#homebrew
1 messages · Page 72 of 1
alright, what to do about Sisyphus
is a penalty to STR too basic?
maybe your carrying capacity is reduced (if you use encumbrance)
not at all
You said the human cards were negative effects, right? Make all their stuff heavier and force them to remember that encumbrance exists
I do not use encumbrance, unfortunately
your movement speed is reduced because you have to push a boulder around in combat lol
or perhaps exhaustion penalties are doubled?
level 1 exhaustion would incur a -4 to all checks
Okay now what title does the Sisyphus card have
I love that the immediate secondary thought is b i g r o c k
are they based on actual tarot?
definitely not just a strength penalty is fine
nope, I give most custom names
The Rock
with some exceptions Poseidon is the Chariot
CAN YOU SMELLLELELELELEL- sorry
I hate how funny you are
that's fair, he is the god of horses (among other less important things)
"The Flame (Prometheus) Birds hate you" i love how concise it is lol
NO elaboration. They just despise you specifically. You could say that they hate your guts
Yes, exactly
hate your guts is an incredible play-on-words
Would any DMs be fine with this as a level 3 not-always-usable combat ability?
"As a bonus action, you may play this Stake when you have full movement. Gamble. If you Gamble >10, increase your movement by your base movement and gain the Jump spell effect until the end of your turn. If you Gamble <10, reduce your movement to your base movement and then halve it. If you critically fail the Gamble, fall prone."
looks fine considering it just increases or decreases your movement
Feels more like something that would be granted as a result of a magical item than an actual ability, if I'm being honest
if the ability is one of multiple and they're all tied to a gambling mechanic i think it's fine
Yeah it seems like it has context, but in a vacuum it does feel a bit outta right field
what happens if you roll a 10
immediate death
Yknow, that actually reminds me of one of my first monsters that I made.
It had an ability called "Mind Games", where it would roll a d20
It's a subclass feature
Nothing lol
"Gamble
Some Stakes require you to Gamble. When you Gamble, roll a d20, and follow the consequences of the roll on the Stake’s description. If you Gamble a number which has an undefined effect, nothing happens."
On most numbers the ability would do nothing, but if it crit, the target took a bajillion damage
The idea is that you have a higher chance for something good than the bad thing, a very small chance for nothing, and a small chance for something MUCH WORSE than the bad thing
So kinda like an inverse house advantage? Sounds neat,
Yes, but the worst case scenario still makes it so you're not always going to be set up for full success
The alternative option you can choose at level 3 (and change choice later with limits) is
"Triggered by an attack performed within 10ft. The attack roll is performed with disadvantage. If the target of the attack roll is successfully hit, all damage dice are rolled with advantage."
The idea is you can use it on enemies AND allies depending on what risks you're willing to take and what you think can be handled
Some original games with DnD mechanics. Like bow and arrow, apple bobbing, but better.
I remade a Weopon my mom told me about when she was little and was playing like 1st and 2nd Edition. I shared it before but have tweaked it a bit
Songful Blade (Weapon, Uncommon, must be attuned by a bard)
This blade can appear as a Scimitar or Rapier (your choice) and hums with the gentle sound of someone attempting a song.
Effect: When attuned, if the blade is within 30ft of a musical effect. The weapon will begin to glow a faint light blue while the sound of a woman's voice hums and vocalizes with whatever music is currently being played around it. When the blade is glowing it will do an additional 1d12 Thunder damage.
i changed it from Rare to uncommon, made it where only a bard can attune to it. changed the Additional magical slashing damage to just straight Thunder damage because it's sound
also if your wondering why it can only be a Scimitar or Rapier is because I feel this weapon is best for College of swords bard (Which gives you scimitar proficiency but in my opinion it should be rapier instead, so that's why it can also be a Rapier)
i can't believe swords bard doesn't give rapier proficiency
some of the most annoying characters i know use rapiers
Exactly 😭
So I'm copying the bugbear long-limbed trait onto my half-giant race for my setting, but I just realized it doesn't work quite how I thought it did. It only increases your reach for attacks you make on your turn and not opportunity attacks. I am considering changing that and having the range increase apply to opportunity attacks, but I'm unsure if that'd be incredibly unbalanced or just pretty strong. You obviously control more of the board with extended reach, but at the same time, creatures can move within your close vicinity more freely, since they have to move more than ten feet away from you to trigger opportunity you as opposed to five.
It's definitely a bonus, but I'm willing to bet most people accidentally play Bugbear that way anyway.
Probably the case
Yeah that's what I'm thinking
Now that I'm thinking about it, it might work against you too often if you're a melee character.
in what way would it work against them?
If you're close to anyone else in your party and the creature that was attacking you wants to go over and attack your ally, you can't opportunity attack it cause it hasn't left your range
You've got a larger pocket for critters to run around in without provoking
that's actually quite smart
I got a rough idea for a custom tool proficiency I'm giving my wildfire druid
Smoker's Kit: contains one or more large cloth or leather tarp to trap smoke, a few thin iron rods to safely prod at fires, a small billhook to collect branches and greenwood, a few spools of twines and strings, and a moderately sized knife for cutting meat and strings
Hot or Cold smoke - By collecting a few branches, twigs, and a supply of greenwood this kit can then be used to set up a simple smoker, during a rest you can manage the fire to smoke foraged ingredients and meat, which can then be bundled into rations, you can manage up to 3 smokers at the same time without interrupting a rest and each smoker can smoke about 3 days worth of hot smoked rations at once, or up to 2 days of cold smoked and 1 of hot smoked, smoking produce or forage such as herbs, vegetables, mushrooms, and fruits can be done over a short rest, while smoking meats, wild game, and poultry requires a long rest, it is not safe to set up smokers in enclosed spaces and the small smoke column makes your campsite more visible than normal
**Fire management **- Your knowledge of proper fire control over long periods of time means that you can easily help other creatures with tasks that require fire by managing the fire for them and following their instruction
Familiar with ash and smoke - Your profession produces a lot of embers, smoke, and ash, and may notice details that others may miss when examining burned remains, observing columns of smoke or checks related to smoky smells, you can more easily create fires that are incredibly smoky, and you are also moderately aware of how the asher trade works including the production of lye and potash
Pretty nice for a first draft I think, but you see what I'm going for right?
Feel free to swipe this idea for yourself lol
i think its rather wordy
Fair enough
like do you really need a whole paragraph to say "you can help stoke a fire"
id make it much more vague
Fair enough
But it is a first draft
I mostly need to think of the right words to compress it down
Second draft
Smoker's Kit: contains one or more large cloth or leather tarp to trap smoke, a few thin iron rods to safely prod at fires, a small billhook to collect branches and greenwood, a few spools of twines and strings, and a moderately sized knife for cutting ingredients and strings
Hot or Cold smoke - By collecting a few branches, twigs, and a supply of greenwood this kit can then be used to set up a simple smoker, during a rest you can run up to three campfire smokers at a time, a smoker can create up to 4lbs of cold smoked items and 2lbs of hot smoked items (average of 3 days of rations total when smoking food). Most items can be smoked over a short rest, while meat or other ingredients that are toxic while raw require a long rest.
Fire management - You can help another creature with a task that involves stoking a fire to the right amount of heat by following simple instruction, regardless of tool proficiency requirements.
You are especially skilled in making fires produce large amounts of smoke, and can much more easily create smoke signals or create a fire to purposefully fill an enclosed space with smoke
Familiar with ash and smoke - Your profession produces a lot of embers, smoke, and ash, and may notice details that others may miss when examining burned remains, smoke, ash, or products made by ash
I think this is a lot cleaner
I left it open to what you were smoking for smoked herbs and seasonings and such
is there any added benefit to smoking an item that doesn't have any drawback when eaten raw?
for instance smoking a vegetable or something
If you read closer, it can be done over a short rest instead of a long one
"Most items can be smoked over a short rest, while meat or other ingredients that are toxic while raw require a long rest."
yeah no but what i mean is what do you get out of smoking an item that doesn't require it
It won't spoil?
oh fair enough, i didn't know anyone really tracked food spoilage
i think it's a really cool custom proficiency, i like it a lot
i may steal the idea lol, one of my players is currently trying to learn how to cook
It's very light, also smoked items are often flavorful and could be sold for a profit
Example: Smoking seasonings
Alternatively you can smoke dry herbs that can then be used by an herbalist or alchemist
i'm a fan!!
I made this because I like the flavoring for my wildfire druid, providing ash to the farmers and making life out of ash via potash fertilizer
defo lol, i've been looking into wildfire druids lately on account of a cult of them in my world running rampant
never considered the benefits of fire in the forms of smoking and stuff
My wildfire druid is more good aligned, cultivating the cycle of controlled destruction and creation to keep the world verdant and healthy
i really like that
I would posit that it falls under survival, you don't need a seperate proficiency for it
Oh this is for professional work, like running a smokehouse level of profession
Like how chef's utensils is for professional cooking but basic cooking would fall under survival
Making me think of this distinction is very helpful though
You probably couldn't have an average joe do something like smoke cure a high quality cut or hot smoke a mushroom that is toxic while raw but tasty when properly cooked
I've got a player playing a warlock that wants to have a bit of a gambling focus. Looking at ways of incorporating a deck of cards into their spellcasting. Initial thought is that A - 10 are the eldritch blast "D10" dmg and flip cards instead of rolling dice. But, what are some fun ideas for J, Q and K? Initially I'm leaning towards having those add (or subtract) the eldritch invocations that can apply to EB (the idea here is that if they flip a face card they keep flipping until a dmg card is flipped allowing consecutive flips to be cumulative). Any other thoughts or ideas? Also, there's really only 2 invocations that I see fitting here, adding or subtracting chr to dmg and the 10' push. (sorry, this is a crosspost)
I liked a SMT / Persona boss I tried incorporating them into dnd.
But I realized putting a boss that gets extra turns from getting their weaknesses hit or crit isn’t that much fun outside that game
Anyone want to give me some feedback on this Ranger subclass I designed?
Its based off treasure hunters and genies called the Genie Raider. The idea is someone who has conquered the vaults of genies and stolen their treasures. Very Aladdin and Sinbad inspired. https://docs.google.com/document/d/1WDm6ah-Ja0N0nypptw38ABvksDrT2vyabtTCVvzu8sQ/edit?usp=sharing
big fan, very flavorful
it is also mechanically good
small point:
The emanation fills with a billowing
sandstorm becoming heavily obscured except for creatures of your choice
is the emanation creating an area that is heavily obscured or does it heavily obscure creatures of your choice within the emanation?
The area is heavily obscured for all creatures except creatures of your choice.
i would specify that
like
A 15 foot radius emanating from you fills with a billowing sandstorm. Creatures of your choice [maybe specify when here] inside this emanation are heavily obscured.
otherwise it having a fog cloud-like area has different mechanics
and different consequences
Could someone help me with the wording and some balancing for these?
Someone see if these are balanced (status effects for my campaign im starting)
Negative status effects
Bleeding: each turn you make a dc 10 con save or take 1d4 damage. You can not go bellow 1 hp with the bleeding damage
Crippled: movement speed is halfed. You are unable to dash. You have disadvantage on dexterity (acrobatics,stealth) checks
Fracture: disadvantage on ranged attacks, unable to shove, disadvantage on attacking with ranged weapons and -5 to attack with melee weapons
Artery: (must have bleed first to gain artery). Must make a dc 15 con save every turn or take 1d8 damage. This stacks with bleed, the damage from this status effects cannot cause you to fail death saves
Weakness: deal 1d10 less damage with melee attacks, disadvantage on str and dex checks
Stunned: you must roll 2d4 dice. These are the downsides of rolling each number. 1: you are not able to take your action, 2: you are not able to take your bonus action, 3: you are not able to take your reaction, 4: nothing happens. If you were to hit the same number twice you must reroll one of the dice.
Moral: you gain this status effect once a teammate dies. This status effect can stack up to 5 and will last 2 irp weeks (clears 2 stacks) unless use a BL1 (Neloprephine) stimulant (removes one stage of moral).
Movement speed cut by 5 per stack (to a min of 15)
Damage reduced with melee by 1d4 per stack
Ranged attacks gain a +1 if they are targeted to you, the bonus is increased by 1 per stack
Damage taken is increased by 1d4 every two stacks
On stack 5 you gain disadvantage on all wisdom, intelligence and charisma saves and checks
I'll have to mess around with it. I want it to be heavily obscured for people looking into the area, through the area, and in the area
would a darkness-like effect that creatures that you choose can magically see through work?
The sandstorm spreads around corners, and its area is heavily obscured. Any amount of creatures of your choice when you activate the scarab can see through the sandstorm.
How balanced they are depends on how they're gained and how often
They are gained off what damage the weapon they got hit with is and how much higher the to hit compared to their ac is (sorry if its a bad explanation but an example is: if you have an ac of 15 and someone hit you with a to hit of 20 you would gain bleed if it was piercing or slashing but you would gain fracture/cripple if it was bludgeoning)
If they're meant to be hindrances i would recommend making them less common
These can be healed easily with items in the world
If you're looking for an injury system, i can send you mine to look through and see if you like, otherwise i'll tell you how you could improve your own
Yeah but if you're wasting some kind of resource every turn just because the monster you're fighting has a crazy attack bonus and you're constantly bleeding / have the Artery condition, it's not going to feel exciting
The thing is you can also inflict these on the enemies
Plus the items that heal the injury most of them give immunity to said effect for a long duration
'Gaping Wounds' or 'haemorrhage' may be a better name than Artery.
Weakness seems quite overtuned, as it has a quite high chance to reduce most weapon attacks that aren't two-handed to 0 damage ( i would change this to just the damage on your weapon attacks is halved)
Stunned makes sense although could use some better wording. Also consider the stunned condition already present in 5e
Morale is okay, I assume the random words are things in your campaign? It's a bit of a death spiral giving your players heavy debuffs based on the amount of dead teammates. The way I read it is, if 3 of your teammates die, you have half movement and attacks against you gain bonuses? That effectively makes running away moot
seems like a lot of complexity added for little gain
A lot of these status effects would annoy me both as a player and a DM, as i'd either be taking loads of random debuffs as a player or having to track them as a DM
You said enemies can suffer from these too - how are you going to track 12 out of 20 goblins bleeding, 3 with Artery, and 2 with weakness every turn without bogging down combat?
While the effects are cool, they are quite immense and it could do with streamlining
The random words are “stimulants” and yes they are in the campaign, yes stunned is in 5e but that is known to be very annoying to deal with since it fully removes your turn, weakness is only given as a side effect to certain “overpowered” effects as a downside,
If you think it fits your campaign then go ahead, but as-is they are all immensely debilitating unless there are easy ways to counteract them
I dont send many enemies since my enemies are quality over quantity
The way I see it, if i'm taking 1d4 + a possible 1d8 damage at the start of my turn just because an enemy had a high hit bonus, that's kind of unfair
I send at most 6 “weak” enemies with my party of 5
My point stands - unless they're very easy to apply and understand, it is going to become incredibly slow to apply the effects en masse
It's a very cool concept however it could use tempering
And some better defined rules as to how you gain what debuff
May I ask what the design goal with this is? Looks like it's oriented to give martials more interesting things to do, and I'm assuming it'll be complimented by giving those martials abilities that let them apply these - or are they for players to suffer through instead of apply, mostly?
Mostly designed to give melee more uses plus to give people a reason to NOT fight
Yeah you totally COULD fight that guy but you might brake your leg and you might need to use up a RARE resource afterwards
So paralell to what dnd5e 2024 attempted with weapon masteries, but on a longer timescale
The main way of healing fractures/cripple is though splints (listen i know thats not how they work in the real world and they take weeks to heal but whatever) is pretty rare
Other ways are either temporary or last ditch
In the context of a typical party, which I assume is gonna have magical healing, what spells will and won't clear up these status effects? Will any magic healing wipe them away?
This world doesn’t have magic but it does have sci-fi stuff
OH so this is for a setting absent of magic healing
Theres this one augment that allows you to give a custom status effect that gives temporary immunity to fractures and cripple and some other stuff too
This... seems like one component in a large scale system overhaul you're attempting here
especially if the baseline assumption is "No magic, adios over half the core classes"
This isn't a bad thing, but important context needed to undersand what you're trying to do here
Yeah the system is nearly completely custom except the core core stuff like roles and stats and stuff like that
I already made entirely new classes and the subclasses are the augments above
If that's the case, I'm not sure if I can help with something that's straying that far from baseline.
The classes are basically just archetypes that take aspects from the base classes
I'd personally reccomend shopping around for other d20 systems to steal notes from - or even adopt fully. No shame in it, I've done both... mostly stealing from prior editions of DnD, admittedly
“The frontliner” class has features from fighter, barbarian and some rouge
But yea, wishing you well on this project!
Thanks
Hey everyone! I have been workin on a homebrew setting for the past several months, and I wanted to share it here to see what others might think? It is called Rhivana, and it is inspired by indigenous communities and colonial empires. I have a worldanvil going for it, and I have now written 5 campaigns and a one-shot adventure set in this world, one of which I am already running, and enjoying quite a bit! Here's the link:
https://www.worldanvil.com/w/rhivana-cozyexplorer
I'm preparing to add visuals for the articles and create some videos for my channel that are about it too! I hope you like it
If this is more worldbuilding than mechanical-affecting system adjustments, #dm-world-building might have your work catch more traction
Thanks for the tip! that makes more sense
So I'm currently brainstorming and workshopping feats related to otherworldly eldritch effects, and I came up with this idea:
When a creature within 120 feet of yourself is about to roll a d20, you may instead declare the outcome to be a natural 1 or a natural 20, before they roll. Once you do so, the DM gains a single charge of this ability, which they may use before your next long rest. You cannot use this feature again until the DM expends that charge or until you finish a long rest.
Is this a reasonable effect to have on a feat, or are there design concerns with it?
There is some design concerns with the wording of the spell. It doesnt limit it to one player so all players can have the ability and use it at the same time. Not just that but wildshape can transform into a creature and then the party could use their ability to make all their rolls 20.
Hmm, I see. Will go back to the drawing board with it
How about something like this:
- When you are about to make an attack roll, saving throw, or ability check, you may choose to have the roll succeed instead. Once you do so, you automatically fail the next ability check of that type you make. You may use this feature a number of times equal to your proficiency bonus, regaining all uses after completing a long rest.
Do you guys think this beastmaster rework is good?
https://www.reddit.com/r/DnDHomebrew/s/uQurERY75F
Should have a clause for using the feature for the same stat
And there are saves that don’t use a stat (death saves)
Hey yall, so I’m about to bite off more than I can chew, but I would love to make an inscription (game) based one shot with heavy home brew features like custom fight mechanics, spells, classes, death consequences, etc. I have a couple ideas but would love some outside ideas if yall have any?
I don’t want to include anything past getting the new game option, just Leshys game
How heavy is this customization planned to be?
With my current ideas, it’s gonna be honestly close to a completely different ttrpg, but heavily based on DnD for base mechanics and character creation
Any ideas would be great regardless on how custom
So what would it share at base? My concern is that with extensive enough changes, you’re no longer playing 5e and instead playing your own custom TTRPG as you pointed out. Side note, that would technically shove the conversation outside this one since this channel only deals with 5e homebrew.
As this is a completely new idea I’ve just been juggling around, I can honestly not give you an answer currently. I posted here to see what other thoughts of the idea and what mechanics people thought would be a good idea to homebrew. I do plan on keeping it in 5e though, and not going far enough for it to be a new ttrpg, just basically hb some legendary actions for leshy and his combat mechanics
My idea is to have the players be trapped in the board itself like the stoat, except they can attack leshy directly with spells and melee attacks, tipping his scale, etc
And he can play cards to block their attack attempts and attack them
So they would “travel” on the map on the table, playing as the little figure the game uses to represent you, but they are actually on the map, the map is 3d, but they see leshy over them the entire time until the cabin is reached. The hb portion would be the sigils some cards can have (like push and thorns), boons for leshys fight, the camera for is a pc dies, etc
Would Leshy always be able to be targeted? How would these card mechanics work in terms of initiative/general combat?
show us
It's made off a system i found online, but altered to mainly be used as a substitute for death as my players are quite fond of their characters. I never really plan to use it outside my current campaign
How would this sound ?
Basket-Hilted Sword
Weapon Type: Martial Melee Weapon
Cost: 35 gp
Damage: 1d8 Slashing or Piercing (see Special)
Weight: 3 lb.
Properties: Special, Guard
Special: Cut & Thrust
When you make an attack with this weapon, you may choose to deal piercing damage instead of slashing damage.
Mastery: Guard
While you are wielding this weapon and not wielding a shield, you gain a +1 bonus to AC. You may receive this bonus only once.
Sounds fun
Hello there, I'm DMing a high fantasy setting and my PCs are about to hit 5th level. One of them a great old-one warlock of Dagon has finished a great chunck of his personal storyline and is about to be rewarded by his patron
I created the following Very Rare item for him, is intended to be strong but I would like some feedback if I'm maybe over tunning it
(Requires Attunement and cannot be unattuned)
This fearsome bronze helm makes your eyes glow turquoise and hides the rest of your face in shadow while you wear it gaining Advantage on Charisma (Intimidation) checks. While wearing this helm, you gain resistance to Psychic and Force damage, you have Advantage on saving throws you make to avoid or end the Charmed condition and mind-controlling like effects, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures other than Dagon can telepathically communicate with you only if you allow it.
If you die while wearing the helm, your soul enters it preventing it from departing to the afterlife. As long as your soul is in the helm, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
So just wondering. What is the implication of creatures being considered as objects? I'm homebrewing a creature and the creature has the ability to always be treated as a magical object
Why is it treated as an object? Because technically, the creature is an inanimate magical object controlled by an outside force, instead of powered by any inherent magic inside the creature.
Traditionally, it's just a creature. Take a look at the Animated Object stat block, or the Flying Sword, or Carpet of Smothering
Revisiting my idea of an abjuration warlock, which is more balanced. The base feature is the same, the difference is the use amount of it. Specifically, it would be to grant shield and be able to use it against Saving Throw effects too (i.e. with a +5 bonus to all rolls until the beginning of your next turn). I am deciding between, though, the following use regimes (given warlock and shield go together like skittles and nacho cheese sauce unless you’re just taking 2 levels in warlock):
- granting an additional 2 level 1 Pact Magic slots at 1st/3rd level and introducing a “use cha mod per LR) at 6th level, with another 2 additional level 1 slots at 10th level and a 5th level 1 slot at 14th level (in addition to other stuff at those levels, but one issue at a time).
- cha mod per LR/SR, and shield at will at 14th level (likely reworking 14th if this is fine to ONLY be this and maybe the truesight range I planned)
- a combo of these (shield cha mod per day at 6th with the extra two 1st level PM slots at 1st/3rd, 2 extra slots at 10th, and shield at will at 14th with only truesight range and nothing else)
i am leaning towards the first TBH
3 feels definitely OP, and 2 is stronger but also much less complicated (which i prize simplicity over unnecessary complexity generally)
i have the expanded spell list already picked out. Its a banger list
as far as flavor, this warlock will be an “anti-warlock”: lore seeker but also no patron and you focus on breaking curses, pacts, etc.
I was thinking that the "creature" is akin to a puppet controlled by someone from afar, or a magic sword being swung, instead of an Animated Object.
Homebrew is all about simplicity. Dealing with the mechanics of an object that is controlled by a different creature remotely is very complex. Just making the thing a creature is simple.
It'll only exist for 2-3 rounds of combat as your players bash it to bits anyway. Simplicity is king.
I agree that simplicity is king
simplicity is indeed king
if it is a puppet, just make it an automoton
or construct
whatever the category is
But with how the creature is shaping, I don't think 2-3 rounds is enough to beat it to bits
Heck, if this is a feature that imbues an object with life a la harry potter transfiguration (locomotor whatever, from DH), just make it say you transform an object and give it life. It gets a stat block
Anyway, the reason I was asking is because I'm afraid the puppet can become affected by spells that I don't want it to be affected by
Now i want to brew that feature for alteration wizard or whatever its called lol
easy, just make it a construct.
Constructs arent affected by certain damage types and spells IIRC
It depends what spells you want "immunity" to, what were you thinking?
By making a creature a construct, it won't be affected by spells that target "humanoids"
Then you can give the creature immunities to certain damage types or conditions
Illusory Dragon is one
Please, do not ping, thanks
Illusory Dragon? Just give the creature True Sight to have it ignore illusions.
That is, if you're committed to making your player waste an 8th level spell slot.
Which I would argue against personally
A quick and dirty brew of this, for Transmuter Wizard (2024, UA. i have to look at the 2014 one). It would be a benefit selected under Transmuter’s Stone:
Imbue Life:
You choose an object in sight within 120 feet of you. For a number of hours equal to 1d4 plus your Intelligence modifier, it becomes an automoton, which obeys your orders that may give as an action or bonus action. The appearance of what you transform it into is determined by you, and the size of the construct is determined by the object you transmute it from. You may create up to 3 of these constructs per day, or expend a spell slot (up to 5th level) to create additional constructs (the number of which is equal to the slot you expended). Ordering one orders all of them.
Well the creature is not going to be fought alone, of course. Basically I'm trying to build a balanced encounter for my party
At least without giving them proper explanation beforehand so that they know about it
the stat block im not sure about. Ill either crib one or leave that to more experienced brewers
Most tier 4 boss type enemies have blind sight or true sight anyway
creature stat blocks are not my forte
To be fair
upon further deliberation i am simply going with option 3 but not granting it at will, and keeping it rechargeable on a SR.
Okay, to recap. Instead of making the puppet a magical object, it's now a construct that have true sight, a ton of immunity to status effects and "mental" damage types. I think I can work with this
Thank you very much for the time!
This seems good. Depending on the material it can be vulnerable to fire (wood), lightning (metal), and thunder (stone)
Ah that gives more option to the caster, I'll do that then
not sure how cold could interact too
make it immune to Psychic and Poison
acid could be a vulnerability for wood
heck you could even make the construct be made of flesh/bioorganic materials too
I think cold would make steam constructs or any construct that needs heat to function stop
which case it would be vulnerable to necrotic poison and acid
yes. Cold is a vulnerability for steam based constructs
honestly given all this tho I wonder if you could just get away with the golem stat blocks
The monster's stat block was inspired by a golem, yes. Although the end result would probably be closer to a Blackstone Gigant
how i am structuring it (note, these are not the only features. I still indicated what i would be doing where practicable):
Level 1/level 3: 3 bonus 1st level PM slots, which don’t come back from magical cunning. Shield may be used against saving throw rolls.
Level 6: shield may be cast Cha mod per LR. (I am contemplating making a stun effect for counterspell with this feature too)
Level 10: Additional 2 first level PM slots. Circle of Power on the ESL won’t require concentration and will also give Evasion against spells in the emanation.
Level 14: i was planning to put an Iroh style deflect spell but Backlash is also a spell now. Without backlash on the ESL: Counterspell and Shield deflect damage if a spell triggered the reaction. To compensate for counterspell being against ONLY that spell, shield’s deflection only works to cause the creature to take damage up to your Warlock level plus your Cha mod, and counterspell’s deflection will grant temp HP equal to Warlock level plus cha mod, and a +5 AC/ST roll bonus
theres already golem stat blocks. Some of them do really unique things like flesh golem (which heals from lightning damage instead of taking damage)
would love to hear peoples thoughts on this
it’s still a WIP
correction: i am moving shield against saving throws to 6th so as to prevent feature bloat with my other key feature at 3rd level
sorry it may be moved to 6th. Honestly going back and forth on it
Is this armour ok?
Aegis of the Last Bastion
Legendary Full Plate (+3) — Requires Attunement
Cost: 60 GP
Unbreakable Shell. Resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Hold the Line. You cannot be moved against your will.
Bastion Pulse (1/day). 20-ft radius; allies gain resistance to all damage for 1 round.
(It's one of many in a shop I've built for my campaign hence the cost being included)
60gp is ridiculously cheap for a legendary gear of that quality unless you use your own metric of currency
but otherwise it looks fine considering its rarity
legendary items can cost upwards of 50,000gp by standard 5e currency
The most gold they'll have at a single point is 1k
and your armour is worth 60
it's good but don't give it to your players for cheap
Okay, thanks
So this is gonna be kind of odd but im looking for help with a project im working on cause ive never done it before and im hoping to collaborate with someone who has more experience than me. Im looking for some one who has experience homebrewing a full on class and a decent knowledge of current anime
I think you're going to have a very difficult time trying to make a JJK class that's even remotely balanced, even with help.
Im not looking at JJK but a complete different anime that may be even more broken
What anime?
Im trying to turn the Shadow Monarch form Solo Leveling into a class
Oh idk anything about Solo Leveling
Lol thats okay
The Shadow Monarch is basically a Necromancer crossed with an assassin or rogue
Ive tried building the character with whats already available and it just doesnt work
Maybe make it a rogue subclass?
Hate to interrupt ongoing conversation, but I have a funny little creature called the Viscerleech that I made. I want some peer review on the mechanics and especially descriptive writing, and I don't wanna resort to using AI since all it'll say is "You're absolutely right!"
A necromancer rogue
Here's the link, for anyone who wants to give it a read and provide feedback: https://www.worldanvil.com/sheet/1629898/view
That angle is hard because the stat proficiency dont line up other wise i would
honestly with literally zero knowledge of the source material, perhaps a necromancer wizard with an assassin rogue multiclass. If you do want to just homebrew it instead, then i would advise a 1/3rd rogue caster that borrows from warlock and wizard. Feature wise i will leave it to you to fill in but yeah
This looks really good and I like the concept
I'll take a look thanks for the tip
no problem :)
Another thing from my shop:
Frost Titan Shell
Legendary Full Plate (+3) — Requires Attunement
Cost: 55 GP
Glacial Guard. Resistance to cold damage.
Icebound Frame. You cannot be slowed or restrained by ice or cold effects.
Whiteout (1/day). 20-ft radius, heavy obscurement and 6d10 cold.
Would it be too powerful to give my big bad an ability to ignore charm immunity and turn it into charm advantage?
Immunity? Probably, resistance though? Probably not
Depends on the CR
Oh then no
and I was considering giving them some feature to reduce charm immunity to just be advantage against charms, making a target still resistant but not completely immune no matter what
would anyone be down to dm a one piece campaign for me and a couple friends
oh thanks
Thoughts on this rule based on Frieren’s Mana visualization:
Idea: With an arcana check you can detect people’s magical aura whenever you see them use a spell slot. The dc is their spell save DC, if you surpass it, then you know the highest level spell they can cast. If you fail, then you’re not sure. This can only be done on a spellcaster once every 24 hours.
So I have an idea for a spell that's mostly a joke, but I think it could actually be fairly balanced. It's a 2nd level spell called "Piece of Popcorn stuck in your teeth that you can feel with your tongue but not your finger"
It is a concentration spell that lasts for 1 minute. You choose 1 creature up to 90 feet away that is currently concentrating on a spell. When the spell is cast, and at the end of each of the creature's turns they now have to roll a d20 + their spellcasting modifier and if they don't get above a 10, they lose concentration on whatever spell they are casting and can no longer cast that spell at that level until the spell ends.
What do you guys think of the concept and balance?
Yo, does anybody have stats for a berserk "dragon slayer" type sword?
you can combine a dragonslayer and a berserker axe
Are there stats for these in the books?
yes.
Thanks
I got some dragon slayer type weapons
Let me pull up my favourite
Here's my dragon slayer scythe:
https://docs.google.com/document/d/1RGNMDd7epkv9aaGKXCBTwAM_O_plsb_E96LsuDfVv1Q/edit?usp=sharing
That’s dope! Very well balanced too. 👌
Thanks! that's one of multiple dragon scythes I have (They're all part of the same idea)
Very cool. 🍻
Here's the whole thing:
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
I love love love how you described these items. I can tell you’re a writer. Also, the curse on Aurethys is a dope touch. Often a cursed item is lumped into an evil entity. Nice way to shake it up because if an evil character got their hands on an item with a good nature would that not be a curse for them? Very nice job on these. 👌
Thank you, I'm an amateur writer and a bit of an artist
Well I hope you keep it up. You’re really good at it.
Thank you!
Can I get someone’s opinion on a homebrew campaign concept I’m working on
Might be better for #dm-discussion unless it’s a mechanical question you have
It kind of is a mechanical question but kinda not
My homebrew magic crystal skill tree - just like the Mind Flayer tadpoles from, bG3, I've done a ton of reworking to make the Etal (Teal) skill tree actually viable
In a campaign setting where spell levels don't go above five, how good is an item that lets you cast any spell you know with any spell slot
You can't upcast with it. You can cast any spell you know at its lowest level using any spell slot you have x times per day.
So you get 15 5th level spells? Quite strong
yeah, by the time you get your hands on lv5 spells you could in theory
Completely broken then, artifact level magic item (or at the level where I wouldn't even try to put it in a campaign)
Still fully broken, basically converting all your spell slots into the highest you have (which are already usually the strongest)
good
I have a +to DMG mechanic that comes online after last hitting an enemy. How often am I expected to do so? Like once every four rounds or so? I know it depends on the fight, mobs vs boss etc... I'm just looking for ways to take it into account when checking DPR.
It's 3 (Shadowstride) +6 (Last Light) Twilight Wing, if it matters
https://www.gmbinder.com/share/-OgRYO1ot-0zB8G0RtIf
Power word kill
Wish 🤣
So i was talking about curses via a discussion in a different channel, and it made me sort of want to make this upcoming magic item cursed. But I want to make sure im not over-doing it and that the item is still a net-positive.
-
In my setting it is unknown whether or not dragons ever existed, though some cultures hold that they did in ancient times.
-
the party helped a group of Palikobolds (my settings version of half-feline + half-reptile Kobolds). They believe they have some sort of ancient connection to dragons. And they hoard crap like dragons too, though its mostly junk. (Palikobolds are weak to poison)
-
in the "heart of the hoard" the oldest items closest to the center of the hoard may develop features that turn them into minor weak version dragon-hoard touched items
-
the party has the option to be rewarded with one of these "heart of the hoard" items. It is a "(slumbering) dragon vessel" from Fizban's Treasury
It sounds like a fun ides to give it a minor curse. Im thinking of a thematic curse. the item would make whoever is attuned to it weak to poison, and the welder becomes a bit obsessed over it (like a dragon would. Or like gollum). And if another character attempts to drink the liquid from the vessel, the attuned character must make a con-save to resist hitting the other character with an unarmed strike.
Is this a good curse? It feels properly thematic for a "lesser" version of dragon items as well as being thematic to the creatures gifting it
I should note the party is all lvl 2. Though they are about to hit lvl 3
I mean you could get that with coffeelock
9/9 sorlock over 8 hours can get 14 5th level slots if I’m counting correctly
“X times per day”
it depends on how many times per day
1 time per day, might as well just give them an extra slot of the highest level
i'm thinking if i put this in the final stretch of the campaign, then it's cool to make it infinite times
12 times per day, might as well make it unlimited
infinite uses is extremely powerful, I would hesitate to even say it’s an artifact-level because it’s better than the artifacts in the game rn
as far as I can think of them
figured as much with the base dnd classes
as a player, I would prefer getting a 6th level spell
this campaign has vaguely parallel homebrew classes to base dnd ones, and none are casters. there's a unique magic system that sprinkles magic access to everyone. so i should probably drop the full system in a google drive before asking for more suggestions.
and as a DM, I would prefer a single 6th level spell over 15 5th level spells
I don’t think people here would generally want to go through a full system you made just to give feedback on a single magic item
? we regularly go through google docs here, i've gotten feedback on entire classes before
in a low magic campaign, this feels like being able to cast 10th level spells, it makes you feel extremely powerful, but in reality it’s extremely balanced
yes, going through a class to give feedback for the class will happen, although not as easily. Going through multiple classes and a magic system to give feedback on a vaguely connected item is much less reasonable
I don't come here with the expectation/entitlement that everyone will go through a screen's worth of text to give feedback. If they want to, I'll take it. If not, that's fine.
I mean fair enough, I’m just saying if you can succinctly explain it, it would probably be easier for people to give you feedback
Hey chat
How powerful is a bard with telekinetic powers?
Even being able to play wind instruments with their powers
this question doesn’t really mean anything
tl;dr, the magic PCs can learn is dependent on certain monsters they can slay. all monsters of this category drop a "magic rock" you can attune to one type of at a time, which permanently transfers you the spell over time (length dependent on the spells). you can prepare PB + highest mental stat modifier of spells learned this way, and swap them out if you have 1 minute and the "magic rock" you originally learned the spell you want to swap in from.
otherwise, only 2 classes with spell lists exist, and their spells are unique from base dnd ones, while "magic rocks" teach mostly non-homebrew dnd spells
is this a subclass? a build? flavor?
this comes pretty close to my blue mage class lol
Oh and they can play multiple instruments at the same time
I'm not really familiar with bards and telekinesis
Oh, it is LITERALLY FFVI's magicite system. This is a FFVI-themed campaign. Blue mage is one of the two classes that learn spells otherwise.
And the magic item mentioned is the Celestriad. AKA gold hairpin but insane.
then look into bards and telekinesis. I am not sure you’re meaning to ask in #homebrew, I’m assuming this is a #character-discussion you should also go to #dnd-newcomers for more general knowledge
main end result is i have very tight control on what spells the party gets access to, since i create the magicite spell lists and sprinkle the monsters around the map
so it’s supposed to be OP
yeah, something for the pc's to fight over in the final stretch of the game
if you wanna balance it, maybe make it convert your spell slots to spell points and decrease the spell point cost by 1 down to 1
could use the spell points optional rule in this campaign
so it’s not quite 1MP on large spells, but it’s more control over spells you can cast
if spell slot system, halving the spell slot needed rounding up?
that's 8 lv5 spells for a lv20 pc
still very powerful if unlimited
you could make it a magic girl transformation
so for 1 minute per day, you can cast highest level spells with any spell slot
that's definitely a good option
it’s still very strong, but I could imagine this on an artifact
Pact Rods 2024 can give you a 9th level spell back
so I think an artifact being able to give you 5th level spells is fine
Isn’t whisper bard the psychic bard?
wait nvm it's unrestricted in 6
it could require feeding it a magicite to fuel it
so you permanently lose access to 1-4 spells and a strong unique enemy drop to use it
this magic system
kill magic creature to get rock, wear rock for a while to learn spell, touch rock when you want to prepare it again
yeah, but if you already learn the spell permanently
then you can still use it right?
if you don't unprepare it, it's yours forever yeah
but you have pretty limited space (proficiency bonus + highest mental stat modifier you have) so
if you're cool keeping command prepared as 1/5 of your spells forever sure destroy the rock that teaches/lets you prepare command
you could add an action cost instead if you want
but you would have to limit it to Action spells
make them Action + Bonus Action + you can’t move
basically Steady Aim + spell slot to cast a spell without expending a spell slot
ritualifies your fireball
good ideas, thanks
if you have a blue mage homebrewed fully, that'll spare me some work
not sharpshooter, I meant Steady Aim
what about a per short rest limit?
per Dusk/Dawn
yeah that's more common
i want you to review a monster i made, but be warned it is... weird. Its my attempt at making a monster that exists in a higher spatial dimension
I like this idea best. I'll probably settle on this.
reality renders
Large aberration, neutral evil
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 0 ft., fly 60 ft. (hover)
STR
16 (+3)
DEX
13 (+1)
CON
20 (+5)
INT
20 (+5)
WIS
14 (+2)
CHA
15 (+2)
Skills Arcana +9, History +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, petrified, poisoned
Senses truesight 120 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP)
4D movement. All movement the reality renders does is considered teleportation as that is how lower dimensional beings view them.
Magic Resistance. The reality renders has advantage on saving throws against spells and other magical effects.
Magic Weapons. The reality renders's weapon attacks are magical.
Innate Spellcasting (psionics). The reality renders's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: pulse wave, detect thoughts, telekinesis, magnify gravity
2/day each: slow, banishment, dimensional door, gravity sinkhole
1/day each: teleport, plane shift (self only), synaptic static
Actions
4D crush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage. This attack ignores the AC bonuses provided by shields or forcefields like the shield spell.
Time shuffle (1/fight). The reality renders targets a creature within 60 feet and forces them to make a DC 17 charisma saving throw or take 21 (6d6) necrotic damage and have their initiative moved to be last in the turn order.
Rend space (recharge 6). The reality renders selects up to 3 creatures it can see within 60 feet. Those creatures must make a DC 17 charisma saving throw or take 14 (4d6) force damage and be teleported to locations of the reality renders´s choosing within 60 feet of it.
Reactions
Rewind (3/day). When a creature ends its turn within 60 feet of the reality renders can use its reaction to rewind time to the start of that creatures turn. All actions that creature did are undone and they regain any resources they sepnt on that turn.
Cowboy laso
•Dexterity based
•Can hit 5ft all creatures of the target
Common item
Good?
Common?
Yup
depends on the damage die + properties of the weapon
And if you're proficient with it, you can have a strength save or be pulled towards you
Or if friendly you can do it without damage
But only for 5 ft, pretty fair
I believe it is slashing, and a 1d6 die +proficiency + dex score
does it have reach
Reach is like a polearm so its 10 ft
Good common item right? Cowboy laso + would make it so it gives +1 and an advantage in animal handling to mount or get control to a beast medium to small
I mean I'd recommend just making a variant of a whip that let's you grapple with its range
This thing does so much
So, I've been trying to make artifacts that match signature weapons for the members of the Avengers. I just finished with an idea for Captain America's shield. Could someone let me know if it makes sense/is balanced?
https://docs.google.com/document/d/1bKR_CxRS9WoyqRVF74qby3bxFt6ME5cjmunpaibu6Nw/edit?usp=sharing
Uncommon at least.
So 1d4 finesse/reach, and as a part of the attack action you can attempt a grapple
Based on what I've seen I'd agree.
Then yeah give it +1 and make it uncommon
A common one is "cowboy laso" what I just mentioned is "cowboy laso+" which I dub uncommon
Hitting all creatures within 5 feet is a bit much but otherwise its fine, as said just a whip that can grapple/pull
Also like that's a pretty damn large lasso
You must understand that common magic items do almost nothing. This does a TON of stuff.
Cowboy laso
•Dexterity based
•Can hit 5ft all creatures of the target
•reach 10ft
Common item
•slashing
Proficiency- str save or be pulled towards you for 5 ft
If it does no damage then it would be fine
Maybe make it single target, just a ranged pull
Yeah got ya
And maybe a grapple if you want it to work like that
At which point though it'd likely just be a special weapon
Anyone?
Hahaha you basically gave a feat
That is so cool
The shield should be like vibranium where it stores energy as a shock, basically the reason cap shield bounce un naturally
Only thing that seems like it might be a problem is the stand your ground throw, seeing as it doesn't use ricochet throw it technically doesn't return.
Also shields always give a +2 regardless, so just saying it gives a +1 to ac would be more accurate
Oh wait nm it has returning
Though does the attack have limited uses or is it only the ricochet specifically?
Specifically the ricochet
Got it, seems good then
Hawkeye quiver since his bow ain't special
Fairly easy
His quiver can change their use as hawkeye needs
Hawkeye katana and bow are just basically common weapons, its all about his quiver fr
You forgot about stun arrow, it is too iconic brooooooo
Super soldier serum?
Super soldier serum
Legendary consumable
One use only
-gives +3 on all abilities
Nah, I already did something for Cap
I'm thinking repulsor
anyone wanna review a monster i made? Be warned its VERY experimental and confusing
Just post it, and people will review it if and when they can. You don't need to wait for permission
Try ravenger shield, a tiny shield that shields it's user on heat, cold, space and small radiation.
It doesn't give Ac since it is too thin
Its this one but i did update it with an extra ability if you wanna see that
Maybe, I'm currently just trying to make 1 per Avenger
Tony suit is basically artificer, no need to homebrew
In his hammer there is also asgardian royal armor
It happens when it is picked up
Remember that time his gf in cancer changed because of the hammer?
You can post the extra ability if you want, but as for what you've already posted, I have an issue with basically every trait and ability the monster has. There's a lot of rules issues and it will just generally be an incredible amount of work to run something like this in a normal game. It wouldn't be fun or worth the effort
Beyond comprehension. Any creature that looks directly at the reality renders must make a reverse intelligence saving throw, meaning they have to roll BELOW the DC (which is 8) or take 10 (3d6) psychic damage. On a successful save the target becomes immune to this effect for 24 hours. At the start of a creatures turn they can choose to avert their eyes to avoid the damage, but also blinding themselves for their turn. If this reduces the creatures hitpoints to 0, they are stabilized and suffer from long term madness for a week.
This is the new ability
I am also very much not a fan of this ability
admittedly it being weird and confusing is kind of the point, its a cosmic horror beyond comprehension, its supposed to break the rules
I understand your intention, but there are plenty of ways to make something feel like a cosmic horror without having it mess with the rules of the game that you are playing. This isn't going to be the fun type of "weird and confusing" where your players are curious and want to know more. This will be frustrating, where your players ask you to explain it over and over again, and you will need to answer a million questions about how it works because it doesn't fit within everyone's normal understanding of the game and the rules. When a monster messes with the rules like this, not only is it confusing, but it also breaks the verisimilitude of the game.
do you have any advice for how to make it less frustrating while keeping it weird and confusing in a fun way?
Keep things focused on the characters, and what they are seeing and experiencing. I think 4D movement is a good example of this. The Reality Render is moving normally from its perspective, but the characters can't understand that, so from their perspective it seems like its teleporting. You're using actual D&D mechanics to represent the weird and confusing nature of the creature. Try to write every ability with that design philosophy
i might get rid of the one that messes with initiative because that one admittedly seems very annoying since it can be used to essentially skip someones turn
yeah i got rid of it, it would probably be very annoying
Hi guys I want to hear your opinion. Do you think that if I'm making homebrew humanoid animal races it would be better to come up with unique names for each race, or rather name them something easy to identify and remember like "Racoonman/Racoonfolk" etc
why not have multiple names? One that is the "scientific" name and one that is the more common nickname
I think Time Shuffle and Rewind should both be removed or remade completely. I think Rend Space is perfectly fine. I think that 4D Crush should be reworked. The concept of an attack using 4D space to avoid the target's defenses is fine, but ignoring shields and "forcefields" (not a game term) is not the way to go about that, since it means the player needs to recalculate their AC for each attack, and there's always going to be confusion about what does and does not count
I was considering that option. The problem is I have no ideas for the unique/scientific names for some of them
problem is i really like rewind but i can probably word it better so its easier to understand
I've never been a fan of custom names for anthropomorphic animal species tbh. Especially if you're going to use this in your own campaigns. IDK about your players, but mine would ignore those names and call them "the raccoon guys" unless I give them something easy to remember like raccoonfolk
So to clarify, was your intention with rewind that the player then gets to redo their turn, or is it meant to be a turn-skip?
it lets the player redo that turn, skipping the turn would be way too cruel
I'd like custom names, but also I'm the kind of person that likes lore and culture and stuff
if you are going to make custom names make it something thats easy to remember, for example in D&D there is a frog race called the grippli, which is an easy name to remember
new name, it shouldn’t be that hard and it could add a lot to the worldbuilding around them
Kenku, Tortle
Ok. I don't think either answer would have been good, but I think that makes it extra clear that the whole concept of the ability is a bad idea. Like, what is the point of that, except to make them reroll attacks and saves? The main complaint most people have about D&D combat is that it takes too long and can be boring. This ability just makes combat longer and more boring, since the player has to redo everything they just did. Imagine for a moment you a player waiting for your turn. You're up next, and right before you get to go, the DM says everything that just happened is undone and the person before you has to take their turn all over again. What does that accomplish?
You could maybe look at the sounds that those animals actually make irl. And like base their [blank]folk names on them
why not reroll a roll instead of a turn?
having it be a reroll would probably be better
So Hyena would be...Hehefolk? : D
I also wouldn’t make anything a DM-triggered thing
Dogs = Borkers
Rewind (3/day): When a creature within 60 feet of the [MON] makes an attack rolls, ability check or saving throw ([MON] included), they can use their reaction to reroll it. This still applies the same advantage and disadvantage as the original roll. The [MON] cannot use this ability on its own turn.
Here is the new version
Yeah lol, or like, "Hehê" or something similar
I already have dog race covered- Canineman
Hyerks
Oh
a frog race would be called ribbits or croakers then
I'm doing mammals only : |
could also just be a full race that has variations
Those feel more like in-world slurs lowk😭
I was thinking more like how "kenku" sounds like a bird sound, or like bird-sound-ish, while being a word
like Furfolk as opposed to Merfolk
"Listen up boY! We don't like you CrOAkeRs around here!"
My Avengers homebrews are coming along well. Next is the Eye of Agamotto
how does this version of the ability look?
Bad homebrew idea: You can cast without spell slots/after running out, but you take damage somehow equivalent (possibly also + some for balance) to the spell slot you would be using, if you had it.
it still has unnecessary wording, but it’s fine
people already have systems like this, generally using Exhaustion
Certainly better. It could use some rewording, and I'm not sure that its all that mechanically interesting, but it absolutely does fix the issues I had with the original version
Exhaustions that go away after LR or Exhaustions that put you in debt and take away a spell slot the next day
does it fit the concept of the creature rewinding time to undo an event?
Ok - so I hate runing random encounters... and the games we play are narrative 60/40 games - that don't typically have more than 1-2 encounters a day, vs the 'correct' 6-8. What do you do to help balance this out for players to 'bleed' those spell slots/party power during the day?
Damage is more cinematic tho :3
Exhaustions are the more cinematic option actually
Or both combined if you want to be extra punishing with it?
Sure. The chronurgy wizard subclass has an almost identical ability
no need, 1 exhaustion per slot level is already punishing enough
there are certainly different ways to do it, but the one that i use is gritty realism rest times. so theyre not getting back all their spell slots constantly and you can pace encounters through a few days rather than needing to pack them all to challenge them
2024 exhaustion
i also swap rest times when theyre in a dungeon to be more in line with the original rules
the downside is that PCs will have less agency when choosing to rest
just one way to do it
one way of doing it is to only refresh 1/2 spell slots per rest
we just don't do a lot of 'dungeons' since they are narrative they aren't frequently going into 'dungeons'
that way you’re kinda elongating the day almost
oh interesting take
what I personally do is I do 6-8+ encounters per day
but I just give them down time to catch up
or you can make it so you need 7 long rests on consecutive days to get a full LR effect
otherwise they only gain partials
Daggerheart sort of does that to an extent
yea, FP2e does a really good job with this too IMO
make them have to choose 2 options out of 4 or whatever
it's 5e that's kinda broken if you dont' do dungen crawls
pf2e solves it by not being an attrition-based system
half spell slots, HP + Hit Dice, Exhaustion, or LR feature reset
they can choose all spell slots but do not get the other stuff
makes Exhaustion much more dangerous
and spellcasters are much weaker in this system, putting them more in line with martial
it depends what the issue you’re having is, you can tailor the system around fixing the unlimited resource issue and the other things that plague your game at the same time
(also makes Warlocks more reliable even without common short rests)
Wanted to ask how this 2014 race seems
Bite. Your elongated jaws are natural weapons. When you take the Attack action on your turn, you can replace one of your attacks with an unarmed strike using your bite. On a hit, your bite deals 1d6 piercing damage + your Strength modifier.
Dual Crested Lizard. You are proficient in Intimidation checks. You can use your bonus action to flood your headcrests with blood, causing it to display bright pinks and reds. If you do, you gain advantage on Intimidation checks for the next minute.
You can use your Dual Crested Lizard trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Crepuscular Predator. You have a darkvision of 60 ft. and only require 4 hours to complete a long rest.
Pack Tactics. You excel at coordinated assault. You have advantage on attack rolls against a creature if at least one ally is within 5 feet of the creature and isn't incapacitated.
Synchronized Strike. When an ally within 30 feet hits a creature you can see, you can use your reaction to move up to half your walking speed toward that creature without provoking opportunity attacks. If you end this movement within 5 feet of the creature, you can make one weapon attack against it.
Uncanny resilience. You are physically stronger than you appear. When you are reduced to 0 hit point but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Its for a race of Dilophosaurus Navajo styled people. Granted I might need to remove one or 2 racial traits
Probably gonna have to lose pack tactics
It's absurdly strong. WotC only gave it to one species (kobold), and took it away when they reprinted it
kobold pack tactics is good but not absurdly strong
that being said, its also coupled with sunlight sensitivity
this combined with synchronized strike makes it a bit overtuned though
when an ally hits a creature
that pretty much happens every single round
with no use limit, you can just crank out extra attacks
you can attack thrice at lv1 per round, which is a bit much
races typically have one flagship feature and then other flavorful ribbons
this has two flagships, two strong features, and some ribbon features
If I'm creating a subclass which allows a player to summon a creature, does a max CR of 1/4 the player's class level generally sound about right?
rouned down?
Yeah
roughly alright, though hesitant to say much more lacking more details
if you get to choose, it gets ridiculous fast
conjure minor cwingas...
Fair enough
What you're able to bring out is limited to what you've killed before, basically
I'll remove pack tactics and synchronized strike
Uncanny resilience works well for the Dilophosaurus since the irl dinosaur was very lanky and seemed weak but targeted surprisingly bulky prey
i would remove pack tactics and put a use limit on the synchronized strike
idk what would be a good compromise. maybe pb per lr
Good idea
There was also a sorta drow like subrace that turned to worshipping a weird spider demon that gave them these
Fiendish Magic. You know the acid splash cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on your attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
They lose uncanny resilience and coordinated strike
why would dino people be afraid of the sun
Corruption by a spider demon warped them
These ones look more like a weird horrid mix of the jp Dilophosaurus and a drow
idk now it feels like youre throwing on features from a conglomerate of other races
spellcasting from tiefling
sunlight sensitivity from kobolds
4 hr LR from elf
Its a long story with the lore for the fallen ones
it would be more interesting if they had more unique features, imo at the very least
Fair enough
Some of the other races I've been working on have some more unique features
just use summon stat blocks or concentrationless 1 minute summons
don’t let them use Monster Manual stuff
What exactly do you mean by that latter option
Like this race for the Iguanodon Celtic warriors
Gaesatae. Your warrior's nature reveals itself in your thick skin. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Oral Tradition. Your culture makes sure to recall important events for future generations to tell. have proficiency in two of the following skills: Arcana, Religion, History.
Spiked Repose. If an enemy fails to hit you with a melee attack while within 5 ft. of you, you may use your reaction to make a single unarmed attack back at them with your thumb spike. You are proficient with your thumb spike and they have the Finesse property. They deal 1d4 + Strength/Dexterity modifier piercing damage.
Just looking at some possible options here, what are your thoughts on implementing the sidekick system into a subclasa
Made a magic item for a player who wanted a dog
"Whistle of the Very Good Boy
Wondrous Item, rare (requires attunement by a Good-aligned creature)
As a bonus action, you may blow this magic dog whistle. Doing so casts the Summon Beast spell. When cast in this way, you must choose the Land environment, and the creature must be a dog, though you can choose its breed and appearance. Additionally, the duration of the spell becomes until your next long rest, and the spell does not require concentration for you.
Once this property of the whistle has been used, it can't be used again until the next dawn."
Thoughts?
“Instruments of Destruction
2nd-Level Fulminare Feature
You gain proficiency with potter’s tools and you learn the formula for thunderstone or one alchemical item of your choice if you already know it.
Further, whenever you deal damage with an alchemical
item roll the highest value on one of the damage dice, you can roll the die one additional time and add the number rolled to the damage.
Is there any reason this can’t theoretically be infinite damage?
I mean its uh... about as good as summon a dog
I'm very proud of the name
I also enjoy your name and profile pic
Steven universe rules
I know getting anyone to read a full class is a long shot in this server, but I think I'm going to get a chance to play this one I've been working on in an upcoming one-shot and would appreciate any tweaks
The broad strokes probably can't change in the time I have, so it'll remain a CON caster, and other foundational stuff like that
But other input is welcome
statistical improbability
Would you say for a very unbalanced campaign to use and make monster that are 3 crs above the players level
Going for a dark souls difficulty and setting
Black Panther's suit as a homebrew.
https://docs.google.com/document/d/1xJxBfUgER3sSsizttX8p4SvHTZzFuVHfFOxSp1nN8D8/edit?usp=sharing
Next is Spidey's web shooters
Overall balance I have no clue because whole classes are pretty hard to balance but:
The level 3 mental energy is pretty similar to the fighter tactical mind. As such I think it'd be fine to include "If the check still fails, the Hit Die isn't expended."
The level 6 borrow energy might be too huge of a headache. It's really cool to be able to borrow a spell, but that's a headache that could turn away a lot of players. Maybe limit it to the spells known from that willing creature? And you didn't mention when this feature ends so technically they just know it forever?
The level 9 enhance dynamic, enhanced defense seems way stronger than enhanced offense, and enchanced arcane seems unreliable. Enhanced offense is like 10x worse than a fighting style, so maybe like minimum a 4? or roll two and take the highest. For enhanced arcane, maybe first spell slot of that type doesn't expend a slot?
The level 11 dynamic changes, what happens to the expanded spells from the dynamic you lost when you change dynamics? If it was the enhanced dynamic do the enhancements transfer?
The level 15 perfect dynamic is worded weird. Why not just call it additional enhance dynamic? Just make specific that it can apply to the same dynamic if you want
Dust blade seems slightly too strong, maybe reduce the range to 20 feet?
Siphon potentional seems a lot like silvery barbs, which is a infamous spell, and this seems even cooler cuz it takes the divination wizard feature, maybe only record the d20 if they fail a con save? And/or maybe reduce the duration to a minute or require concentration.
Warding Floe is cool, but Acid Arrow does 6d4 and this can do up to 8d4 with an AC bonus too. I would reduce the damage to 3d4 or 2d8 personally
Arcane wave is slightly too strong personally compared to other aoe spells on its level like Ice Storm mainly because it has three aoe options. Up to you on this one
I reached the character limit
Holy crap that's a lot lol
I'll need to read it and digest it before doing anything
I mean I didn't even make it to the spell list or the subclasses lmao
If my advice seems useful ill read and comment the rest
And if you think siphon potential resembles silvery barbs now, you should've seen it when I first wrote it, before sb came out
I genuinely thought they ripped off my first draft
I personally just lean on keep them weak and buff into balance because players don't like to feel like they've been nerfed
I feel like the base class as a whole is pretty weak, but the subclasses should make up for it some
True. It’d be really really funny if you threw a bomb and just obliterated someone though
That's a good idea on mental energy
Probably a good callout on borrow energy too. Limiting to spells known or prepared, I mean. It does say the benefits last until you use the feature again, though. But it's shoved up at the top of the next column so it's easy to miss.
Enhanced offense could probably use a boost, too. I don't think one free cast is enough to boost enhanced arcana to the level of the others, or at least enhanced defense. I'll need to think on it.
Dynamic changes definitely needs a line or two explaining those situations.
Level 15 is supposed to be "perfect" the verb, not "perfect" the adjective. "pur-FEKT," not "PUR-fekt," if that makes sense. It fits the naming scheme better if you know that lol.
Dust Blade is significantly weaker than the first few drafts lol. Right now it's basically an inverse vicious mockery. And that spell has a 60 foot range.
I'll think on siphon, but it feels like it really needs play testing. I do think it's weaker than sb though.
Yeah but acid arrow sucks lol
Arcane wave is hard. It's average damage is 27, plus a push effect. Ice storm averages 25 and has a slow effect via difficult terrain. It feels really close. Could maybe drop the die size from 6d8 to 6d6.
And yes, I would love into on the spell list and subclasses haha
But I realize there's six subclasses and that's a lot after already reading a full class
So, havent read it, but immediately can tell you physical stat casting is op
With the exception of strength, ig
Draw afflictions kinda strong, most monsters use effects that arent spells so youre just kinda giving a free out
I mean you take it into yourself, you're literally just switching targets
Misunderstood
Level 3 mental energy has no limit so you just get to use it a max of 20 times
At max level
Force affliction doesn’t have a dc
Gotta mention your spellcasting dc
Overall the problem you’ll find isn’t that it’s weak, but you’re a meat sponge
At 20 con with the tough feat, your dude at level 4 will have ~60 hp
which doesnt really do much to help the party in combat
Meanwhile your damage output is…. Fine? Being able to replace an attack with a cantrips pretty huge but realistically, its not outdoing the paladin
Debatably doesnt outdo the ranger
If you’re looking to play this be prepared to be a little bored or underwhelmed in combat
It's meant to be a low-damage tanky support caster
There's deliberately no damage in the base spell list
Any damage comes from weapon attacks, the energy conversions, and the additional dynamic spells
Energy shift at level 1 says anything that costs shift points uses the same DC and gives the calculation
Heres the problem tho, tanks arent really a thing in dnd
^ that.
No matter how big and scary you look, if i want to punch the spell caster behind you
Yet another Avenger made this time it's Black Widow:
https://docs.google.com/document/d/1tu09rwGq6S6Idf1bsOdtOK8AsYUOqPzsEeEQEHA1VLQ/edit?usp=sharing
I will walk over there and do that. And theres nothing you can do about it
You’ve made an entire class around a role that is incompatible with the game
Theres nothing wrong with the basics of the class, besides being a con caster thats always op
But again, you will feel useless
And if the bad guys have a choice between trying to topple your million hp guy who does no damage, or wizard with 20 hp casting haymaker fireballs
They arent going for you
I'm curious to see how the one shot goes, as the class itself looks well-made. I don't see it topping the charts of damage, but it's definitely intended to be more tactical.
Well I'm theoretically getting to playtest it within the next couple weeks, so I guess we'll see
I hope im wrong, but ive seen this class before and it didnt turn out great for parties involved 🤷
I mean I'm skeptical of your assessment. Barbarians exist and do fine, and don't grossly out-damage the conduit
Plus a lot of its "tanking" is by proxy, using the sacrificial conversation to literally take hits meant for other party members
Makes me think I should repost my message I made in another server about the difference between win more and lose less.
Is this okayor should I make it once per long rest?
Once per short rest, you may move faster than conventional travel allows.
As a bonus action, you gain a flying speed of 60 feet until the end of your turn.
If used in open space, you instead gain a flying speed of 300 feet for that movement.
Barbarians are not tanks, they are single target damage dealers
It's a feature from one of my Avengers homebrews
Barbarians work as frontliners because they are a very real damage threat with a big healthpool
Also they do pretty decent damage
A barbarian that does nothing but take a lot of damage isnt useful
I feel like every tank discussion requires everyone laying out their own definition of tank lol
When i say tank, i mean traditional “i take damage so no one else does!” Tank
Brick wall with high damage
In which a lightbolt will immediately invalidate that
I mean, AOEs do work like that, but there's plenty of soft taunts in the game from varying sources.
Reckless Attack is a soft taunt, for example.
It is, but this homebrew class has no taunting capabilities or any reason to attack it
Ehhhhh not really in 14. Fighters are better at single-target damage
Fighters better at like, damage. Its the best full martial class in the game
This I don't disagree with. I see the class being much more "off-tank"/support-heavy.
That one sits in a grey area for me. There's nothing that says the enemy knows they have advantage against the barbarian, and the DM targeting them is kinda meta
Its a “reckless” attack
Yeah, the effect should appear diagetically.
Dudes swinging real reckless, with a lot of openings
Now this is a tank:
https://docs.google.com/document/d/1xAi3m1I2zyVZgtF-2OW9U8fwpMCg-kd7BCmoP15Z9tU/edit?usp=sharing
Iron Man's Hulkbuster armor
I need some ideas for a item/Relic that can swap players bodies for a day.
@ if you reply i need some ideas
soul swapper 9000
.
I am sadly trying to make the name a bit more discreet
lol
Nothing feels quite as terrifying as a man with damage resistance and advantage on an attack with great weapon master adding 10 damage
Sounds like it'd turn them into a monster
If anyone wants to help out I also need an idea on how it'd look
how do i make a strong boss like cr 19-23 who uses a monk moveset but with forms
Hey friends, can someone help me out for DND beyond coding, i'm trying to do a coding but how could i get this to convert into the number: (DC = 8 + your proficiency bonus + your Constitution modifier)
(DC = {8 + fixedvalue:pb + modifier:con} isn't working.
{{8+proficiency+modifier:con#unsigned}}) < this worked
edit: solved, i was putting it in description box, and not snippet box. (Been too long, i forgot snippet didn't just mean "the short version".
I think that would probably be more #ddb-support
Also anyone able to help with this? I need ideas for how it'll look aswell
You just need a name/item concept or how the effect would work? Because the effect I think would be pretty straight forward
Im kinda confused what you need help with
You have your effect
And your duration
Just put it on an item and voila
The effect is as easy as your players just swapping character sheets
Got an idea for hopefully fun, kinda silly magic item - a sentient coin pouch of moneyholding, first draft name is Mister Moneybags.
So it's a 1 lb pouch with an infinite capacity for coins which don't affect its weight, and it will spit out anything that isn't coins or maybe at least some kind of currency idk. Probably should give it the bag of holding property - putting it inside an extraplanar storage space opens a portal to the astral plane, destroys both items etc etc.
For a bit of fun, I'm thinking it has the normal sentient magic item stuff - can see and hear around it, it can talk, and maybe it warns its owner if they are being pickpocketed or stolen from, and it will discuss expenses, purchases, money matters in general whenever it is opened and closed.
Anyone got an suggestions to flesh this out? It's feeling a bit thing right now, anything would be appreciated
I love the idea that it either is super picky about some quality of the coins, or judgemental about the types of currency, or acts like a super avid coin collector, expertly examining every coin with great enthusiasm.
Had an idea for a species based on hive minds:
Simply put: whenever your character dies a new one returns in 1d4-1 days to the spot the party would most likely be to the best knowledge of the last life, with the same memories, personality, flaws, and levels but without any of the items or things that would be unique to that one.
You get a +1 to wisdom or intelligence. If you choose to have a queen or center of the hive you get both. If said queen/core is destroyed your character, dies instantly ignoring the ability to come back. (Note for players and DMs: a player should know if the hive is being attacked so the players can defend it.)
The effect is straightforward I just need ideas for how it'll look really i was just tired when I put the other msg
Yeah, logistically it will just be your players swapping character sheets temporarily. Or if an NPC, you give the player the statblock for that npc to use for the duration
If you wanted to you can add a rule about players keeping their mental stats.
Since idk how much sense it would make to have your Cha/Int/Wis change suddenly
My dm is taking ideas I just want it to be a bit discreet with how it looks bc I'll forget by next session
It'll be a surprise for everyone
^
How much of the game would change with implementing a blanket table rule of “If you only take temp HP damage, you don’t trigger damage effects” (Concentration checks and failed death saves were the main 2)
I've been remaking Marvel characters as homebrews and just did silver surfer:
https://docs.google.com/document/d/1lrRS8nkVM1eNsorhdkj9lMw1Nm0UOggH5WO63R_6vV0/edit?usp=sharing
Is it okay?
Temp hp doesn’t do anything t against death saving throws as is.
Also that would just make spellcasters all the more powerful
Anyone?
Just giving it a personality table to roll on how it will interact with the party should be fun enough.
When homebrewing a monster how do I calculate the save my players need to make?
You can make it whatever you want tbh. I would look at other monsters of similar CR and however powerful the effect is in relation to the check
A disintegration type effect should be able to be avoided
An effect that just slows them down probably doesn’t matter
Dmg gives some good guidance as far as challenge checks
Yah I throw balancing out the window
Tho I warn players that I make them unbalanced
In my current homebrew campaign, PCs have been given Flame Boons from the goddess of the stars, and we're using these boons to explore how the wielders shape their "spark" of the goddess with their actions. They've just gotten their first opportunity to amplify their boon or add a new one, and I'm working with our protection-focused Rune Knight Fighter (7th level) to figure out his boon. Currently we have something interesting, but it's mechanically clunky:
While your Giant's Might feature is active and you are wielding a shield, you become an obstacle for your enemies. When they are hit with an attack, allies within 10 feet of you can use their reaction to move to an unoccupied space up to 10 feet from them that positions you between them and their attacker. By doing so, they gain the benefits of half cover, which apply to the triggering attack and may cause it to miss.
In addition to clunkiness, the other concern is abusability bc rn allies could use this to move 10 feet away from the fighter towards other parts of combat, plus there's no restriction on how many allies can use it per turn. Requiring adjacent spaces could help, but the theoretical limit would still be like 8 people bc you're large when using Giant's Might.
The other goal of this is to help action econ, bc the fighter has largely built into reactions. Hence why it uses allies' reactions instead.
One thing we discussed was having the fighter use a bonus action to "brace," allowing one person to use the reaction while he's in that state, but that feels clunky as well.
Generally it’ll still be 8+PB+stat
And some creatures have features that activate if a save is failed by 5 or more
I am making homebrew animal races, and I am undecided if I should make seperate subraces for Badgers, Otters and Weasels, since those animals are closely related, or if I should put them into one race without subraces
All of them but the weasel are adept as swimming
so you're suggessting I should put them into one race, like the Tabaxi cats are?
Well, tabaxis arent really based off specific cat breeds. Theyre just feline people.
true. I want to homebrew Mustelid people, so Otters, Badgers, Weasels etc
I would maybe focus on the core aspects of the order as a whole
I was thinking of making a race purely for otters alone but somone suggested I should include badgers too
order?
ah that's what you mean. "The Mustelidae (/mʌˈstɛlɪdiː/;[2] from Latin mustela, weasel) are a diverse family of carnivoran mammals, including weasels, badgers, otters, polecats, martens, grisons, and wolverines." says Wikipedia
reading a bit more, they seem to be a suborder
but yeah, id focus on the common threads of the suborder as a whole
im seeing half of these things are roid monsters...
Grison, Badger, Wolverine... absolute crashouts...
yeah, but how would that be turned into abilites, I'll try to think of something
those individuals are known for their tough hides, so unarmored defense for them maybe. Or maybe a limited resistance or damage reduction, and something that shows hyperaggression, like Rampage or Adrenaline Rush
maybe since they have elongated bodies, something that gives them advantage for resisting being restrained or grappled?
yeah that works. Ive never seen a badger or otter held without their consent for too long
(although thats usually because you get a face full of teeth and claws)
I was thinking about giving them the ability to swim better and breathe underwater but I dont think that applies to all Mustelids, just otters
partial amphibiousness it is!
Hold Breath for an hour seems fine i think
no need to be too scientficially or 1:1 accurate for a humanoid version of them
you're right
with animal species i generally try not to focus too much on exact biology (no matter how tempting it is to showcase a species' myriad of different adaptations and features) and focus on wether it can translate the vibe or general summary of the creature
I understand...
since we're on this topic, which name sounds better for a race of humanoid Deers, Reindeers, Goats and Sheep? Cervidaeman or Crownman? (crown from the horns/antlers)
i feel the latter is a neater in world name
was working on a druid subclass meant to be a sorta alt to moon druid where you get unique wild shapes themed around the ice age and wanted to ask how these level 10 features seem
When you use your Wild Shape feature to transform into one of the forms granted by this subclass, you can choose one of the following enhancements while in that form:
- Aurora Form. Your form is infused with the shimmering lights of the polar night sky, causing you to glow with a dancing green radiance. You emit bright light in a 30-foot radius and dim light for an additional 30 feet. While in this form you can cast misty step on the end of your turns for the duration of your wild shape.
- Tar Pit Form. Your form becomes covered in viscous tar. You gain the Sticky Body save (the DC is your spell DC). When you take fire damage you erupt into flames. Your melee attacks deal an additional 1d6 fire damage. The flame deals no additional damage to you or your allies.
- True Megafauna. Your form becomes truly that of a megafauna. While in your wild shape you gain the benefits of the “enlarge” effect of the spell enlarge/reduce.
So like a level 10 druid can wildshape into a cave bear and then use true megafauna to be enlarged
Decided to whip up a quick spellblade inspired sorcerer subclass, any feedback would be great as I'm brand new to homebrewing subclasses
https://docs.google.com/document/d/1NQ1CMmboWfc0rwx-Sb1BpPd1BAZb2chDdNtOgTDYGrk/edit?usp=sharing
@frank leaf the idea is fairy simple, pet and ranger would gain a feature every few levels that they both can use with some subclasses leaning more into a pet and some less
the issue would be having to mess with spellcasting to not break the ranger
basically the main core design is based on Drake Warden subclass
So, I have a new standard I like to use when I want a stronger pet
If I added a pet, I'd have the pet use the Standard Array rules for stats with a number of Ability Boost equal to the class modifier
Provides customizability with overcomplicating things for the player.
same standard as Tasha Summons but properly buffed to a standard of core class feature
though yea stat distribution would have to be adjusted
Reading now
Flavor: I think the flavor needs a little more behind it. Or maybe the flavor text probably needs to sell it a bit more. Not really getting a vibe as to why this sorcerer is martial and what that means for them. Additionally, in 2014 rules I believe all sorcerers are based off “bloodlines”
Spell list: Some of this makes sense. I’m a little confused about heat metal and antilife shell.
Keep in mind that Sorcerers only have a 1d6 hit dice. This subclass has no defensive features or spells early on and that’s gonna put them at significant risk.
Martial Knowledge: this feature is very light. I would add some additional stuff here behind just the proficiency. Maybe even a second first level feature that actually gives them something to do. Getting proficiency alone doesn’t really sell the subclass. I would add a lot more.
Sorcerous Blow: getting to turn your dice into maximum damage is cool and all but there is no additional damage. Even though we have martial weapons, we now have to invest heavily into our dex or str to get benefit out of weapons. This probably needs to be given additional damage to the attacks and not just maximizing damage. At the end of the day, a 1d8 attack from a long sword is still going to just be 8 damage. Make this deal additional damage. This subclass needs a reason why it wants to be up-close and personal to enemies. There is nothing to incentivize that.
Battle Charge: No range given, no action cost. Struggling to see the flavor behind the damage types given here. Additionally there is no reason to not pick Force Damage from this feature.
War Bond: This feature comes way too late. You need to move this feature way earlier or break it up in up and put it into the 1st and 6th level feature and then do something new here.
I would look at the other martial spell casters. (Bladesinger wizard, Swords bard, Valor bard, etc.) and compare how those subclasses bridge the gap
Thank you for the feedback! It wasn't super thought through and was more of a rough draft. Looking back over it I can tell the flavor is definitely pretty lackluster. My main goal was to not make it "too overpowered," but I think in doing that I lost a lot of flavor and made it a little too underwhelming.
Not a bad rule to have but imo, flavor comes before everything else. So I would say don’t be afraid to jump full hog into the fantasy you are trying to see. We certainly don’t have a spellblade sorcerer so I say go for it. But give it some more beef
Hello people ! I wanted some feedback on a homebrew class i made for a character, it's called Shapesmith, and essentially, it's mage that uses shadow to hinder ennemies, sneak up on them or help allies. Rogue mage, essentially.
High dex, high constitution and high int with decent charisma and low strenght
Sure, share it here. 
Haven't really made a sheet for it yet, is there any template i can use ?
We don’t have one. Just make it in google docs
And then share the link here
You can look at the official classes to kinda get the general formatting
I can send you a class I made on Google Docs if you need a reference to borrow
That would be most welcome
This is for a half caster so you’ll probably need to adjust depending on if your class is a full caster or martial. https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=drivesdk
Based on the descriptions of it, i think it's half caster, since it half blidung people with spells, half stabbing them with a sickle
Well mostly just depends on if you are giving the class spell casting at all or not.
If they are spellcasting in any way then you gotta look at the spell casting features and such
And tables
They are spell casting yes
Tables as in element tables ?
Uh… if you look at my Google doc, there is a table that has the spell slots and progression of the class. Depending on if this is a half caster or full caster you’ll scale the spell slots up to 9th level or 5th level
Oh....okay, this is kinda confusing to me but i'll try to educate myself on the matter
I have never actually played dnd, so i know very little of the actual way as to how things work
Well, I’m gonna slow you down there then. If you are brand new to DnD then I would highly recommend getting to know the game and official classes/subclasses before designing a whole class. Classes are THE HARDEST thing to homebrew between balancing, unique fantasy, gameplay loops, designing subclasses, unique mechanics and spells, etc.
If you are insistent on homebrewing, homebrew a subclass of existing class
That or playing official content and getting very familiar with that stuff. You can probably multiclass your character fantasy you are describing.
You need a good understanding of the game before making a class
Yeah, it's pretty much a mage with a Rogue subclass, i guess i could adapt it
Thanks for the advice ! I do kinda want to find a few people to play with tho
You should check out the arcane trickster
You can find a group in #find-a-game
I’m running a steampunkish game with my friends and there’s been an interest expressed in crafting, does anyone have any thoughts or experience playing with those and how to do it well?
2024 Dmg has very light rules about crafting. Basically players can craft anything with the right tools, proficiency, and resources. The more rare or complex they thing they want to make, the more gold cost
I can show you the rules if needed but it’s pretty light
I’m familiar with the 2014 rules, has it changed much?
I was primarily wondering if anyone had tried anything more complex though
Did I hear that the new MM has some loot tables?
There is some guidence on the kind of tools needed to craft certain things and the gold costs based off the rarity of the item
Dmg and mm have loot tables I believe
I have the books so I would need to check
Hey guys, I came up with a mechanic that I really like and was wondering what yall think of it. The party will be level 9 at this point. Each character gains the option to cast a spell of any level of any spell list. To do so, they must expend hit dice equal to the level of the spell, taking necrotic damage equal to the amount rolled, which ignores immunity and resistance. In addition, the character's hit point maximum is reduced by the amount of necrotic damage dealt, which ignores features that prevent this, like the necromancy wizard. This reduction can only be undone by an upcasted greater restoration (so the characters have to find someone capable of casting it). This will only be one encounter in a really magically volatile area.
and some spells, such as wish, I will ban or say you cant cast according to the circumstances
That sounds helpful, I’ll take a look at that. Thanks!
I think that this is fine because it’s a 1 time mechanic for a specific encounter. A bit overpowered in my opinion, but it’s fun to let your characters do something crazy once in a while if you’re working with them in it. I would just maybe think hard about all the potential effects that so many high levels cast at once could have, and be ready to account for a lot.
ok thanks
yeah im thinking of giving the enemy their facing upwards of 500 hp so they dont melt it
I want it to be chaotic and dangerous cause I also have a backup plan if they tpk
just run minions or more fights before the monster
Blessing of the Communion
6th level Path of the Dragon Communion feature
:
The Dragon Communion grants you new found powers. During you Rage, you gain the following effects:
- You have advantage on saving throws to end or stop the Frightened condition.
- As a reaction when you are targeted by an attack or saving throw that deals acid, cold, fire, lightning or poison damage, you can gain resistance to that damage type until the end of your next turn.
do we think this is fine for 6th level on a barb
not sure if this is considered homebrew, but i'm doing a D&D campaign in minecraft, and i'm making a mod that adds Legendary artifacts, armor and weapons with abilities, but i have no idea what i should add.
any ideas?
Honestly just browse through legendary/artifact items and find some cool stuff
Moonblade comes to mind
A lot of straight stat items (robe of the arch mage etc) won't really translate well so look for stuff with cool unique mechanics
Cloak of invisibility would be simple and cool
Thx, I’ll take a look
https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/edit?usp=sharing
thoughts on 2024 revision of scout?
Does anyone know of any good holy/religious subclasses for rogue?
scion of the three if you want to do evil gods, inquisitive can act as a inquisitor for a god, phantom can work with death/life gods, arcane trickster could easiler be flavoured as divine magic rather than arcane magic, theif can be focused around holy artifacts
you can pretty much flavour any as it, but theres none explicitly divine
Okay let me repose that
Any good HOMEBREW divine subclasses for rogue?
oh right this is homebrew duh doy
ive never written anything of the sort but im sure theres something like that out there
its a rather common archetype to make divine subclasses for non-divine classes
like an inquisitor or justifier
As in like you want to be able to do holy things as a Rogue? Because you can flavor any Rogue to be “religious” probably l
Unless you ware wanting to like, do radiant sneak attacks or something
First question you shpuld always ask when looking for homebrew
Is what are you looking for that you cannot do in game, with flavor or otherwise?
Whats a good mechanic you'd say works for a beast that breaks bones
i have a few monsters that can cripple enemies, i can show you the effect if you want
a slow effect usually is good, or something akin to the poisoned condition
Maybe a reduce speed by 10 feet and poison
poison that only affects con, dex, and strength
Making a druid subclass kinda like moon and they wildshape into prehistoric wildlife and was trying to figure out features of the Dinocrocuta.
Main ideas I had for features was
- Bone break
- Crit on a 19-20
-# Dinocrocuta was basically a dire hyena
Oh these are specifically all ice age/Pleistocene
ah got it
im not sure then
arent hyenas scavenger animals? maybe they could heal on kill
2nd level: Homotherium, aenocyron, thylacoleo
4th level: Diprotodon, megalictis, leopard seal,
6th level: Gigantopithecus, moose, terror bird, ontocetus
8th level: Cave bear, argentavis, dinocrocuta, megatherium
12th level: Mammoth, smilodon, wooly rhino, giant short face cave bear
Hyenas are typically active hunters they just have very ideal adaptations to also scavenge. One study learned that Hyenas typically get their kills robbed by Lions more than Hyenas attempt to steal from Lions
So basically: 2nd level you get the true dire wolf, a species of saber toothed cat
4th level: giant wombat, dire wolverine, leopard seal
6th level: big monke, moose, terror bird
8th level: Cave bear, big bird, dire Hyena, ground sloth
12th level needs no explanation
Main features aren't a problem I know what most get it was just a dilemma of how to mechanically do it
fair, my advice is just to go through exisiting spells and conditions
Like the Diprotodon offers not amazing damage but its more a utility wild shape able to tunnel and provide half cover for teammates with its cartilage coated rear
can someone help me with a rogue subclass im making?
Wutchu need?
Is it the divine one?
Blessed blade
While church´s send paladins and clerics on various holy quests, sometimes they need something done in secret. In such cases they hire a blessed blade. How a blessed blade got their powers varies greatly, be it the direct blessing of a god, or some form of stolen divinity, you can channel holy power.
Bonus proficiencies
At 3rd level, you are trained in theology. You gain proficiency with religion (or another rogue skill if your already proficient) and the celestial language (or another language if you already know it).
Holy knife
At 3rd level, you learn how to strike down the unholy with your blades. You can choose for your sneak attack to be considered radiant damage. If you sneak attack an undead or fiend, they take 2D6 additional damage.
Stolen divinity
At 3rd level, you learn how to channel divine power similar to a cleric. Choose two different channel divinities from the cleric or paladin. The DC for your channel divinities is 8+proficiency bonus+charisma modifier. If a channel divinity uses your cleric or paladin level, it uses your rogue level instead. If a channel divinity uses your wisdom modifier it uses your charisma modifier instead. You can use each channel divinity once per long rest. You learn an additional channel divinity at level 5, 9, and 13. Whenever you gain a level in this class, you can change one channel divinity you know for another one.
Sundering strike
At 9th level, you learn how to overwhelm your foes soul with holy energy. Whenever you sneak attack someone with radiant damage, the target suffers an additional 1D4 radiant damage from all sources until the start of your next turn.
Improved divinity
At 9th level, your power over the divine grows stronger. The uses of your channel divinity recharge on a short or long rest.
Divine ward
At 13th level, you are blessed with a permanent ward against otherwordlyl entities. You are always under the effect of the protection from evil & good spell.
Any suggestions for the last ability?
Probably better to stick this in a google doc in the future
This is a wall of text making my eyes go blurry
Reading
A bit too many 3rd level features but it's a cool concept, and I like the features. One recommendation I would suggest is to make the channel divinity a cunning strike option, that way it synergies with the base kit. Also consider expertise in religion
its 2014
Nm then
any suggestions for what the last feature should be?
Perhaps a minor smite? When you Sneak Attack you can do branding, banishing, thunderous, searing, or divine smite. Either expend one of the channel divinity uses or once per short rest
i do have an idea actually
I would consider lowering the amount of channel divinity options you get, as getting so many choices is a lot
Maybe only one at 3rd level
Merge the proficiency feature and sneak attack feature into one feature. Just to make it cleaner.
I would personally not let this subclass steal the cleric or paladins channel divinity, maybe just give it its own unique channel divinity and then that lets you avoid a lot of this multiclassing mechanical stuff.
9th level sneak attack: Maybe just make this the 3rd level feature. Just make the 3rd level like... Your sneak attack damage can be radiant damage, and when you deal it you can cause that creatu to take an extra 1d4 radiant damage each time they take damage until the start of your next turn or something.
9th level channel divinity thing: Maybe fine but I would hope for something else besides just a slight buff to the channel divinity.
13th level: Kinda meh
Problem is them stealing channel divinities is kind of their entire thing you know? They aren’t much without it. Also if any class should get to steal class features it’s the rogue.
Can you steal subclass channel divinities?
Or just the base classes?
Yes because in 2014 D&D the only channel divinity that is class specific is turn undead
Hmmm... Maybe then you give this subclass two different channel divinities. 1 that is unique to it. And another that it can steal from another source?
That way it can get a cool rogue beneficial channel divinity?
I personally prefer the current system largely because I like customization
I'm not saying get rid of that. I'm saying keep the customization AND have a custom one the rogue gets.
They get 1 charge to use a channel divinity but either the subclasses own option OR the one they stole
Kinda like how Clerics have their base class channel divinity they can use OR their subclass one
same with Paladins
To be fair I showed the subclass because I wanted advice on what the final feature should be
gotcha
Sorry i'm at work so I have to hop back and forth. lol
Okay hear me out...
Since this is a holy light based rogue. What if you can activate a mode for like 1 min per LR where bright light is considered Darkness for you and grants you the invisible condition while in bright light for the duration.
And then maybe if you land sneak attack damage on creatures while in this form, they have to roll a saving throw or are Blinded until the end of your next turn or something
would fit and would help feed into sneak attack
How would you balance a SLA that kills you, but fully restores the target as if they just had a long rest
What's SLA?
I LIKE PIE
as in spell-like ability
So the feature causes you to drop to 0 hitpoints but you give a full restore to one other creature in your range?
Yeah, it kills you outright
No way to be revivified?
You can revivify, but you die first.
Is this for a subclass?
Worse, a full custom class
What level feature?
Any, they just have to find a creature capable of doing this and watch it do it. Which I'm assuming they'll do by 7-8...
Idk what that means. they have to see a creature be able to kill itself and give full restore to another creature? Can monsters do that?
The class is tailored to this campaign's setting and several of its unique monsters, and this class learns its abilities from observing non-humanoids.
Ah, blue mage type of deal?
It is exactly that.
I'm trying to convert the entire lore command, but I'm at a loss for transfusion
It is one of the abilities of all time
Okay so logistically a feature like that probably puts your party in a worst position than if you had just casted a healing spell on the target. Because now they have to expend a diamond and cast revivify to pick YOU back up. On top of the fact that a player who plays this is now just going to be sitting on their hands until their party figures out how to bring you back
I think ideally it's not going work super great unless the class has a built in way to bring itself back
A diamond traded for a full lr-resource restore
to one creature
yeah
And now the party is down 1 party member for the rest of the adventuring day at least probably
or encounter
could be very very funny if this guy dips 3 levels into zealot barb
It's probably not worth it
fair fair
Honestly
I think it makes for an interesting high level spell
but not so much a class feature
And I would have the spell have a built in way where the character revives after X amount of time or something
Well it's part of a class feature, it's pretty frontloaded
Instead of a traditional spell list you learn the ability to learn at lv1
so you could learn all blue magic with a lv1 blue mage dip, but there are no traditional full-casters in this setting
so it'd be pointless
Celestial aid
At 17th level, you learn how to call on your god for divine support. Once per long rest you can cast conjure celestial as a 9th level spell without requiring concentration.
This was the best i could come up with for the final feature
-# I would also like some advice on a magic system idea I have when someone is able to provide some thoughts or ideas
-# It's for a campaign I want to do really well on and hopefully make it a recorded campaign for me and my future players
its good but it doesnt really fit rogue
Good but not Roguey
having two features which are just you get this spell is a bit boring
Did you see what I sent you earlier?
uh no i dont think so
Here
almost every feature that consists of "you can cast this pre-existing spell that some other caster has access to" is boring except in the case of like, limited wish
limited wish is AWESOME because it's wish, but limited
that would be useful but also a bit lacking for a final feature. However i do have something in mind that might work
Celestial surge
At 17th level, you learn how to activate your divine power on a powerful strike. Whenever you score a critical hit against an enemy and sneak attack them, you can activate one of your channel divinities as a bonus action without expending a use of the ability.
Don't make it rely on critical hit
that means it doesn't do anything 95% of the time.
how about when you kill an enemy?
is this about a rogue
You already have a feature that is buffing your channel divinities. Make the capstone something else
hmmm... how about when you kill an enemy with a radiant sneak attack, they explode into holy light?
this light damages hostile creatures and gives temporary hitpoints to friendly creatures
Making the feature reliant on having to kill the enemy is meh because you are rarely going to land the killing blow.
You can make it if you see a creature die within X amount of feet of you though
yeah im not sure about this feature either
give your rogue a flashbang
to be fair this rogue subclass can steal channel divinities from cleric subclasses so you could just... take it
Pft-
Celestial recovery
At 17th level, you have become too important in the gods plans to die so easily. Once per long rest when you are reduced to 0 hitpoints, you can heal yourself by 3 times your rogue level immediately. When you heal yourself this way, you emit a flash of searing light, causing all hostile creatures within 20 feet of you to take radiant damage equal to your rogue level.
How about this?
Cut the dropping to 0 hit points thing imo. A Rogue doesn't ever want to even be in a position where they are taking damage. Just let me use this like once per LR. Make the damage dice higher imo.
Also add a saving throw the enemy has to do or else be blinded or stunned or something.
i mean celestial warlock gets a similar ability and they arent exactly frontline combatants either (unless your a bladelock)
got a magic item I've made and am considering handing out, wanting some opinions. Spoilered in case my players peek in here
||Ring of (Contractual) Rebirth
(Cursed, does not require attunement)
If placed on the hand of the recently deceased (no more than a day), or already worn at the time of death, the deceased returns to life after one round with 1 HP. As they do, however, they hear a voice speak to them, demanding the life of an innocent in exchange for their own, and proclaiming that if they do not deliver before the next sunrise/sunset (whichever is further), they will die again, permanently. The character will be unable to remove the ring during this time, and the spell Remove Curse does not allow it to be removed, only extends their time limit by a day. Only once the conditions are met, or some other means is used to remove the curse, can the ring be removed.||
This is more a jab against how curses work in general but like, ah yes! The spell designed to remove curses, doesn't remove the curse from the cursed item, other than that, cool concept! Especially if your players aren't murder-hobos
i mean, Remove Curse is only a third level spell, so if the curse comes from stronger magic than that, it makes sense that it wouldn't work
Want some opinions on this.
For a future campaign I've been planning, I wanted to do a bit of a different magic system. I didn't want it spell based with limits so i was trying to make it so that magic could be done based on imagination, and that it was possible to backfire and/or magic had repercussions. For example, a player uses magic to do with time, and if it backfires they age or the people around them age. I was hoping for some opinions about it and some tips or thoughts on how to improve it before I try running the campaign. Also for the campaign I added another ability score (Arcana) which has the skills of potion making, rituals, and one other skill I can't recall at the moment.
I've been working on making homebrews for Marvel caharacters and just finished with Black Widow. Is it okay?
https://docs.google.com/document/d/1tu09rwGq6S6Idf1bsOdtOK8AsYUOqPzsEeEQEHA1VLQ/edit?usp=sharing
Yall, I want to give my party’s cleric a magical item from their patron, and I wanted it to be similar to a vision from Genshin impact (for those that don’t know what that is, it essentially gives them a specific elemental ability) I wanted it to be cool enough that it’s a fun addition to their character and their story, but not overpowered. The cleric is a light domain cleric and is level 7. Any thoughts?
This feels like the magic usage from The Inheritance Cycle! People can use magic however they can imagine it, but you gotta have a good understanding of what you’re wanting to do. It can absolutely backfire and could kill you if you try to do something that would take too much energy. You can maybe rule the “backfiring” by using a percentile dice and increasing or decreasing the DC on how likely it would be to NOT work. If it’s super far fetched and risky? High DC. Super chill and basic? Low DC.
I've never heard of The Inheritance Cycle, I'll be sure to look it up! Thank you very much for the pointers as well!
I too could use help making a curse for a cursed magic item called, Pouch of Miteral Goods. I have the base idea mapped out but have no idea how I'll make a cursed downside for it. The idea is you put a single item under 10ibs into the pouch, then after 1d4+5 days roll a d8 for one of eight upgrades. I've made a cursed item set it's part of called the Seven Deadly Items, and this one is Lust but I have no idea how I'll fit them together meaningfully.
I'm looking for Demon Slayer dnd server
You might have better luck with swordworld rpg
I made a Feat in DndBeyond to make a half-elf with any mix of species you want. I put a lot of work into it, and it would mean a lot if yall could go in, try it out, and upvote it if you like it!!!
What's their patron like? Any items that symbolize them well? I have a few mechanical ideas but an item to slap them on would be nice
Weapons, Tools, or other Adventuring gear?
@frank leaf The patron is Nelo, god of the sun. He is essentially the god of life and warmth and goodness, but the cleric is currently tasked with helping destroy a shadow blight in the woods. (Which so happens to be the warlocks patron). As a deity of the sun, obvi a sun is real symbolic.
Maybe a vial of pure sunlight they carry in an ornamental bottle?
Like one of the Silmarils
He’s got a sheild, mace, scale armor, and a dagger he mainly uses. He also had a ring of jumping. I wouldn’t be opposed to him receiving an amulet with some ability.
HE COULD TOTALLY GET THAT. I am heavily considering that as the visual, at the very least.
I have 3 complexities of Ranger Optional Features, but this is the most simple setup. I am not really looking to change their identity, just make sticking with Ranger a bit more appealing
Simple Attachments (Ranger Optional Feature)
10th Level
The Temporary Hit Points part of the feature no longer has a limit and instead gives a flat 10 plus your Wisdom modifier temporary Hit Points.
Additionally gains Foe Slayer (Hunter’s Mark d6 -> d10)
13th Level
Additionally, You can concentrate on another Ranger spell while concentrating on Hunter’s Mark.
17th Level
Increase critical range when attacking creatures marked with Hunter’s Mark to 19 or 20.
20th Level
Replace with extra Epic Boon.
Epic Boons are stronger than capstones, and if anyone got it Fighter would prob deserve it
I love Ranger but it's too much
Increased Crit range against Mark is fine, and so is the double Concentration on Hunter's Mark. Personally I think no concentration at all at that level is fine and smth I think they need desperately, but this at least lets them use spells while they have a Mark.
I get what you mean, but you can currently grab 2 Epic Boons if you go 16/4 in 2 classes
I do have a few other capstone ideas from the more complex approaches though
double concentration + Hunter’s Mark doesn’t get removed from damage, it’s kinda like being concentration-free but it can’t stack
Throw em at me. I have a Ranger Rework myself.
I'd love some more perspectives
one of them is this:
Resolve. Immediately before making an attack, if you can move your Hunter’s Mark, you can expend a spell slot or use of Favored Enemy to transfer the mark to the attack’s target (no action required).
Ah, I get it. Tho it wouldn't be able to stack regardless since it's been ruled you can't benefit from the same feature/spell twice
probably the one that fits in best as a solo thing
but my original version allows you to choose between multiple options that you can swap on a rest (which is why I count it as complex)
I meant more as in being able to mark a bunch of people at the same time as well as Hex stacking
For that rare and endangered Ranger/Warlock multiclass? Heh.
I mean... just make Hunter's Mark do 2d6?
Ah, I see multiple targets... hmm.
Hm. Is multiple targets at that level even that bad tho, I should ask?