#homebrew

1 messages Ā· Page 70 of 1

cerulean seal
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I'm going for the knees

south wasp
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Yeah, but the same principle is with the entirety of your armor- its BUILT for that

primal osprey
paper belfry
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Tho the knees are a bit weaker

heady stream
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generally, the most effective weapons in most scenarios were polearms, until guns became too good

south wasp
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And again, thats less ignoring armor and more so focusing in trying to get the guy in armor to fall over so you can actually kill them

scenic dew
paper belfry
south wasp
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Usually by stabbing directly down with all your force

paper belfry
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Cannon?

south wasp
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TLDR theres no single ā€œbestā€ weapon, weapons are built to be good in very specific scenarios

cold rock
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.

heady stream
scenic dew
paper belfry
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Well rocket launcher sorry

primal osprey
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Black hole

heady stream
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like, reach is very very important

cerulean seal
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See guys, this is why the gun is the best weapon.

heady stream
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axes are cool but not really a generalist weapon

paper belfry
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You use a dagger than a axe best combi

south wasp
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The main issue with the longsword is trying to duel weird

scenic dew
# south wasp WELLLLLLL

Cutting, stabbing, bludgeoning. Half swording, mordhau. It's size is manageable in closed spaces compared to pole arm which is generally better.

heady stream
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why would anyone actually dual wield longswords?

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in IRL

south wasp
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I dont mean duel welding like that

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I meant having an off hand

cerulean seal
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Sword and board is the peak

south wasp
paper belfry
heady stream
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ah sure, yeah I guess they can be a but too big for constant one handed use

heady stream
south wasp
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Having an offhand is really really good

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Even a sword and cape is better than a lot of things

scenic dew
# south wasp I meant having an off hand

Yeah. You can use it with shield, but then it turns to shittier spear, but generally I would say it offers biggest versatility in size and use, but definitely not "best".

queen egret
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bucklers are handy as hell, apparently

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i don't know, i'm an archer, i've never even held a sword

paper belfry
heady stream
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you can wield a shield with a bow actually

south wasp
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You can yeah

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But it’s not particularly great

queen egret
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thankfully i never needed a shield

scenic dew
queen egret
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but good to know

south wasp
paper belfry
scenic dew
south wasp
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Crossbow reload time is worse, so its a better first attack, worse if you miss your first shot

cerulean seal
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Nah best ranged weapon is the sling, duh

heady stream
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actual crossbows are sooo slow to load. the most unrealistic part of dnd

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slings are underrated for sure

paper belfry
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Don't that only throw rocks

south wasp
cerulean seal
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Also you can use ball bearings

south wasp
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Ggs

paper belfry
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Frick I can't aim straight

scenic dew
paper belfry
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Lowkey just make hand ballistas

scenic dew
south wasp
paper belfry
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Personally my go to would be dual wield axe and dagger or rapier

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I can grapple then stab

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And if I need to I can control and parey

scenic dew
cerulean seal
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Everyone knows Scythes are the most efficient weapon. dndLol

paper belfry
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Get out rn!

cerulean seal
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What, why? Anime told me Scythes are the ultimte weapon.

paper belfry
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How long time out this time

south wasp
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As someone who fully knows scythes are bad, awful weapons

cold rock
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Except for katas

south wasp
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Theres no one in this world who will be able to stop me using them in my dnd fantasy game as cool badass weapons

paper belfry
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They are bad at slashing and piercing

scenic dew
south wasp
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Thats always at least something

heady stream
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there are war scythes, but those are basically just glaives

scenic dew
south wasp
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Aka peasant weapon

scenic dew
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Macutahul is peak weapon because to this day, I don't know if it's sword, axe or club

south wasp
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Its the equivalent of a baseball bat with nails sticking out

scenic dew
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Exactly, peak weapon

south wasp
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So, yeah cant argue with that

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Unlike a sword, if it gets dull its a decent bludgeoning weapon

scenic dew
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Also it's more like cricket bat with saw embedded inside it

queen egret
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aren't those also made with obsidian with extremely sharp edges

cerulean seal
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See all this conversation is why magic is the best.

scenic dew
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Yes, obsidian was used to make scalpels if I remember correctly

south wasp
scenic dew
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We need a way to parry spells. Like imagine deflecting the shit out of fireball.

south wasp
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Thats why deflect attack monk is so cool

scenic dew
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Not Eldritch Knight, but Eldritch King

south wasp
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Upgrading to deflect energy to deflect a firebolt

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Aura.

cerulean seal
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just give them antimagic armor. duh

scenic dew
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One weapon, I'm still trying to form is Cestus or Brass Knuckles just so there would be way to throw hands bit more efficiently.

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But punching your way through campaign sounds cool.

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Without being Aang

south wasp
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Just use the stats of any of the species features of a species with claws

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1d6 plus strength

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Btw can we talk about how bows technically should be strength weapons

cerulean seal
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Could make like... Gauntlets? I know big metal gauntlets are a big weapon archetype in like anime and media

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Could probably ne an interesting weapon type in DnD. Like wearable? so you don't have to "equip" it a tthe start of combat

scenic dew
scenic dew
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Hammers with strength, Rapier with Dexterity.

dry lintel
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can someone plz answer my question

queen egret
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you prevent the spell from being cast and absorb the spell slot used to make it though

cerulean seal
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What book is the time dragon from?

heady stream
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Planescape

dry lintel
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Planescape

cerulean seal
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Spell casting is easy, under their actions sections just give them a spellcasting feature. This is what the one on the Ancient Red Dragon looks like:
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (Spell save DC 23, +15 to hit with spell attacks):

At Will; Command (Level 2 version), Detect Magic, Scorching Ray (Level 3 version)
1/Day Each: Fireball (Level 6 version), Scrying

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just adjust that with some time related spells

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The legendary actions I think you can literally just change the name of the section from "reactions" to "legendary actions" and the little blurb with LA/Lair stuff and be done with it.

hushed lily
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Anyone here do online games and want me fr? I have experience in game

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I miss playing so bad

severe trellis
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Does Valkirhund sounds cool for a Dog-Spirit companion? Like a Spirit that looks and acts like a big dog but is supernatural

hushed lily
hollow siren
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re: my prior issues with the elemental wild talent feats and damage, i am thinking of reworking them to essentially be agonizing blast for the specific cantrip the feat gives in place of swapping out other damage types, with multiple limitations

severe trellis
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Would Psychic damage be the one yall most assosiate with Fey?

coral delta
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Sure.

hollow siren
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Atmokinesis
Wild Talent Feat (Prerequisite: Can’t have more than two other Wild Talent feats, can’t have more than one other Wild Talent feat from either Cryokinesis or Pyrokinesis)
You gain the following benefits:

Psionic Talent:
You know the [Lightning Bolt/Lightning Blast] cantrip. You also always have the Fog Cloud spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. When you reach character level 3, you also always have the Gust of Wind spell prepared and can cast it the same way.

When you cast these spells, they require no Verbal or Material components, and Intelligence, Wisdom, or Charisma is your spellcasting ability for them (choose when you select this feat). Even though you chose the modifier of all the spells and cantrips granted by this feat when you selected it, all the spells and cantrips granted by this feat count as if they were prepared or learned by all of the classes you have levels in, but don’t count against the total number of spells prepared and cantrips known.

Storm Shaper:
When you cast the cantrip granted by this feat, you add the modifier chosen by this feat to all of its damage rolls a number of times equal to the damage die rolled (up to a maximum of 4 times total for each damage roll). When you reach character level 6, you also add an additional bonus damage die to its damage rolls. The cantrip granted by this feat does not benefit from any other features that add the modifier chosen by this feat.

When you reach character level 3, you add the modifier chosen by this feat to all damage rolls of any spell or cantrip that deals Lightning damage (except for the cantrip gained from this feat.

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note, the alternative is no multiplicative bonus and just a one modifier bonus thing instead of it being multiplicative

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the one mod bonus is one i have already drafted too. Its more or less the dame otherwise

hollow siren
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this is part of a larger rework of wild talent feats that ill be consolidating into a single document BTW

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that document is still being drafted. I just wanted to survey/opinion test on that specific issue above though

severe trellis
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I think I need some help making a bito f Subclass flavortext/intro more concice

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"The bond between Humans and Dogs is one that is as old as the idea of Civilization itself. Dogs are Humanity’s Oldest and most loyal companions. Through their bond to Humans, Dogs have managed to work their way into the everyday lives of almost every humanoid race in existence.
This ancient, powerful love and bond has managed to create a new creature, beings embodying that love between Humanoids and Canines, some of them are spirits of beloved pets who passed, reincarnated while others are the manifestations of childhood dreams for companionship."

I think this feels a little clunky but IDK how else to refine it

dry lintel
polar galleon
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is it normal for a class to get nothing on levels 2nd, 7th, and 13th

misty trellis
hollow siren
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even for casters it also depends too

polar galleon
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currently (im considering cutting the spellcasting subclass) one subclass is a caster

hollow siren
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thats fair. I mean a good way to determine if its fine is to compare it to arcane trickster

native gale
misty trellis
hollow siren
polar galleon
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Its a very complicated class --albiet most of the complexity is my lack of knowledge of dnd terms and introducing mechanics via features -- involving resource management and a lot of flexability so

hollow siren
polar galleon
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i would share the class but im currently rewriting it to be more in line with other classes in base game (2024)

cerulean seal
polar galleon
native gale
polar galleon
hollow siren
hollow siren
cerulean seal
hollow siren
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to be a walking stereotype lol

polar galleon
hollow siren
hollow siren
cerulean seal
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Yeah I would need an example. Because Rogues get a bunch of cunning actions they can do

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Monks have all of their stuff

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Fighter battle master has maneuvers

polar galleon
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I meant like: Level 5 one of the subclasses grants the player 2 features, both adding value to previous subclass features, and two actions that play off of the established features

cerulean seal
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Oh you mean like class progression

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So level 5 is usually dedicated for extra attack

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Unless this is a spell caster

hollow siren
cerulean seal
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Is this a full caster, half caster or martial?

polar galleon
cerulean seal
polar galleon
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martial

cerulean seal
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Then 5th level needs to be extra attack

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What you do is you go ā€œis my class a martial, half caster or full casterā€ then you look at the other classes of that type and compare power levels and mechanics and identity

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What can you do differently, what can you compare your stuff to, what niche can you fill

polar galleon
cerulean seal
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Follow the general design standards

polar galleon
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thats why i came here

native gale
hollow siren
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i feel like gore is correct but collossus is right too. Generally EA is given at 5

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But it doesnt have to be

polar galleon
hollow siren
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provided you get another damage scaling shtick

polar galleon
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it also includes terms tied to the campaign its linked to

coral delta
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Are you homebrewing a class for your own character in a campaign you're in?

hollow siren
polar galleon
hollow siren
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first off, void weapons is not a weapon/item class

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i question whether the idea can function more simply like monk weapons

polar galleon
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also void weapon is explained in the feature void star forge

hollow siren
native gale
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So on top of creating your own class you've also created your own tool types, weapon types, and damage types

hollow siren
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damage type creation is iffy. Im torn on it but that feels like a lot

polar galleon
hollow siren
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specifically as its more complicated than it needs to be

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and it also creates more work for you

polar galleon
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yeah ive accepted that

hollow siren
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Youd have to go through every enemy and determine if they resist or are vulnerable to it

polar galleon
native grove
red nebula
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heya dnd peeps. Quick question would it be too OP for a PC to eventually get 6th level spell immunity? (Similar to raksha) (levels 15-20)

cerulean seal
red nebula
coral delta
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It's only OP if the DM relies on enemies that use spells below 6th level. If they do, it's extremely strong. If they don't, it's useless.

Either way, it's a huge detriment to the player, because they are unaffected by their allies' Healing Word.

hollow siren
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but i get it

polar galleon
red nebula
coral delta
polar galleon
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As well as necrotic and radiant as a whole being tied to morality, where the new two are very separated from morality

hollow siren
polar galleon
hollow siren
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radiant is also keyed to starlight

hollow siren
native gale
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The important thing to remember about damage types in D&D is that they represent how the thing damages you. Its not an just an element attument like a pokemon move type. That's why there's no "water" damage type. Because the concept of "water" doesn't inherently damage something. If rushing water strikes someone with a lot of force, that's bludgeoning damage. If frigid water causes hypothermia, that is cold damage. Etc. So if you want to add your own damage type to the game, the question is how does that damage type represent a new way to damage someone? What does "abyssal damage" actually do narratively? It can't just be energy that's tied to the abyss. It has to represent a whole new way to injure someone

hollow siren
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I wouldn’t go that far, but the idea is that

polar galleon
hollow siren
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for instance, i think its fine to make astral and shadow damage distinct

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and decouple them from necrotic and radiant

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however I generally otherwise agree with collossus

red nebula
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Ill make it so that 6th level spell immunity is heavily dm discretion.
(Spell immunity progression is DM discretion with a max of 6th level spells. Max gained at 20th level or end of campaign.)
thanks for the insight. I think this'll help.

hollow siren
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at the very least the new damage type should be a last resort if you cant make an existing one work

hollow siren
polar galleon
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i mean the concept of abyssal energy (as ive explained it) is it the oppsoite to ryneston, everything ryneston is, the abyss is not. Its very linked to space - more specifically the absence of matter.

red nebula
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This might come off the wrong way but if your the DM cant you essentially do whatever?

hollow siren
polar galleon
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While necrotic is linked to decay, im not sure if radiant represents creation or rebirth the way i envision ryneston

hollow siren
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i feel like a much simpler way to bring this to life, you can just make unique interactions with the damage type

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e.g. if a creature or class has the void/ryneston tag, they deal additional effects on all targets with the respective damage types

cerulean seal
hollow siren
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its a simpler fix is all im saying

polar galleon
hollow siren
hollow siren
hollow siren
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the effects would then be keyed to the concept

cerulean seal
# red nebula oh

Antimagic field is an 8th level spells but legit you could make a capstone feature or high level feature that just makes the player antimagical but for a certain period of time like for 1 minute or something

polar galleon
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the major theme in the world is nothing (the abyss/void), Everything (ryneston) and something

red nebula
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oopsie

hollow siren
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yeah, i would consult the dungeon dudes’ drakkenheim campaign book for their unique corruption mechanics

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in relevant part, corruption is a unique mechanic qnd thematically similar damage dealing effects merely use force

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like the octarine bolt or whatever its called spell/cantrip

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it deals force damage and triggers corruption mechanics IIRC

cerulean seal
polar galleon
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the abyss is nothing

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thats how i see it

cerulean seal
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What is a creature being hit by nothing doing?

polar galleon
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The absence of not damage idk

hollow siren
hollow siren
cerulean seal
hollow siren
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nothingness and decay are conceptually similar if not at least adjacent enough to make it work

hollow siren
polar galleon
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erasure deletes the essence of what it erased, making what once was, nothing

rigid ledge
hollow siren
cerulean seal
# polar galleon Erasure i feel is a better word

That’s still necrotic. Either this isn’t a damage type at all and is instead an effect that just makes things disappear which could be a thing.
Or this is Necrotic.

If I recall correctly, some vampires in DnD can literally permanently get rid of a a creatures maximum hit points

coral delta
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The spell Disintegrate deals force damage, for example.

hollow siren
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i like the idea of making unique rules around necrotic and tagging it as ā€œAbyssalā€ which causes interactions

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or you could simplify it as BOTH forces deal force damage but have mechanical tags

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so that the Rynestone or whatever implicates some creation-y effect and Void/Abyssal another

polar galleon
hollow siren
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anyway. Would love people’s opinions on my WIP changes to the elemental wild talent feats to be multiplicative like that but again if not also cool

hollow siren
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you could just use that

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i think the reason a new damage type is getting suggestions to tweak is that it feels needlessly complex and like you can achieve the same thing with existing damage types

cerulean seal
polar galleon
cerulean seal
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Magic missle does force damage.
But say… your monsters can deal force damage but extra effects

polar galleon
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its just an inside joke

polar galleon
hollow siren
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i have to agree lol

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Force damage with a bonus effect is just force but better

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especially because force damage triggers no vulnerabilities

polar galleon
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so why not just separate it avoiding making it more complicated

cerulean seal
hollow siren
hollow siren
polar galleon
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its self contained so idk if it makes it more complicated

hollow siren
cerulean seal
polar galleon
hollow siren
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take this for example: Void Bolt, standard 1d8 force damage cantrip, and its special tag is void which triggers the mechanics around the void tag

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and then for a class/subclass, all attacks made with a weapon have the void property

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etc.

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properties to spells/cantrips/items as a mechanical feature are so criminally underutilized and so much simpler to implement at times

polar galleon
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Everything isnt quantifiable like light, holiness or brightness is, Nothing isnt quantifiable like decay, death, and darkness is. Something is quantiable, because something can be anything, which includes necrotic and radiant

severe trellis
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Do you think it makes sense to have a distraction require an intelligence saving throw

coral delta
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The Help action is a distraction.

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No save required.

severe trellis
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Yeah but an ability to distract that does something elseo ther than provide advantage on an attack.

coral delta
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Well we can't really make any balance judgement without knowing what that other effect is.

cerulean seal
# polar galleon Everything isnt quantifiable like light, holiness or brightness is, Nothing isnt...

Just remember that DnD is still a system at the end of the day. A flexible system that allows us to create and adjust things to fit our narratives.
You shouldn't try to hold on super tightly to gamifying everything narrative when that work has already been done for you. You are just making things needlessly complex and ignoring the playtesting and balancing that has already been done for you just because you don't like the narrative of something.

If your players are happy with all the stuff then ignore everything everyone has said because this is your table and yours to run. As long as your party is happy. But yeah, this channel is going to have a very difficult time helping you due to all the differences and distinctions you are making

hollow siren
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if youre making a distraction ability, use that one AT Rogue ability as a measure for it

severe trellis
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I don't quite have the effect yet but I am thinking that it will either
1.Impose Disadvantage on the target creature's Attacks until the end of the target's turn

2.Impose disadvatnage on a Saving Throw like Dexterity or Strength until the end of the target's turn

coral delta
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Does it deal damage? What action economy does it use? What's the range?

dry lintel
severe trellis
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I'll be a Bonus Action on the Player's part to command a Pet. It'll require the Pet's Action and the Range weill the Pet will have a 30 Foot walking speed and the distraction will be on one creature within melee range of the pet

coral delta
# dry lintel hey can someone plz answer my question?

Initiative is the method by which time in rounds is tracked between turns. You want this effect to end on initiative count 20 but without mentioning the phrase initiative count? I don't think there's a way to describe this that isn't way, way wordier than just saying "initiative count 20".

dry lintel
coral delta
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"Until the start of the creature's next turn"?

native grove
coral delta
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"Until the end of the creature's next turn"?

cerulean seal
dry lintel
cerulean seal
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If there is an entire party

coral delta
native grove
dry lintel
dry lintel
native grove
dry lintel
cerulean seal
# dry lintel So, can you think of a solution then?

Could just say 1 Round?
The 20 initiative count of the next round I think is fine to keep though since you are basically forcing that creature the debuff for both the round you are in AND the near end of the next round too.

glad veldt
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So, I've been working on homebrew mechanics for a D&D campaign I'm building off the idea of replayability. I have 3 (or so) custom mechanics unique to this campaign:

  • Ruin: A score similar to exhaustion that you get for going through the cursed mist.
  • Gaze: The attention and likelihood your party runs into something you'd rather not encounter in the Mist.
  • Ire: The attention and willingness to act against the party of the BBEG.
dry lintel
glad veldt
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I'm still Ironing out actual mechanics but I'd like advice:

Ruin: Gives a stackable -1 to constitution and Charisma you can only get rid of by leaving the Mist for a long rest (along with flavor side effects and potential disadvantage to certain rolls at high enough levels, including a boost to Gaze).

Gaze: Very much WIP. I've designed several versions of the mechanics and none hit quite right. related to random encounters frequency and difficulty.

Ire: A value gained whenever the BBEG takes notice of the party doing anything to thwart them, cannot be lost unless cinimatically applicable or the BBEG spends it to cause bad things to happen to the party (such as blocking paths, sending minions or lieutenants to fight them, preventing characters from being resurrected, capturing characters, locking an ability for a round or two, ect.)

upbeat acorn
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I don't know if Ire needs to be made into numbers. it's not a bad idea, but I would just do it narratively

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Ruin makes sense. There's also effects in the game that made you gross cause you're covered in acid or whatnot

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and it's a way to make going into the bad place a risky proposition

fierce dome
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i was initially concerned that it doesnt get any damage boosts, but then i went back and reread every official 2014 sorc sub, and only draconic and storm get any damage boosts before 18, and theyre relatively minor

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even the 18th level ones i found werent really a big deal

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and this is meant as a more supporty sub, focused largely on awareness and detection, so a damage boost doesnt really seem necessary

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and yes, the capstone is basically a modified version of the foresight spell. i initally tried writing it as using that spell explicitly, but the modification involved just made the feature really wordy. doing it this way was cleaner

frank leaf
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(gimme a sec to read it srry)

fierce dome
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it gets a decent amount to do during combat, i think

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the campaign is using 2014 rules, so this is formatted as a 2014 sub. i did include a version of 2024's sorcerous restoration to get back sp on a short rest though. i figured that wouldnt be a huge deal

frank leaf
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Tranquility needs changing

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Although, it's strange to get at level 1

fierce dome
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the first half shouldnt, its taken straight from astral elf

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the first half is basically a ribbon

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the second half im less sure of

frank leaf
fierce dome
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hahahah good callout

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it restores half as many sp as 2024's sorcerous restoration, so its weaker, but i didnt put a 1/lr restriction on it, which im guessing is what you think is abusable

frank leaf
fierce dome
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cant use prof bonus on class features. abusable via multiclass

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the feature continues to scale even if you dont keep taking levels in the class

frank leaf
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You'd be stuck at 2/2 and couldn't get more

fierce dome
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thats something they figured out in the early oned&d playtests and stopped doing it entirely. only tasha's-era classes or subclasses use prof bonus for scaling

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and its part of why twilight cleric is so overpowered

fierce dome
frank leaf
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There are places where it's okay, particularly like when it's use oriented but not feature improvement that's locked behind a subclass feature

frank leaf
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You overcap

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And it gets wasted

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You'd need minimum 6 Sorcery level to abuse it fully

fierce dome
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okay i think i get it. 1/4 sorc level is still less than pb though

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i think youre arguing to expand how many sp you get back on an sr

frank leaf
fierce dome
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i dont understand how its more abusable

frank leaf
fierce dome
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if anything, the biggest issue is that i didnt put a 1/lr limit on it like 2024's sorcerous restoration

frank leaf
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But if you do it's so few points it's basically a ribbon feature

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Why I mentioned the PB scaling

fierce dome
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i mean, its meant to be a ribbon. the other 1st-level feature eats up most of the power budget at 1

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scaling is
1-7: 1 sp
8-11: 2 sp
12-15: 3 sp
16-19: 4 sp
20: 5 sp.

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prof is more than that

frank leaf
fierce dome
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all aberrant mind gets at 1 is telepathy and a spell list and its considered one of the best sorc subs

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1st-level sorc features tend to be pretty weak

frank leaf
fierce dome
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all storm gets is a quick evade

frank leaf
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Bad example

frank leaf
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It'll just make it feel comfy before level 10

frank leaf
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Needs some limit

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Rn it can give you 3k miles of Blind sight at max level

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Which even for level 20 is silly

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"Spend up to x Sorcery Points" is all you need to fix it

#

Universal Reach gets broken by Macrocosm if you let that part be infinite, but otherwise it seems fine.
Level 14 looks good, and level 18 is tame, fine though.

upbeat acorn
#

I don't have all the details for this yet, but i've been turning this thought over in my brain lately. I was reading about 3.5, and realized bards were essentially a half caster back then, and I realized that kind of... felt right to me? and it started me down this train of thought that I kind of think DnD might have too many full casters? Like I said, I don't have this idea fully developed, but I essentially asked myself the question "What if wizards and sorcerers were the only "full" casters?". As in, 1-9 spell level progression and the amount of spell slots those classes currently get. And classes like Bard, Cleric, and Druid had fewer spell slots, maybe topping out at 7, to differentiate them from half casters, but got more other class features to compensate. Because Wizards are supposed to be this pinnacle of magic, and to be fair they do probably have the best spell list, but i feel like their supposed power is something overshadowed by other classes who also get better hit dice, proficiencies, class features, so on. I think it could strengthen their identity, and free up some power budget for the other current full caster classes. But there are obviously issues with it, and a lot of people would be unhappy with worse spell level progression in their class, so i don't know if it would overall be worth it. just kind of a bee in my bonnet

native grove
fierce dome
#

I kinda liked the idea of being able to meteor swarm the moon

frank leaf
#

For the whole party

upbeat acorn
frank leaf
#

(Screw the Ranger hater on the team, IK ITS SOMEONE, IT JUST HAS TO BE)

fierce dome
upbeat acorn
#

LOl

fierce dome
#

Especially since 14 shares those features with all your allies

upbeat acorn
#

Ranger mains suffer more than the guy born in bethlehem in year 0

frank leaf
#

Rogues hardly need advantage on checks they're already guaranteed to succeed, and Monks would get advantage against everyone the moment they knock someone over

#

Advantage on saves is prob the only strong portion tbh

frank leaf
hollow siren
#

hot take: sorcerers should have gotten the psion’s no M or V components needed feature. Psions should instead have a feature where they get no V components needed and if they have both hands free the M component is satisfied

frank leaf
#

Which is already too squishy for a Gish

hollow siren
#

i dont think that would count really as a non free hand considering that but easy clarification

hollow siren
#

ah. It did but its 2, and only at level 6 as a temporary buff

#

thats another revision i would make to the metamorph too

upbeat acorn
#

I hope it gets more when finalized cause it's a baller concept

#

I really wanna play a metamorph

frank leaf
#

Unnatural flexibility at level 10 is lowkey better without even needing more energy dice

hollow siren
frank leaf
#

They stack ik, but the fact that it eats energy dice for less than a Bladesinger's durability is sad

hollow siren
frank leaf
#

Overall, I feel like anytime you spend energy dice you should be able to roll them

#

No matter what, for something

#

Maybe smth minor the subclass to give, so that you never feel like you wasted them, just at the least, which would very much alleviate this subclass specifically.

hollow siren
#

while stuck in phone call hold Hell today, i gave more thought to my variant of Wild Talent feats with the multiplicative bonus for the elemental wild talents and i like it so much more because it doesnt have to do more for the psion to be to interact with the WT feats themselves

#

as a related thought

frank leaf
#

Like, what if this subclass gave temp HP every time you rolled Psionic energy dice for a subclass feature* and not just when you take the Transformation? That's a fat load of Temp HP I think they could get away with this subclass eating Energy dice for.

hollow siren
#

I think, if i was redrafting the Psion and Sorcerer Spellcasting blocks i would draft them as follows:

Psionic Spellcasting. When you cast a Psion spell,
that spell doesn’t require a Verbal component, even if the spell includes ā€œVā€ in its ā€œComponentsā€ entry. In addition, if you have two free hands, that spell doesn’t require a Material component, even if the spell includes ā€œMā€ in its ā€œComponentsā€ entry, except Material components that are consumed by the spell or have a cost specified in the spell.

Sorcerer would just have the psionic casting as it exists currently

#

metamorph’s organic weapons feature would include a line that the hand formed into a weapon still counts as a free hand for psionic casting purposes

hollow siren
frank leaf
#

Hm. Thematically clashes but makes sense mechanically

hollow siren
#

honestly it feels more thematic to have Unarmored Defense and a bonus at 6th as its own sep thing

#

mage armor clashes thematically

#

and mechanically it works ok

#

here, i would rework Organic Defense to include the +2 AC bonus (and give it a +2 bonus to all Str, Dex, and Con saving throw rolls) and that you gain tem HP equal to the roll of your psionic energy die plus your int mod

frank leaf
hollow siren
frank leaf
hollow siren
#

im NGL i was initially a little repulsed by metamorph and the new transmutation wizard thematically (and still am TBH, because body horror, but this is good as they brought the idea to life well flavor wise and thus means WOTC made a cool concept that was well written and amazingly meat flavored), but these variant adjustments mechanically are BALLER

#

i like and appreciate the adjustments we have discussed here for being well thought out even if i would never play it lol

#

as a matter of preference tbf

frank leaf
#

To distinguish these two

#

Transmuter being better at Transmutating anything, Metamorph better at just themsleves

rapid phoenix
#

Not sure if I'm asking in the right place, but Is it possible to create a custom True Strike attack spell for a +1 weapon?

hollow siren
hollow siren
#

rn it feels like 2024 transmuter just stole metamorph’s lunch lunch money and pants

#

like i cant tell if the UA 2024 transmuter wizard is a tzeentchian magi-mutant, nymphadora tonks, nicholas flamel, some combo of the above, or all of the above

wraith cedar
#

tried to host it as a replacement for banneret

frank leaf
# wraith cedar tried to host it as a replacement for banneret

5e Banneret in 5.5 is actually pretty strong lol. If level 7 was buffed, I'd argue it's realistically on par just due to the higher raw healing you can output from it (and didn't make you more MAD like the new does with Cha. Mod. to boot). The Charm/Frighten comes too late for the new one.

But lemme get to reading your intended replacement

next gust
wraith cedar
#

so at most only 10d4

frank leaf
#

Not tryna be rude btw, I just mean it's not very strong and has a very vague/niche feature included

next gust
#

Clarify that in the description. It says one minute of light and damage.

wraith cedar
lethal cedar
wraith cedar
#

there's no body text

#

or pdf

frank leaf
next gust
# wraith cedar ye just not sure where the whole "21d4" is coming from

One round is six seconds in game. So the light and damage, according to the description, would last six rounds.

If every hit gives an extra 1d4 damage and you account for extra attacks and action surges at higher levels (lvl 11 in my example) you would potentially have an extra 21d4 damage over the span of 6 rounds.

The description needs to be cleaned up. It currently reads, if I spend 2 hit die I would get light and an extra 1d4 damage on each hit using my weapon.

wraith cedar
frank leaf
wraith cedar
#

I think the only ambiguity is how many hit dice you can spend.

cerulean seal
# wraith cedar https://www.dndbeyond.com/subclasses/2610682-the-red-sun you guys think this mi...

3rd level has some language issues which need to be corrected.

The second bullet on Voice of Dawn is probably too restrictive.

A lot of these features have resources this fighter is going to have to keep track of. X number per LR sort of things. I think there are probably a few too many. I would nerf one to make it unlimited use or buff them make those into just being a once per LR or SR thing.

wraith cedar
#

Cause I'd think one would spend as much hit dice as possible there

cerulean seal
#

too many features that are PB times per LR imo

lethal cedar
lethal cedar
#

I don't understand

wraith cedar
#

maybe my browser is whack

lethal cedar
#

Okay now I'm genuinely confused

frank leaf
lethal cedar
wraith cedar
#

the intent is d4 per two hit dice spent

frank leaf
lethal cedar
#

Though man those free spells...

frank leaf
frank leaf
umbral dust
#

I figured I'd post this here as I just got done with the finishing touches. a few people here helped me with the weather tables a few weeks ago so thank you to whomever remembers me lol

it's a (hopefully) intuitive skeleton for a travel system i developed to solve some problems i had with RAW d&d travel in exploration heavy campaigns and can be modified for any setting or environment. let me know what you all think!!
https://docs.google.com/document/d/1PaQG1oYXxDTjlkdPjuaw5xLlrM5aMLJAVTvIfhldWHc/edit?usp=sharing

frank leaf
lethal cedar
frank leaf
#

They even get a fly speed in 2024e

lethal cedar
#

Granted this is stated to be a 13 race

wraith cedar
frank leaf
floral fjord
#

Hey yall, I’m modifying Path of the Wildheart to fit my character and am trying to figure out a replacement for the 10th level feature (ritual casting commune with nature) that preserves the idea of it being a nature/primal-themed utility feature without stepping on the toes of the druid in my party. Any ideas?

lethal cedar
#

I do like that the gold and red have different spells

queen egret
lethal cedar
#

Command is very in character for a gold

cerulean seal
queen egret
frank leaf
# wraith cedar it's 2d10 at high level

It says 1d10 max. But, like, I mean it's rly niche. Even spells that involve speaking a phrase have a hard limit, so maybe you could just make it the next check the make like Bardic Inspiration?

lethal cedar
queen egret
#

Aww, gold dragons should get disguise self and alter self, not command

frank leaf
#

Maybe Sleep at least

#

Since they have that breath now

queen egret
#

to be more distinctive from dragonborn i used a mix of dragonborn and elven traits and a little from the half-dragon monster stat block

frank leaf
# wraith cedar it's 2d10 at high level

Anyway, if you made it like Bardic Inspiration it would be ridiculous, but maybe if you wanted to lean into the Hit Die spending, you could make the one minute of 1d4 radiant only cost 1, and let them be able to spend more hit dice for the check boosts?

#

Just flat d10s whenever they spend hit dice

lethal cedar
queen egret
lethal cedar
#

Coppers not getting Viscous mockery is crazy

wraith cedar
frank leaf
#

Die, not dice

wraith cedar
#

oh wait nvm it's only one

#

confused the features

#

ye I guess they don't wanna outshine the bard

frank leaf
wraith cedar
#

but ye i guess it depends on color

lethal cedar
wraith cedar
#

@lethal cedar imo races should just grant one lvl 1 spell and 1 cantrip and that's it. and frankly that's pushing it.

#

you can give them more features tho if it's cantrip only

lethal cedar
#

I mean hey drow get faerie fire and darkness

wraith cedar
wraith cedar
#

something like shield is obv too powerful for a race spell

queen egret
#

tiefling get spells too

queen egret
#

love gith

#

i guess wotc never agreed with you about this

#

yanki also get misty step worth considering

#

armor of agathys from levistus tiefling also looks great

#

oooh, cure wounds

#

can't believe this one message made me realize how many banger racial spells there are

wraith cedar
#

*never seen

queen egret
#

an op race would attract players i think
therefore it's not op

šŸ‘

umbral dust
#

i play a githyanki in a campaign i'm in but yeah githyanki/zerai are incredibly rare just because they're a weird race

#

there are infinitely more interesting things to play

wraith cedar
queen egret
#

it actually doesn't

#

the zerai traits table is nothing but upsides

#

free invisible mage hand, shield, detect thoughts, psychic resistance, advantage against charmed and frightened

#

peak, i think

wraith cedar
#

psychic resistance is the rarest damage type in the game...

#

also idk where you read this but they do not get advantage against charmed or frightened

#

they get proficiency with a weapon and a skill

#

oh at least yanki don't

#

it's cast shield or detect thoughts once per long rest not both

#

but yeh innate spellcasting and one resistance isn't OP

#

having innate spellcasting, a breath weapon, and a resistance is op

next gust
# lethal cedar Does this race seem overpowered or does it seem fairly balanced https://www.redd...

It seems fairly balanced, I am sure a little bit of work could be done.

As a dm I may not want my barbarian to cast a lvl 2 spell.

Although like some people were saying, Gith get Misti step and drow get darkness.

I would also reduce the breath weapon range. 15 foot cone and 30 foot line.

maybe,
the black dragon can spit acid at a point it can see within 30 feet. Each creature within a 10-foot radius sphere takes 1d12 damage. It may be cool to have more than just cones and lines, more choices.

queen egret
wraith cedar
#

zerais again, get resistance to the least common dmg type in the game

#

you only get one level one spell per day

queen egret
#

You can cast it as many times as you want with spell slots, the first is free

wraith cedar
#

and you get advantage against the two big mental effects

next gust
wraith cedar
#

that's not how racial spells work

#

Just cause you can use it once per day, doesn't mean it's added to your spell list

queen egret
next gust
wraith cedar
queen egret
#

I'm sorry but you are beefing with plainly available text.

wraith cedar
queen egret
#

yeah i never said it's op, the point is that shield as a racial spell isn't op

#

it's just cool

wraith cedar
#

like I said, a natural weapon that doesn't require hands, resistance to a common damage type, and innate spellcasting (above level 1 btw) is insane

queen egret
#

breath weapons are generally terrible tbh

wraith cedar
queen egret
#

when I made my own half-dragon i outright removed it because I kept forgetting it existed

wraith cedar
#

also it has straight up damage immunity

#

to the chosen damage type

#

at lvl 1.

queen egret
#

dragonborn already have that

#

chromatic fizban dragonborns can do it

wraith cedar
#

ye once per long rest as a reaction.

#

mind you the innate spellcasting also gives access to a 2nd level spell

next gust
#

Darkness and misti step are lvl 2

wraith cedar
#

and the breath weapon lets you choose charisma or con for the modifier which is insanely convenient

wraith cedar
#

downright self-sabotaging at worst.

next gust
#

Darkness is extremely powerful

wraith cedar
#

lol no it isn't.

#

unless you have devil sight you also get the disadvantage in combat.

next gust
#

I agree to disagree with you

wraith cedar
#

there's a reason that almost everyone ive seen take darkness and actually use it was cause they were doing the warlock darkness + devil sight cheese

queen egret
#

any of the variant humans seem better than this tbh

wraith cedar
#

that's insane.

queen egret
wraith cedar
#

I don't see how anyone can say that.

lethal cedar
wraith cedar
queen egret
#

this is just word salad atp

wraith cedar
queen egret
#

I'm done. good evening.

lethal cedar
#

I do like the idea of an assassin rogue half black dragon using acid arrow is fun

wraith cedar
#

mind you the warding is also stronger cause this one has it as a reaction

#

instead of an action

lethal cedar
#

I mean only getting it for a turn as opposed to an entire minute

next gust
#

Cheese is tasty, all I’m gonna say.

wraith cedar
#

Because it costs an action.

#

reactions are inherently stronger because it's free actions, in a game that's controlled entirely by actions.

umbral dust
wraith cedar
#

also yours regenerates on a short or a long

#

the 1 minute one is long only

lethal cedar
#

I mean 10 turns of potential no fireballs is scarier than a single fireball

wraith cedar
#

also this ability is only gotten at lvl 5

#

yours is off rip at lvl 1.

next gust
#

Ball, I am lost.

wraith cedar
#

about what

lethal cedar
#

Yeah I would vote to move some of this to other levels

wraith cedar
#

im just not understanding why one wouldn't just play a dragonborn...

#

it's not like the flavor text matters whatsoever or anything

next gust
#

Flavor does matter to a lot of people.

wraith cedar
#

okay? then just reflavor it.

#

you don't have to make a super OP version of the dragonborn just cause you don't like the flavor text

lethal cedar
#

I WILL NOT PLAY A FORMER SLAVE RACE TO THE TRUE DRAGONS

wraith cedar
#

.....

next gust
#

It’s not OP

lethal cedar
#

Jk I like dragonborn lore

wraith cedar
#

it clearly is.

lethal cedar
twin leaf
umbral dust
wraith cedar
#

it gets lvl 5 abilities at lvl 1, that are better.

Gets innate spellcasting with lvl 2 spells...

Gets a choice of what modifier to do on breath weapon in ADDITION to its increase in base damage.

lethal cedar
queen egret
wraith cedar
#

also you get the damage immunity REGARDLESS of what color you pick

#

which is wild

#

in fizban's it was only reserved for chromatics

queen egret
#

the campaign i took this fire-immune half-dragon to was an aquatic one and thus the entire thing was worthless

umbral dust
#

darkvision, damage resistance, a breath weapon, a one-time immunity, and a set of spellcasting abilities?

it looks strong compared to other races, as tieflings only get the damage resistance and spellcasting ability and dragonborn get the breath weapon and resistance.

i don't think it's well balanced compared to other more races which typically get one larger feature (spellcasting, special weapon, etc) and a resistance

#

darvision is a staple of like 90% of races

queen egret
#

being immune to a single damage type is so hilariously blown out of proportion, but that reddit homebrew did get a little bit more than usual

umbral dust
#

i'd remove either the weapon or spellcasting ability if i were to use it in one of my games but yeah the one time daily use of a type of elemental damage immunity isn't really that crazy

wraith cedar
#

and D. it's a reaction

queen egret
lethal cedar
#

Ideas I have to fix it up

  • Move draconic ward to only be a once per long rest reaction at level 5
  • Change some of the spells.
  • Make the breathe weapons more similar to the red dragon veterans for a rough example
wraith cedar
umbral dust
#

most races i see have a major feature like innate spellcasting and a minor feature like a damage resistance. a few things get extra stuff but nothing insane

queen egret
umbral dust
#

but yeah, what's the issue with not just playing a flavoured dragonborn? flavour is free

queen egret
#

that mage just flings a thunderball at you

wraith cedar
queen egret
#

boom fire imm worthless

wraith cedar
#

and again, all dragon borns get it

#

sorry *half-dragons

#

in this case. You don't have to pick chromatic to get it here.

#

I haven't even gotten into the color specific stuff yet

lethal cedar
#

Like gold dragons... Heat metal is just too scary for them

#

I will give brass dragons speak with animals.

#

I mean thats a thing with them

queen egret
#

any vaguely intelligent enemy can tell fire won't do well against a red-colored draconic creature, so it makes sense for the dm to throw a thunder chromatic orb at you at that point

#

it could nullify a trap that only does fire damage i guess

lethal cedar
#

Maybe the brass dragon gets say... produce flame, speak with animals, and calm emotions

queen egret
#

i only play dragonborn and i cant remember the last time my resistance actually cut damage

lethal cedar
#

Half debated giving the brass dragon a cantrip and 2 first level spells

#

Friends, speak with animals, comprehend languages

queen egret
#

clod, my suggestion is don't bother homebrewing an entire race with every single subspecies

wraith cedar
#

again seems like dragonborn just do all this stuff

queen egret
#

decide on a character, pick a dragon, then work only on that

wraith cedar
#

and more balanced

queen egret
#

14 dragonborn are sort of a nothing race, 24 and fizban dragonborn are cool though

lethal cedar
#

Fair enough

#

I guess just a draconic sorcerer dragonborn can be flavored as a half dragon

wraith cedar
wraith cedar
queen egret
#

i really can't pretend to care about flight

lethal cedar
wraith cedar
#

flight is the bane of lazy dm's everywhere.

#

but ye it's not that strong

lethal cedar
#

Anyway for an actual homebrew thing I had I tried to make a race get basically a dragonborn breath weapon thats a single target melee bite

queen egret
# lethal cedar I guess just a draconic sorcerer dragonborn can be flavored as a half dragon

my half dragon had like

  • a free wizard cantrip (elf)
  • immunity to magical sleep, advantage vs charmed (also elf)
  • immunity to fire
  • darkvision

due to his personal lore he couldn't grow wings until lv14 of drac sorc and couldn't use a breath weapon, sort of a defective birth. in reality i just didn't care enough about the 1d12 breath to make it occupy space on the character sheet.

lethal cedar
#

So I got this:
Strongest Bite. When you take the attack action on your turn you can replace one of your attacks with a special attack with your bite. If the attack hits, the creatures 2d10 piercing damage + Your strength modifier and you grapple them, so long as the creature meets the requirements. This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).

You can use your Strongest Jaws a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#

For a T. rex themed race

umbral dust
lethal cedar
next gust
#

I would do 1d10 bite.

#

Bite and grapple

lethal cedar
#

Normal bite attack is a 1d6

queen egret
#

i would rule that you gotta bite the dm, and if they're hospitalized from it it's a 4d12

lethal cedar
#

Just this is them basically doing a full force bite thrashing

umbral dust
queen egret
#

HAHAHAHA

umbral dust
next gust
#

You could do 1d10, if the enemy is still grappled at the end of their turn they take 1d6.

umbral dust
#

It looks to be mechanically just a melee fire bolt with a limit per day

#

And the grappled condition explains the limit

lethal cedar
#

There was also the nanotyrannus subrace that instead gets the tabaxi be like this.
Tyrant's Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the next turn. Once you use this trait, you can't use it until you move 0 feet on one of your turns.

next gust
#

How would you flavor a bite and thrash to only once a day? Wouldn’t you need an explanation?

lethal cedar
#

Main stuff the base race gets is
Darkvision
Prof in perception and athletics
1d6 bite

lethal cedar
next gust
#

True true

lethal cedar
#

The race for Gigantosaurus gets a bite attack that leaves a gaping wound

#

Gaping Wounds. When you hit a creature with your bite, you can force it to make a Constitution saving throw equal to 8 + Your Constitution modifier + prof bonus. On a failure the creature suffers a gaping wound. A wounded creatures loses 1d4 hit points at the start of each of its turns due to blood loss. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

You can use this wounding effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#

If you wanna know why these two similar races have different bites: T. rex crushed bones while Carnosaurs like Giganotosaurus and Allosaurus killed their prey with blood loss and shock

next gust
#

Do you like yuan ti?

lethal cedar
#

The Pachycephalosaurus race i made is unironically just the Minotaur race and it came about inadvertently

lethal cedar
# next gust Do you like yuan ti?

I mean i like their lore their neat still funny to me they got away with purebloods getting a damage AND condition immunity and advantage on magic saving throws

next gust
#

Hey I mean they’re rare

lethal cedar
#

Played a homebrew class Malison once

umbral dust
#

oh my god yeah poison IMMUNITY is nutty for a racial feature

#

i would defo rule it as immunity to snake-related venom, or nonmagical poisons

#

makes no sense to me that a yuan-ti can walk through a cloudkill just because it happens to be a snake

next gust
#

I agree

lethal cedar
#

I gave one of my races immunity to specifically ingested poisons

umbral dust
#

yeah i think immunity with conditions works better than just a general immunity

lethal cedar
#

The reason being its a scavenger and in their culture eat rancid meat

umbral dust
#

because d&d isn't a videogame and context exists

wraith cedar
#

yay my DM is letting me play the red sun!

next gust
#

I thought yuan ti were just resistant?

umbral dust
lethal cedar
#

I think i made my Microraptor race arguably kinda weak

umbral dust
next gust
#

Got it got it. I have a player who is yuan ti, I’ll have to tell him he is not immune.

umbral dust
#

i mean yeah it depends on which version he's using

lethal cedar
#

Size. Wei are some of the smallest of Saurians. Standing only around 3 feet tall and weighing only around 30 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Talons. Your talons are natural weapons. You can use them to make unarmed strikes, dealing 1d4 + Dexterity modifier piercing damage, instead of the bludgeoning damage that you would normally deal for an unarmed strike.

Limited Flight. You have a flying speed of 40 feet. To use this speed you cannot be wearing heavy armor or carrying heavy weapons. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Small Thief. You can move through the space of a creature that is of a size larger than you.

umbral dust
lethal cedar
umbral dust
#

lol

#

i'm more a DM so i only really read up on the races my players are

wraith cedar
umbral dust
#

my PHB is in pristine conditon despite being a year old

wraith cedar
next gust
#

Yes they are also spell resistant

#

If yall want to help me. I want to make mechanics for how a yuan ti transformation ritual takes place.

umbral dust
lethal cedar
umbral dust
#

falling 10 feet per second with zero fall damage is a little confusing but otherwise no it just seems like a cooler jump spell

lethal cedar
#

Main reason for the lack of carrying some things is unlike Aarakocra the Wei have to use their arms as their wings

umbral dust
#

that's fair enough

#

i don't think it's particularly underpowered

lethal cedar
#

I thought fir the hadrosaur race could get a sorta choices for their call like you can pick 1 option and an additional one at level 5 and then a feat for an additional one

#

Like, a call that behaves like rally

umbral dust
#

giving a racial feature as a feat is a little strange but yeah it's cool

lethal cedar
#

Like say a rally call that gives a certain number of teammated with temp hp and a soothing call to end like the frightened condition

next gust
#

I want to do a prologue with the character before the first session. Maybe, have him make a few rolls. He states in his backstory that he is rescued before the ritual is completed, so he wouldn’t see the whole ā€œsystemā€ through.

wraith cedar
#

unless he has to go stop another one

#

dangit

umbral dust
# next gust As in depth as it can be

The reincarnate spell requires 1,000gp worth of rare oils as well as a verbal and somatic component. Considering you want to transform into a specific race, those oils could be replaced by various types of poison and the heart of a giant snake or something. Anything that would solve the problems of "how do we turn this person into a half-snake?"

As for the verbal and somatic components, maybe it would require multiple casters for a specific amount of time?

lethal cedar
umbral dust
#

Yeah a pool of Serpent blood could equally work with a bunch of shamans chanting stuff lol

next gust
#

That sounds like a blast, have him make some con saves.

umbral dust
#

Defo lol

severe trellis
proven pawn
cerulean seal
#

Is this 7th level feature busted for a treasure hunting/genie ranger?

Level 7: Magical Collector
Once per day as a bonus action, you can touch a magical item that has charges and restore a single charge to it.
Additionally, when you touch a magic item, scroll, spell book, or other source of magic which contains a spell. You can spend 1 minute learning its contents and copying the targets spell to your list of prepared spells permanently. You must have access to a spell slot capable of casting the learned spell. You can learn a number of spells this way up to your Wisdom modifier. You can choose to replace previously learned spells from this feature with any new ones you discover causing you to forget the previous spell.

proven pawn
tough compass
#

I may actually have a homebrew addiction this shit is killing me lol

proven pawn
#

I mean its good, because just like modding games for your enjoyment, you can do that with homebrew, as long as it is balanced and doesn't take away from other players enjoyment

tough compass
# proven pawn I mean its good, because just like modding games for your enjoyment, you can do ...

Yeah, I’m just getting too into it heh

I’ve done some minor not good homebrew before but after getting pissed at artificers LIES and DECEPTIONS I was like ā€œoh I’m gonna just make like a quick outline for a theoretical subclass up to 5th levelā€

Anyways I’ve developed a new spellcasting system, all the main progression pacing for a now full new class, and I’ve planned out five subclasses for it

It’s been like three days

proven pawn
#

Welcome to becoming the perma dm

#

It starts with this, then, worldbuilding, then npcs and adventures, storyline hooks, good interactive roleplay scenarios, then you realize 5 years has gone by and you should've just written a book

tough compass
#

Oh no I’ve never dmed

My sibling on the other hand does, and they also went to college for game design, so we’re kinda working on it together but im doing most of the development and balancing and I’ll just be running the systems by them so we can fix broken things

#

We’re going to start play tests once I’m confident the first subclass entirely functions up to level five and the spellcasting system doesn’t have anything notably flawed without testing

#

The goal is to have it properly balanced and ready to run in oneshots at level 3/5 (depending on who’s involved) and then later level 9

proven pawn
#

I wish you luck in this endeavor

tough compass
#

If it really does work and is balanced at level nine I’ll see about running it in a campaign after that

tough compass
#

I should probably specify, it’s a cartomancer

proven pawn
tough compass
# proven pawn So it messes with maps?

Cartomancy is the term for fortune telling with cards 😭

But wait a map based spellcaster sound both stupid and way too fun to make so I need to stop lol

#

Cartomancer is maybe a temp name since it has the fortune telling connotations

The base class uses magical cards to cast spells, the PC is not actually magical themselves

#

I am planning a fortune teller subclass though because like come on it’s the easiest thing ever lmao

proven pawn
#

Indeed

#

Getting major Dr. Fauciler Vibes

tough compass
#

Brb gonna look that guy up

#

OH HIM

proven pawn
#

Yeah

tough compass
#

GODDAMNIT I don’t have anything vodooish planned and I’m not letting myself go over five rough outlines for subclasses

#

But he’s so cool

Maybe I can get rid of the jester, it was too high concept and impossible to conceptually balance anyway

proven pawn
#
  • can be a good bard subclass
tough compass
#

Trust me you have no idea what I mean by jester here and if you did I’d probably be banned from homebrewing lol

No loss, it was way too complicated for how rough of a sketch it was anyways

#

Rn I’m just making the most sensical one the first one, because it was originally just kind of part of the class but then my sibling was like ā€œwhy not make this mechanic a subclassā€ and I was like ā€œoh yeah it literally progresses at the same rate as vanilla subclasses do let’s go east changeā€

tough compass
# proven pawn + can be a good bard subclass

It did just occur to me though that the original concept for the jester was to be focused more on skills and I probably just subliminally copied the bard vibe into my homebrew lmao

proven pawn
tough compass
#

I might make it an enchantment/minor power stealing subclass but that’s gonna take a loooot of research first as I’m not familiar with any standards for that in dnd

proven pawn
#

Can be done, by being a buff debuff class with some aspects taken from creatures

#

Like giving it a stat drain effect for hits with certain abilities, temp hp buffs, certain magical equipment functions being added or getting better

tough compass
#

Yeah, I was gonna look to see what some creatures have as a start

I don’t know what archetype voodoo would fill in a team tho. I really want the Magician to be support and we’ve already worked on that enough to go back on it

I mean actually the obvious answer (especially after your message) is to primarily be a debuffer for enemies and maybe some very slight personal buffs as a result

proven pawn
#

Well, they can also have special interactions with specific magic items like tarot cards, deck of many things, etc.

tough compass
#

Also do you think a gambler could work well as a spell sword? With the subclass system I’m going with I would like one that receives some minor bonuses to non-pure-casting

tough compass
# proven pawn Well, they can also have special interactions with specific magic items like tar...

Oh I mean the whole concept is already aligned with that

Haven’t written down lore yet in case something breaks and it contradicts a huge mechanical change but the basic idea is the class is a result of a normal non magical person being connected to a magical deck of cards that has a slight Will of its own, almost like a parasite

The logical way you’d get one of those is with a domt or other powerful magical deck, but ultimately it’s up to whatever fits the dms world lmao

#

Oh also the subclasses are a result of the deck attuning itself to the play style or philosophy of the pc

So cheaters become Cheaters, performers and the such become Magicians, people who view cards as representations of the world become Fortune Tellers, and I bet you can’t guess what happens to people who take risks

proven pawn
#

they become risk-takers?

tough compass
#

I called their class Gamblers

#

I’m so creative

proven pawn
#

Indeed

#

Or maybe Win Bigger?

tough compass
#

I mean really I worked backwards, got the class concepts and then did their role in role play, but I think it makes sense

tough compass
proven pawn
#

Gamblers like to win, then they want to Win bigger

tough compass
#

I think I’d like that more if the alternative wasn’t so perfect and self explanatory

#

The gambler subclass is for players and characters who like to take risks and have a chance at some rewards. I reckon it’s going to end up a bit of a glass cannon as such but I’m not mechanically deep enough yet to say

proven pawn
#

Indeed there are a lot of gambler subclasses already out there though

next gust
#

Maybe call them Trailblazers.

proven pawn
#

plus having the class name in other languages ay inspire something

#

periculum homicidii

#

which is risk taker in latin

next gust
#

First to take the path they’re on

proven pawn
#

That could work

tough compass
#

Ohhhh true about the gambler name being common

#

I just really want the names to be directly related to the aspect of cards that they fulfil

#

You know, advantage, performance, divination, gambling

#

That’s the main four I’m on rn

proven pawn
#

Heh

#

gambling could be Deal-breaker

#

because a lot of gamblers break the deal when they lose

tough compass
#

And then the dealer breaks them

#

Oh shit wait I’m so dumb I should replace the plan for the magicians kit with a dealer and then make the magician do the rune/ward thing my bro wanted it to be mainly about

proven pawn
#

hmmm indeed

tough compass
#

Cause the plan was to make the magician about materializing the spell cards for others to use

Like that’s literally dealing your cards

proven pawn
#

That could be a very good vaible way to increase, there are classes that do that already, but it could be good

proven pawn
tough compass
#

Ok that literally describes all of them

#

The entire concept of the class is mastering cards

proven pawn
#

Maybe thats the name of the class then

tough compass
#

You start with no control over them and your strength comes in large part from your ability to manage them

#

Perhaps, and it’s also like one sound off of cartomancer lmao

proven pawn
#

Then have it instead of a subclass call it a specialities where you can have
Cartomancer: Speciality of Magician

next gust
#

Where does the power of the cards come from? Sorry if I missed an earlier explanation.

tough compass
#

I think I’ll weirdly enough just be ditching the gambler subclass concept for the time being

He’s the least developed anyways, just the fundamental plan of what his stuff does with no balancing considered yet so it’s an easy loss

So the roles in order of how developed they are so far are:

Cheater
Dealer (stole from magician)
Tarot
Magician
Voodoo

Good plan for a supportive caster

proven pawn
tough compass
# next gust Where does the power of the cards come from? Sorry if I missed an earlier explan...

It’s a magical deck of cards, with a slight Will of its own that’s kind of like a parasite on the character who had the class. The magic is entirely within the cards

If you mean where do the magic cards get their magic, easy answer deck of many things, hard answer I’m probably going to come up with something more deep involving many many magic decks and how they engage with will

stuck raptor
#

deck of many class less gooo

tough compass
tough compass
next gust
#

Haha love it. I like the gambler subclass. You could base it on Luck.

tough compass
#

Wasn’t gonna do lord at first, I was just gonna make is a character specific subclass, but I’ve developed it so far that I’m obviously gonna need a universal introduction to it

tough compass
#

It’d EASILY be gambler if not for the fact that the playing card game for profit thematic role wasn’t already filled by the Cheater, who was originally just the class in general

proven pawn
#

There are already a lot and i mean a lot of gambler classes out there

#

a voodoo one for a card user seems more thematic

#

Plus it would be cool if there was an option for the card user to be a half-caster, like how there are throwing knife cards that are metal and blade edged

tough compass
#

But do they have a magical card deck that actively encourages their gambling addiction for its own benefit

tough compass
proven pawn
#

or the cards themselves can be either a thrown weapon, or a spellcasting focus that flips out in front of the card master hovering in the air, picking a card, and then flipping over casting a spell from it

tough compass
#

The class is based on warlock when it comes to health and armor/weapon proficiencies so they won’t NEED to be solely a caster

stuck raptor
#

i have the hikari(?) dance meme stuck in my head now

tough compass
#

Still don’t know exactly how because I haven’t looked into wards and that’s what I was told to work off of for the first bit of it

proven pawn
#

a lot of their spells like maybe vine whip etc are thematicized as tricks like pulling out rope from their mouths, a set of flowers could be withering bloom etc

proven pawn
tough compass
#

Gotcha, so that will be pretty different from normal functions

One sec let me get the thing

#

Card Components
ā€œTouch spells require both the caster and the target to be in contact with the spell card. Verbal spells require the caster to announce the playing of the card, and any magic sounds from the spell will originate from the spell card. Somatic spells require the caster to perform the proper movements while in contact with the spell card. Ranged spells will originate from their card, but the card must remain with the caster.ā€

proven pawn
#

Maybe even weapon if needed

#

like a multipurpose tool for a class thats entire thing is about cards

tough compass
#

Spellbook yes, very much so, arcane focus we’re actually debating each other on that one lmao

proven pawn
#

Maybe a specific tailored item to the class, maybe some glasses, or necklace, etc

tough compass
#

They think the deck should be physical but I want the cards to be an entity that is attached to the player, but can only come out WITH an arcane focus at which point it exists incorporeally

#

But also this class is explicitly allowed to use any deck of cards as a focus to summon it

#

Any non magical deck*

#

Remember, the player is not magic, they have no magic at all from the class

proven pawn
tough compass
#

Oh yeah that’s my point

#

I want the deck to be summonable with a focus, but if the deck is the magic and the focus then losing the deck just loses your class lmao

proven pawn
tough compass
proven pawn
proven pawn
tough compass
#

The idea is that the deck is like a patron but parasitic, so instead of GIVING you powers it makes you use its powers

nova basin
#

Everybody and their mom wants tattoo foci, me included

#

But its generally unbalanced unless it takes attunement

tough compass
#

At the current stage of my lore, people who have this class do not generally get to decide that they wanted to be this class

proven pawn
#

Yeah, have the deck be a form of magical being thats like a multiplanar thing

tough compass
proven pawn
#

and its like a weave parasite that is attracted to people with latent magical potential that havent accessed their connection with it yet

nova basin
#

Honestly a spell monk is the best candidate to have a tattoo focus

proven pawn
#

so they choose to feast on it instead

tough compass
#

I guess I’m that case though I need to ditch the arcane focus that’s probably what’s confusing it

nova basin
#

The UAs have been so close but so far from what could be

tough compass
proven pawn
#

well all magic classes have to have a spellcasting focus of some sort which is some form of equipment

#

Unless you want this class to be able to cast spells without having and spellcasting focus whatsoever which would make it broken as hell

tough compass
#

Eventually I’m planning on playing it as a card cheat who would collect weird and rare decks of cards, but eventually started using magic decks to cheat, which eventually ended up in them accidentally becoming the victim of one of the decks that now clings onto him as he continues to search for decks

proven pawn
#

this is like that worm parasite dude in total warhammer 3 that just chooses his hosts for nurgles purposes

tough compass
#

Ok I am realizing that I do need a better way to define this

proven pawn
#

Yes

tough compass
#

I need to come up with a system where the player has an object that functions as an arcane focus but with significantly different flavor, while restricting the deck from ever appearing without the object

#

But also I need the deck to be able to exist as a parasite without the object, or the player could literally lose their class

#

Those last two points are the problem I think, they contradict each other.

proven pawn
#

Maybe as i suggested before

#

the deck of cards is the arcane focus and parasite at the same time

tough compass
#

Sorry got timed out cause I said a bad word

#

Yeah that’s what I meant tho

proven pawn
#

i mean it works

tough compass
#

You just need a physical deck of cards for it to imprint itself on to for the spellcasting itself

severe trellis
#

Also whatchall discussing right now I wanna see

tough compass
#

Since you are not magic you don’t need an arcane focus, but it needs a focus to be able to engage with you

proven pawn
#

unless you want the parasite to be, how do i say this, like a it gets into your brain type of thing and infuses the body with weave energy

tough compass
proven pawn
#

and it chooses a random deck of playing/fortune telling cards to exist in

severe trellis
tough compass
severe trellis
#

sorry if that sounds like a kinda sarcastic question but it is genuine

proven pawn
#

it then attaches to the host and basically uses them as a way to connect with the weave since the parasite itself cannot form a connection rather that infusing the power

tough compass
severe trellis
#

Like a Divination Wizard using a bunch of Taroka Cards as the flavor for how they cast their spells can already exist

tough compass
#

They don’t use traditional spellcasting at all lmao, when I say a deck of spell cards I mean a LITERAL DECK of spell cards

severe trellis
next gust
#

I like the idea

proven pawn
#

Indeed the idea is a good work and brings a unique mechanic to the game, I just thing we are overcomplicating it

tough compass
tough compass
proven pawn
tough compass
#

This is peak midnight activities

proven pawn
#

See how rude and unprofessional that sounds?

true forge
#

idk whats happening :P

proven pawn
severe trellis
#

So you use the physical deck, but then give a ton of things about manipulating and changing the probability anyways? Could work

proven pawn
#

ill do some brainstorming and digging to see if this has been done before.

tough compass
#

It really is a conveyor belt system with shuffling and a few other deck mechanics that necessitate and justify it being a deck

next gust
#

Ok, could a player just hand their deck to another player?

severe trellis
tough compass
#

Also as of about 8 hours ago, I finally managed to balance it so you don’t see your cards (with exceptions) woohoo

proven pawn
#

So its just more of a tossup of what you are going to cast?

tough compass
severe trellis
#

Maybe this peice of homebrew just isnt for me cause this doesnt sound like anything I'd be hinterested in Thorn, but good luck with your brew

next gust
#

Apologies, I understand now.

tough compass
proven pawn
#

uh huh

#

well if you need any help ill see what i can do to help

tough compass
#

Scrying *

proven pawn
#

mostly for homebrew i create weapons and armor pieces.

#

Classes, subclasses, and races are a difficult thing because its probably already been done

tough compass
#

Starting at level 2 you’ll get at least some ability to know what the next few cards coming are, though whether it’s an active or passive system requires a looooooooot of math to decide

next gust
#

I mean, races can be original.

I have been thinking about a Vitner based Druid subclass.

tough compass
next gust
#

Yea it doesn’t have to be original to be homebrew

tough compass
#

Also I’m actually quite confident that nobody has done things the way I’ve done them to be honest, particularly if the Soul Cards work out well

#

Soul Cards are the general progression system of subclasses that I’m realizing I don’t have the time to even start to get into right now so I shouldn’t have brought them up lol

#

Uhhh it’s metamagic but cards in the deck there you go

tough compass
#

Oh also one potential flaw but also huge advantage I’d that the entire clssses viability as a concept relies on spell points instead of spell slots

#

If I didn’t remember spell points existed I would’ve stopped well before now lmao

#

Ok I can’t pull a second 3 am stay up so I’m just gonna turn off and mute my phone

Hope y’all have a lovely mornin

steady laurel
#

Opinions on this homebrew spell that is much like Counterspell but requires you to do some actual... counter "spelling"?

Spellcheck

Level 2 Abjuration Spell
Reaction, which you take when you see a creature within 60 feet of yourself casting a spell
Range: 60 feet

You learn the name of the spell being cast by a creature, and then attempt to substitute one letter in the spell's name to create a new (correctly spelled) name.
The creature must make a **Constitution **saving throw. On a failed save, this spell's casting changes in accordance with the new name. If their saving throw resulted in an Odd number, the spell is functionally useless, otherwise, the spell is changed only thematically.
The action, Bonus Action, or Reaction used to cast this spell is wasted. If that spell was cast with a spell slot, the slot isn't expended.
Once a specific spell has been Spellchecked, it cannot be Spellchecked again for 24 hours.

proven pawn
#

so basically an annoying counterspell clone, honestly i kinda love it.

steady laurel
#

realised the wording technically means if the spell save is even and the spell is changed thematically but is still effective, the enemy still doesn’t lose a spell slot so might need to patch that

native grove
#

Yo, can someone review a subclass I made?

proven pawn
#

sure

native grove
proven pawn
#

Very solid subclass

#

love the biome specific stuff, overall well balanced, and well thought out very good job

true forge
#

hmmmmm, what to make what to make

#

i should make that Blood Hunter Ranger sub (vamp hunter, basically just a monster slayer remake)

#

although that would be after this rune sub for somebody's Magus

native grove
proven pawn
#

I like the mountains one the most, but artic is a close second

cold rock
#

Wassup, i tried reworking a feature for a warlock sublass im making, would you mind checking it, i think its too op and i need some ideas

#

Level 14 Feature: Realmheart
You no longer age, you regain hit points equal to 1d6 + your constitution modifier on each turn if you have at least 1 hit point, in addition, once per long rest, you can use your action to gain the following benefits for 1 minute or until you fall unconcious:
• You gain a +1 bonus to attacks and spell saves.
• You gain a flying speed equal to your walking speed and can hover.
• You gain the effect of the Haste spell for the duration.

umbral dust
pastel mirage
#

high end more like 45

cold rock
#

Thx for your help, I was thinking of lowering the healing at 1d4 without constitution and remove the attack and spell bonus, would that work in your opinion?

hexed solar
#

I'm new to DND and I'm a DM for my friend who is also a new player in our campaign, I wanted to know if my homebrew was good and balanced to implement into our campaign.

Item name: Infernal cloak
Wondrous item, rare (Requires attunement)
Attunement: spellcaster, warlock, sorcerer, or a creature with a fiendish or draconic lineage

Description: This heavy dark black obsidian cloak with molten lava like patterns glowing along its edges. When struck, the cloak ignites, sending bursts of fire, as though the cloak itself recoils in anger.

Abilities

  1. Hellish retaliation (reaction): When a creature you can see hits you with a melee attack within 5ft, you can use your reaction to unleash a burst of infernal flame. The attacker must make a DC 8 + proficiency bonus + spellcasting modifier Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and is pushed up to 5 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. Once you use this reaction, you can’t use it again until the start of your next turn.
umbral dust
#

2d8 damage on a reaction is more than a greatsword does on an opportunity attack, and you get it basically free

hexed solar
#

So 3 or 5 times per long rest?

umbral dust
#

Probably tie it to the wearer's proficiency bonus? Not sure