your Expend Spell feature, ignoring its restrictions on Spell Level, casting at a level up to 9, but you cannot prepare a spell with this feature for 1d4 Long Rests and you gain 1 level of exhaustion. Spells you prepare with this feature act as if you prepared it with Spellsteal.```
timid carbon
#

Can i ask someone for some home brew advice??

vocal imp
#

now youre a sorc with more prepped spells and the same list as a wizard

#

so youre way stronger than a wizard

#

rebound is also insane because it works on your allies

paper belfry
#

Nice twin

vocal imp
#

nvm missed the fact you lose prepped spells at the end of a lr

opal trail
#

Was about to say lol

vocal imp
#

still strong though, just not as insane

opal trail
#

Yeah and rebound is only usable during innnate sroc, so you have to get to your turn first, then wait for spellsteal to come into effect

green orchid
#

Rate my magic item.

Heart of the Sun breath - Artifact (Requires attunement)

The ceremonial pendant granted to the next in line to become chief. Passed down for generations within the Sunbreath outlander tribe as a symbol of the undying will their people possessed. Wearing this pendant is a mark of dedication and legacy, ensuring that those who are lost are never forgotten as long as the sun still rises.

Attuning to this Artifact grants you the following benefits.

  1. As a 10 minute ritual, if there is a direct path between you and the sky, you can focus intently on the arcane forces in the pendant to activate the ancient magic within, Causing the very earth to turn so that the sun may crest the horizon once more. The current time is moved forward to 6am. Has no effect if the sun is already up. After performing the ritual, it cannot be performed until 1d6 days have passed. Rising the sun this way restores the uses of magic items or features which regain uses at sunrise, but it does not cause the duration of spells and effects to expire due to the change of the current time.

  2. While standing in direct sunlight, you have advantage on constitution saving throws, gain +1 to your AC, gain 10 feet of true sight, and become immune to the poisoned and frightened conditions.

  3. Once per turn when you hit with a weapon attack against a creature in direct sunlight, you may add 2d8 radiant damage to the damage of the attack.

  4. As an action, you may cast the Dawn spell without expending a spell slot. Afterwards, you may not cast the spell in this way again until you finish a long rest.

vocal imp
#

i wonder about the implications of 1

#

like someone on the other side of the plane has got to be confused why the time just jumped

queen egret
#

for a slot machine SLA, do i make the player roll three d8 or three d6

#

you get a consolation prize for two of a kind

south wasp
queen egret
#

hmm... d4 it is

south wasp
#

1.56%

queen egret
#

much more reasonable

south wasp
#

To get 2 of the same number

D4 6.25%
D6 2.77%
D8 1.56%

#

to put in perspective, the chance to roll a natural 20 is 5%

#

so do with that what you will

queen egret
#

isn't 2 of the same number with three d4 like

#

higher

south wasp
#

Oh yeah, forgot the 3rd dice

queen egret
#

three of a kind is the big flashy jackpot, two of a kind gets you a reasonable reward and you get three spins per action consumed is the idea

south wasp
#

D4 pair- 62.5%

queen egret
#

yeah, that sounds fair

south wasp
#

D6 is ~41%

queen egret
#

still within reasonable territory with three spins, maybe

south wasp
#

D8 is around 1/3

severe trellis
#

My mind is going back to my kinda white whale subclass I still wanna make

south wasp
#

Like… re:zero?

severe trellis
#

No

#

White whale as in a task that you try at for a while as your big enemy thing

queen egret
south wasp
#

Burden of being asian

queen egret
#

also asian, just forgot everything as soon as i graduated

south wasp
#

Lol

queen egret
#

i'll go for triple d6, three spins, take best result

#

gambler class time

severe trellis
#

The Houndsman Fighter. A pet class that is all about being a kinda...Battlemaster esc of pet classes, where you can customize and make the dog do different stuff to reflect what different dogs can do irl and stuff, maybe have it be focused on a supernatural kinda dog-spirit or celestial to make them able to revive if killed and do more mystical things

south wasp
#

Magic item: a ring that lets you take spell slots from your future combats

#

How terrible of an idea is that

fading bough
#

Is there somewhere I can post a home brew subclass I made for feedback? Is this the place?

sturdy knoll
#

Here is the place - if it's a lot of info, consider using Google Docs or similar tool and share a link

kind spruce
fading bough
#

If you guys have any feedback that’d be great. This is still very much a rough draft.

flint marsh
#

You're going to need to allow access for that

south wasp
fading bough
south wasp
#

So im thinking of magic items that help make that more doable

umbral solar
kind spruce
queen egret
south wasp
kind spruce
#

Real question though.. why is the God using spell slots šŸ’€

south wasp
#

Lot of story reasons to get into

#

Tldr: in my world the Planes are bodies of major gods, except the material one

queen egret
#

give them like +15 to saving throws lmao

south wasp
#

Since the entire shadowfell (this god) couldnt decend upon the material plane, he shoved his conciousness into a homunculus body that his cult made

#

So the players have to

  1. Cutoff his connection to the shadowfell, trapping him in this body
  2. Kill whats basically a demigod
south wasp
#

This worlds strongest threat so far has been a vampire lord before this fyi

shadow garden
#

Ive started a campain where one of my players is a dragon born paladin and he was wanting to see if i could make a subclass based on this group of dragonborn paladins in my world called the Draconian Desciples who follow under Tiamat, Bahamut and Sardior (my campaign isnt properly accurate to like mainstream dnd and tiamat isnt directly evil while her a bahhmut do still disagree on many things ykyk) ANYWAY once the paladins reach a higher rank (level maybe) they can be selected into one of the orders: Templar of Tiamat, Brotherhood of Bahamut and i havent made a name for Sardiors order. I like the idea of these differnet orders and althought i have DMed before im not super fimiliar with making hombrew or even the rules as me and my freinds usually play and we only have just started looking abit more into the rules, so i was just looking for help on idea for the subclass.

south wasp
#

But i think my best bet is make higher spell slots take from longer and longer time

queen egret
#

1d4 days away

south wasp
#

Which the party cannot afford to waste

#

Sure, you can kill this one dude using a 7th level spell slot you cant normally cast….. for 2 months of casting

#

With 9th level taking the entirety of their life’s ability to spell cast

kind spruce
#

As in it takes time away from their ability to spellcast, or it takes that long for them to cast the spell?

south wasp
#

Take time away to cast spells

kind spruce
#

I seeee
So it's very last resort

#

That's immediately a lot better

south wasp
#

Its really only going to be used for the final fight i think

#

Or leading up to it

#

But for the character whose entire storyline is they did awful things to get ahead in life bc they were untalented in magic

umbral solar
#

You could always implement a last stand rule as well.

south wasp
#

Its pretty perfect

umbral solar
#

Idk if that’s what it’s called properly or not, but critical role has one i believe

south wasp
#

Oh i have my own last stand rules

umbral solar
#

Good. I think every campaign should lol

south wasp
#
  1. If you fall unconcious you can instead choose to fail all death saving throws and immediately take a turn, with all resources (besides health) at full. You die immediately after
#
  1. At any moment you can declare a last stand, choosing to give up your very life force to gain immense power. You cannot be revived from this from anything short of the wish spell
umbral solar
#

Cool! Mines similar, but I have added rules for spellcasters who are out of spell slots. Lvl of spell wanting to cast = lvl of exhaustion.

fading bough
cerulean seal
#

3rd level I think is generally unneeded outside of maybe the BA unarmed strike thing. Fighters already get their choice of fighting style at level 1. A player has probably already decided what their subclass is going to be when choosing to be a fighter so I think you don't have to do this. It's not bad but I think you can save the space for something more exciting.

BA unarmed strike is perfectly fine but I think that's something unique for the monk. So far I would ask why wouldn't this fighter have just multiclassed into monk for 1 level and gotten all of these things.

7th level: Probably too strong? a level 11 fighter gets to deal an additional 15 damage for free through this every round.
General in my experience too, features that are just "numbers go up" aren't very exciting either.

10th level: Champion fighter is already doing the increased crit range and this is just a better version of that. Fighters don't need extra hits. And every time you don't land a crit this feature is basically doing nothing.

15th level: This is a bag of rats problem feature. This fighter could spend time finding low CR creatures to beat up in order to restore a bunch of hitpoints for free.

18th level: Probably fine but this subclass shouldn't be having any issues critting already with the increased crit range. Plus this is just intentionally giving you more attacks to do with your 10th level feature.

I think so far most of these features are all "numbers go up" features and doesn't feel very inspired currently. I would ask someone who wanted to play this, why not just play a monk. This subclass isn't doing anything unique imo. It doesn't feel like a Fighters version of a monk. It just kinda feels like we gave fighter access to monk features and then some.

I would reconsider what the inspiration and fantasy we are trying to achieve here is.

cerulean seal
#

You can basically accomplish most of this subclasses goals currently by just playing a monk and taking a 3 level dip into fighter for the first Champion Fighter feature and probably be better off.

shadow garden
cerulean seal
shadow garden
#

i see i see thanks

halcyon sluice
#

Nothing seems to prevent me from posting cool homebrew I found on someone's blog, right?

cerulean seal
#

Generally speaking we like to keep this channel to stuff you might be working on for your own game

#

So you are more than welcome to post here and get feedback

halcyon sluice
#

Yeah it's just, the best solution I've seen for starting to close the gap between caster and martial stuff. Obviously everyone and their mother has beat the dead horse, but this one clicked really hard for me

#

Was like seventeen Google search results deep and stumbled on it

#

I'll implement it in my games 100%, giving my martials magic weapons barely solved the core issue of them not getting outshone by caster peers

#

Oh welp, too new to drop the link

cerulean seal
#

Probably better to just copy and paste the specific stuff you like here anyways

#

A lot of people don't like to click links to sites they don't know

halcyon sluice
#

I wanna, but I don't wanna rob the actual author of credit tbh

vocal imp
#

you could just... credit them

halcyon sluice
#

It's just a damage buff to martials across the board, and even half-casters too (but less potent). It skips over the pitfall of giving them magic weapons, which themselves sometimes get buffed

halcyon sluice
vocal imp
#

you could drop the name of the blog to credit them

halcyon sluice
#

Oh it's AshwoodMusings at blogspot

#

I'm so used to copy-pasting I forgot lmao

#

Yeah so basically: they crack open the formula for cantrip damage scaling (+dmg die at 3rd, 8th, 13th, and 18th), and apply it to full martials innately. Any weapon they're proficient with, they get this damage buff when they use it.

#

Half-casters get a slower scaling version that caps out at +3 addl damage dice, instead of +4

#

I feel like I'm going insane, because the pieces were always there to do this but no one (that I can tell, at least) has done it in this particular way before

#

And 5e is over a decade old at this point, right?

#

I've had so many dissatisfied Martial-loving players just, ditch my table that I regularly go crazy finding solutions that'd satisfy them - cause I accept that "Yeah, this power gap between you and casters IS a problem"

vocal imp
#

if this solution works for you, all the power to you

#

i find theres more missing between the two than just slapping more damage onto martials

halcyon sluice
#

But like. It helps, right? Biggest most obvious problem is "why is the Bladesinger Wizard/Swords Bard doing more than me per hit, this is genuinely ridiculous"

stuck raptor
#

sure, but its not addressing the issue that is spellcasters in general

halcyon sluice
#

For me, it's been like

  • Nerf spellcasting (casters throw a fit)
  • Buff martials (casters throw a fit)
  • Shift systems entirety (everyone throws a fit)
#

Idk if it's been different for y'all, I've avoided reddit and other large communities

#

Till now ofc lol

stuck raptor
#

For me, its literally just running spellcasters through the wringer by having more Short Rests instead of Long Rests

#

The best way to manage spellcasters is to deal with how many spells theyre casting

halcyon sluice
#

Healing spells are in that spell pool. Martials, especially melee martials, suffer as much (if not more) from that kneecapping. Unless hit die during short rests solve the problem well enough?

vocal imp
#

i dont think you can solve the divide without fundamentally changing the system

queen egret
stuck raptor
#

A lot of martials get Short Rest resets (in 2024, at least). Fighter and Monk have a lot of SR healing, and Barb still has D12 Hit Die

halcyon sluice
vocal imp
#

i managed to convince my table to switch to pathfinder. it took years but we're now all happily running an adventure path together

halcyon sluice
vocal imp
#

dont lose hope

stuck raptor
#

i dunno what your tables like man

queen egret
#

it's okay, that guy casts shield once and is 50% out of spell slots

halcyon sluice
stuck raptor
#

neat

halcyon sluice
#
  • two personal ones, same patterns keep repeating
#

Driving me crazy, genuinely

#

Might ditch this but, well. Job.

stuck raptor
#

well, only common denominator is you (genuinely not trying to be rude here, just pointing out)

halcyon sluice
#

Only common denominator is the system of DND5E, I had a Pathfinder 2e stint that went off with flying colors

#

The moment I went away from what I thought was the obvious answer of "use the most popular system"

stuck raptor
#

tbf, its PF2E. We all know of the glazing

halcyon sluice
#

Online GMing during covid POPPED OFF for me when I shifted systems

queen egret
#

in my table the martials are generally pulling the most weight strangely

halcyon sluice
stuck raptor
#

in any case, adding damage to martials is only the tip of the iceberg when "fixing" the martial/caster divide

vocal imp
halcyon sluice
queen egret
#

it's a party of five

vocal imp
#

which is to say, if your players arent interested/know how to make strong characters

halcyon sluice
#

I'm gonna try it come Spring to see for myself

stuck raptor
queen egret
#

is op short for optimization

stuck raptor
#

yeah

vocal imp
#

martials can be strong. but this is in parties where the spellcasters are casting like, burning hands

halcyon sluice
#

Yeah exactly, you get it eau

queen egret
#

worse, they cast polymorph on each other

vocal imp
#

polymorph is better used on an ally than enemy

halcyon sluice
vocal imp
#

polymorph is ridiculously strong. turns martials into viable characters

queen egret
#

yeah if used smartly

#

not when you use it to throw/feed the light cleric into a giant mouth

stuck raptor
queen egret
#

anyway, about homebrews

stuck raptor
fierce dome
#

I'm particularly concerned about whether or not it needs a damage boost. It gets nothing until the capstone at 18

halcyon sluice
#

I'll drop the issue now but like

#

It's put me through a loop for literally years at this rate

stuck raptor
#

I have a ranger who never casts HM (except for the one time the entire campaign) and hes been doing fine

#

this is a 2024 ranger too, so not using HM at all is also a bit funny

queen egret
halcyon sluice
#

I'm not being proverbial when I say the player was crying in the corner btw

queen egret
#

isn't ranger famously awful, i know so little about it because i couldn't even pretend to care about it

stuck raptor
#

Well, HM isnt the way to increase damage, but the peeps in #optimization can tell ya how to optimize a 2014 ranger

vocal imp
#

hunters mark isnt a great use of spell slots and ranger is a good class

fierce dome
stuck raptor
vocal imp
#

rangers better than all the martials, anyways

halcyon sluice
#

College kids and their emotional states hit different I guess

stuck raptor
#

tell me about it

queen egret
halcyon sluice
#

Oh hey, it's been half an hour

stuck raptor
fierce dome
halcyon sluice
queen egret
halcyon sluice
#

Like. Especially with the teleport, the bite-restrained-teleport combo is genuinely insane

fierce dome
stuck raptor
halcyon sluice
#

Reminded why I left the system briefly, smh

stuck raptor
#

2014 Remorhaz

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

fierce dome
#

True, but it's mostly a support sub

#

Less of a blaster than most sorcs

queen egret
#

isn't yours as well

fierce dome
#

...that's fair, lol

queen egret
#

but yeah, i'm dragging on a pointless convo, sorry i got nothing mate

#

cool concept though

halcyon sluice
queen egret
#

would it be too divination-y to be able to influence nearby rolls during the lv18 duration

halcyon sluice
#

But chain clamps make it equitable to anyone ranged too lol

queen egret
#

i also made a supporty sorcerer subclass but i had an entire final fantasy time mage class to rip off

halcyon sluice
#

Heal-support or other support?

mighty geyser
#

I’m currently working on a Monster called A Gelatinous Giant

stuck raptor
queen egret
halcyon sluice
queen egret
#

i think i have the link somewhere if you wanna take a look

fierce dome
halcyon sluice
queen egret
stuck raptor
#

Eh, theyll be fiiine. The part has already fought much worse than this (although they havent had a RUst Monster event). Theyre also level 14 right now, so by the time they get to this particular one, its probably tier 4

halcyon sluice
#

Wow rusted empowerment would make this a boss battle centerpiece that makes it insanely brutal

gloomy prairie
#

On a monk spellcaster subclass… how op is it to have a 3rd level feature that lets you spend 1 focus point to cast detect magic?

stuck raptor
gloomy prairie
#

As opposed to spending a spell slot

halcyon sluice
#

I don't think I'd... want to play in a boss battle with the odds stacked against me this hard. Genuinely.

queen egret
cerulean seal
stuck raptor
gloomy prairie
halcyon sluice
gloomy prairie
#

Spellcaster subclass 3rd level features are typically meant to be a little niche

halcyon sluice
gloomy prairie
#

Since spellcasting is also a 3rd level feature

stuck raptor
#

fair nough

cerulean seal
#

They have a spellcasting monk there

gloomy prairie
halcyon sluice
gloomy prairie
#

That’s what I’m tryna do

halcyon sluice
#

If any lol

stuck raptor
#

now that is pain

gloomy prairie
#

It currently lacks a 3rd level feature besides spellcasting so I’m trying to find something for it

#

So I’m just trying to come up with a little something, almost like a ribbon feature

cerulean seal
halcyon sluice
# stuck raptor now that is pain

Not every DM knows that sweetening the pot for martials is basically nessecary, newbies assume "the system is fine as is, right? right???"

gloomy prairie
#

Not too strong not too weak somewhat kind of niche

cerulean seal
#

Honestly probably needs a nondamaging cantrip too. like Prestidigitation or something.

#

Flavor cantrip

stuck raptor
gloomy prairie
#

I think sorcerous burst should come with the subclass

cerulean seal
#

I know they get two cantrips

#

that they can pick freely

fierce dome
gloomy prairie
#

Since they use the sorcerer spell list though I think it’s fair they get the signature sorcerer cantrip

#

But it needs to be a little itty bitty special

queen egret
halcyon sluice
cerulean seal
halcyon sluice
#

Barb and monk can swap places sometimes I guess

gloomy prairie
fierce dome
gloomy prairie
#

I think the subclass should lean more towards a sorcerer identity considering it’s spell list

#

Maybe it could have the ability to augment your spells with focus similar to metamagic?

#

Not actually picking metamagic, just something similar to it

halcyon sluice
#

Sufficiently advanced spell tweaking is indistinguishable from metamagic

gloomy prairie
#

Eh

#

Wouldn’t be too bad

#

Monk has a whole resource pool and it doesn’t tie into the spellcasting, I want to fix that

halcyon sluice
#

I didn't say it was bad, but it is Basically Metamagic, Relabeled

#

Monks don't cast spells to begin with so, idk how that intersects with Metamagic?

gloomy prairie
#

What I mean is

#

Monks have a resource pool, I think it would be fair if that resource pool was used similarly like sorcery points for the spellcasting subclass

halcyon sluice
#

Oh so this is a spellcasting subclass that can consume Ki points to do legally distinct Metamagic

gloomy prairie
#

at level 6 they already gain the ability to convert focus into spell slots and vice versa, I dont think it's too bad if they get some kind of metamagic adjacent ability

gloomy prairie
halcyon sluice
#

Oh I'm behind on doing my homework, smh

gloomy prairie
#

They got the sorcerer's spell list, and can convert focus into spells and vice versa

#

so why not just give them some kind of metamagic?

halcyon sluice
#

What is the difference between them and a multiclassing monk/sorc split

stuck raptor
#

you arent doing a bad multiclass

gloomy prairie
#

^

#

and dont ask me, ask wotc

#

I'm just editing the unearthed arcana so it's more playable

stuck raptor
#

im still laughing they copy pasted War Magic and forgot to edit it

gloomy prairie
#

I KNOW 😭

stuck raptor
#

that capstone is horrendous

gloomy prairie
#

for 17th level I think they should get a domain expansion

halcyon sluice
#

Would any player survive a table they didn't multiclass in at this rate? It's technically an optional rule iirc

fierce dome
halcyon sluice
#

Thinking abt this in the context of new classes

fierce dome
#

Also I think the blindsight is going to become truesight

stuck raptor
#

The classes were revamped in such a way that Multiclassing actually hampers you unless you really know what you were doing

#

a lot of the 2014 multiclassing shenanigans arent as strong as they were (staring at you Gloomstalker builds)

gloomy prairie
#

This spellcaster monk actually might be good enough on it's own without multiclassing

#

Simply because you're super flexible with how you use your focus points and spell slots

stuck raptor
#

although i ahbor how sparse its higher level features are

halcyon sluice
#

Monk included, I just don't like that a martial has to poach spellcasting to feel good to play I guess. Maybe I should just stay in the discord for the Other System

stuck raptor
#

like, really? Best you can do with it is War Magic shenanigans?

gloomy prairie
#

11th level feature should also be changed

#

It's nullified by a feat

#

well, not even nullified by a feat, it's just a feat does that feature better

#

My change would probably be, adding your wisdom modifier to concentration saves and letting you automatically pass a concentration check if you spend a ki point to do so

stuck raptor
#

oh yeah, speaking of which, Spellguard's Aura is also a bit redundant for the most part llol

gloomy prairie
#

Same issue

stuck raptor
#

I was thinking it could benefit from a passive bonus, then i remembered its a paladin. They already do that to saves

gloomy prairie
#

It steps over ZERO toes. you can still take war caster, and when you gain proficency in all saves, you still get a bonus

#

profit!

faint sonnet
fierce dome
#

It's themed after a sort of "cosmic awareness," and being at one with everything. Going for a very zen vibe

#

It's definitely narrative-first, I thought of the theme well before any mechanical niche

#

Mechanically, it's sort of divination-y

#

The capstone doesn't really suit the rest of it at all

#

Which is why I'm looking to change it, lol

#

For what it's worth, it's meant for a very investigation/intrigue kind of campaign

#

But the idea is that you reach enlightenment and that gifts you magic

faint sonnet
#

With that said, I would definitely not give it truesight (mostly because that might actually detract from your enjoyment as opposed to adding to it.)

whole basin
# frank berry Powerful is entirely dependent on what rarity the item is meant to be Also, thi...

It's meant to be a modified maul, and as per the 6 uses, its hard to explain but basically it means it can only trigger 6 times total. So if you did an attack and it triggered, you'd only have 5 more uses left for the next attack (its basically a half crit)

Also the higher levels thing just means that even if you get a 15+ you can decide not to trigger it to conserve your 6 shots

I've done my best to nerf it since it's meant to be a starting weapon (sorry for the late reply)

Edit: forgot to mention that the enemy doesn't need to have 15+ AC to hit, you just have to get a 15+ on your attack roll

fierce dome
#

Combat is supposed to be light in this campaign, but still present. I'm worried that maybe I need a damage boost somewhere

faint sonnet
#

I would figure out how you could have this subclass have even a tangential combat boost and what that combat boost would be. I'm not sure how many touch spells Sorc has that it would actually care about using this for, for example.

gloomy prairie
#

What kind of metamagics should the spellcaster monk get?

#

I was thinking they're either exclusive to the monk or they're actual sorcerer metamagics

#

but you'd only ever get two

true forge
#

I would do monk exclusive with inspiration from the sorc ones

gloomy prairie
#

Like what?

#

the issue is a lot of the ideas you could have for these "metamagics" are already kinda done with existing ones

#

and while I would give the monk the choice to pick their own metamagics, I feel like that would be incredibly powerful

halcyon sluice
#

DnD5e is straightforward enough, with the base classes covering most possible bases, that re-inventing the wheel is kinda inevitable (but not a bad thing, necessarily)

#

if you whittle it down, all creative endeavors stumble into re-inventing the wheel

gloomy prairie
#

important to note

#

the monk would be able to use these metamagics every short rest

halcyon sluice
#

they deserve a treat

gloomy prairie
#

becuase you'd spend focus to use them

#

yeah but then you could spam things like quickened spell

halcyon sluice
#

if coffelock can do that type of crap, I genuinely do not care anymore. let them have it.

#

of course, if your table bans coffeelock...

#

coffeelock is the standard term for "warlock/sorc multiclass mulching warlock pact slots into sorcery points to burn on metamagic galore", right

#

I have not been in dnd5e community spaces for a hot minute, I know terms change sometimes

stuck raptor
#

iirc, that build couldnt work, but i forgot the reason

halcyon sluice
#

doesn't stop the youtube videos from getting published on the topic, unfortunately

#

and most of the community learns the rules from cultural osmosis anyhow

gloomy prairie
#

Hmmm

#

well, in all fairness, it's not like the monk would be very good at casting spells

#

so I suppose having access to metamagics wouldn't be SO bad...

halcyon sluice
#

exaaaactly

#

give them a treat. give ranger a treat too while you're at it

gloomy prairie
#

Rangers can starve for all I care

halcyon sluice
#

least cruel rogue main

#

not even Tasha fed the poor ranger... leaving them to eat grass and nettles...

gloomy prairie
#

level 11th feature

#

I'm gonna change it to adding your wisdom modifier to concentration checks

#

that way, it's not obselete with your later features or by just taking war caster

halcyon sluice
#

you celarly have expertise in torturer implements

#

i kneel

gloomy prairie
#

Is that a feature too strong? 😭

halcyon sluice
#

no comment, your honor

#

also what campaigns hit level 11 with the ranger still ALIVE

gloomy prairie
#

I was talking about for the monk

#

the monk would be able to add wisdom to cocnentration saves

#

that way it's not obselete with warcaster and when you get prof in all saving throws

halcyon sluice
#

how powerful is warcaster's thing such that it's the barometer here

gloomy prairie
#

Warcaster gives advantage on all concentration saves

#

the original version of the 11th level feature gives you advantage on all concentration saves but only when you spend a focus point on flurry of blows, step of the wind, and patient defense.

halcyon sluice
#

I'm not gonna say anything polite to WOTC's balancing team in response to either of those, so i'm just gonna say nothing

gloomy prairie
#

if a feat can invalidate an 11th level feature then it's probably a really bad 11th level feature

faint sonnet
#

Or it's a bad feat thonk

halcyon sluice
#

or maybe a secret third option

gloomy prairie
#

Cuz with 1 feat it’s a dead feature

#

Same with the 17th level feature

faint sonnet
gloomy prairie
#

Yeah but even then for an 11th level feature it kind of sucks

faint sonnet
#

It's basically the single feature within the entire subclass I actually think landed well.

gloomy prairie
#

Maybe add something that says ā€œif you fail a concentration save you can spend a focus point to automatically succeedā€

#

or something like that

#

You get so little spells, having some insurance is always nice

faint sonnet
#

Seems too on-the-nose to me. It's a sort of "gimme" feature that doesn't really provide any positive gameplay reinforcement.

gloomy prairie
#

Should be something other than advantage

#

Why not just spending a focus point lets you roll a martial arts die and add it to concentration checks? Or you add your wisdom mod?

faint sonnet
#

I think Advantage is intentionally chosen such that you can't stack a ton of stuff with it, especially considering that Monk gets all saving throws just a few levels later.

gloomy prairie
#

Focus man can’t focus enough on his spells

faint sonnet
#

Though I'll frame my statements that I approach things with the perspective that too much consistency is actually negative, because then you make a faux-fail state where it feels overly bad when it happens at all, as opposed to feeling good when you avoid it.

gloomy prairie
#

I dunno I suppose I feel this way because 11th level occasional advantage is too little too late

#

and you already get so little spells the ones you cast you want to make count

faint sonnet
#

Unlike the other casters of this nature, you can actually refresh your slots, so I think the Monk is doing okay in that regard.

gloomy prairie
#

I suppose

#

That is kind of the best part about the subclass

#

Okay what about my idea for the 3rd level feature of getting 2 metamagic and being able to use them with focus points (as opposed to sorcery points)

#

I mean, you already pretty much get spell exchange and stuff like you can with sorcery points, may as well get metamagic too to lean into the sorcerer theme

fierce dome
#

"Avatar of the Cosmos
18th-level Cosmic Mind feature

You are able to subtly push your connection to all things to favorably influence the outcome of events. As a bonus action, you can simultaneously cast both the bane and bless spells, without expending a spell slot, and without requiring concentration for either.

Once you have used this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again."

faint sonnet
gloomy prairie
#

Hmmm

#

Perhaps then they could just get sorcerous burst for free similar to how arcane trickster gets mage hand

#

Then maybe give them something around that

#

One idea I thought of was being able to spend a focus point to cast sorcerous burst as a bonus action but I wasn’t sure

#

another one could just be a standard modification that the sorcerous burst you get from the subclass scales with your martial art’s die in terms of damage?

#

But that’s inconsistent

halcyon sluice
#

you're taking from magical classes and subclasses to make a new magical subclass

#

this is not an inherently bad thing, but you're gonna stumble into the "wait, this already kinda exists" wall several times

gloomy prairie
#

This subclass was already built off of Eldritch knight

#

But it has the sorcerer’s spell list

#

I don’t think it’s such a bad idea for it to lean more into the sorcery side of things

halcyon sluice
#

then do it

gloomy prairie
#

and I feel a pseudo quickened spell on a signature sorcerer cantrip can be pretty fun. Could also open up the ability to make a wisdom based monk

#

dunno how good that would be though since you need dex

#

And you can’t just quicken sorcerous burst all the time

halcyon sluice
#

every martial that doesn't suck needs dex

#

monk is no exception to the rule

#

trust your gut and pull the trigger, I believe in you

gloomy prairie
#

well I need to see if that feature is balanced or not

#

You get an extra free cantrip and you also can cast said cantrip as a bonus action hmm

#

Well I suppose it wouldn’t make melee monk obsolete

#

Sorcerous burst doesn’t have any riders

true forge
#

Mystic arts monk suffers at all levels, basically its a cosplay of a sorc but 10x worse

#

So really, any change or buff is welcome (give it a proper 3rd level feature)

spring tusk
fierce dome
#

mystic arts monk is a mess. at minimum, it needs a ribbon at 3 (my suggestion is to add WIS to arcana checks) and a completely different capstone. the current one literally does nothing

cerulean seal
paper belfry
#

YAH ENFORE TEM RULES

dry lintel
#

I want to modify the Ancient Time Dragon stat block in two ways: 1, make it more line with with the 2024 Ancient Dragons (by changing his reaction into legendary actions, as well as figuring out what to do with the lair actions), and adding spellcasting a la Miv-Mizzet.

For the first part, how Do I work in the lair actions so that they work as intended? And what spells do you recommend for the second part?

cerulean seal
#

Opinions on this 3rd level Ranger feature for a Genie Raider subclass that's very "Treasure hunter" and slightly elemental focused?

Level 3: Raider’s Sense
Your journeys to the elemental planes have taught you powers of the elements. You learn the Elementalism cantrip.
While your Hunter’s Mark is on a target, you get a general sense of the total monetary value of the target's inventory. You can sense if the target possesses any magical items on them. The magical items are faintly outlined in a spectral aura only visible to you. You can cast the Identify spell from a distance up to 90 feet, ignoring material components. The target must remain within your range while casting the spell in this way.

fierce dome
#

I'd definitely recommend including a combat feature at 3rd as well

peak inlet
fierce dome
#

Yeah it might get old for the DM. Most enemies don't tend to carry any loot or inventory at all

south wasp
#

I def would get annoyed by constantly going ā€œyeah he’s got nothing but 40 gold or somethingā€

fierce dome
#

Or more realistically, "the goblin has a dagger worth 2gp," but repeated six times in one fight

#

Interacting with loot or the economy in player options is hard because there's so little there to interact with

#

Much like ranger and exploration features lol

elfin pecan
#

Im looking for a partner who would like to help my design a homebrew Warframe class and racial set.

cerulean seal
south wasp
#

Realistically me as a dm, i dont put loot on anyone unless its important and the party would know about it anyways

cold rock
#

Hey guys, i tried making a warlock subclass, do you mind helping me balance it out?

#

Warlock Patron: The Aether

Spell List:
• Lvl 3: Magnify Gravity, Zephyr Strike, Rime's Binding Ice, Moonbeam
• Lvl 5: Pulse Wave, Call Lightning
• Lvl 7: Gravity Sinkhole, Conjure Minor Elementals
• Lvl 9: Temporal Shunt, Magic Mirror

Level 3 Feature
As an action, focus on a creature, when the creature you are focusing on casts a spell, make a DC 10 + spell level arcana check, if you succeed, the spell doesnt take effect, while focusing, you cant move and take actions, you may only use a bonus action

Level 6 Feature
You gain a flying speed equal to your walking speed and can hover

Level 10 Feature
Once per long rest, you can change a number of spells up to half of your proficiency bonus (rounded down) with another spell of a level you can cast, you can substitute arcanums, but you cant have more than one arcanum per level. The changed spell has to be of a level equal to the spell it is put in place of.

Level 14 Feature
Once per long rest, or by expending a spell slot, you can use your action to activate one of the following effects (you can't have more than one effect active at a time)
• Vivium: You regain 3d6+COS hit points per turn for 1 minute, you also gain a +1 bonus to spell attacks and DC
• Aevum: You gain the effect af the Haste spell for 1 minute and a number of creatures up to your charisma modifier you can see gain the effct of the Slow spell
• Spatium: Choose a point within 120ft of you, all creatures within a 30ft radius originating from that point have to take a Costitution saving throw against your spell DC or take 10d6 Force damage, or you can choose one creature within 120ft of you, that creature must make a Costitution saving throw or take 12d10 Force damage

south wasp
# cold rock Warlock Patron: The Aether Spell List: • Lvl 3: Magnify Gravity, Zephyr Strike,...

Level 3 feature- is that infinite uses? Seems extremely niche, i would buff it and make it a once per long/short rest

Level 6:a little early for infinite flight, id say

Level 10: both really good and really bad. This is great for utility, but warlock doesnt exactly have utility spells, so being able to change spells is kinda useless. Not to mention this doesnt really do anything for people who plan their spells beforehand. Also arcanum is an 11th level feature meaning you dont get to do anything with that

Level 14:Insanely busted

#

Making it so you can expend a spell slot means you can pretty much use your ultimate 3 times. Or multiclass into sorceror and use your 1st level spell slots, since it doesnt say warlock spell slots

#

Vivium doesnt have a ā€œif you go unconscious, this endsā€ effect so youre immortal for 1 minute

scenic dew
#

I would need bit of balancing help to idea. It's not complicated, but I'm very unsure.

south wasp
#

Aveum is giving status effects with no save, and giving yourself haste with no downsides for a MINUTE

#

Spatium is a fireball. No real reason to do it, other than it being a free 5th level spell slot per long rest basically

cold rock
scenic dew
#

It's about my expansion of Weapons and Armor.
I shifted Hide Armor to light category which I don't think is that insane, but I want to add Lamellar Armor and it might be too much. It's the strongest, heaviest and most expensive medium armor. Granting AC 16 + Dex Mod (Max 2) with weight of 50 lb. and costing around 1250 GP for base version with also high rarity.

How bad does it sound ?

south wasp
#

So i don’t really see why youd do that

#

Heavy armor is for characters with low dexterity to have high AC.

What your describing as a super cool rare heavy armor is just a +1 halfplate

scenic dew
south wasp
#

Then yeah, you just made a +1 medium armor

scenic dew
#

And one that isn't particularly represented in the game.

south wasp
#

As a dm i believe that most things people try to homebrew, you can just flavor

#

This is one of those moments to me

scenic dew
#

Same reason I made Sabre which is literally just Rapier with Slash Damage, Lucerne hammer which is halberd with bludgeoning damage. It's expansion for more options.

scenic dew
# south wasp This is one of those moments to me

It's half that moment. It's weapons and armors that if you try to do with flavor, you're reaching quite a bit, but they won't really change the world either. I would say Katana right now is probably closest thing that I made as unique weapon.

opal trail
#

A katana is just a longsword mechanically imo

scenic dew
#

Not even a little bit.

opal trail
#

But yes, very much so sounds like you just wanna change damage types and aesthetica so...

cold rock
#

Reworked the lvl 14 feature
Level 14 Feature
Once per long rest, you can use your action to activate one of the following effects
• Vivium: You regain 3d6+COS hit points per turn for 1 minute, you also gain a +1 bonus to spell attacks and DC, the effect ends if you become unconscious
• Aevum: You gain the effect af the Haste spell for 1 minute and can attempt to slow a creature (once per turn), the chosen creature makes a spell DC constitution save or have it's speed halved until the end of its next turn.
• Spatium: Choose a point within 120ft of you, all creatures within a 30ft radius originating from that point have to take a Costitution saving throw against your spell DC or take 10d6 Force damage, or you can choose one creature within 120ft of you, that creature must make a Costitution saving throw or take 12d10 Force damage

I decided to keep Spatium because it adds flavour to the subclass

scenic dew
#

Katana is best represented as Two-handed, Finesse. I slapped 1d10 on it just for good measure.

opal trail
#

Finesse? A katana and longsword weighed around the same..

#

But hey, you do whatever you want. Sounds like you just wanna make a special thing for every little tiny thing.

scenic dew
paper belfry
scenic dew
paper belfry
#

And I feel like long sword is better cause of the parrying

south wasp
cerulean seal
paper belfry
#

Irl

south wasp
#

Dnd isnt weapons accurate to begin with tbf

opal trail
#

In fantasy, it should share the same everything. It is a slashing weapon you can wield in one or two hands, so it is basically just a longsword mechanically. Irl it has minute differences but..

cerulean seal
#

They have different purposes. Katanas are designed for coordinated cuts and slices.
European swords are all about the hack and are heavy to help you hack through.

opal trail
#

They are the same weight ranges lol

south wasp
#

Youre thinking axes

cerulean seal
#

Correct

paper belfry
#

Yah a zwiƩhander is 8 pounds

south wasp
#

Axes hack, swords cut

scenic dew
#

Except it's used with two hands in like 90% of cases. Longsword's versatility perfectly represents it being used with one hand, two hands, half swording if you use imagination, the thing not done with Katana.

cold rock
opal trail
#

European longswords were also made to do coordinated cuts and slices.. all of them were. No one was just wonton hacking and slashing unless the enemy had no armor on.

Yeesh.

south wasp
#

All (good) swords are meant to be used quickly, swiftly, and to cut

south wasp
#

No sword is meant to ā€œhackā€ into someone, because that requires a lot more weight.

More weight=less maneuverability

Less maneuverability= they stabbed you before you did anything

cold rock
#

And faster

cerulean seal
#

This is why the rapier is the best sword irl. Because who cares if your weapon hit good. I just need to hit you once in the right spot

scenic dew
#

Then use Side Sword

cerulean seal
cold rock
south wasp
#

Biggest question is, whats a rapier going to do to someone in armor

cerulean seal
scenic dew
south wasp
#

Thats not exactly easy to do

paper belfry
south wasp
cold rock
#

The neck is covered in chainmail

paper belfry
#

Like dodge as in move their head

cerulean seal
#

Irl though, knights weren't running around in full plate mail. Only nobles and such were.

paper belfry
south wasp
#

Rapiers are meant for non-military battle

cerulean seal
#

Cause that's heavy

scenic dew
south wasp
#

So we need to do an addendum then

cold rock
south wasp
paper belfry
#

True

scenic dew
cold rock
#

what if

cerulean seal
#

Screw your armor

cold rock
south wasp
scenic dew
south wasp
#

Plus usually a rapiers hand guards are better

paper belfry
scenic dew
scenic dew
cold rock
#

Their function in inherent to their context, my take is that every sword is the best if put in the context for witch it was made

cerulean seal
south wasp
#

War hammers actually arent THAT effective against armor

#

Usually its more of a knock you down to get into a good position to finish with a dagger

#

Armors REALLY good at defending against attacks

#

What you need is a strong piercing weapon, such as a bow and arrow, to beat them

scenic dew
#

Which is caused by something people surprisingly don't know that often. Armor isn't flat, it's concave so it deflects attacks and force.

cerulean seal
#

I don't think armor really is doing much against a bludgioning force that is going to bust in the metal and all that force of momentum is still hitting the target

heady stream
#

(well warhammers IRL typical have a spike on the other side too)

south wasp
#

Or a lance with a horse

cold rock
#

Bombs

primal osprey
#

Isn’t there also blunt force trauma that can kill you?

south wasp
#

Thats why you wear them when riding bikes

cerulean seal
primal osprey
#

I’m not a history buff, I’m just adding fuel to the flames