#homebrew
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also, funny thing to note, not all magical darkness makes Darkvision useless, only the Darkness spell
Is my phone not loading it or is there no text other than the feature names?
like if you have shadow of moil, darkvision can see through that
Intriguing
You'd think with the plethora of things that possess darkvision it'd be more helpful to counter it
yea, funny thing that most people don't know š
There should be, it loads for me
I'd just post a picture but this channel doesn't allow that for some stupid reason
Damn
You can post a pic on Imgur and then link it here
I dunno how desperate you are for my input, though
Hey guys its me again, with another homebrew magic weapon, I call this.... LETS GO GAMBLING! š +1
Lets go Gambling! š +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.
Try this
I don't know if it's too small to be legible
It's totally legible
Now I'm not a sorcerer player, but comparing this with other sorcerer subclasses, it seems quite strong
Interesting
I was worried it was underpowered. There's zero damage boosts until the capstone, and no expanded spell list
Iām making an armor for my moon Druid player that gives them barkskin without concentration. Itās basically just regular hide armor, but they can speak a command word and then theyāre under the affect of barkskin, only no concentration or duration. Iām not planning on giving it any charges or other such limitations, just giving them AC 16 in and out of wild shape. Iām mostly just curious if others would make this item need attunement, and what the rarity should be. Right now Iām forcing attunement by either a Druid or ranger, and the item is rare. Thoughts?
I would probably require attunement for that
I have no real thoughts on the rarity.. That whole system is a mess and doesn't really mean anything anyway
Rarity primarily delineates at what tier of play the item should be handed out
Hey in this chat can I talk about monsters and encounters or is there a different chat for that?
Right, the only reason I care about rarity is to utilize the magic items per tier table.
If they're made by you, yes!
Okay then.
I mean, mechanically this is just nearly identical to Chain Armor. I don't think that's a big deal at all.
I'd definitely make it an attunement item, and probably rare to very rare
Thereās a little bit of an extra buff because it makes wild shapes more sturdy, but overall I donāt think itās game breaking by any means. I guess Iām trying to decide if itās a tier 2 or tier 3 item.
So the armor (or just it's effect) stays on during wild shape?
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 donāt 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 š
Radical
lol, as I said, itās basically the barkskin spell, but Iām trying to buff my players wild shape ac a little while allowing them to concentrate on something else.
Thatās tough. IT seemed more like psychological horror than anything else. Undead parents plays into that. If I remember, thereās a lot of things that arenāt 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.
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.
Love the ideas! I will take time looking at monsters, and in the end of the first session the old man monster took one of the players. I plan to have him be under control of IT, and it will be fun.
Honestly sounds super cool!
tried to replicate hardcore leveling warrior's system can't post it in the community since it's pretty bloated lmao
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)
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
Yeah youād have to check with the artist for how much they charge
lol, subclasses donāt change the way the base class works, so sounds like youāre already in new class territory.
Yeah, I figured it was past. Still probably going to be following sorcerer stats for some progression related things and proficiencies/base stats, but it may just be better to stop pretending lmao
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
Just keep ability progression similar to an established class, and donāt 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 wasnāt over-powered in game (though there wasnāt exactly any rigorous testing).
Card based spellcasting sounds pretty neat though!
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
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
Ngl, that does sound like a lot of work to figure out, but a really interesting concept.
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
Is this weapon at least a little balanced?
https://docs.google.com/document/d/1xyCO-k11WrBKvRSuIlmJwJzWrJ6ND6me5YGszZhMjrg/edit?usp=sharing
balanced compared to what
would i ever give this to my players? no, unless everyone had a rough equivalent
Hi, what do you think about some of my main story bosses? The last one will be really cool. https://docs.google.com/document/d/1Tg1aYoctRWElym8tNpmr_99C6EXBvTtJnRGXZl79PuE/edit?usp=sharing
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 itās already a little busted. And it doesnāt 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 shouldnāt 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.
That last boss is gnarly, good job
Speaking of my dnd homebrew vampires i need some help figuring out good ideas
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
https://critterdb.com:443/#/creature/view/68f15d64602030b6fba27aab
Did I get the cr right for this monster?
Just in general
Thanks for the advice, I will try making these changes myself. Would you be able to help me out?
Ugh
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 itās 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 itās 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 youāre only able to recharge based on what the character is able to get (so no dice roll needed). I would say thatās a great place to start.
The doc I posted is merely the base version.
There's one that has variants, lore and a godlike being called "The Motherforge"
I would also say that the 60ā line is inherently self-limiting as itās more difficult to affect more than two enemies as compared to a fireball, so thatās good. I donāt 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.
You'd dislike the full doc
Lolol, I would not. Thereās just whatās cool in concept vs whatās viable in a campaign. Itās entirely possible a party is given a god tier weapon for temporary use, and thatās up to the DM to make sure the power is given up when the time is right.
No, one of these straight up destroys cities/civilizations to memorize and perfectly rebuild them.
Itās 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.
a.k.a. god tier weapon. Giveth at your own risk, haha.
Fair
You can use these as you want. I always aspire to have homebrews that other people would be happy using.
I definitely feel inspired. My brain is better with fine tuning and pattern matching than it is with general creativity. The item is very cool in concept. You should try your hand at making a working, viable, full campaign type weapon (or at least levels 13 and up) and keep everything else. The lore is certainly awesome and is great for campaign inspiration.
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.
Okay what's a good boss lv for 6 players that are lv 2s
The table in Xanathars Guide says CR 4 for optimal, no higher than CR 6 for perilous.
Okay so cr 6
Cause I am getting the first bosses ready
It's a duo fight so a 2v6
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
If you give them 2 cr 6s its gonna be a tpk
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
Yeah, could have clarified; that table is for 1 monster
Still not enough
Btw I hit a artifact in a random bush
They dont have effective enpugh action economy or burst options to pull a win out of thin air
I'll just do 2 cr 4s
A fighter still has max 3 hits in a turn once per fight, casters dont have 2nd level slots, nobody has a subclass
I would honestly wait at least one more level for a boss fight, bc nobody has their gameplay loop built yet
Also they get 2 respawns
Due to being dark souls I was a little nice
But they are free to wonder
This is half sandbox
I give them a area and theirs about 2-4 bosses depending on the size
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.
How do I enable that in the spell creation?
Is there a text code I have to do?
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
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Creature with in this spell area must make a (Con save) against your spell DC
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taking 8d4 cold damage on a failure and is also frozen solid, or taking half damage on a success
-
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Creatures who are frozen by this spell are Restrained and are unable to breathe
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Ice can be broken if the encased creature succeeds
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On a Strength check against your spell save DC
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If destroyed from the outside (ice has 5 AC and 10HP)
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Is immune to all but bludgeoning, fire, and thunder damage
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Creatures trapped within the ice takes 1d4 cold damage at the start of each turn they remain trapped
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If fails Save throw 5 times they die from internal freeze
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level 5 or higher, the initial cold damage increases by 1d4 for each slot level above 5
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I might have something you can use. Only problem is that it's untested and might not work.
It wouldn't be too broken
Okay
As a 5th level spell, Iād say youāre good. The first thing that jumped out at me was the possibility of death, but banishment is a 4th level spell and effectively does the same thing, so no notes.
Here it is:
https://docs.google.com/document/d/13Z_WLKhpZxtBSPDVVwS64TgjEHS2e-4HDnWsZJdIVRQ/edit?usp=sharing
I'm calling it "The Ashen Seraph"
It's somewhat okay I went with CR 4 but it's likely more a 5 or 6.
But its a 4th lvl spell haha so should make 5th
Meh, thatās up to you. Even if itās OP for a 4th, itās not egregiously so.
Does it fit dark souls settings???
I think so
No offense I don't really like it it's not just not my thing sorry š
No problem
yall is this creature the right CR?
https://critterdb.com/#/creature/view/68f15d64602030b6fba27aab
It has too much HP and doesn't do enough damage, imo
what should i do then? (i mean it does split XD)
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.
So you'll have to be careful when throwing it at your PCs
alright
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
now updated with the helpful feedback, i may have overtuned it, and id love to hear feedback on it if i did, and if i fixed the problems before
Cobbler (Artificer)
https://docs.google.com/document/d/1z2cg8eOy598DihM1ppyzcY345VcSqFvCxS0tX3sSd3Q/edit?usp=sharing
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.
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
In 45 minutes or so would someone be willing to help me make a monk version of battle master
Like with a bunch of maneuvers and such?
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.
i think they may respond negatively to what feels like "debuffs", depending on their playstyle. i dunno your players though
personally i would add something where they can choose to break/damage weapons on purpose (i.e. to be more likely to hit something, to take less damage from an incoming attack, etc.)
I like the idea of having durability. It seems like it could work well just as long as it isn't too often that a tool can be broken.
I'd say it'd be nice to have different qualities have a different amount of charges tbh
I think this could be a good idea too, though how not sure how many uses breaking a weapon on purpose could bring mechanically without pure retcon lol
Cool wise
Cause u could break a spear in half and turn toji mode
Elite ball reference š£ļø
I know (idk what elite ball mean)
Fun fact, I'm currently DMing a full homebrew JJK campaign
I was doing one but it just ended
Just means it's an incredibly based (often niche) reference
Oh
Dammm how'd it go?
Good no one got domain
That's so sad
What was his technique?
Boogie woogie
NO WAY YOU MADE BOOGIE WOOGIE WORK FOR D&D, AND GAVE IT A DOMAIN
So I made it where he can called 3 times as a free action and 2 more reaction claps
Clap*
I just used the jjk supplement
That must've been incredibly broken even with just 5 claps
He used it on a grade 4
Only a grade 4???
I honestly forgot that exists-
Yeh
Wait so did you use that for making the whole campaign?
I seeeee
I can imagine that going very well
It did
Any special grades? š
Kinda where you would use ki points to do stuff like maneuvers but since itās more ki usage make more ki gain also?
12 but only 5 sheets made I only remember the one tho he could literally control gravity and make black holes
And he had 2 domains
What u mean
Have you read the manga...?
Some
Oof
Which ones that š
Go/jo
OH
snap
I made a new Gojo for mine campaign actually
Based
Uh⦠the way you do it is like 2024 monk does things now. They can do X feature as is or spend ki to make it better and do extra things. So you can give them a list of maneuvers to pick from they can use like⦠one of them once per round or something and when they do they can expend ki points to make it function better
decided to reuse this for a succubi demon lord 
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.
Is this an okay whip style weapon?
https://docs.google.com/document/d/1BtKkVOZkx1jLr_H4rgwtfCP-X9YNh_KYK2y2dqhDPiw/edit?usp=sharing
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
As much as I understand this is meant to be an op legendary fantasy weapon, I can't see a whip being two-handed lol
Oh, is there anything else wrong with it?
Are the abilities like voidbind meant to be the equivalent of spells or are these abilities that the whip can do as attacks?
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?
Attacks
How long is the whip?
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
The "Appearance in Play" section really really feels like something chatGPT would append to one of its outputs
I add that to help me later during the drawing stage
Reminder that AI generated content isnt allowed on here
Both a condition reference and flavour text
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
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
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
Okay then
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?
Alright
Hi
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
Alright! thanks for the advice
how much support would allowing Tools Required to not apply to cantrips get?
this is not for mechanical/optimizing reasons, i just like the aesthetic of mages who dont need staves
a la skyrim style
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
I am building it out from the gods to the player races then shaping the world arounf that.
this is valid, and something i have seen at the games ive played too
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
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
(among other silliness with the spell that i have also complained of but is not material to my point here)
please yall š
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.
honestly, valid too. its an aesthetic choice
i personally find the aesthetic of flinging lightning bolts from my bare hands so hecking fun and flavorful
(it doesnt help that i visualize dnd as basically skyrim lol)
(mostly. for radiant stuff like starry wisp, i picture the glintstone from elden ring)
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
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
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)
thats a super interesting concept, i love that
So I just was watching a clip about a killer in dbd and I came up with a weapon idea.
The guy used a gun that shoots a chain harpoon and then pulls people in and melee them
so you're thinking like a harpoon gun or if you wanna be more general something like a hookshot?
ive long been partial to the idea of a hookshot magic item, whether it pulls the user in or pulls the target in
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.
I just can't find a good one
Look up pointy hat's travel system, it sounds right up your alley
ill look into it ty
bro im looking at map makers
and they are interesting but none are what I "want"
this is pain
ty
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
Isn't there already a path of the juggernaut in the tal'dorei book
huh, I did not know that
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
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.
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
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
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
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
Heyo y'all, I've been trying to make a "Supreme" School of Magic, Magic of the Gods essentially, and here are some
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"
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
dang, I like that
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
I appreciate the advice, I'll deliberate and rethink
Don't be afraid to think a little bigger
AC can be nice, but it's kinda boring to actually play with
Hello everyone
Are there any key considerations when building a homebrew based on the world and power system of a fiction or a game?
the more you change or add, the closer you are to your own TTRPG
There are plenty of works of fiction you can make work in DnD with not too much alteration. What that said, itās okay to look for other systems which may better suit your needs or desire.
If your goals can be easily achievable with some homebrew then by all means.
Any chance of getting some input on this sorcerer? I thought I was playing a barbarian I wrote for an upcoming campaign, but party needs changed and I'm switching it up in response:
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
tthank you
Thatās the concept I need help coming up with what they can actually spend key points on. Also sorry for such a late reply.
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+.
so, better counterspell and what amounts to buffed suggestion
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, itās chitin is interlocking, when it tightens, itās 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 Wielderās Hand. When held by an ally, the centipede can add their strength bonus to itās 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
y wuld u buff counterspell?
know what, ur counterspell is cringe, hereās 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 fruitās juices for acid, a copper piece for lightning, a bell for thunder)
Description: You conjure an elemental burst of energy to disrupt an enemyās 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.
jk on that, but these are mine
points is referring to spell points in the DMG, for those wondering
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
when calculating CR of a creature should I be calculating off of max damage or average damage
because I can't help but feel like this isn't a CR 20 creature, but i'm used to calculating with average damage and just tried calculating with max damage because someone said that's how I was supposed to do it
https://homebrewery.naturalcrit.com/share/2jSpR6RxqwMw
I also feel like it's no CR 20 Creature. Then again, CRs are wildly inconsistent sometimes
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
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 arenāt 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?
Makes sense to me
does it seem like much for 3rd level?
thinking about a unique magic system for a ff6-themed campaign i'm planning...
Not much at all
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
Well to get the higher level spells the players probably need to go on sidequests. What about fighting chromatic dragons of all kinds culminating in a Tiamat battle for a spell that deals 15/16 of the target's health as true damage.
gravigamaxxing hell yeah
maybe higher level spells could be like summons
once per battle or day
wait, this is just mystic arcanum
what rune fits CHA more, King, War or Dragon?
king
took me until now to realise you were referencing kaiser dragon...
Yeah, I was. Sadly by the time we do get the magicite everything we do deals 9999 damage anyway
Defeating a clown by mimicking the abilities of a flower will never not be funny
i'm thinking a non-caster "machinist" can be the "warlock"
instead of eldritch invocations you invent 1-2 new tools at certain levels
Why Warlock and not the artificer?
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
Ah fair then. So if Edgar is the Warlock, Sabin is probably a Monk, Locke/Shadow/Setzer Rogues, Relm is Bard, Mog/Gau Druids, and Cyan the Samurai Fighter
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
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
there are a lot of mobs in WoB that use absorbable attacks tho
Correct, hence the random dancers at Zozo thing. But once again, you need to weave the worldbuilding somehow to account for enemies using magic way before the party can
true that
world's first 2/3rds caster
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
Im working on a potion making system for 5e. If anyone has any notes please lmk.
https://averagesourcebot.substack.com/p/5e-potions-and-potion-making
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?
this takes too much brainpower i'm tired https://docs.google.com/document/d/1UNm7AXnyfuseHVDC7pn_L8PZ56e4TVGj__3ggEHKRkM/edit?usp=sharing
In my campaign warlocks can sacrifice important memories to regain 1 spell slot.
Obviously the patron has to be sated by the memory and agree with the conditions.
Looks good
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.
it's got a narrower range, so i'd expect you to position
https://docs.google.com/document/d/17HYjdijxrJ6me_lH4-beyLTksNiAfCAAF8cfhvslAek/edit?usp=drivesdk
is this balanced for 2024 5e? My cousin wants to play a half-wolf (specifically not a werewolf.)
Interesting. Because like my idea is that whatever spell you do, your "punishment" usually ties back in.
That's true
You can position to catch an enemy in the runic field
For 2024? Its fine
Its prob fine for 2014
Conversely, the enemy can also move out of the runic field before their turn
you want to be in stabbing range of the enemy, while other casters might be a bit away
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.
if the enemy does try to move out, you still get a free stab
As if you became "slightly impaired" to heal yourself or an ally.
Fair. It's that thing where there's a lot of intangibles to consider so it's not easy to evaluate
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
You could have it that one can cast spells without using arcane foci but if they did these effects have high potential to splash back onto the caster. So then disarming spell caster becomes narratively fun.
So kind of like wild magic. You do a spell, and then roll a dice to determine if something happens.
And what can happen, and the severity of the punishment, varies on the power of the spell.
Sweet, thanks
And the relative flavor of the spell, like I imagine casting a fireball with a wand is different from casting a fireball with your hand.
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.
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
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).
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
I mean for a 22 strength feat, something only doable by a barbarian lvl 20, kinda weak
Technically not as long
If you get fire giants belt
And chose fighter
Maybe at lv 8
For base rules, for any feature based stat requirement (ie. multiclassing) you need your base stats to meet those stats
Note that without the light property, dual wielding doesn't allow extra attacks
My advice
looking at the math, its also not very impactful to dual wield heavy weapons
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
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
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
which is surprising, but cool
i made this assumption yes
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
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
I would argue making it a multi class feature rather than a race feature
Not that it has to be something you learn but more like an ability ascribed to magic wielders
If that is your intention i dont hate it.
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.
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.
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.
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.
Thanks for your input!
I do it's 2 great swords that have light because it's made of 80% fire and 20% magma
Magma is pretty heavy
But also, still easier to just flavor a light weapon
Again, RAW you use your base stats for stat requirements of class features
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
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
Oh no I'm the dm
Npcs dont really need feats
Why
You can just put whatever you want on them
Ehh, i disagree with doing that but thats my opinion
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
I'm aware
The only NPC I'll be giving their own monster sheet is solaire
But that's because he's the goat
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?
How would yāall change the lvl 10 samurai ability
2024e I'd make it so when you use your Tactical Mind* feature on a Charisma check you don't expend a use of it, and when you use your Indomitable feature on a Wisdom saving throw, you can roll a d4 and on a 4 the use isn't expended.
You mean a 4 for the wisdom saving throw
What's superior in your option homebrew wise 2014 or 2024
Wait 10th is the Tireless spirit, mb, thought you meant the Persuasion check one lol
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
okay, what's the question
Probably how does he do that
yeah
Like, technical question regarding a website like dndbeyond, or?
how do i do that? for dndbeyond website hormbrew create a spell
or even spell level + 1d4 that may make the idea less broken š
Is this homebrew familiar balanced?
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
I think the DCs should be 10, most other familiar tier creatures are. Also a little too much free spellcasting, 3 detect good and evils per day is a little wild in a lot of campaigns. And I wouldn't give it daylight at all
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
size doesn't work like that mechanically, size and movement only exists in 5x5 squares
also this CR 7 has the amount of hit points as a CR 2.
also i cant judge how effective this is at combat if it has no attacks
Okay so what do I do
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
I'm doing 14
Could I take a look at the whole thing so that I can get a better feel for it?
AH, no problem
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.```
Can i ask someone for some home brew advice??
spellsteal is kind of an insane feature because you could just bring a wizard to show you their best spells
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
Nice twin
nvm missed the fact you lose prepped spells at the end of a lr
Was about to say lol
still strong though, just not as insane
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
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.
-
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.
-
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.
-
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.
-
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.
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
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
Three of the same number in a row is 0.45% for a d6
For a d8 its 0.195%
hmm... d4 it is
1.56%
much more reasonable
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
Oh yeah, forgot the 3rd dice
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
D4 pair- 62.5%
yeah, that sounds fair
D6 is ~41%
still within reasonable territory with three spins, maybe
D8 is around 1/3
My mind is going back to my kinda white whale subclass I still wanna make
Like⦠re:zero?
thanks for the quick math, mate
Burden of being asian
also asian, just forgot everything as soon as i graduated
Lol
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
Magic item: a ring that lets you take spell slots from your future combats
How terrible of an idea is that
Is there somewhere I can post a home brew subclass I made for feedback? Is this the place?
Indeed it is
Here is the place - if it's a lot of info, consider using Google Docs or similar tool and share a link
Okay... Without restriction:
"I cast Wish!" - Level 3 Bard
I saw the Skyrim punching thing and wanted to have a fighter similar to that
If you guys have any feedback thatād be great. This is still very much a rough draft.
You're going to need to allow access for that
A level 13/14 party has to fight god
Yeah mb I fixed it
So im thinking of magic items that help make that more doable
What about something that all was you to combine spell slots? So two lvl ones to cast a lvl two spell and so on
They're cooked š
make it the very immediate future, like tomorrow, and you got something balanced
Agreed
Real question though.. why is the God using spell slots š
Lot of story reasons to get into
Tldr: in my world the Planes are bodies of major gods, except the material one
give them like +15 to saving throws lmao
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
- Cutoff his connection to the shadowfell, trapping him in this body
- Kill whats basically a demigod
Sounds about right lol
This worlds strongest threat so far has been a vampire lord before this fyi
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.
I like this idea
I also like this idea
But i think my best bet is make higher spell slots take from longer and longer time
1d4 days away
Which the party cannot afford to waste
Sure, you can kill this one dude using a 7th level spell slot you cant normally castā¦.. for 2 months of casting
With 9th level taking the entirety of their lifeās ability to spell cast
As in it takes time away from their ability to spellcast, or it takes that long for them to cast the spell?
Take time away to cast spells
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
You could always implement a last stand rule as well.
Its pretty perfect
Idk if thatās what itās called properly or not, but critical role has one i believe
Oh i have my own last stand rules
Good. I think every campaign should lol
- 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
- 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
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.
Could anyone give feedback on this subclass? https://docs.google.com/document/d/1SWeGxIQRdavqe9lDzS_D73aK_6YBPWMEhyyck17Cntw/edit?usp=drivesdk
Looking now
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.
Hope this helps. š
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.
sorry if im being annoying for asking but if someone has any ideas for how i should go about making this it would be really helpful
A draconic paladin could be pretty cool to homebrew. Though, the new Genie paladin is already very "elemental" flavored so you would probably want to focus on specifically draconic things like the fear, and a breath attack, and wings, etc.
i see i see thanks
Nothing seems to prevent me from posting cool homebrew I found on someone's blog, right?
Not necessarily, especially if you are looking to modify it for your own game.
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
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
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
I wanna, but I don't wanna rob the actual author of credit tbh
you could just... credit them
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
They got zero socials besides the blog, probably old af
you could drop the name of the blog to credit them
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"
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
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"
sure, but its not addressing the issue that is spellcasters in general
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
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
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?
i dont think you can solve the divide without fundamentally changing the system
tried to adapt celes' personal class to dnd for a ff6-themed campaign
https://docs.google.com/document/d/1LGXqkEQ1gMdCbWpVMaYafq4shXrOJ1NcIEVGxDIxuGM/edit?usp=sharing
unmentioned, but this setting has a more unique magic learning system less tied to classes, there's a whole gimmick of attuning to a "magicite" and keeping it on you for a while to learn the spells contained in it.
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
I cannot convince my 5e-entrenched players to shift systems, that's how I shed players every time
i managed to convince my table to switch to pathfinder. it took years but we're now all happily running an adventure path together
And in comes the Pact of the Blade Warlock to outshine them (this has happened twice)
dont lose hope
ĀÆ_(ć)_/ĀÆ
i dunno what your tables like man
it's okay, that guy casts shield once and is 50% out of spell slots
Tables plural, trying to keep game clubs at various schools running
neat
- two personal ones, same patterns keep repeating
Driving me crazy, genuinely
Might ditch this but, well. Job.
well, only common denominator is you (genuinely not trying to be rude here, just pointing out)
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"
tbf, its PF2E. We all know of the glazing
Online GMing during covid POPPED OFF for me when I shifted systems
in my table the martials are generally pulling the most weight strangely
This is why I'm not gonna glaze them here beyond describing my experience with shifting to it briefly (then going back to dnd5e)
in any case, adding damage to martials is only the tip of the iceberg when "fixing" the martial/caster divide
in low op parties, martials can shine
Agree or disagree: is it a good start or nah?
it's a party of five
which is to say, if your players arent interested/know how to make strong characters
I'm gonna try it come Spring to see for myself
Cant really agree or disagree
is op short for optimization
yeah
martials can be strong. but this is in parties where the spellcasters are casting like, burning hands
Yeah exactly, you get it eau
worse, they cast polymorph on each other
polymorph is better used on an ally than enemy
I don't follow? sorry if I'm being slow on the draw here
polymorph is ridiculously strong. turns martials into viable characters
yeah if used smartly
not when you use it to throw/feed the light cleric into a giant mouth
its def one way to start the "fix" but honestly, I think the "fix" is adapting to every table and group
anyway, about homebrews
yeah. Got a monster that needs some eyes on it, mind if any of yall look?
https://homebrewery.naturalcrit.com/share/uwJ-uT-FMsTD
Second last page, Deadulai Unit: Lord of Rust
Looking for input on a sorc subclass I'm going to be playing soon.
I'm particularly concerned about whether or not it needs a damage boost. It gets nothing until the capstone at 18
Situation: your ranger is crying in the corner, and when you ask why, they mention doing no damage compared to even cantrips from full casters with their arrows. Hunter's Mark is finite and doesn't really cover the gap, esp when against someone that isn't their favored prey
I've been told the above is far from a unique experience
I'll drop the issue now but like
It's put me through a loop for literally years at this rate
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
the lv18 ability being yet another sorcerer who sprouts wings is getting a little old. other than that, pretty cool looking thing
I'm not being proverbial when I say the player was crying in the corner btw
isn't ranger famously awful, i know so little about it because i couldn't even pretend to care about it
Well, HM isnt the way to increase damage, but the peeps in #optimization can tell ya how to optimize a 2014 ranger
hunters mark isnt a great use of spell slots and ranger is a good class
I'll be honest, I had no idea what to do for the capstone, and enough sorcs get wings that it felt like tradition lol
Its a dead, and incorrect, 11 year old meme
rangers better than all the martials, anyways
College kids and their emotional states hit different I guess
tell me about it
good to know, i will forget about this in 30 seconds though
-# and i need some eyes on this
Anyone else got anything on this?
I think after the bear hits with the bite, there should be a victim saving throw before the restrained condition is confirmed to apply
hmmmm
i mean not every sorcerer has offensive subclass traits, i can't even think of one that divine soul has
but i am unfortunately drawing a blank, sorry
Like. Especially with the teleport, the bite-restrained-teleport combo is genuinely insane
Well divine soul gets the entire cleric list, which includes spirit guardians and spiritual weapon. That's something
not the monster im looking for feedback on, but thats literally how all Grapple monsters have worked. (and 2024 monsters generally dont do saves for riders)
Reminded why I left the system briefly, smh
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.
yeah, that's indirect though
isn't yours as well
...that's fair, lol
but yeah, i'm dragging on a pointless convo, sorry i got nothing mate
cool concept though
Every melee combatant, martial and gish alike, would hate fighting this with their entire soul. Therefore, it's perfect
would it be too divination-y to be able to influence nearby rolls during the lv18 duration
But chain clamps make it equitable to anyone ranged too lol
i also made a supporty sorcerer subclass but i had an entire final fantasy time mage class to rip off
Heal-support or other support?
Iām currently working on a Monster called A Gelatinous Giant
yeah, i also like how it still gets affected by Blade armor, little chainsaws appearing is fun
we got cc, debuffs and a little bit of healing.
Sounds well rounded, nice
i think i have the link somewhere if you wanna take a look
No maybe, not. Like an expanded bless maybe?
Fun for the DM yeah (but it is a very cool visual, agreed)
influencing the universe for permabless on your allies (good vibes) and bane on your foes (rancid vibes)
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
Wow rusted empowerment would make this a boss battle centerpiece that makes it insanely brutal
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?
yeah, hes the commander of an army of rogue Constructs
As opposed to spending a spell slot
I don't think I'd... want to play in a boss battle with the odds stacked against me this hard. Genuinely.
the lv18 feature is not very serious at all but it was cool as an idea so it exists
https://www.dndbeyond.com/subclasses/2699548-chronomantic-mind
That might be really weak imo. I would argue that they can probably cast it once per LR without expending any points and then can spend FP to use it again
party's got some Artifacts and Legendaries, aint exactly against them
I mean, you already get spellcasting
Anyways folks, peep this and let me know if I'm insane for getting obsessed with it
Spellcaster subclass 3rd level features are typically meant to be a little niche
I assume baseline unless otherwise noted
Since spellcasting is also a 3rd level feature
fair nough
maybe. Have you seen the new Monk UA? #1461424255437770784
They have a spellcasting monk there
Yeah, Iām coming up with a 3rd level feature for it lol
God knows I've been a martial with like. One magical weapon/armor by lv10 rip, more than once
Thatās what Iām tryna do
If any lol
now that is pain
It currently lacks a 3rd level feature besides spellcasting so Iām trying to find something for it
So Iām just trying to come up with a little something, almost like a ribbon feature
Ah okay. That like I said, I would make it so you can cast Detect Magic once per LR for free and then can use FP to use it again if you want. Reason being is becasue general 2024 monk design seems to be, you can do 1 thing normally no cost but can then spend FP to do it better or get extra
Ah I getcha.
Not every DM knows that sweetening the pot for martials is basically nessecary, newbies assume "the system is fine as is, right? right???"
Not too strong not too weak somewhat kind of niche
Honestly probably needs a nondamaging cantrip too. like Prestidigitation or something.
Flavor cantrip
or fear a rogue and paladin for their burst damage
I think sorcerous burst should come with the subclass
I could maybe try that. I've been sort of at a loss what to do with the capstone
Since they use the sorcerer spell list though I think itās fair they get the signature sorcerer cantrip
But it needs to be a little itty bitty special
maybe bless/bane with stronger die since it's lv18
Rogues are the most popular non-caster martials for a reason. I want people to enjoy the other martials every now and again (Fighter, Monk, and Barb in highest-lowest base power order)
I think most players will opt to pick the damaging cantrips since thats the optimal pick. I think the subclass needs more identiy so I think giving them the flavor cantrips makes more sense since a player is less likely to grab those options
Barb and monk can swap places sometimes I guess
Yeah but sorcerous burst is still a flavorful pick since itās THE sorcerer cantrip
Yeah, and it'd need to be always-on within your aura, likely without concentration
I think the subclass should lean more towards a sorcerer identity considering itās 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
Sufficiently advanced spell tweaking is indistinguishable from metamagic
Eh
Wouldnāt be too bad
Monk has a whole resource pool and it doesnāt tie into the spellcasting, I want to fix that
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?
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
Oh so this is a spellcasting subclass that can consume Ki points to do legally distinct Metamagic
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
I'm tweaking the unearthed arcana spellcasting monk that just came out
Oh I'm behind on doing my homework, smh
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?
What is the difference between them and a multiclassing monk/sorc split
you arent doing a bad multiclass
^
and dont ask me, ask wotc
I'm just editing the unearthed arcana so it's more playable
im still laughing they copy pasted War Magic and forgot to edit it
I KNOW š
that capstone is horrendous
for 17th level I think they should get a domain expansion
Would any player survive a table they didn't multiclass in at this rate? It's technically an optional rule iirc
Anyone else feel like chiming in on my universal sorcerer? I'm gonna be playing it soon, so I'm looking to refine it as much as I can. Already pretty sure the capstone is gonna change.
Thinking abt this in the context of new classes
Also I think the blindsight is going to become truesight
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)
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
although i ahbor how sparse its higher level features are
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
I as well
like, really? Best you can do with it is War Magic shenanigans?
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
oh yeah, speaking of which, Spellguard's Aura is also a bit redundant for the most part llol
Same issue
I was thinking it could benefit from a passive bonus, then i remembered its a paladin. They already do that to saves
What do we think of this though?
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!
I'm a bit unsure of what the subclass is themed after and what it's meant to do. Like, I get what its mechanics do, but I'm unsure of the "needs" that the subclass solves within the game.
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
This does give good context that entirely changes my view on it, so that's helpful.
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.)
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
Main reason I was considering swapping was that I also have a blind monk that gets truesight, and this one gets blindsight, and I felt that thematically they should switch
Combat is supposed to be light in this campaign, but still present. I'm worried that maybe I need a damage boost somewhere
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.
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
I would do monk exclusive with inspiration from the sorc ones
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
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
important to note
the monk would be able to use these metamagics every short rest
they deserve a treat
becuase you'd spend focus to use them
yeah but then you could spam things like quickened spell
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
iirc, that build couldnt work, but i forgot the reason
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
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...
Rangers can starve for all I care
least cruel rogue main
not even Tasha fed the poor ranger... leaving them to eat grass and nettles...
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
Is that a feature too strong? š
no comment, your honor
also what campaigns hit level 11 with the ranger still ALIVE
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
how powerful is warcaster's thing such that it's the barometer here
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.
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
if a feat can invalidate an 11th level feature then it's probably a really bad 11th level feature
Or it's a bad feat 
or maybe a secret third option
how would you suggest I change the 11th level feature for mystic arts monk then?
Cuz with 1 feat itās a dead feature
Same with the 17th level feature
Consider that the feature was made as such so you don't have to take the feat.
Yeah but even then for an 11th level feature it kind of sucks
I mean, it's a good feature for getting you to do what the subclass wants you to do.
It's basically the single feature within the entire subclass I actually think landed well.
Maybe add something that says āif 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
Seems too on-the-nose to me. It's a sort of "gimme" feature that doesn't really provide any positive gameplay reinforcement.
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?
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.
Focus man canāt focus enough on his spells
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.
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
Unlike the other casters of this nature, you can actually refresh your slots, so I think the Monk is doing okay in that regard.
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
"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."
I mostly dislike that because, at that point, you literally might as well play Sorcerer. You're already getting spells from them and even their ability to swap stuff for Focus, so it seems a bit over the top (to me.)
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 wasnāt sure
another one could just be a standard modification that the sorcerous burst you get from the subclass scales with your martial artās die in terms of damage?
But thatās inconsistent
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
This subclass was already built off of Eldritch knight
But it has the sorcererās spell list
I donāt think itās such a bad idea for it to lean more into the sorcery side of things
then do it
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 canāt just quicken sorcerous burst all the time
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
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 wouldnāt make melee monk obsolete
Sorcerous burst doesnāt have any riders
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)
scaled it down, now it's CR 13
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
Yall should probably leave the new monk feedback in #1461424255437770784
YAH ENFORE TEM RULES
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?
Opinions on this 3rd level Ranger feature for a Genie Raider subclass that's very "Treasure hunter" and slightly elemental focused?
Level 3: Raiderās Sense
Your journeys to the elemental planes have taught you powers of the elements. You learn the Elementalism cantrip.
While your Hunterās 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.
I think it's mostly a ribbon. The loot system barely exists in 5e, so this is very much going to fall under DM fiat, and it doesn't give any combat power
I'd definitely recommend including a combat feature at 3rd as well
that would get super annoying for me as a DM honestly
Yeah it might get old for the DM. Most enemies don't tend to carry any loot or inventory at all
I def would get annoyed by constantly going āyeah heās got nothing but 40 gold or somethingā
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
Im looking for a partner who would like to help my design a homebrew Warframe class and racial set.
Its meant to just be a general sense not exact number. Like... "This guy is poor." or "This guy has a lot of value on them"
Still annoying as a dm to go āthis guy has no lootā a million times
Realistically me as a dm, i dont put loot on anyone unless its important and the party would know about it anyways
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
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 āif you go unconscious, this endsā effect so youre immortal for 1 minute
I would need bit of balancing help to idea. It's not complicated, but I'm very unsure.
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
Thx bro, Imma rework it
It's the first time I've done this, so I need a lot of help
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 ?
So, hide armor is medium armor to give medium armor users something cheap and easy to use, but cant be abused by light armor users bc its cheaper
So i donāt 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
To be abusable by light armor users. Nah I'm joking, because it doesn't seem to fit the nature of category at all. Kinda if I would put finesse on Maul type of thing.
It's medium armor
Then yeah, you just made a +1 medium armor
And one that isn't particularly represented in the game.
As a dm i believe that most things people try to homebrew, you can just flavor
This is one of those moments to me
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.
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.
A katana is just a longsword mechanically imo
Not even a little bit.
But yes, very much so sounds like you just wanna change damage types and aesthetica so...
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
Katana is best represented as Two-handed, Finesse. I slapped 1d10 on it just for good measure.
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.
Yeah, that's pretty much what it mainly consists of. I think it's far better than going head first in changing everything and doing something otherworldly and possibly messing up.
Facts
Yes, Katana just seems like weapon you're more likely to break and mess with without proper delicate skill. I've seen it few times.
And I feel like long sword is better cause of the parrying
I see no reason to not just use aevum still
Being able to double your actions is pretty insane, it doubles your damage. For an eldritch blast build, you would be doing ~112 damage per round with the hex spell
IRL or in fantasy?
Irl
Dnd isnt weapons accurate to begin with tbf
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..
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.
They are the same weight ranges lol
Youre thinking axes
Correct
Yah a zwiƩhander is 8 pounds
Axes hack, swords cut
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.
Yeah but I'm basing this on a novel series, I wanted to represent all the possible aspects the powers the protagonist has
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.
All (good) swords are meant to be used quickly, swiftly, and to cut
Yah a dagger
No sword is meant to āhackā into someone, because that requires a lot more weight.
More weight=less maneuverability
Less maneuverability= they stabbed you before you did anything
Nah bro I used to do fencing, swords are really lighter than you think
And faster
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
Nah a gun is the best sword
Then use Side Sword
Wellllll, no
Nu uh
Other factors
Facts
Biggest question is, whats a rapier going to do to someone in armor
Ignore it and go for the neck
Likely scratch their expensive armor and make them mad ?
Thats not exactly easy to do
They can dodge or attack at you first
This
The neck is covered in chainmail
Like dodge as in move their head
Irl though, knights weren't running around in full plate mail. Only nobles and such were.
Chain mail isn't as strong again piercing
Rapiers are meant for non-military battle
Cause that's heavy
If it's someone not heavily armored sure, but I wouldn't give it that much chances and definitely not against fully armored European Knight
So we need to do an addendum then
It's many layers, stronger than you think, I had a friend witch used chainmail and we ran some tests
Rapier is the best sword irl!
In 1v1 duels with no armor involved
True
What about Sabre if no armor is involved ?
what if
See this is why the Warhammer is the best weapon irl
Screw your armor
All swords are cool?
Equivalent but rapiers are cheaper to make, so they win
*Lucerne hammer
Plus usually a rapiers hand guards are better
Got a point
Two points actually
Wellllll
Yeah š
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
Nu uh
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
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.
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
(well warhammers IRL typical have a spike on the other side too)
Or a lance with a horse
Bombs
Isnāt there also blunt force trauma that can kill you?
We use helmets specifically bc theyre good against bludgeoning
Thats why you wear them when riding bikes
Oh i'm not hitting someone against their head
Iām not a history buff, Iām just adding fuel to the flames