#homebrew
1 messages · Page 71 of 1
Yeah that works, alternatively you could lower the damage and give them more uses. It's up to you how many times per day you want your player to deal 2d8 damage as a reaction
3 or 4 maybe, depends. I haven't given it to them yet
Hi, I'm using Beyond for the first time to make a magical amulet. It has the ability to allow someone to use Dodge as a bonus action, do I just put this ability in the description?
Is this too strong for a 1st level class feat? It cant be spammed because it uses a resource tied to the class.
"When used, select a spot within a 20 FT dome around yourself to place an Eye of Fear. All creatures that have line of sight with the eye gain the frightened status until they can no longer see it. This Eye lasts 2 turns, or is destroyed when attacked successfully"
What are they frightened of, the player? Because this would also give all the PCs the same status which could work out interestingly, not being able to move towards their ally
theyre frightened by the eye. Should i write that allies are not affected? or would the downside make it more balanced
No i think it'd be interesting if everyone gets disadvantage in my opinion. Would make it as an ability of last resort to run away. Could place it inbetween you and the enemy and everyone including the caster is frightened
Only because it's first level
If it was like 7th or higher I'd say all enemies are frightened#
ill leave it as is but the caster is unaffected, because they are the one creating it and therefore are not scared, because they have an indept knowledge of it
yeah fairs
https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_ranger_subclass/
This is a link to a homebrew ranger subclass i made. How does it look?
It's very cool, but I fear that at higher levels some of the runes, like the beast one, would lose reason to be used, maybe add a power scaling with the level up, but this would make the lvl 15 feature op
Something like you did with the dragon one
the beast rune isnt meant for direct combat its more so for exploration and utility
I see, if you put it in this way it's really well made in my opinion
Hi all !!
I'm making my own dnd class inspired by a mechanic in my favorite video game. I was wondering if anyone would want to look over the first rough draft. Also looking for some help testing it out to make sure it's balanced.
« LINK »
The first thing I see is classes don't have 2 of the strong saves as a default, so choose one of either CON, WIS or DEX and one of either STR, CHA or INT, not CON and WIS, as they are both considered "strong" saves
And the first feature is already super strong. Making you single attribute dependant (SAD) is way too powerful at level 1
ooh ok thank you I'll move that feature up
what level do you suggest I add this feature?
Do not ping, thanks, and I would not add this feature, it makes characters able to just increase CON and ignore all other stats (it also makes it a super strong 1 level dip on all casters)
Bloodtithe as described is super wordy and not understandable
There is no limit to party size, for example
Nor limit to distance
For the Heart and Soul feature, there is no con bonus to AC either way, so not sure what that refers to
Oh i meant dex, thanks for pointing that out
Archery as a Fighting Style is completely out of flavor for what I've read so far. Interception, Defense, Protection... All feel much more in line
Lower guard is just "lower your AC by 2 as a bonus action"? So just make yourself weaker AND it costs a bonus action?
yes, i was trying to think of a feature that could allow you to "taunt" the enemy and lower your ac
I can't keep going through this right now, but it all feels very contrived, and unnecesarily complex
You can just make yourself prone, giving everyone advantage in melee, you can also just stab yourself xD
thank you so much for your input, it means a lot. this is my first time making a class
one thing ive been thinking about doing for my own games is removing a lot of big enemies' most noteworthy/powerful actions (such as a dragon's fire breath) and replacing them with a "tell" bonus action that uses the action on their next turn to do an equivalent effect
so rather than; the dragon inhales and breathes fire, roll dex saves, it becomes; after striking at you with its tail, the dragon rises its head up and inhales. embers pool around her maw as she ends her turn.
would this open up counterplay and work to make certain fights easier? yeah, inevitably, but i kind of like that. i want PCs realizing "oh shit she's gonna do fire breath we need to get to cover" so that there's a mechanical impetus to switch up their tactics
contemplating making a feature for clockwork sorcerer (intended to interact with a seperate feature/two features for sorcerous burst) which lets you increase the damage die size to d10 but it loses the exploding dice feature.
these are the other features i plan to include in the write up:
Level 1 (Potent Sorcery):
this feature grants Sorcerous Burst and it gets a 1d8+Cha mod bonus (the 1d8 would not count towards exploding die total).
Level 7: Potent Sorcery improves to let you add your Cha mod as many times as d8s rolled (max 4 times total, all sources and features that grant any cha mod bonus. May limit this so no other mod bonus feature benefits SB, but i feel like the cantrip was designed to work with elemental affinity from draconic so i am mixed on this.). Potent Sorcery’s one time mod bonus extends to all sorcerer cantrips and spells at this point. I might move the spells to level 15, but unsure because im playing with a signature metamagic feature for level 15 already.
clockwork would get the “treat d8s as d10s but lose the exploding die” feature at 3rd level.
I am also playing around with a level 14 feature that lets you treat all damage dealt through SB as a 5 instead of rolling (increasing the cap of cha mod bonuses to 5 instead of 4). When in your trance of order, which is also being rewritten to work with innate sorcery, you just treat it as a 10
Idea for a 7th level spell: Peasant Railgun: takes 30 minutes to cast and requires concentration. As an action on your turn you can fire the rail gun dealing 2d6 piercing for each Peasant (max 20) the attack roll has a -3 penalty but reduces immunity to resistance and resistance to nothing. If the attack was made against something without resistance or immunity then it crits automatically. The rail gun can be fired once before the peasants (and you) start taking levels of exhaustion, 2 per shot (for the peasants, 1 for you). The spell can fire an additional shot before levels of exhaustion start for each level upcast.
Hey y'all i am trying to make a Magic Initiate (Bard) feat in the format of the 2024 ones. meaning i can choose the modifier used for the spells. Any help will be great as it is not working as of now
Tbh, this is smth you can add to people with high Passive Insight to reward choosing that over the incredibly popular Perception skill, since that's described as being able to read intentions (basically vibe checks).
Noticing smth is happening isn't the same as realizing why it's happening
try #ddb-support if that's what you mean you're having issues with
Thoughts?
Hi everyone! 👋I’m new here and I’m looking for an experienced DM to chat with privately. I want to discuss an idea I have about mixing Destiny 2 with D&D and need some guidance on how to start: creating a world, building bosses, encounters, and knowing which books or resources I should focus on.
If you’re willing to help, please add me and DM me directly — I’d really appreciate your advice!
Thanks!
Here's a current copy of the doc for my card based spellcaster I'm making. Feel free to leave comments on it if you have any thoughts! It's very incomplete, but it should be somewhat clear what parts are finished. Remember to use the sidebar to access all the pages.
https://docs.google.com/document/d/1b7DLdKSk_GJtrlrThNscjAGsYCYPnlmERuEFx_ZSH9U/edit?usp=sharing
For clarity, I am currently working to make functional base mechanics and build it up to level 5 with the Cheater subclass before playtesting.
??
I don't use DnD beyond but that's usually where you describe what things are yeah
Well it's because it has options to add the effects such as gaining advantage
If you can add it there, do it. If you can't, I'd assume the description is there for it.
Anyone know of a D&D group that tries out any homebrew? I am asking because I have a bunch of spells and a cleric subclass I created that needs to be tested. The Dungeon Master of the current D&D group I am in does not allow untested homebrew in her campaign. The cleric subclass that needs to be tested however I can't publish it, because it uses things from different subclasses of the cleric subclasses in order to make the cleric more like a combat medic class.
And the spells are mainly remade cantrip versions of current spells but with some spells that are taken from traits of the cleric class and inspiration about abilities of other classes.
The most likely group to test out your content is the one you run.
But what if you can't afford to buy the books and d&d doesn't accept your money in buying the books?
How do you run a campaign to test those things I mentioned?
I don't understand what owning the books has to do with your homebrew
Is it necessary to pay for any book to run a partial campaign in order to test the homebrew?
I don't quite understand what's going on. Are you running the official content, or are you running homebrew?
Sorry to interrupt, but I made a funny little creature that needs peer review. I'll DM the link to the statblock if anyone wants to read it, and kudos to anyone who can identify what it's most certainly inspired by and definitely not practically ripped from.
Feel free to send it over. I'll give feedback if you'd like.
And I'm now very curious to try and guess the identity.
@coral delta I mean is it nessessary to pay for any d&d book to run a campaign in order to test homebrew content I made?
You don't need to pay for anything to make homebrew. You don't need to pay for anything to run a campaign.
A campaign can be run entirely using the free Basic Rules.
@coral delta okay, then I will ask my fellow d&d campaign group may want to help me test my homebrew stuff I made while the campaign we are on is going on.
I will warn you ahead of time, though: the Cleric class isn't built to be a combat medic not because of an issue with the class, but because the 'Healer' role that most RPGs have just doesn't work in DnD at all.
Okay.
And thank you for the tip.
Also, I do have a 9th level spell I created that is called Lesser Wish, it is a toned down version of the spell Wish.
It is published on D&D beyond.
In our campaign I'm being given an ability that allows me to change the type of any damage done to Fire, but I have a question of how you think this would interact with the Enhanced Bond feature and damaging spells that last more than one turn like Crown of Stars. Would one hit be boosted every turn, or just the first hit of the cast?
I'm not sure how we would know what your DM has made the ability to do. Is your DM asking us for advice through you?
More just getting a feel for how others might do it. All it does is change the damage type of what you're doing to fire. Wildfire Druid has an ability that adds 1d8 to one hit of anything that does fire, but I just wasn't sure how this would interact under the condition of spells that can deal hits over more than one turn.
If you're comparing it to something that already exists, like the Great Old One Warlock psychic damage replacement effect, then it'll affect all damage rolls the spell does, even on later turns. Abilities like the one I mentioned are worded to swap the damage type of the entire spell for the casting.
Yeah, that's about what I was looking for. I know ultimately it'd probably be something that needed to be talked out but I figured using the standard rule interactions as a backbone would be helpful there. It's good to have examples.
Hey yall, just finished a rewrite of my homebrew class, i scrapped a subclass in exchange for the new one, the Mender, a debuffer/healer. If yall could give me any opinions on that i would love it so much. PS: Void Stars are the classes unique resource and the Void weapon is described in the feat Void Star Forge if you need more context.
https://www.worldanvil.com/w/world-1-fpan15/a/abyssal-warrior-article
I can look at it :D
I've got nothing better to do
I literally have a 40 page doc of magic items bro
its 50 pages
Sppoky
Mine are straight walls of text
ahhh ok
@pearl river
Waiting for you
(He’s asking for help on a feat for a HB subclass/race build)
Quite a few of the features are incongruent with 5e design language and math that leave weird decimals or weird interactions with the standard 5' x 5' grid format.
Also the first level feature is already unbalanced, granting an extra 25% damage for free ontop of scaling. Side note, they don't start with a weapon so they can't even make an abyssal weapon until they acquire one. I assume by "feat" you actually mean that Void Star Forge is a "class feature", which you should clear up since those are distinct terms with different meanings.
The main resource, Void Stars, runs into a more extreme version of the bag of rats problem. The subclass also mentions features that need a base formula (e.g. DEX saves) but lack one.
As a small last note, the 3rd and 9th level features are formatted in the "wrong" way so to speak. They're clearly subclass dependent features but have the features baked into the class ability instead of the subclass itself granting it. Which means future subclasses, if any are made, will need the base class to be rewritten to add extra features.
Oh, Abyssal Actions are also not defined in terms of action economy. I think the implication is that most take your Action unless otherwise stated, but they should be defined since they're a distinct set of powers.
(Also noticed this class has no special reactions)
Thanks for this this is the most clear advice I have seen from this channel. To “counter” a few of these.
Void star forge grants the player a void weapon, no need for a prior weapon.
Is editing the base class to add new subclasses a major problem? I couldn’t think of many features. This is a very trimmed version of the original so the features are very like barebones
Yes unless stated they take an action.
I forgot they existed
These are things that would need to be explicitly stated yeah.
I mean in the initial description it says they are a type of action no? Or do I have to be more direct
You would need to be direct. 5e tends to like to be exact with its language.
Hello, can anyone help balance check my homebrew boss, before I implement it in a campaign
https://docs.google.com/document/d/1XDNr4gsdwEW6rBrk_thslQkT9Wey0SUgw8zRgPEx5SU/edit?usp=drivesdk
Well, blue oniborne's (the one i use) only special abilites are giving extra HP to person he uses "Help" action on by spending one of his hit dices and jaws attack which deals 1d6+str dmg and can be used as counterattack several times before long rest with crit on 18-20.
Living nightmare's (lvl3-6) abilities are:
AC = 11+Con+Dex (18 in my case) while you don't use armor
Can't use heavy armor and shields
Can turn limbs into: sting (1d8 dmg + if you attacked you can turn another limb into sting and make additional attack with it as bonus action), hammers (2d6 + you can push enemy 5 feet away from you), whip (1d4, 15ft range, can make enemy fall off his feet if he fails saving throw with difficulty 8+mastery+con) and shield (+2 to AC.
Also can absorb magical weapon and use it's abilities (rapiers, hammers, whips and shields). It gets destroyed when replaced
why is it two bonuses?
What do you mean in reference to the void stars? I tried to make it so you didn’t have to deal too much damage at high levels to gain one
Bc it's like a monk now
Which i pretend to be in the campaign btw
Who else doesn't wear armor and uses only punches as weapon?
hmmm idk. I feel like 18 ac w/o armor is a bit op. The highes tyou can get in a class is 16 and thats without ashield.
I just got lucky
And for Void Star Forge specifically, here's some things that aren't stated that would lead to exploits:
- There is no resource cost, action economy, nor time required to make a weapon
- There is also no limit to the amount of Void Weapons that can be made
- The damage is linked to the weapon and not the class, so you can pass around Void Weapons to other creatures
hm...
I’d say sentinel, of the four feats you presented
Also it's lvl 5
Big catch thanks for this
fair
Okay. Next lvl I'll take sentinel
Maybe alert. It’s hard to tell with the class being paraphrased out of dnd language
The weapon is made once when they make their character and that’s it. I haven’t gotten too far into the polishing phase so that text was omitted likely due to me forgetting it
Wut?
Without the exact wording of the class on the document it’s hard to give a certain answer
5e is very specifically worded
It's an extreme version of the Bag of Rats problem. There are no limits on:
- How many Void Stars one can have
- How long Void Stars last
- The source of damage, except for party members specifically (not all allies) and familiars. More importantly, the damage against objects counts, so you can literally just whack rocks all day to farm Void Stars.
Again tysm for your help. If I could trouble you a tiny bit more, could you please look at the mender subclass (right at the end) it’s the one I am very concerned about balance wise
Ig i found it.
You might consider Dual Weilder as a feat. I’m pretty sure these weapons are all one handed, could in theory have to different weapons
But also I’d very strongly reccomend using your level for your stats. With you needing CON, DEX, and STR
Hello, can anyone help me balance check my hombrew boss before I implement it in my campaign
https://docs.google.com/document/d/1XDNr4gsdwEW6rBrk_thslQkT9Wey0SUgw8zRgPEx5SU/edit?usp=drivesdk
I’d put +2 CON myself since that’s what your weapon’s DC is scaled on
#ddb-support would be the best place to ask
Well, I mostly use hammers since I wear gloves and it looks like I just have hardened arms
Oh shit, I thought thats were I was lol thanks
And master decided to count this as one-handed weapon
Looks good to me, but I didn’t crunch any numbers and don’t have the time to.
I could suggest trying to open a mock battle with yourself to see it in action
Alr thx
I’d probably still take the stat boost to get a better AC.
Unfortunately dual weilder specifies you must be holding the weapons. Maybe talk with your DM to see if he’d count these natural weapons
Alright some things that I noticed:
- 9th Level mentions Mender enhances "Twisted Healing," a feature that is not detailed anywhere
- Malice stacks do not matter since the only feature that expends it expends all of them, and having Malice stacks does not have an effect.
- Cursed Healing doesn't have a minimum Malice stack needed to be used
- Most of the features are extremely overpowered. Cursed Healing at 10th level is effectively an unlimited upcasted Cure Wounds and at 17th level is effectively an unlimited Heal (6th-level spell). Void Star Explosion's condition application is independent of the saving throw. The entirety of Power Word Inflict (and it is resourceless and effectively unlimited range)
As I remember these count as simple weapons
Yes, but you aren’t holding them
Overall the whole subclass needs to be overhauled. It's very unbalanced and frankly doesn't seem made with experience in the 5e system.
Technically they're attached to me and i'm using them
Yes. My point is that they aren’t being gripped in your hands as you would a regular sword. I suggest talking to your DM about seeing if he would qualify them as being held for the feat
But again, I would say to skip the feat and take your +2
He does, but I use dueling style (+2 to hit if in one hand)
Ok
Twisted healing refers to the action that consumes malice
Malice is used as a limiting factor independent to the void stars cost
Cursed healing does, its detailed in the feat that introduces malice
How would I balance the healing? I didn’t know how to make it justifiable to pic those over a cleric with Pwh and other stuff
Wdym with the explosion stuff? I tried to copy the fireball description
PWI is very overpowered but isn’t PWK and PWH also very op?
Woohoo!!
ty @fiery flume
What did they like about it?
LMAOO ask them. They said they might steal some of the mechanics i implemented.
You cooked so hard gang
it took me like ~24 hours to full come up wtih the idea
I added the 20 upper limit for malice late so the skill description for cursed healing does consume all, mb
I do agree with the above that there's just a LOT of stuff in this class that breaks the mold, but in a way that would practically require the class to be coded into a tool so everything is automatic.
From a brief review of the main class:
- You introduce a new damage type at level 1.
- You introduce a resource at level 1.
- You introduce an action type at level 1.
- You introduce a formula to calculate when the resource is gained at level 1.
- You introduce a type of HP at level 5 that is THP but not THP.
- You introduce another resource at 9th level.
From a brief review of the subclasses:
- Voidtouched Ravager introduces a new resource at level 3.
- Voidtouched Mender introduces a new resource at level 3.
Most people could not keep track of those things in any reasonable capability and maintain quick play without digital assistance.
Yeah I have an excel spreadsheet for all this, I’m gonna do a few balance one shots before I introduce it to my players
Does the spreadsheet include VBA so that the players can automatically keep track of those things dynamically?
I think the main issue is that a class doesn’t need to be better than another. Players should pick it because it does something completely different than clerics and the style of play is altered. Stat wise, a fighter in 5e is poor, but its strength comes from the playstyle/group dynamic. If I have an abyssal warrior, what is the point of any other players. This is fine if it is intended for solo play but the dynamic is "abyssal warrior does melee, abyssal warrior does magic, abyssal warrior does support, abyssal warrior heals." My personal opinion is that a class should be limited so the table can work together and resolve battle as a team who relies on each other, or is limited without their party.
Vba? Sorry I’m blanking rn
VBA is the code used in Excel to do functions based on stuff like opening the sheet, pressing a button, etc.
My primary concern, everything else aside, is that the majority of the player's time playing this class will just be trying to keep track of resources.
I was just creating a normal spreadsheet tbh, with every possible scenario
Twisted Healing
They're named different things so therefore they're distinct features. The naming would need to be consistent to be applied/interact.
Malice
There is no limiting factor since again, having Malice does nothing except be expended upon casting Cursed Healing. Additionally, there is no explicit minimum stacks of Malice required to cast Cursed Healing. Compare this to other features that have a minimum (e.g. Artificer's Flash of Genius).
Healing
It may be just easier to allow a limited expenditure to cast said spells (Cure Wounds, Greater Restoration, Heal, etc). I think the Void Star costs are arbitrarily high anyway (as in, the resource gain & drain could be significantly reduced) so it may be best to overhaul the Void Star mechanic and adjust cost numbers based off of that (especially with the issues pointed out earlier)
Fireball
I'm not referring to the damage. The status infliction as written is independent of the save being made; a creature will get a "Tier 2" status regardless of if they save or not. See features that have rider effects to see how they handle damage, saves, and conditions mixing together (e.g. the spell Psychic Lance)
PWI
It is very overpowered. It lacks a resource cost and range limit. It inflicts pretty much every bad condition in addition to reducing maximum HP. It's instakill effect does not have an HP limiter and is made easier to fail by the poisoned and exhaustion (assumed level 1) conditions).
This is fair, I’m guilty of self inflicting this because I love resource management
I don't inherently think that resource management is bad, it's just that analog games such as 5e really struggle with doing that during active play when you want the player engaged in the game as opposed to engaged with a calculator.
Omg did I not include a VS cost on pwi?? That’s such a silly mistake
That's honestly a non-factor considering it's unlimited range and unlimtied uses
It has a maximum usage
1 per long rest and another after using 17th level feat
Even harder is the teammates keeping track/not forgetting the powers of an abyssal warrior/their position in combat.
Thinking about it, I feel like the player of the class is going to be the most confused.
Okay thank you all so much for the help, I genuinely needed this so much. I will implement all of the advice that has been given, and I will re share this when I have either playtested or had another rewrite
Again is it a feat or a (sub)class feature? Since those are distinct things.
In any case the 1/LR limit you mention in the document specifically refers to replacing a use of Cursed Healing with Power Word Inflict. Which doesn't make a lot of sense anyway since you gain access to it normally at the same level, so "replacing it" is the same thing as just using PWI instead of Cursed Healing on your turn.
Probably, but I’m saying even if the player is able to keep track, that doesn’t mean everyone else understands what is happening
It’s an awesome concept, I can’t wait to see how you develop it
It’s really tied into the world I’m creating so I just wanted my players to be able to play such a massive part of the world of they wanted
My main advice is imagining how the player is piloting this during active game time in combat and how the features would affect their turn duration, how easy it is for them to keep caught up, and so on and so forth.
Like this class is representative of the catalyst of the adventure, so I’m excited to see if anyone takes up the mantle
This is something I struggle with when creating stuff like this. So if they do choose this class I will have a presentation for them lol so they can be prepared
I do have an idea (it’s very separate, but reading it did remind of a balancing thing I’ve seen). I think maybe having stamina/health drain on abilities might help. To give an actionable cost to the very op abilities and helping team play/orienting the style around using op abilities when necessary/cost benefit analysis that makes the options less in play. This is a very different idea and I do not expect you to like it much less consider it.
This could be perfect for the mender
Sacrifice their own max hp to curse enemies and heal allies
That’s so thematic why didn’t I think of that
Piping up here because I've done smth similar
I’m so glad I was able to help!
Try expending hit dice
Less punishing and means you can deal with consequences later and not in a crucial fight
Now it becomes a problem solving feature and not a way to accidentally brick yourself in the middle of a fight
Could you give more info for this this seems cool but I don’t think I understand fully
As in making the cost be expending hit dice instead of HP drain. Same feel of draining vitality, as they have a UA spell that tinkers with it, but not literally hurting yourself.
Cautious players wanted to avoid using the features, and reckless ones actually overextended with it by accident constantly when I used HP drain
I was thinking more like you reduce your maximum go by a small to medium amount and it reverses when the encounter is finished
Also maybe a way to simplify the mechanics could be using the piety mechanic for the abyssal warrior. Perhaps, the abyssal order could use divine reputation mechanic as void star so the player has to maintain their favor of the abyssal order or they run out of magic.
So, the biggest issue with this is overkill. If a player takes their Max HP in damage but negative past 0, they die. No saves, nada. Reducing max HP would make that frustrating mechanic more common.
My favorite method for balance is connecting things together so minmaxing is harder
I tried making it so they all have a linear gameplay loop of that makes sense
So that if you read the abilities you would know what you should do first
If i say they must make a dex saving throw, do i have to list a dc or something similar?
For what? Spell, magic item, subclass feature, monster, etc
Yes, you’ll need to list it somewhere
If there are other saves in the same subclass, you just list it once
Actually scratch that
Depends on the class
I also have a CON save in the same subclass
I’d say find an existing subclass with a save for the class you’re making it for, and base it off the wording that subclass uses
could i put in the appendix?
I do like that a lot, though I still would probably want to systematize it as its own action on the creature stat block.
There's a common problem where if PCs can read intentions, they'll respond to that intention and then as the DM it would often make more tactical sense to diverge from the course the PCs read, if that makes sense.
Making it a bonus action the creature has to take on their prior turn gives the PCs the opportunity to counterplay and be rewarded for doing so. But then how would one describe the "wind up" in a way that doesn't consistently give away the vibe for those with lower perception/insight?
I've always thought of Insight more as a social skill and not really designed for combat application
Spellcasters you can just usually say like "your spell save DC"
If martial or the effect isn't based off a spell or some sort of magical effect or must provide a DC. That said, as Herambe said, if another feature of yours uses the same saving throw or same DC, you can just state... "The target must succeed the same DC as your X feature" But its usually "cleaner" and easier for readers to just write the DC there if needed
Is "+2 to your AC until you take damage or rest" as an ability that will likely get use up to once per short rest or up to like thrice max per long rest super broken at level five?
Just inquiring about something - if one would want to share a longer form of homebrew (subclass in my case) for feedback without publishing it somewhere like DnD beyond, what media form/site would be best to use?
I've seen a lot of people post google docs in this channel in the few days since I joined this server
Google Docs if you don't want to have to learn how to format much. Homebrewery if you want it pretty.
I'll stick with google docs while I still balance it out
Whats a good DC to use, im very confused with this specific concept for some reason
DC's are typically 8+PB+an ability modifier
Or if you don't want the DC to scale you can just make it a flat number
Your class will explain on how to calculate your DCs
If you read over spellcasters/half casters in the PHB. The spellcasting feature for all casters has a section for their DC which is usually the DC that gets used for a majority of their features and spells
Martials often have the explination of DC written into the feature that causes the saving throw itself
can strength be the ability mod
All abilities scores have ability modifiers
Thats what the +X number is
Strength is often the ability modifer used for strength based weapons and stuff like grapples or athletics checks
What do you mean?
like pushing someone could be 8+prof+STR and throwing a ball of energy could be 8+prof+DEX ?
You usually want the ability score to make sense with the check. You can make the ability score whatever you want though
The energy ball example you use might make more sense as either Cha, Int or Wisdom
Unless the flavor makes sense for why it would be dex
they dodge the ball
Ah then yes
thats how i imagined it
ok so it should just be their strongest stat?
So the ability score YOU use for your DC that others have to pass needs to usually "make sense" for why that ability would be doing what it does.
The enemy then would make a saving throw that makes the most sense for how they overcome the DC. For example...
If a Wizard casts fireball. The spell save Dc is 8+PB+their INT mod.
The targeted enemy must then make a DEX save in order to avoid/limit the damage
ohh okay
Yes two different things you factor into an ability
What you are using to make it difficult to others to overcome it.
What kind of ability check the enemy has to make to overcome it. Some are better than others
I would refer to the players handbook for this
You just make it whatever ability score makes the most sense. If the class/subclass is a caster or halfcaster you are probably gonna use Cha, Int or Wis every time. Whatever their spell casting modifier is
Martials use an option of different things depending on the context
theyre a STR martial class with one attack where they throw energy
Depending on the context of this "energy" you can make it different things.
If this is like, the martial channeling magical or spectral energy from somewhere to do the blast, you probably would use Cha, Wis or Int.
If the martial is doing something like... The force of their swing is so powerful that it sends a shockwave, then you can make it their STR for the modifier
A features DC/modifiers and the saving throw being forced on the target helps add to the narritive of the feature.
You can but flat DC's are usually pretty weak for a class/subclass
You usually want things to naturally scale over time as the character improves
In 2024 most things like usages of abilities and DC's are fully tied to an ability modifer to give a player more control of how invested they want to be in specific features and options
also is a power word heal/fortify/stun too powerful for a lvl 17 subclass feature. It costs a large amount of class resources. A single one per long rest
okok makes sense
Depends on the context
Higher level play like level 17 and higher usually gets some freedom as far as power level and such
I also made a Power Word action that is kinda op but im not too sure on high level play
This may only be used once per long rest, unless otherwise stated. When used, a single creature you can see within 60 FT will have their maximum HP reduced by 75% (up to a maximum of 125 HP can be reduced in this manner), they are inflicted with charmed, deafened, blinded, and Greater Decay. The creature will have to succeed a CON saving throw with a Dc of 8 + your proficiency bonus + Your STR modifier to rid themselves of the status. The maximum HP reduction is not dispelled by this.
greater decay is 2d10 necrotic damage every turn + 2 random vulnerabilities to a damage type
what level is this?
17, costs a lot of class resources and consumes subclass resource as well
i didnt include them for simplicity
I'm assuming Greater Decay is a custom condition you are making?
You don't want to ever make an ability just flat out say "creature loses 75% of their hit points" usually. DnD tends to avoid percentages especially for stuff like this. I would just make it a large amount of damage die if you want it to do a bunch of damage
I also don't think strength makes sense in this scenario for the DC
Also you usually force the creature make the saving throw before the effect is applied
So you would write it as...
it ties into the subclass, its main feature is reducing max hp so i just wanted it to be intertwined if that makes sense
Getting to freely reduce a creatures HP in this way is a lot. I wouldn't do that.
Random thought: Magic Item: Boot of Holding, for the adventurer who likes to travel with a foot in a different dimension; or the rogue with dexterous toes; slight chance something in the other dimension pulling the rest of you into the boot
"As a magic action, you can target a creature within 60 feet of you and force them to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Ability modifier. On a failed save, the creature takes X amount of damage and is inflicted with the charmed, deafned, blinded and greater decay conditions. Or only half as much damage on a successful save. A creature can reroll this saving throw at the start of each of their turns to end the conditions.
You can only use this feature once per long rest"
For the record that probably is too many conditions to apply at once too
Even for a Power Word?
The only thing Power Word Kill does in a crap ton of damage and that's a 9th level spell
Or kills them auto if they are bellow 100 hitpoints
but that's a 9th level spell
Power word Heals does a full healing and recovers conditions
PWF gives 120 Temp Hp iirc
Yes but that's all it does and is a 7th level spell
Would a better way be
"As an action, you can target a creature within 60 FT of you and force them to make a CON saving throw against a DC of 8 + Proficiency Bonus + your Ability modifier. On a failed save, the creature has their maximum HP reduced by 100 and is inflicted with the deafened, blinded and greater decay conditions. Or only half as much HP reduction on a successful save. A creature can reroll this daving throw at the start of each of their turns to end the conditions."
would the saving throw balance out the fact that it does more than pwk?
I again would probably cut some of the conditions you are applying. Pick 1 or 2 conditions to apply imo.
Also the ability modifier should probably be either Cha, Int or Wis
ok
Yes, saving throws gives you more power budget to work with.
I would still only make this once per LR though
Cut. There are no Feats in DnD that just are specifically to buff a single feature for only 1 class. Remember that a player only gets so many Feats in their characters campaign. You want Feats to be more generally applicable to different classes
In the same class? Isn't this a level 17 feature?
The capstone gives another usage or something? Because I wouldn't do that
let me just send it here rq
As an action, once per long rest, you may choose to cast Power Word Heal, Power Word Stun, or Power Word Fortify. This costs 25 Void Stars and grants 10 stacks of Malice, your next use of Abyssal Action: Cursed Healing is then replaced with Abyssal Action: Power Word Inflict. This will not count towards the maximum uses of Abyssal Action: Power Word Inflict.
It applies to anything that has intention behind it, so monsters, people, even rooms and traps could have a sinister intention you can read. Tiles rattling subtly could be noticed by perception, but Insight might let you realize the shape is aerodynamic for a reason and you might be Abt to get shot full of tiles
Is this a capstone level 20 feature?
17 subclass feature
You said this was the level 17 feature
capstone is pretty mild tbh
they both are
Cut
fair
Cut one or the other
That's way way too powerful for a single level to get both of those things
could i send you the class so you could gloss over it?
Dm it to me
Simple way to do is to make it so PCs who don't have the insight to succeed simply know the tell, but Insight heavy characters get the meat and potatoes of what is being told
Well, I was told that Google Docs was most convenient way to share homebrew-
I want to preface this with two things:
This is my first homebrew, but I've tried to take into account the general power of other classes and ran this by a few friends. Not sure if this wider community will have the same consensus about power levels.
As I said at the start of the doc, names are very much just a placehorder atm. I am bad with names.
https://docs.google.com/document/d/10fe9vEH10xQjVibK5vuBQB5e4o8LWCiQhYF7Sf1kjSY/edit?usp=sharing
TLDR: Google doc is easier than walls fo text
yup, everything about the subclass is in the linked doc - anyone should be able to view that. I am open to and looking for feedback
Thoughts on the pugilist homebrew class? It makes me wanna make a character based on a gritty detective that has to solve several crimes with fists as his only weapons
It's awesome, I've run games with it for 2+ years and haven't had issues with it, but you might wanna adjust the monk's damage table to the Pugilist one if you don't want Monk fomo
If you're planning on buying it, the Ultimate Adventurer's Handbook has the most updated version in it, and has some banger species/feats too! Definitely one of my top 3 HB purchases
was trying to come up with a unique spell and wanted some thoughts if anyone has any would love to hear:
Celegon's Spectral Shroud
5th-level Abjuration/Evocation
Casting Time: 1 Action
Range: 30ft
Components: V, S, M (a snowflake and a silver thread)
Duration: Instant
Classes: Wizard
Choose a creature you can see within range to momentarily sever their connection to the leylines that carry the flow of magic. Instantly overwhelm the arcane energy surrounding the target. All creatures within 10ft of the creature, excluding the creature themselves, must make a Constitution saving throw. On a failed save, a creature takes 7d8 force damage and is repelled 5ft away from the point of origin and knocked prone. On a successful save, a creature takes half damage, and suffers no additional effects.
it will be a sphere 10ft btw forgot to add that
Some super technical stuff, but 5e does specify that the point of origin is included in Spheres, so instead of saying "A 10-foot-radius sphere" make sure to say "Each creature within a 10-foot radius of that creature (excluding the target creature)"
Otherwise I think it's solid! Less damage and Area effected than Cone of Cold which is the same level, but better damage type and has decent secondary effects. If you were worried about it being too strong, you could say:
"On a failed save, a creature takes 7d8 force damage, and is treated as though they were successfully shoved by the target creature (regardless of size category). The target may choose for each creature that fails whether it is moved or knocked Prone."
That's kinda like a "They take one effect or the other" type thing, but I don't personally think it's necessary!
Can i have someone review my plot? I just need to make sure that everything seems reasonable?
It's quite abig plot
thank you very much! it was hard to balance a 5th level with things like steel wind strike and cone of cold in the same level so im happy you see the value
Very cool homebrew I made that I’m posting here cause my dm doesn’t want to use it, I recommmend not to change anything about it to keep it balanced: https://docs.google.com/document/d/1vHaY0B-Ve7IUOoBMvQd6-ivMAFe28nhz/edit?usp=drivesdk&ouid=107772842740771398430&rtpof=true&sd=true
First homebrew btw
Made a story ability from the feywild
Name Stealer
When you defeat a creature, you may steal its name. It must be a creature CR equal to your level or lower, and i will provide the sheet. You may steal 1 feature. You may only have 1 name at a time
this ability was obtained by stealing the Name Stealer's Name in a game
I’m not sure if I’m allowed to ask this (and I apologize if I’m not), but can I get help creating a Sorcerer subclass? I want it to be based on Sirens/Kelpies (it’ll be called the Beauty of the Deep), but I’m stuck on determining the best way to lay out abilities and find spells to give the subclass
Check ur DMs
Okay, so I can definitely understand your DM not wanting to use this
And before even getting to balance, when a magic item has this much text and features, that's gonna be bigger issue than whether it actually is balanced or not. This is so overloaded with features that it's gonna be difficult to keep track of it all, almost a whole class or subclass by itself
looks like AI so idk if its even worth looking at
Huh, didn't even consider that
But yeah reading it with that in mind, lot of the ways things are explained sound like written by an AI, and really shows why AI is a terrible tool for D&D. It does not know or understand the rules, just spews a bunch of "cool" text
i mean
AI tends to use bullet points and lines alot
that was the dead giveaway for me at least
yo yo
Its filled with ai and way bloated
For a new Player Species in my setting. Still writing it up. Art will be done later.
Misfit Ventruvioid
Creature Type: You are a Construct.
Size: Your size is Medium or Small.
Speed: Your walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Encyclopedic Knowledge. When making an Intelligence based knowledge check, (arcana, history, investigation, nature, religion) you can’t roll a result that’s less than 12 + your proficiency bonus as long as you spend 2 (1d4) minutes processing the information while staying still and silent.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
Pre-Installed Weaponry: You are proficient with a melee and ranged weapon of your choice. The weapons you choose using this trait are now a part of your body and can’t be dropped. When stowed, they are hidden from view and can only be seen when drawn. You can stow or draw these weapons as a free action.
Ventruvioid Magic: You learn the ‘light’ and ‘message’ cantrips. At 3rd level you learn to cast ‘detect evil and good’ as a 1st level spell. Once you cast this spell with this trait, you can't cast that spell again until after you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.
Intelligence, Wisdom and Charisma is your spellcasting ability for this spell when you cast them, (Choose one when you select this species).
(Optional) Self-Destruct Mechanism: If you drop to 0 hit points from a critical hit or fail 3 death saving throws in a row you immediately explode. Each creature within a 15 foot radius of you makes a Dexterity Saving Throw against a DC of 8 + Your Proficiency Bonus + Your Constitution modifier and takes a number of d6s of force damage equal to your total level and half the damage on a success. If you die at level 10 or higher the radius of the explosion becomes 30 feet.
See autognome for fixing healing
Realistically in a game encyclopedic knowledge wont have any downsides as knowledge checks aren’t usually time sensitive. Id perhaps put that on a charge and require proficiency in the skill.
Id have self destruct be a may choose to.
🤔 I will consider , (and am still considering myself) some changes.
not me trying to make every class have a psionics based subclass
See the newest 2024 ua might be of use
Maybe not the newest
There was a psionic subclass set recently
Cant wait for chatgpt to use ads
well, do they got UA for anything elemental/primordial? As that's not explored nearly as much as it should, also im using 2014 so i would need to tone it down a tad bit
Arguably, this can't be used during battles of course or during skill checks under duress. (ie: the King awaits your answer or the sand fills the room while the sphinx asks his riddle)
Barely comes up in the average campaign most of the time its some player asking a random question or would i know this etc etc
oh, i forgot to make one for paladins and bloodhunters, bc i know they don't got a psionic based
I dont think ive ever had to make a time constrained knowledge check
I'm imagining an innkeeper watch a party leave but they keep waiting 1-2 minutes after each step. 😂
You should! Especially if someone is casting 'guidance' before it. Makes for a strange social encounters if the party is actively taking too long to do something. Also I think it's important that a player can't "build a bridge in 6 seconds" or something.
Not an arguement for my trait in this case btw, I'm still considering changes.
Before I start my campaign
can someoen look over the premise of ACT 1 and 2? (i start the campaign tmw)
Have been home brewing a new take on the Dragonborn species tonight. Reflavored to Dragon Spawn.
What do y’all think? What can I do to make it more interesting?
https://docs.google.com/document/d/16UtAWg5401idDyFuuTCwBfmGO7W0Po00K-7GT_IvBzk/edit?usp=drivesdk
Some lore ideas would also be great. I was thinking they could have been created by chromatic dragons to counter the good adventuring dragon born hero’s. We all know how prevalent they are becoming. Would make good villains or player/parties who are more aligned with anti-hero roles or stories.
https://docs.google.com/document/d/1C9VjscUGLMgCrjdJROwSviTkBzYtjZdMNh7wvl7B29E/edit?tab=t.0
This is an NPC that I made, may only stay a concept but it's cool and I want to share it with people
(Formatting messed up because I did it on word)
u need to give us access
Can anyone help balance check my homebrew boss?
https://docs.google.com/document/d/1XDNr4gsdwEW6rBrk_thslQkT9Wey0SUgw8zRgPEx5SU/edit?usp=drivesdk
Try to see how its abiliteis interact with the party's, if the resistinces are those that the party normally does, then don't use them. The best advice I can give is you gotta circulate it around the party
The party has many options like cold, psychic, acid, and poison damage... Not just fire, lightning, and necrotic.
Mostly because there are 2 casters
Oh and aciton economy is a huge one, some multiattack or sometbing like it would also be good
On the boss or minions?
oh I didn't see the minions my mistake XD
Honest mistake
multiattack is a must for this statblock, this boss as it is, is vastly weaker than other CR 8 bosses such as Spirit Naga. Spirit Naga hits 3 times while your boss only hits once
Noted, Thx
I also wanna share an experience I recently had about the action economy
I changed the stat block of a spirit naga for my 3level 6 players group
there were 4 minions let's say together with this naga
I changed the multiattack from 3 attacks to become 1 spell + 1 attack
and it was still underwhelming for my players who were only 3 levels
(Underwhelming as a final boss)
they struggled a lot more with 5 crocodiles + 1 giant crocodile which I didn't nerf
(they were also lucky with the dice against the naga, so please consider that since my story won't make sense without that info)
I read through the whole stat block and it seems like a very interesting combat
Even though it is a little rule-heavy, I really like that your boss is feeling like a boss
Thx, I put a lot of thought into it
Hey so does anyone know why I can’t add my homebrew subclass to my character?
Has anyone seen the new Warrior of mystic arts monk UA? I was kinda thinking of homebrewing the level 17 feature and I need some input on it
Anyone know why my dndbeyond homebrew tokens are blurry?
probably a question for #ddb-support
Sounds like an issue with whatever character sheet tool you're using, if it's DnD Beyond then I would suggest you ask in #ddb-support as well
Check #ddb-support
What do yall think of a level 17 feature that allows a 1/3rd caster (subclasses that get up to level 4 spells) to use a huge amount of their resources to cast a 6th level spell once per long rest
Orrr, would it be better that they can do it more than once per long rest, but the second time they do it, they gain a level of exhaustion?
Can you all give a second opinion on the following light armor I doodled on:
Talos' Bastion
Light Armor (Very rare, requires attunement)
- Your AC is 16 while you wear this armor. It has no effect on you if your AC is already 16 or higher.
- Advantage on constitution saving throws
More of a nitpick, or maybe I'm missing some specific rule, but I don't think the wording "Has no effect on you if your AC is already 16 or higher" is doing anything here. I can't think of many ways to get that high of an AC without armor, mage armor, or tortle feature, and you couldn't use any of these options with the light armor anyways, so is there something specific this is meant to prevent? And is the intent to also stop the con save to be included in the armort's effects to not have effect?
But yeah again, mainly a nitpick unless I'm missing anything.
Other than that, most classes that use light armor either have a good Dex to benefit from the Dex bonus, or is the only armor they probably get, so with this they kinda lose one of their dexterity uses (not that they're gonna hate getting better armor lol), but it just kinda gives me the feeling of, why is this light armor when it works so different from other light armor. Though this is also more of a minor thing that just strikes me as weird, but overall is not an issue.
Overall as a Very Rare Armor comparing to a +2 Armor (same rarity), feels like good armor for any spellcaster able to don light armor and wants to keep their concentration better, or as an alternative to using a +2 Light Armor for someone who has a lower dexterity who can't really get it higher
I’d use the wording from the spell Barkskin
Is the 16AC meant to be on top of being a specific type of light armor, or is it just 16AC? It’s strange to have light armor that doesn’t scale with dex
Just 16 AC
And good thinking, could change the wording up -- My idea is really just a reverse light armor that kind of works like heavy armor, which probably benefits spellcasters more than genuine dex stacking classes
What would be a good name for a magical combination of an axe beak and a horse? best i have so far is axe beak horse but seems a bit too dumb and obvious, anyone got anything better?
axe hoof? axecolt?
UniAxe?
I have this magic item which is glasses that allow you to see magic, almost as if the detect magic spell is always being used, what would be a good downside so that the player isnt always wearing them?
someone in another server was able to help me settle on a fun latin way of basically saying axe horse, so gunna go with Sequus
they have a slight degree that none of the players in the party have the specific eye flaw for, and cause disadvantage on perception checks?
Have it only work for X amount of time per day. Anymore and they are affected by blinded condition
Going off of that, I think if they were only able to see magic and nothing else
Yeah, you see only magical effects and such
Thanks!
https://docs.google.com/document/d/16UtAWg5401idDyFuuTCwBfmGO7W0Po00K-7GT_IvBzk/edit?usp=sharing
Shared this earlier. A reflavor and expansion on dragonborn. If anyone has any lore suggestions, ideas for draconic attacks, or finds any errors please share.
I would love to update it, this is the first version, planning to expand and improve.
No red dragonborns?
Once per long rest is kind of low number of uses. Even the normal dragonborn get multiple breath weapon uses
The Draconic Attack -feature mentiones you replace one of your attacks with an attack enhanced with draconic energy with the options below, but most of them seem like they don't really work with attacks at all. Like is the Caustic Spit meant to be an attack, or just spitting a ball of acid at a target location within 60 feet with no attack roll included?
my homebrew item for dnd 5e. Google Docs
Make sure to explain your links when posting (part of server rules)
bro has 13000 characters on a single homebrew item
Heyo, trying to make an item launcher for ball bearings, caltrops, and the like
I would look into the syntax of 5e and precedent, in the sense that this item would largely be seen as "the juice not being worth the squeeze" due to how many abilities it has, how many conditionals it has, and how much time would need to be spent to understand it prior to use.
good points, maybe caustic spit can be a dex save for half damage.
Yea I plan on adding the other chromatic dragons, but it'll come with time. Red dragon may just be a normal fire breathe, but if you have any ideas I would love to hear them.
hmmm, maybe ill up the Draconic Attack to every short or long rest. I feel as if some of them could be annoying, example would be the green dragon, I dont want someone to be able to cast poison vaper over the entire battlefield.
My point wasn't requiring a save, it's that all but the Blue one don't seem to have attack rolls, or aren't very clear how the enhanced attack works
It takes your attack action, it’s the same with the dragon breath for Dragonborn.
I’ll make sure to clarify that
Okay to clarify, an "Attack" in D&D means something with an attack roll. Dragonborn breath weapon for example is never referred to as an attack, as it isn't one. Yes, it replaces an attack, but it actually isn't an attack
Yea ik
So you need to be careful about using that word 😛
I unironically love how long this is. I think the level of freedom and detail is inspiring
thanks
Is this too much?
Dwarven Holdfast Ring
Ring, Uncommon (Requires Attunement)
This silver band is made of thick triangular plates. Each is etched with dwarven runes that lend the wearer the strength of clan and kin.
While wearing this ring, whenever you regain hit points or gain temporary hit points, you may invoke the ring's magic as a bonus action before the end of your next turn. When you do, one other creature of your choice that you can see within 30 feet gains 1d4 temporary hit points. The ring's magic may only be invoked once per round.
Doesn't seem too strong, basically a bit of extra tep. health for someone when you get healed. Only slight abuse I can see is goodberries or lay on hands to give full party temporary hit points as a preparation since there isn't an use limit
Another thing I'd say is that this feels more like a Reaction effect than a bonus action thing
I had it as a reaction, but I felt like that was too strong
Plenty of other things to use a bonus action for that you're giving up
Good point about goodberries though
It's only 1d4 temp hp, I think that's fine
Ye prob, if want to add more hit point could prehaps adding '' consumptional healings has no effect, such as Goodberries. ''
Any ideas for environmental effects?
idk
Gonna need more context
Something like when you enter this area you start burning and take 1d4 damage every round
Character concept
Telekinetic bard that can play multiplayer instruments at the same time
hey im working on an aasimar subrace based off the idea of a constant reincarnating being basically the avatar from atla any ideas for abilities, traits and features?
okayyy,,
oh we have slowmode now,, that sucks,,
anyhow, i'm working on tenth level of a class, and i;m between two options,,
hey so im doing a whole lot of homebrew in a mostly made storyline but im curious what should i be doing if I wanna branch it out a lot? I dont know how to explain it In text, would anyone wanna vc and help me figure out how to make the plot longer? (Like broaden the story after the "finished" quest
Homebrew is custom mechanics
homebrew is for the numbers and data side of the game,,,
Custom settings and story can be done with base emchanics
okay ty
punctuate: spend a reaction to force a creature within five feet to make one less attack action than usual on its turn after targeting you,,
or
provoke interruption: spend a reaction to make an attack roll on a creature during its attack, if it hits, the attacks are both cancelled out,,
iiii just need a second opinion 😭
I'm a pretty new DM, just have a few one-shots under my belt, but I'm working on a homebrew right now. Does anyone have any tips for making artifacts/magic weapons?
https://docs.google.com/document/d/16UtAWg5401idDyFuuTCwBfmGO7W0Po00K-7GT_IvBzk/edit?usp=drivesdk
updated my Dragon Spawn race (Dragonborn Reflavor)
If you have any cool lore ideas or see any mistakes please point them out.
Homebrew is anything not within the official rule books. That includes lore and world building. Although, plot lines and dm planning would be in dm-discussion.
okay ty
Hello, as a 9th level feature for a support rogue 5E, would it be to overpowered if as a reaction when a creature is hit with an attack, within 5 feet of you, you can reduce the damage by an equal to your sneak attack die?
Since its only 5 feet it shouldn't be too flexible?
As an unlimited use? Yeah feels potentially a bit strong. Also you are a creature within 5 feet of yourself, so maybe changing it to "another creature" just in case.
Is there a better way to word the following?
Shashara’s Dream
Wondrous item, uncommon
This black and gold scabbard feels laden by solem promise. The throat’s engraving reads: “Prince Sergei, until our work shalt cleave light’s blight, conceal night’s bane from umbral sight.”
This magic scabbard reshapes itself to fit any sword that is placed into it.
Once a blade is fully sheathed it becomes pristine and any magical properties the sword has are suppressed until drawn.
It is part of a trail of hints on how to get an Artifact I have added to the Curse of Strahd game I’m running: https://www.dndbeyond.com/magic-items/9843085-nightbane
Guys, can you check out my artefact. I cant give the party a bag of holding, and my fighter is a hoarder, so I want to give the party this:
Grimoire of a Thousand Steels
10,000 gp
A worn grimoire with an image of a five-leaf clover allows you to store up to five weapons each morning that could fit completely within the pages of the book, after which a user with a +1 modifier to wisdom or intellect can retrieve the stored weapons as a bonus action, otherwise, the user spends an action to turn the page and retrieve the desired item. If the user who has attuned to the grimoire is holding a weapon, the grimoire will levitate 1-2 feet away from them and automatically catch weapons dropped from their hands. The grimoire does not change in weight regardless of the number of weapons. An hour before dawn, the grimoire throws all accumulated weapons 5 feet around itself. When the grimoire is opened, it has 20 hit points and is vulnerable to radiation and fire damage. When it reaches 0 hits, it requires 1 week to recover. The user can only retrieve up to 2 weapons at a time.
Reminds me of the Scabbard of Many Blades: https://www.5esrd.com/database/magicitem/scabbard-of-many-blades/
Interesting, but I want mine to be something like a hot swap
If you want a hot swap without the bonus action being taxed, just call it a free action.
As a player I would be frustrated with the amount of work the Grimoire asks of me.
Why not just let is store up to five weapons and let you swap whichever one you are holding at will?
thanks for the idea
The fighter is a hoarder, and I also want to integrate a dragon slayer from Berserk type of sword later
Does any one have made a supernatural region table ( like the ones from Tasha's) for a place filled with Wild Magic?
I'm looking for one more idea to fill a small "paradox" table, for a player who's planning on going for a time wizard, and I have an idea for a little additional boon for later levels they might like, but due to the mechanics of it will have some consequences if abused 😏
Going for a nice even d4, and so far only got 3:
- Turning into a baby until the next dawn (Basically a Tiny, 1 hit point, 8 AC creature that can only crawl 5 feet a turn)
- Immediately aging
- Immediately taking massive force and psychic damage from timeline and memories clashing together
So, could use one more that fits the theme of punishing a time paradox, or few more to make it a d6 🤔
(And these are meant to be dangerous, as the player has full knowledge and control of the risks)
Race change ( you can use the Reincarnate table) for the PC and all their family.
https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_ranger_subclass/
This is a link to a homebrew ranger subclass i made. Do you think i should increase the amount of runes they learn?
drafting a quick house/table rule and I'm interested in thoughts
Narrative Actions
A Narrative Action is a special type of action intended to resolve the tension between making meaningful skill checks in combat and the standard action economy of D&D.
Once per encounter, a creature may take a Narrative Action on their turn. When they do so, they may take the Influence, Search or Study action without using an action or bonus action. Depending on the circumstance, the DM may allow a creature to take another kind of action as a Narrative Action, such as taking the Utilize action to steer a ship or throw a rock down a pit. A Narrative Action should never deal damage, impose or resolve conditions, grant advantage or disadvantage, or restore hit points.
A creature with Heroic Inspiration who has already used their Narrative Action for this encounter may choose to expend their Heroic Inspiration to take another Narrative Action on subsequent turns.
This is super cool!
I’m just a little confused- where would you use this
I understand the idea
But isn’t object interaction mostly what this is?
no, the most consistent and impactful Narrative Action choices here would be Influence and maybe Study
Utilize is described here as being allowed as a DM-dependent edge case, not the core of the design
I see
How can I make a orc look more "human" than orc?
Anyone happy to do a proof-read?
i suppose you'd just describe them as such. Maybe say something like "a pale individual with tapered ears who might almost pass for an elf were it not for the heft of their jaw, their forward posture and leathery skin with large calloused hands."
Critical role fyord
Fjord*
Fjord is a great example. the only obviously orcish physical trait is that he's green, if he had reddish or grayish skin he could be mistaken for an especially built half elf pretty easy
Thanks! I'm working on a homebrew species where they are basically a mix of a human + [insert species] because their creator (a false deity) could not perfect species creation and souls well enough, compared to actual gods.
So he has to use preexisting human souls and manipulate them with another soul in order to actually have life exist in his own way (and the other soul depends on a multitude of factors, but mostly originates from necromacy).
Is there a way to add a homebrew race into dnd beyond?
is anyone here familiar with the homebrew options on dnd beyond. I am trying to make a weapon that does an additional 2d6 cold damage, but only on crit. is there a way to chose that option?
Couldn't you just add a damage modifier and in the Restriction box type On Critical hit?
That would make it roll the Cold damage whenever you rolled your damage in general, but it'll have the (On Critical hit) text attached and thus your DM can ignore it when applying damage
how is this looking?
Apprentice of the Hunt
Origin Feat
- Hunter’s Mark. You have Hunter’s Mark prepared. You can cast this spell once without expending a spell slot. You regain the free casting of this feature when you finish a Long Rest.
- Call for Assistance. Immediately making an attack against a creature marked by your Hunter’s Mark, you may use your Bonus Action for the Help Action to give an ally advantage on an attack against the target.
- Weapon Mastery. You can use the mastery property of one kind of weapon of your choice with which you have proficiency. The chosen weapon can be swapped out when you finish a Long Rest.
———
the thought process around these is that they’re kinda like Magic Adept, but you don’t get to choose the spell, so instead, the spell gets an extra effect.
Also, instead of cantrips, you get a weapon mastery. This necessarily assumes that the Weapon Mastery feat is underpowered which I do personally believe
hmmm @lament coyote that may work
If you're also buffing the Weapon Mastery feat along with this, I think its pretty good
I do add proficiency onto Weapon Master (either shield, armor, or specific weapon)
Weapon Master is a level 4+ general half-feat that gives mastery with one kind of weapon at a time.
Are the 1/day castings of Hunter's Mark and accompanying Call for Assistance a good substitute for a +1 to an ability score? I don't think so, but then that also means you shouldn't hear cries of it being overpowered.
It is quite powerful for an origin feat, but not overwhelmingly so
Call for Assistance seems really spammable, but it competes with casting or moving hunter's mark for your bonus action, which I think Rangers are also contesting their bonus action with some other common spell choices?
I also think abilities that are designed to give bonuses to allies rather than oneself should be proportionally on the higher end of the power curve as a matter of good game design
I do feel like it might need a PB/rest limit, but I don’t really want it to require tracking. You can use it on non-Rangers as well, but you do require the concentration on Hunter’s Mark to get the BA help and you can’t use PAM/DW/Cunning Action/whatever
it also requires you to use your Attack Action and to set up on round 1
Yeah, this feat is clearly designed for Rangers and will generally be weaker on non-Rangers. iirc there are some subclasses that give non-rangers HM, and you give one casting here which makes sure it's not a dead feature on other classes, but nobody can benefit from HM the way a ranger can
yeah, that’s kind of the area I’m looking to target
you could cast it in general with a spell slot, but if you have a lot of spell slots you probably don’t wanna use your concentration on HM
honestly i wouldn't bother putting a usage limit on here. It requires enough setup to use and is competing with a bunch of other useful things such that it probably wont get spammed
and if it does get spammed, that's for the benefit of the party members and not necessarily the user themselves, which again, i think should always justify an ability being on the higher end of the power curve. i think it's good TTRPG design for mechanics to encourage more explicitly collaborative play
maybe put an explicit range limit on CfA and tighten the wording? Something like "Immediately after making a successful attack against a creature marked by your Hunter’s Mark, you may use your Bonus Action to give one creature of your choice within 30 feet who can hear you advantage on their next attack roll against the marked creature before the start of your next turn."
it’s currently the Help Action which means it depends on the enemy being able to see or hear you instead of the ally
I'm not as partial on having the Help action do the heavy lifting, since it feels rules-clunky here. You're granting advantage to a potential future attack, that's what you're doing, why fall back on referencing another rule which is a bit confusingly worded in its own right?
but it also means that it works with something like Emerald Enclave Fledgling or Harper Teamwork if you manage to grab multiple Origin feats to make a Help-oriented build
limiting the range of CfA 100% makes sense though
I'd at least maybe phrase it then as something like; "you may take the Help Action as a Bonus Action to give one creature of your choice within 30 feet advantage on their next attack roll against the marked creature before the start of your next turn." vs "You may use your Bonus Action to take the Help Action to" because the former clarifies that you're turning Help into a bonus action rather than spending an action to then take another action
this way still kind of circumvents having to go reference the text of the Help action. The feature itself is doing the mechanical lifting, so there's no breaking out the PHB to double check edge cases
yeah, it’s still not properly written up, but you’ve got a good point
I might also just use the range of Help itself, which kinda makes it a melee action unless you grab Harper Agent
but then Harper Agent is no longer completely outclassed by this
I kinda like the flavor of having it be usable at some kind of range. It feels to me conceptually like the ranger calling out a specific weakness or opening on their marked target, and I can't really think of a reason why that would only be possible in melee.
I know, I’m just kinda screwed over by Harper Agent being subpar
the Help Action itself is distracting the enemy
Maybe if you changed it from "Call for Assistance" to something like "Force an Opening" or something else that implies you're actively creating the advantage rather than spotting a potential advantage to call out.
Is this insane or is it just me?
"As an action, choose a living target within 60 feet to make a constitution saving throw. If the target fails their save, they suffer a penalty of -2 to their AC, and this Tarot becomes active. This effect lasts until the target is incapacitated, or until you take damage."
This effect is not going to be constantly usable to be clear
it seems completely fine to me
-2 AC for 1 hit isn’t insane
Wonderful, I don't see many effects about reducing AC so I don't know what standards for strength there are.
-2 AC until the user takes damage, not the target
Oh no, it's until the CASTER takes damage
oh wait what?
why would it end if the target is Incapacitated?
Honestly considering it sounds like it's both an action and class resource being used up, it doesn't sound too bad to me. At the same time, probably good to avoid damaging AC as a mechanic.
That's for mechanical consistency with the form this ability takes
do you mean when the target dies/falls to 0 Hit Points?
To provide risk and a way for opposition to force things'
the Incapacitated condition generally ends the user’s own effects rather than stuff targeting them
It has to do with the mechanics of "this Tarot becomes active"
Yeah they could be incapacitated by a variety of things, like a Monk's Stunning Fist, which doesn't feel like it should end an ally's weird tarot spell thing
I should probably replace incapacitation with a timer though yeah
Ohhhh I mixed up what incapacitated means
I think it should be limited to armored or shielded creatures unless you can’t choose between different options
See, that's a great idea, but also is that an easy thing to define?
monsters have their equipment listed
Like mage armor isn't technically armor, and is a dragon's hide considered armor?
both aren’t armor
Gotcha, so you intended to mean that
armor is physical equipment
it’s a defined game term
Here's a feature I'm working on which I worry is maybe overtuned but feel soothed because it's more of an ally buff than a self buff
Reactive Concoction.
When you learn this concoction, choose one of the following elemental damage types; Fire, Cold, Lightning, Radiant and Necrotic.
You can use a Utilize action to coat a weapon or up to 10 pieces of ammunition with this Concoction, after which it lasts for 1 minute. During this time, a creature struck with the weapon or ammunition loses Resistance to the chosen damage type until the start of your next turn, or gains Vulnerability to it if they don’t already have resistance, as the chemicals in the Reactive Concoction amplify the effects of the chosen damage type.
This concoction can be learned multiple times, choosing a different damage type each time.
(Note: This subclass gains a general ability to Utilize potions, poisons and their own concoctions as bonus actions after a bit)
You know what, that would be a good limiting factor to be honest. My last concern would be that most heavily armored opponents would also have really high con making the only use case for this incredibly hard to trigger
This is me being uneducated but is there anything that would be coatable that could hit an AOE? If so, this could really easily just mitigate the concern of a full fight with an AOE elemental spell and that
Not that I'm aware of; Even if there were an ammunition type that created an AoE like some kind of incendiary bolt, I would argue that the AoE being created isn't representative of the creature being "struck" by the ammunition
this is definitely very overtuned, it’s stronger than one of the better Channeled Divinities
I think you should definitely tone it down still
mainly the Vulnerability part
I was gonna say, a simple attack roll to give vulnerability is a bit wild
I would say that even a higher level spell to do so should at least have a saving throw
Resistance removal is also overtuned because you can do it to multiple enemies, imo that part should be 1 application to an enemy and lasts a minute then the coating is gone
The hardest part of my work rn is figuring out what major arcana thematically fits the effect I posted here lmao
are you using real life tarot arcana or Deck of Many Things arcana?
Euryale could easily fit
so you'd think something more like;
"You can use a Utilize action to coat a weapon or a piece of ammunition with this Concoction, after which it lasts for 1 minute. The first creature struck by the weapon or piece of ammunition during this time"
For this effect, real life major tarot. I have a physical copy of The Pictoral Key to Tarot by Waite on my lap lmao
Also for clarification I am specifically referring to the Waite-Smith (or Rider-Waite ig fine) tarot deck
yeah, closer to that, you can use the wording from the Poisoner feat
There are also Minor Arcana being used, but this one specifically has to be a Major Arcana
It'd be easy if I could just call it Reversed Fortitude/Strength but I did away with reverse tarot because I had a reverse system that was more complicated than I'd like
Tower/Hierophant?
Maybe I just do Tower until I develop the later levels and use it later, I only wasn't because Tower is too signifciant for a weaker power but yeah you right
Why the hierophant tho?
I was thinking it depends on your flavor, Hierophant could be like the classic Lawful Good Paladin purging evil
Hierophant is more you’re the arcana while Tower is more they’re being inflicted by it
Ahhhh I see
The FortuneTeller/TarotReader/Cartomancer (I need to just pick one) subclass is kinda about minor divination bonuses or debuffing others by giving them bad fortunes.
The "or" is depending on your choices.
But yeah actually Hierophant makes a ton of sense in that context
I'd suggest not calling it Cartomancer as there is already a 1st party feat with that name
I guess Hanged Man is also a choice, and it’s probably less intense than Tower
Oh thanks for letting me know
yeah, Book of Many Things has a lot of things in this area
one of my favorite feats as a player since it gives spells known casters limited Wizardly versatility
Scared to use that one cause Waite is so obsessed with it I want to really do more attentive research on it before using it cause I feel like I don't get it lol
Gonna read the whole thing yeah
I'm always surprised by how many of y'all dnd fans are also fans of Eric Carle ngl
So many people love the book of many things
OH YEAH I SAW THE CARTOMANCER but it was at 3 am cause I've been staying up all night for a while working on this subclass so I forgot it lmao
though it shouldn't be bending the action economy the way it does lol
it’s really cool, I was hoping for a 2024 version but it seems like that’s probably a bit further off since they pushed the 2014 version recently
I think a large part of why it’s good is because of the action economy
Also the cartomancy feat isn't even cartomancy but I can't blame them or I'd be a hypocrite lmao, I am realizing though that I could use it's basic idea for the Magician subclass I've been struggling to get off the ground in concept since my sibling wanted me to do something that confused me but that could be a great basis for it
wdym it's from 2019
it uses the 2014 system
ok I need to let this joke die cause nobody is ever gonna get it
i have a whole homebrew class I was working on that was focused on being like a magical investigator who uses Rituals and magical effects but doesn't have normal combat spellcasting, relying more on esoterica and tricks relating to their subclass
Eric Carle is the guy who made The Very Hungry Caterpillar and he also made a book in 2019 called Book of Many Things and it's a picture book where you learn a bunch of things are
But in all seriousness I'm going to read the dnd 5e BMT
I will be getting the Eric Carle BMT as a prank for my brother though
Is this maybe a tighter read?
Reactive Concoction.
When you learn this concoction, choose one of the following elemental damage types; Fire, Cold, Lightning, Radiant and Necrotic.
As a Bonus Action, you can apply this concoction to a weapon or piece of ammunition. Once applied, the Concoction retains its potency for 1 minute or until you deal damage with the coated item, whichever is shorter. After a creature takes damage from the coated item, the creature loses resistance to the chosen damage type, or if they don’t already have it gains vulnerability to the damage type, until the start of your next turn.
A weapon that deals the chosen damage type cannot benefit from the effect of Reactive Concoction, as applying the chosen damage type to the attack’s damage evaporates the concoction prematurely.
A note is that the subclass can only have Wis number of concoctions and regains them one at a time on short rests, so these are very limited use abilities. I kind of liken them to Arcane Shots or Maneuvers, except these are prepared, kind of Vancian style, and more limited in use.
Do you want like mechanical input or grammar and formatting input like a peer edit
More balance thoughts, though if you have ideas about the former go ahead.
Balance wise it all makes sense to me. I'm going to quickly open google docs for easier format suggesting and I'll send you an image in DMs of my thoughts
Suggestion sent
looking for ideas for mechanics for PC werewolf
could be things in beast form. in hybrid form and also things he always have, as in regular form
It did just occur to me I can just apply the suggestions and paste them here -_-
Here we go
When you learn this concoction, choose one of the following elemental damage types; Fire, Cold, Lightning, Radiant and Necrotic. As a Bonus Action, you can apply this concoction to a weapon or piece of ammunition. Once applied, the Concoction retains its potency for 1 minute or until you deal damage with the coated item. After a creature takes damage from the coated item, it gains vulnerability or loses resistance to the damage type until the start of your next turn. The concoction will evaporate if applied to a weapon that already deals the chosen damage type.
The lycanthropy curse already exists in official content
Oh it did just occur to me, the capitalization on this does need to be standardized as well.
I would just tweak druid beast subclasses ngl, it seems a bit clear for that one
at the moment i am looking less for the hybrid form. mainly for the normal form/content
my thoughts is about things in cleric style or around the pack (this is for high CHA and CON)
it not very good, exsept very high level of STR that it is to OP for this PC that have very low normal STR it not give much
how would u do it? as in numbers
mental stat of the PC and phiscal of the type of wolf?
what abut the duriation/hp/number of uses
I haven't seen it in ages but there's like the moon druid with bears right
Oh yeah druids already wild shape into wolves
Normal Druids can already Wildshape into bears and wolves
"Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores"
I think the bear focus is specifically a bg3 thing that I'm remembering.
Also that's from the 2014 phb for clarity
Bg3 giving us owl bear was so nice
what do u think about resistance/immunity to none silvered none magical weapons and the other way around if it is silvered like for example in regular form none silver cuse 50% and silver cuse 150% and in the other forms none silver 0% and silvered 200%
magical but nor silver cuse 100% as normal
i addition touching i silver like a coin cuse for save and them damage
u think it balanced? maybe even a bit weak? the tuching siver is to much?
beat foucus?
This could use a bit of clarification, I have no idea what this is about other than something abour immunities / resistances to silver 😅
bg3 having the druid be specifically about bears I believe was a result of the limitations of not allowing you to choose " a beast with a challenge rating as high as 1 " since that'd suck to code in
Same, I don't know what we're supposed to be balancing for at all
in hybrid and beast forms u have Immunity and Vulnerability depending id it silvered or not, and in regular form it resistance and "half Vulnerability "
i also though to do something regrading silver things that are not weapons, for out of combat
i hope it more clear now
It... really isn't
Is this a homebrew race? A monster? Some item? Spell?
Well I guess not the latter two
it to give to a PC as part of him being a werwolf
Why not just have them go Beast barbarian?
yeah giving a player an immunity to non-magical attacks that aren't silvered it gonna be very strong
Beast barbarian is basically the werewolf subclass
And a shifter is basically a lycanthrope race, if you need one
bcs this already exsisitng PC this is for somthing in additon to the class and race
To add to this. Giving a player immunity to all non-silvered attacks all the time is just stronger than anything a Barbarian gets
Stronger than rage
Don’t do that
but u gave me an idea to try to do it like the Lineages, so sort of a race
that why in regular form it resistance
Where are you reading this at?
Resistance is fine generally. Immunity is not
and that anther reason not to take the option form the MM of 2014
? i worte it here
#homebrew message
#homebrew message
At most I'd say remove non-silvered piercing ranged physical attacks as an incredibly high leveled feature or something but ALL is INSANE.
Like not even bludgeoning? Cause I'm now picturing a group of bandits who literally can't hit you crushing you with a tree only for you to walk away unscathed, unless you mean only non-silvered weapon attacks but that introduces some logical contradictions
I mean, the trade off usually is that your this player character is going to go wild at some point and attack the party
and if the party doesn't have any silvered weapons they are going to be a huge issue for the party
Is there updated lycanthropy in 2024 MM?
i didnt domplitly undrstood u, but i think i undrstood the thing with the bludgeoning, i want it to be only for wopeons and actoal attaks, like to not inclode things lke fall damge
There is updated rules in 2024
not exsacly but i do things about things like that, negetive traits like something with maddenss and control
But then how do you solve the contradiction of "A gian'ts 1 ton warhammer doesn't hurt me but a fall from 20 feet does"
about lycanthropy ? not that i saw
Ultimately it's the same physics with different flavor
Werewolf in 2024 just says if they curse a target and the target falls to 0 HP, they become a werewolf that the DM gets to control
I'll show you
so it have nothing abut the mechanics?
DM'd you the stat block
They got rid of the immunity to non-silvered weapons in 2024
Hate to interrupt ongoing conversation, but I finished a creature I made: The Viscerleech. I'd like one last peer review before I officially call it finished, both in terms of mechanics and descriptive bits. If anyone's interested, lemme know and I'll DM you the link to the statblock.
I can't really help with that as I have no experience with creatures but I just want to point out that for about half an hour now wolf has been typing and then stops typing and the suspense is going to put me in the ER lmao
Whatever is sent next is going to be a generational work of literature:
You can link it here if you want
someone will happily read over it
let me clear a few things
A. it relatively common to get things beyond the normal things of the class and race. my DM did it to other players as well in many forms (some of them i don't know how, and it likely there also cases i don't know about at all)
B. i play the PC, he is now 10th level hexblade pact of the blade metallic (lighting) dragonborn
he is WW from the start of the game, the DM gave me a mechanic that is form a book i believe is 3rd party (Corpus% Malicious), but we didn't took it as it is (for most of the game we didn't track when it is full moon and we also very fast puts aside the raw meat things).
C. the stats form Corpus Malicious are nice but bcs i have 10 STR and 12 DEX the attacks there mid at max. also the DM told me that in hybrid form i cant cast spells and use weapons
later i had to choose a pack between 3 options that in addition to the plot would effect the mechanics in some way. i choose the pack that is druid like. at this time regardless to what pack i choose i got that my beast form is now of the Dire Wolf. the things i got form the pack was and still not much clear, if i remember right it was supposed to be pack tactic in beast form but i already got that from the Dire Wolf
D. i got to be a Alpha (sort of) to a pack of kids humans and ww alike after event in the game, so i thought maybe to add to the mechanics something around that, but i lost the pack, at lest for now
**SO, until now in my normal form i only got keen sense that i rarely got to use, and i very rarely have a reason to shapechange. **
So i am looking form mechanics/traits/features/abilities (but also weakness) that give me reasons to shapechange to the hybrid form and the beast from, and also for the regular form/always. both for mechanics and roleplay
i want to come to my dm with prepered ideas so he could approved or not
regarding flaws/weakness i have a bonch that i found that i only need to choose and adjust deepened on the traits
in general i am going to the direction of the druidic vibe(like nature spell/spell like) and to the charisma side bcs this is my stat so to the leader of alpha an intimidation
i also thought to take inspiration from/adjust the warlock invitations and/or the dragon/drgonborn feats.and like the beast form is based on the druid Wild Shape i thought to make the hybrid form based on the Barbadian rage
one of the ideas i had is to have one or both Dream and Scrying spells but only for the pack, which is not so relvent at the moment. maybe dream is
If you all play an inherently less balanced game that's completely fine, though it does make it a little bit harder to talk about what "makes sense" since most people will be homebrewing on the basis of standards from the base game before fitting them into specific campaign scenarios
Can you summon wolves currently?
Becuase I feel like you should be able to summon wolves to fight along side you
i dont know if to call it inherently less balanced, but the dm potentially will but , well i have a term in my head and i lost it
but for exsaple the problem with differentiate btween a hammer to a fall is something i see as a problematic, although i am not sure if the dm will fine it a problem
but regarding silver. it known that there WW at the area of the game, at least for some, and there also organisation that is aginst WW, so silver is not that rare, and among our enmies magical wepons as well
no. ii cant, and that could be a nice idea, but i need to think how to prsent it, bcs like the spell i think it be to much/not fit well
PS i do have the spell flock of familiars
for the moment lets say it 50% when not silvered and 150% when it is silvered ( the thought behind it that the 2 ceases together is like 2 full attacks to someone that is not effected by silver
but what do u think about the things of damage (with save) around simply touching silver? is it to much? pointless? nice? to harmful?
now in hybrid form i already get resistance to non silver and my con **score **& str/dex **score **get +2
in my best form in addition to all what is Dire Wolf i also have Blood Trail. __You can trace the smell of blood within 60 feet of you. __
and in all forms i have Keen Hearing and Smell. You have an advantage on Wisdom
(Perception) checks that rely on hearing or smell.
this is form the mechanics form Corpus Malicious
in what forms to have Pack Tactics.__ You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and that ally isn’t incapacitated.__ ? all? just not regular one?
and my big problem: someone have an idea what would be the base mechanic for the hybrid form? if like rage, how Should/can i do it?
sound nice
Yep gives it thunder spells cause it's a dragon slayer and the theme of this campaign is ds1 based
And gives resistance to 1 dragon breath damage type
I made the spell casting ability strength
Hi @empty vine !
So for fun, flavorful add ons and mechanics, here are some suggestions. (I have played a homebrew werewolf for the past three years.) I hope these help generate ideas! (I will thread the rest of this or something... I'm at my character limit.)
ABOUT SILIVER
- Yes to silver sensitivity. I play so that i can't wear magic items made of silver (amulets, rings, holy symbols, etc), and I have issues in some social situations. Silver itches and burns the skin, but I treat it more like an allergy, so it's very slow damage over time (like 1d4/hour or something).
- I do get resistance (not immunity) to non-silvered, non-magical bludgeoning/piercing/slashing damage in all forms.
- I am also Vulnerable (2x damage) to silvered weapons in all forms.
OTHER SENSES, STATS AND SKILLS
- Speed increases to 35' in hybrid form, 40' in wolf form (I'm a regular wolf, not a dire wolf. The size tradeoff was too unbalanced for my party).
- Hybrid form - advantage on Strength saving throws, and advantage on Athletics checks. (I did this in lieu of stat bumps, again, for party balance.)
- Pack tactics - Limited this to Wolf form only. It balances out the advantages you have in hybrid form where you can still speak and use weapons.
- Wolf form does get a Trip attack (or a slam attack, probably, if you are a Dire Wolf)
- Claw and Bite attacks count as magical weapons for purposes of overcoming DR.
- Whenever you make a Wisdom (Perception) check that relies on smell or hearing, you have advantage in all forms.
- Whenever you make a Wisdom (Survival) check to track a creature using scent, you have advantage in all forms.
SHIFTING PARAMETERS
- Shifting limits - I can shift to either hybrid or wolf form (using a Bonus Action) a number of times up to my proficiency bonus per day.
- Time limit - I can only hold Hybrid form for ten minutes.
- Trying to hold your Hybrid form longer than 10 minutes is possible, but difficult to control. For each minute beyond this limit, you must succeed on a Constitution saving throw (DC 10 + minutes past the limit) or gain 1 level of exhaustion for each additional minute until you finish a long rest.
DRAWBACKS
- I have disadvantage on animal handling checks in all forms. Just because people can't figure out what I am doesn't mean animals can't. This is a pain in the butt when it comes to horses and creates a lot of comedy.
- During a full moon, when you take heavy damage in a single attack or are under extreme stress, the DM may call for a DC 15 Wisdom saving throw. On a failure, you involuntarily transform into Hybrid or Wolf form (DM’s choice) and remain so until the triggering scene ends. The DM can opt to control you at this point.
- "Blood frenzy" in which If you reduce a creature to 0 HP in Hybrid or Wolf form, you must succeed on a Wisdom saving throw (DC = 8 + PB + STR or DEX modifier) or you must attack the nearest creature on your next turn, whether it's a friend or an enemy.
wow, i was wondering what are u writing so long
I've had a looooong time to think about this particular problem. LOL
TNX so much, i am going to read it rhigt a way
awesome -- lmk if you have questions!
3 Q for now
a. did u have resistance also to things like fall damge?
b, i dont undrstend the brackets about the hybrid, what is lieu of stat bumps?
c. what race & class u paly as ww? what was/is the range of levels? u still paly with this pc?
what is trip attack and slam attack?
DR means difrent resistaces or something like that?
- I went back-and-forth on that one. Yes. I was unlikely to break my leg in a fall, and I couldn’t get a tattoo. 😆
- You mentioned that you increased your strength, and con (I think) as part of becoming a werewolf. I did not. Instead, I have advantage on some things.
- I actually have this built as a species, not an add on. So I am playing as what I called a “lycanborn“ – a werewolf from birth. So it’s a little bit different than your situation. I’m an artificer/fighter multiclass, and have played this character from levels 6 to 15. I do still play the character, yes.
what limit the wolf form?
waht is heavy damge and what is opt?😅
I didn’t set a time limit on the wolf form because it was so much more about scouting and mobility. It didn’t have the same advantages in combat. I might have changed that if there was a druid or another shape shifter in the party who is dealing with limitations.
as a fighter and with the bite and clew, do u use DEX or STR?
what about the hp? as in wolf form
As for what constitutes “a lot of damage“… Well, this is your DM’s “stir up some trouble“ option. It’s up to them.
I kept my hit points the same regardless of form. I could see an argument for temporary hit points in hybrid form, like some barbarians. I was just already juggling enough complexity, so I didn’t mess with it.
i asked abut the wolf form, bcs i though like druid to have as aimiit a pooll of hp
heavy damge=a lot of damage?
Yep!
i think u missed those Q's😅
And yeah, your hit point question makes sense. I chose not to follow the Druid model, but I can certainly see an argument for it. Again, there’s not one in my party, so I was less concerned about balancing against the Druid class in my case.
Trip: Once per turn, when you hit a Large or smaller creature with your bite, it must succeed on a Strength saving throw (DC = 8 + PB + STR modifier) or be knocked prone.
opt is short for optionly? The DM can opt to control you at this point.
As a dire wolf, I think your bite already does the same thing as that "Trip" -- as a regular wolf, it was something I added.
I thought there was a separate slam thing ... but I'm not seeing it so never mind. 🙂
so i think only 2q left
DR means difrent resistaces or something like that?
as a fighter and with the bite and clew, do u use DEX or STR?
DR = damage resistance. So if you take half damage from non magical weapons, your bite/claw would count as magical -- so you'd deal full damage.
I use STR for my attacks.
and number of attacks in all form is the same and based on regular nuber of attacks of fighter?
Does anyone have any recommendations on making homebrew classes
Yeah, I think I left it the same for all three. Hybrid for sure... Wolf form I can't remember. I think I defaulted to the base animal block for that.
(I almost never attack in wolf form .... but knowing me, I would have decided "less is more" and not changed it)
so that means that as wolf 1 attack
what abut spell? casting and consistring? in hybrid and wolf forms?
you can cast spells in hybrid. you can't cast as a wolf. as a wolf you cannot speak, cast, or use items (you could make some kind of exception argument here for items, but that's my basic rule).
what about concentrate?
Good question. I don’t have a rule around it. So I’d say yes you can concentrate. I will say if you use the “blood frenzy“ drawback and fail, concentration would automatically end. I think as a DM for a hybrid form caster using concentration, I might have them make a check depending on what’s going on. That one is a question for your DM. As a WW, I tend to assume you are just barely in charge of your hybrid form even when you can control your shifting. But that’s just how I handle the storytelling.
in wolf form u took all it stat? so u have lower INT?
No. I left all my stats the same. Just put a wolf hat on my own stuff.
I try for balance, but also simplicity. I’d say, keep your stats the same. Keep your number of attacks the same, and if something seems OP, work on it with your DM.
i got confuse😅 the same as the regular pc or the same as the wolf monster block stat?
about blood frenzy, in 2nd reading i dont sure i understand
it when u fall to 0 hp, right? so if u fail the save u do 1 attack to someone nearby and then normally fall unconscious? and if u secseed u just fall unconscious as noramal?
also, did u had/have scaling as ww in any way?
PC stat block.
No, it’s when you knock something else to zero hit points. If you take out an enemy, and you’re in “the zone” as a predator, you run the risk of turning on the nearest thing, even if it is a friend of yours.
Again, it’s one that’s worth talking about with your DM. I don’t know that I would use it all the time as a DM - we do not - but it’s a nice tool for them to have when it’s dramatically appropriate.
- so what did u took from the wold stat block?
- got it
- the thing to ask the dm ia complitly get but as an answar to the q, i askke if in the time of the game, like when u reach a certain level did something in your ww mechanics changes? got stornger?
Wolf block: Damage for the bite attack , movement speed, pack tactics mechanics.
I didn’t scale much. I set it up so that the resistance to non magical non silvered attacks did not kick in until level 5 – but again, remember I’m doing this as a species. I felt it was too overpowered at the lowest levels compared to other player characters.
Beyond that, the only thing I’m scaling is my speed as a wolf (40’/45’/50’ for Tier I/II/III play) and using the proficiency bonus for number of times you can shift naturally scales as well.
Otherwise, no. Since I kept it based on player character stats for all forms, as you level, all hybrid and wolf attacks become more powerful.
If you’re looking for progression, I recommend checking out Matt Mercer’s (Critical Role) Blood Hunter class. It can be hard to get to - I have to use an outside search engine to get to the D&DB page - but the Order of the Lycan scales up and may have some ideas you can use.
A lot of what I did was inspired by it, and by mechanics pulled from shifters and druids.
tnx so much
i know the blood hunter and today is free in DDB
last thing, in game your charcter is human (her normal form) what her name? can u describe her? after all the effort and the help i might try to add a version of her to my game (as an NPC)
Can I get some feedback on a magic weapon idea i had for one of my hobgoblin captains that my party is about to fight?
Thinking about calling it the "Sword of Command";
It's a longsword that lets the wielder consume a charge to do a "Commanding Strike" where if it hits, the wielder chooses an ally he sees within range to immediately make a melee weapon attack at advantage
I’m currently working on some homebrews called the “Four Seasons”. The premise is four weapons made of the truest and most powerful primordial forms of the four seasons. I currently have the “True Winter” done, and am working on “Scorching Summer” but I need ideas for the names of the other two. does anyone have suggestions?
Fabled Fall
I'm trying to think of a benefit that a fighter could gain for composing a haiku at the beginning of each day after 7th level. It's for a custom subclass
Besides gaining a single-time advantage on a wisdom save that day, im not sure
I feel like enough things give you advantage on charmed and frightened, or inspiration
Temp hp
Temp hp works
Other option is that maybe they can recite the haiku as a bonus action and charm people who hear it
Ooh fairs
Planning to make a "Deck of Heroes" thing for my oneshot/campaign, based off of Greek Heroes and Gods/Goddesses
example: The Glory (Heracles), The Hearth (Hestia)
It's gonna be like a mostly positive "Deck of Many Things", the only thing I don't know how to do is to balance it so the buffs aren't so miniscule but not too overpowered
like for Zeus, "The King" if I gave thunder resistance that would be unfair if a different card gave only a +1 in an ability score.
Objectively some are going to be better than others and that is generally an intentional part of the design. A deck of many things has some bonkers options.
For a one shot could be fun to make them busted, like make "The King" actually give you the ability to launch thunderbolts xD
Even a one time charge to smite could be fun
out of 22 cards in the deck, only 15-16 will be good
Those are good odds
Which would be the god cards, the other cards will be based off of Greek Heroes
So far Achilles and Odysseus
other than that, I'm tapped out for Greek Heroes that had hubris (unless you count the very extreme versions)
Thank you. Do you have one for spring?
Icarus is a good one, and particularly fitting for a deck of many things-like item
You could also do greek titans for negative cards maybe?
Ooh, Odysseus, Agamnenon, Icarus, and then Greek Titans?
Orpheus?
Less heroic mortals are also an option, like Sisyphus and Tantalus
The only wrong thing Orpheus really did was look back
Sisyphus is a good one
Sisyphus didn't really do anything wrong either
Poor guy just wanted to live
Didn't he think he was smarter than the gods?
Heracles
Not really, but it's easier to give negative effects if they do have hubris
I would probably take +1 asi over a random resistance tbh
I mean he did outsmart them so he was kinda right in a way
Heracles is already one of them
Midas
"the Glory", mostly because he was a God by the end of his story
Good one
Honestly you can just steal from the Hades games
Just go through the list of characters there
Hah! Yeah
Some of the cards write themselves too
If I don't get any ideas for some gods, like Persephone and Hephaestus I will definitely replace them with humans
I don't know how I'd implement "The Maiden" Or "The Forge"
Definitely!
Persephone goddess of the underworld seems straight forward too. More death related stuff. Undead stuff
I'm planning this deck of heroes thing to be owned by a fortune teller in some place, players will have the option to draw one card, or they may choose not to
That's already filled by Hades, but yeah could be, Persephone's Tarot is "The Maiden" For me
Uhh… Harvest Spring
Just rip what Persephone does in Hades then with the pomegranates. Buffs their features or abilities or something l
She’s a goddess of spring
And queen of the underworld
Persephone feels like she should have both a positive and negative effect to me
For Gods I have the 12 Olympians, then Persephone, Heracles, and Hestia
Hmm maybe, but the other God cards don't have that feature, feels bad if the player does pull it
Well it's not too late to change that!
I mean, not every card can be amazing
Also hard to figure out the name for Hermes' tarot, he's the God of so many things so I just named it "The Thief" instead of "The Messenger" To make my life easier
Y'know what you're right, it's still a gamble
They did choose to draw a card when it wasn't mandatory
Messenger tends to be more identiting for him
Hermes is like a Bethesda game player character if you think about it
He just kinda does side quests
Yeah
He's like the God of everything else
I did decide to name Poseidon's tarot "The Chariot" (I know it already exists, sue me)
wouldnt the Tower work better as the Tower can mean disaster and destruction?
if you wanted a tarot that is also in real life that is
The Chariot because Poseidon's the god of horses
Alright so I made this super cool bossfight and I wanted to share it. It’s a Clay Golem, nothing out of the ordinary, except, the unstable magic inside is able to allow it to shift its stats around. And it has defenses so tough that all damage towards it only does 1/4th of the usual damage. So how does someone stop it? Well they must use a Magical Artifact which will drop its defenses, but with a cost. The party will have their stats swapped around as well.
So how this works mechanically is: When the party uses the Magic Item their stats jumble around, I roll a D6 for how many stats must get swapped. And then that many D6s to see what stats get swapped between party members (STR = 1 DEX = 2 etc) Then they can attack.
I think it provides a fun challenge for the party to adapt on the fly
Counter argument
If im a wizard and my int gets swapped with the barbarian, im useless now
I’d rather do 1/4 the damage than my spells have 1/8th the chance to work
What if you let the players roll the dice and have them pick what gets swapped, so it gives them the ability to fix stats and such?
Hmm, I guess this really isn’t a problem with the current party, though I can see where this would be a problem for parties with more variety
Do I come here to see if I can get help with a homebrew?
Yeah I think so
ok I was hoping to get help designing these 5 bosses I want to add to my campaign but I don't know how to implement them
I think this is definitely the right way to go about it. But I do want some bit of randomness to it. So I’m thinking 1 of 2 paths
- Each party member can refuse a stat swap once per encounter
- Allow them to pick, but a stat can be chosen twice in a row
So you couldn’t just continually swap a stat you both aren’t using
Tell me and I’ll see if I can help you
Ok so I'm hoping to have one of them appear every 3 levels each of these bosses have a special feat giving it some unique feature the campaign is kinda influenced by 7 deadly sins
I’m probably going the sleep soon so I can help you if the first one right now
ok so the first one is supposed to have the blessing of resilience that halves damage
Yeah sorry man, I’m too tired to try to help
its all good
Maybe tomorrow
ok
I feel like it would be really funny to make a homebrew adventure/campaign based on one of the jokes we have in our group [the fact that when testing the vtt we got tpk-ed by 4 skeletons], but i don't have a lot of experience with the dm side of things, so I want to ask what are the things I should try to include and prepare during the writing stage to make sure that it's properly usable, mostly stays on track, so that i don't get lost when running it, etc?
What do y'all think is better in terms of making players feel epic in combat
Higher AC, lower HP?
Or Lower AC, higher HP?
Def lower ac and higher hp cuz then they’ll feel unkillable (my opinion)
I have a question if someone can help me balance my homebrew a bit
Both work, if you want the unstoppable feel go high ac, if you want the "grits though pain" juggernaut fell go the other
Send it and somebody will come help
So this is an item my dm made for me i just wanted to know what other people's thoughts are on it
Weapon (Palm Pistol (Exandria)), Uncommon
In Equipment
Proficient: Yes
Attack Type: Ranged
Range: 40ft./160ft.
Damage: 1d8+2
Damage Type: Piercing
Weight: 1lb.
Cost:--
Properties: light, Reload (1), Misfire (1)
Version: chips
As modern practices expand the capabilities of personalized weaponry, occasionally someone takes an unexpected sidestep that turns out to be a stroke of genius. In binding the essence of an air elemental to the lower barrel of this heavy crossbow, the inventor responsible has pioneered a way to effectively send larger objects further away. It was first thought that this would be the perfect way to deliver explosive black powder concoctions, but it was soon found that the air elemental’s magic had an unexpected side effect.
You can use a bonus action on your turn to load any potion, poison, or throwable alchemical concoction like alchemist’s fire into the lower barrel of this crossbow. When this barrel is loaded, you can use an action to pull the second trigger causing the air elemental’s magic within to discharge launching the item to a range of 100 ft.
When an item fired from this barrel smashes on impact, the contents of it are aerosolized into a fine mist by the air elemental’s essence that spreads in a 10 foot radius sphere from the point of impact. All creatures and objects within that area come under the effects of the potion, poison, or alchemical concoction that was loaded into the barrel. This mist dissipates at the end of your turn.
This weapon also has a misfire of 3. This also applies to potions, poisons, and alchemical concoctions pelted and shattered this way.
Ok. Basically in my homebrew i have a bunch of custom classes and races in my game to fit with lore and make the game more diverse. However, my player is abusing game mechanics to make himself OP. And i dont wanna ruin his character because i like the concept hes just very OP for level one.
I like it
Makes the game fun and also unpredictable which can make for epic or unexpected moments
i woud like so ideas on possible dumb ideas I could pull off with this item
It also has quite good background for a single item may i add
But uhm, may anyone help with my predicament.
i’m listening
Basically my player is level one but abusing game logic to make himself OP. I dont wanna ruin his fun, but hes so OP.
Its homebrew classes and characters which is why im here
explain wym by “op” how does the class/subclass work and what are they abusing?
So i made custom races and classes to make the game more diverse since i have around 7 players and they like creativity. And hes almost immortal. Almost instant regen. Hes super fast and strong, and hes a healer so he can heal everyone almost immedietly. It also gets worse because of his multiclass as he levels up.
The class is called biomechanic. Its basically an artificer who uses flesh material and take damage in exchange for high damage output.
Because of his races hes super tanky and he can heal himself using a different class
honestly, you could make multiclass requirements through story, or you could change the scaling of the healing/damage.
or make it to where certain levels can use different levels of flesh material.
for example:
level 1-6 (his own flesh)
level 6-13 (others flesh)
level 13-20(dead flesh)
that’s just an idea, i don’t exactly know how you have it worked out, but i hope this helps at all
Actually good thinking. In retrospect i can also nerf his base damage without mana because tbh hes mana reliant but doesnt have a lot
He gets more as he levels
awesome, sounds really cool
Yo, does anybody have a ready antimagic sword artefact?
elaborate
like Asta's big sword from Black Clover
basically, a sword that can cut through and repel magic
No but probably pretty easy to write up
Just something along the lines of like... The weapon when it hits a creature, object, or spell it automatically ends any active magical effects or spells.
As a reaction when you are targeted by a spell, you can repel the spell back at the caster.
Howdy, I'm back with my Deck of Heroes!
So far I've got Icarus, Odysseus, Midas, and Agamemnon as the bad cards, I need more greek heroes to fill in the void
Check #ddb-support They should be able to help you out
Achilles? Orpheus? Daedalus? Perseus? Theseus? Jason?
Perseus was pretty alright as a greek hero, not as bad as the rest, and yeah, Achilles is included I just forgot about him
Would this be a bit too rough of a punish for drawing from "the deck of heroes"?
The Greed (Midas)
All of your gold that you are carrying on your person turns to ash, you will not be able to carry any more coins on your person without it turning to ash.
Yeah that's pretty bad. Especially if its all of it
Also not very representitive of Midas since he turned things to gold
His obsession with wealth caused him to lose everything
I would instead maybe do like... When the creature holds something for longer than a minute it turns to gold and loses all monetary value but retains all its ingame statistics
Ah, that'd be cool a little, golden sword, etc.
Yeah, then someone else can just hold their valuble loot for them
Right then I'll do that
What about...
The Breaker (Achilles)
Enemies will gain a +2 to their attack roll against you.
Are all these effects permanent?
Can they be removed with the Remove Curse spell?
Or some other cure?
at the end of it, they will encounter the fortune teller once more, they may choose to draw another card, in exchange for losing the effects of what they drew at the start
potentially a three shot but that's wishful thinking
just gotta work on my old lady voice so they don't think I'm a murderer
Hello?
Hey guys! I was wondering. I am gonna start my new campaign with a carnaval. I was thinking about making games with tickets and a prize shop! I just lack a bit of imagination with the games and dnd mechanics.
Is this the right channel for this question?
Probably more #dm-discussion unless you are needing help homebrewing custom items and such
Would someone mind giving me some feedback on this 2024 Ranger subclass I designed?
Its based off treasure hunts and the likes. The idea is someone who has conquered the vaults of genies and stolen their treasures. Very Aladdin and Sinbad inspired. Genie Raider
https://docs.google.com/document/d/1WDm6ah-Ja0N0nypptw38ABvksDrT2vyabtTCVvzu8sQ/edit?usp=sharing
If y'all would like some help or assistance I'd be happy to oblige
Lemme set up my laptop rq
You don't need anyone's permission. Just hop into giving feedback. 🙂
im looking at it now
so far its really cool, i would like to say that for the level 3 feature '' genie treasures'' . Make it so that the user has to take a short rest to swap the item and a long rest if destroyed.
that way they have to play a little smarter. and they dont abuse what could be considered a leveled spell as a cantrip. this way its a little more balanced for whoever dms
Made the destroyed tressure LR.
Currently you can already swap out on a SR and LR
I appreciate that. Trying to make sure they are balanced enough against one another
for raiders sense, because it looks like a buffed hunters mark. its great but have the user require line of sight on the target/creature that is holding the item for the identify spell. the hunters mark is fine as is
I'll make a note of that
honestly the magical collector feat is really good as is
really cool
yeah that's a really dope subclass, id use it if it was available. Great work
everything else on the sheet looks fine so far
lemme know if you expand it, id love to look into it further
@cerulean seal 
Thank you for the feedback!
I did get input previously that MAgical Collector might be DM dependant due to wether or not you get magic items or not.
Should I give the feature 1 free spell from the wizard spell list from one of the feature too?
i like how it is personally. if you were to change anything id say make it so that they cant learn the spell from a MAGIC ITEM but the rest is fine. and thats a huge if either way
what questions did you have in particular
Anyone willing to help me with an environmental hazard I'm working on?
sure, what's your idea?
sure whats up
Mechanically I have a mist that lingers in an area and for every (insert time here) your constitution and charisma drops by one point (temporarily) to a max of 3 points lost. If you take a long/short rest you roll a charisma or constitution saving throw (haven't decided), on a success nothing happens, on a failure you can lose 3 more points.
Probably awful way of describing that, but still. If you leave the Mist the effects fade after the same amount of long/short rests(points increase by one to a max of three, long/short rest allows it to increase by another three till you hit the original value).
I just need a good timeframe for the effects and advice on how debilitating/how aggressive the effect is.
to decide how dangerous the mist is, you first should consider what it's protecting
what is beyond the mist that whoever set this trap up didn't want stolen/entered?
It's invading, and it wasn't intentionally set up.
Not very. It's very common on one set of islands that few go to, and when it leaves it's this whole huge problem for everyone involved.
is it the inhalation that causes the stats to drop or just being in this mist
Being in the mist.
thats really cool, i made a system for a gaseous chemical thats similar.
It eats away at vitality, hollowing you out until you drop dead, or your sense of self is so weak something else can take over.
(Hit 0 Con and you die, hit 0 Cha and you get possessed)
One idea I had was allow the Mist to get stronger, spreading to your dexterity, strength, wisdom, and intelligence. Or increasing the amount of points that can be lost at any one time, or decreasing the time between points lost.
When entering the mist, a creature must make a DC5-10-15-20 *(depending how difficult you actually want to make it to save against) *Constitution saving throw. On a failure, the creature's Constitution and Charisma scores decrease by 1, to a maximum of -3 points lost. On a successful save, they are immune to the effects of the mist for an hour (up to you if you want this but i know some DoT effects include it) A creature remakes this save for each minute they spend in contact with the mist.
The creature's affected ability scores increase by 1 for each short or long rests (you can decide) they take until they reach their original score.
another option could be cumulative yeah, either the save DC increases or if you want it to affect everything, they just gain a level of exhaustion per minute they spend in the mist
as exhaustion affects all scores and is removed on long rests
I was actually thinking of a cool side effect of making the Mist only get worse after each long rest. Technically if you don't take a long or short rest the upper limit of what the Mist can take is -3, so if you don't rest the Mist is bad, but not debilitating.
But that brings exhaustion.
also if your plan is to have players die at some point as a result of the mist, a -3 penalty is not gonna do that
Hey y'all, I'm almost done with my "deck of heroes", do y'all mind if I send it? it's a pretty long list and I don't want to accidentally bury a discussion
a character only dies to an ability score decrease after that ability score is 0
-3 per long/short rest taken in the mist.
For particularly long posts, we usually recommend a doc link or something similar.
if you're worried about a wall of text you could put it in a google doc?
oh yeah!
So 3 long/short rests = -9 to con/cha
Reduction of Constitution scores is a really rough idea though, because then you have to start reducing maximum health temporarily, which is a nightmare to keep track of
ohhh that makes more sense
https://docs.google.com/document/d/1vNakCW3ofmISQpRGIz3yipPNwGAT_52UyWiA4qUu35o/edit?tab=t.0
here it is, I just need about 3 more Greek Heroes
i suppose it depends on what you're basing travel on, but if your characters are travelling for long periods of time you could consider requiring an hourly check in addition to your long/short rest thing
Deck of Heroes' ratio of good cards to bad cards is 15:7
Hades seems a little underpowered as toll the dead is a cantrip afaik
same with aphrodite
and persephone
however if it's meant to be low power levels it works fine
I don't like the idea of an hourly check, it's why I tied the check to every long/short rest.
yeah it ranges from ASI to Cantrip-Level 2 spells
fair enough, it that does imply your players could power through a patch of mist for 24 hours straight as long as they don't sleep
it looks good then, i like the theming
Yes, gaining a level or two of exhaustion in the process.
yeah just some of the titles that worry me, other than that I just need 3 more greek heroes
Achilles, Theseus, Perseus?
killed ankles, minotaurs and medusas respectively
The Breaker (Achilles) Enemies will gain a +2 to their attack roll against you. (Not damage roll, attack roll) is already there
Theseus is a work in progress, and Perseus is pretty decent for a greek hero, I don't know of a hubris he's made
What about that one soldier who held an entire army on a bridge? Or was that guy a roman?
Napoleon?
Oh I misread that nvm
like Perseus is the best greek hero I'm tempted to make him a good card, but I can't
that was a viking berserker during the battle of hastings iirc
yea that sounds right
i remember his myth being he used a mirrored shield against the medusa, turning her to stone? counterspell maybe? may not fit with your power scaling
polyphemus the cyclops could be some kind of debuff related to sight
the theming goes, God Cards = Good, Humans = Bad
ah okay no cyclops then
Polyphemus is a good one, shame he isn't human
know what? the last 3 will be creatures cursed by the gods
Oh, hate to interrupt the ongoing conversation, but I made a funny little creature that I need peer reviewed for mechanical strength and especially descriptive writing. Here's the link to the statblock for anyone who wants to give it a read: https://www.worldanvil.com/sheet/1629898/view
Let's go Medusa, and that lady who Zeus turned into a plant
wasn't she a beautiful woman that made aphrodite jealous, so she cursed her to be horrendously ugly?
The creature is called a Viscerleech, if that piques anybody's interest
there are like a million versions of every myth lol
Yeah
-2 to CHA lol
there was one myth that says "Aphrodite helped her"
strong use of the word help
You could go with one of those hundred-armed titan things?
sisyphus or the minotaur comes to mind
or uhhhh whats the dude with three bodies and one head
the hecatonkeries? or whatever it's spelled
cerberus
hecatoncheires
hecatoncheires had like 100 heads i think
Sisyphus, good one
also prometheus!!
stole fire from the gods, got his liver eaten by a bird for the rest of time
They're known specifically as the "hundred-handed ones" iirc
ahh fairs
there is a chance my players just each pull one bad card respectively
Pulls card "whatever, go my vulture"
vulnerability to poison or something? bit of a reach, but it's his liver that gets eaten
though that may be too much
Poison is very rare is it not? also most creatures are resistant/immune to it anyway
Birds of prey go out of their way to attack that player?
wait, is a vulture classed as a BoP or are they just carrion feeders?
every vulture on the planet makes an immediate beeline towards the player
I don't want them to feel like I'm purposefully making the journey difficult for them, imagine they're in mid-combat and an eagle goes down to eat their liver
Not like initiate combat level attack, more like "Man these birds just wont leave us alone, minor difficulty increase to traveling or whatever"\
more just keeping an eye out for stray livers
maybe, also in greek mythology it was thought that the liver was the place of emotions, maybe that could help
The rogue with seven pristine livers in their bag for no particular reason: nervous sweating
local organ harvesters hate him
Anywho, i dunno if I posted the link but here it is again: https://www.worldanvil.com/sheet/1629898/view
i did read through it - besides the reaction healing it seems quite interesting