#homebrew

1 messages · Page 72 of 1

misty trellis
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but yeah, the idea is that it uses its own hp to either block or boost incoming damage by burrowing into a host creature, then exits and heals that damage back before repeating.

calm rose
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alright, what to do about Sisyphus

umbral dust
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is a penalty to STR too basic?

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maybe your carrying capacity is reduced (if you use encumbrance)

calm rose
misty trellis
calm rose
umbral dust
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your movement speed is reduced because you have to push a boulder around in combat lol

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or perhaps exhaustion penalties are doubled?

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level 1 exhaustion would incur a -4 to all checks

calm rose
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Okay now what title does the Sisyphus card have

misty trellis
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I love that the immediate secondary thought is b i g r o c k

umbral dust
calm rose
calm rose
umbral dust
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The Rock

calm rose
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with some exceptions Poseidon is the Chariot

misty trellis
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CAN YOU SMELLLELELELELEL- sorry

calm rose
umbral dust
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"The Flame (Prometheus) Birds hate you" i love how concise it is lol

misty trellis
umbral dust
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hate your guts is an incredible play-on-words

calm rose
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I want to say it to them with a straight face, and no elaboration

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It is complete

tough compass
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Would any DMs be fine with this as a level 3 not-always-usable combat ability?

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"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."

umbral dust
misty trellis
umbral dust
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if the ability is one of multiple and they're all tied to a gambling mechanic i think it's fine

misty trellis
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Yeah it seems like it has context, but in a vacuum it does feel a bit outta right field

flint marsh
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what happens if you roll a 10

umbral dust
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immediate death

misty trellis
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Yknow, that actually reminds me of one of my first monsters that I made.

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It had an ability called "Mind Games", where it would roll a d20

tough compass
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"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."

misty trellis
tough compass
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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

misty trellis
tough compass
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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."

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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

vale crescent
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Some original games with DnD mechanics. Like bow and arrow, apple bobbing, but better.

tardy crown
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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.

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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)

umbral dust
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i can't believe swords bard doesn't give rapier proficiency

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some of the most annoying characters i know use rapiers

tardy crown
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Exactly 😭

noble lion
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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.

coral delta
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It's definitely a bonus, but I'm willing to bet most people accidentally play Bugbear that way anyway.

noble lion
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Probably the case

vocal imp
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it wont be busted broken, just a nice-to-have

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itll work against you in some cases too

noble lion
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Yeah that's what I'm thinking

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Now that I'm thinking about it, it might work against you too often if you're a melee character.

umbral dust
noble lion
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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

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You've got a larger pocket for critters to run around in without provoking

umbral dust
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that's actually quite smart

pliant cairn
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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

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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

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**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

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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

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Pretty nice for a first draft I think, but you see what I'm going for right?

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Feel free to swipe this idea for yourself lol

vocal imp
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i think its rather wordy

pliant cairn
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Fair enough

vocal imp
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like do you really need a whole paragraph to say "you can help stoke a fire"

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id make it much more vague

pliant cairn
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Fair enough

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But it is a first draft

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I mostly need to think of the right words to compress it down

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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

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I think this is a lot cleaner

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I left it open to what you were smoking for smoked herbs and seasonings and such

umbral dust
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is there any added benefit to smoking an item that doesn't have any drawback when eaten raw?

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for instance smoking a vegetable or something

pliant cairn
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If you read closer, it can be done over a short rest instead of a long one

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"Most items can be smoked over a short rest, while meat or other ingredients that are toxic while raw require a long rest."

umbral dust
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yeah no but what i mean is what do you get out of smoking an item that doesn't require it

pliant cairn
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It won't spoil?

umbral dust
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oh fair enough, i didn't know anyone really tracked food spoilage

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i think it's a really cool custom proficiency, i like it a lot

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i may steal the idea lol, one of my players is currently trying to learn how to cook

pliant cairn
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It's very light, also smoked items are often flavorful and could be sold for a profit

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Example: Smoking seasonings

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Alternatively you can smoke dry herbs that can then be used by an herbalist or alchemist

umbral dust
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i'm a fan!!

pliant cairn
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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

umbral dust
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defo lol, i've been looking into wildfire druids lately on account of a cult of them in my world running rampant

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never considered the benefits of fire in the forms of smoking and stuff

pliant cairn
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My wildfire druid is more good aligned, cultivating the cycle of controlled destruction and creation to keep the world verdant and healthy

umbral dust
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i really like that

flint marsh
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I would posit that it falls under survival, you don't need a seperate proficiency for it

pliant cairn
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Oh this is for professional work, like running a smokehouse level of profession

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Like how chef's utensils is for professional cooking but basic cooking would fall under survival

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Making me think of this distinction is very helpful though

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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

ocean star
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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)

open tangle
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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

cerulean seal
vocal imp
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it is also mechanically good

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small point:

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The emanation fills with a billowing
sandstorm becoming heavily obscured except for creatures of your choice

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is the emanation creating an area that is heavily obscured or does it heavily obscure creatures of your choice within the emanation?

cerulean seal
vocal imp
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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.

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otherwise it having a fog cloud-like area has different mechanics

stuck raptor
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and different consequences

echo hatch
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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

cerulean seal
vocal imp
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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.

umbral dust
echo hatch
# umbral dust 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)

umbral dust
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If they're meant to be hindrances i would recommend making them less common

echo hatch
umbral dust
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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

umbral dust
echo hatch
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Plus the items that heal the injury most of them give immunity to said effect for a long duration

umbral dust
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'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

vocal imp
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seems like a lot of complexity added for little gain

umbral dust
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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

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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?

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While the effects are cool, they are quite immense and it could do with streamlining

echo hatch
umbral dust
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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

echo hatch
umbral dust
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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

echo hatch
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I send at most 6 “weak” enemies with my party of 5

umbral dust
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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

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It's a very cool concept however it could use tempering

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And some better defined rules as to how you gain what debuff

halcyon sluice
echo hatch
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Yeah you totally COULD fight that guy but you might brake your leg and you might need to use up a RARE resource afterwards

halcyon sluice
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So paralell to what dnd5e 2024 attempted with weapon masteries, but on a longer timescale

echo hatch
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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

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Other ways are either temporary or last ditch

halcyon sluice
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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?

echo hatch
halcyon sluice
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OH so this is for a setting absent of magic healing

echo hatch
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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

halcyon sluice
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This... seems like one component in a large scale system overhaul you're attempting here

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especially if the baseline assumption is "No magic, adios over half the core classes"

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This isn't a bad thing, but important context needed to undersand what you're trying to do here

echo hatch
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Yeah the system is nearly completely custom except the core core stuff like roles and stats and stuff like that

echo hatch
halcyon sluice
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If that's the case, I'm not sure if I can help with something that's straying that far from baseline.

echo hatch
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The classes are basically just archetypes that take aspects from the base classes

halcyon sluice
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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

echo hatch
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“The frontliner” class has features from fighter, barbarian and some rouge

halcyon sluice
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But yea, wishing you well on this project!

echo hatch
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Thanks

dapper peak
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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

halcyon sluice
dapper peak
supple harbor
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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?

solar goblet
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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.

supple harbor
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Hmm, I see. Will go back to the drawing board with it

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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.
lethal cedar
unique parrot
umbral solar
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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?

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I don’t want to include anything past getting the new game option, just Leshys game

restive tusk
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How heavy is this customization planned to be?

umbral solar
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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

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Any ideas would be great regardless on how custom

restive tusk
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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.

umbral solar
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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

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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

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And he can play cards to block their attack attempts and attack them

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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

restive tusk
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Would Leshy always be able to be targeted? How would these card mechanics work in terms of initiative/general combat?

umbral dust
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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

scenic dew
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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.

cold crown
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Sounds fun

cyan cradle
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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

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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

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(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.

lament meadow
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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

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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.

coral delta
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Traditionally, it's just a creature. Take a look at the Animated Object stat block, or the Flying Sword, or Carpet of Smothering

hollow siren
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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):

  1. 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).
  2. 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)
  3. 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)
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i am leaning towards the first TBH

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3 feels definitely OP, and 2 is stronger but also much less complicated (which i prize simplicity over unnecessary complexity generally)

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i have the expanded spell list already picked out. Its a banger list

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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.

lament meadow
coral delta
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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.

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It'll only exist for 2-3 rounds of combat as your players bash it to bits anyway. Simplicity is king.

lament meadow
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I agree that simplicity is king

hollow siren
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simplicity is indeed king

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if it is a puppet, just make it an automoton

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or construct

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whatever the category is

lament meadow
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But with how the creature is shaping, I don't think 2-3 rounds is enough to beat it to bits

hollow siren
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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

lament meadow
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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

hollow siren
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Now i want to brew that feature for alteration wizard or whatever its called lol

hollow siren
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Constructs arent affected by certain damage types and spells IIRC

boreal rover
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It depends what spells you want "immunity" to, what were you thinking?

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By making a creature a construct, it won't be affected by spells that target "humanoids"

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Then you can give the creature immunities to certain damage types or conditions

lament meadow
boreal rover
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Please, do not ping, thanks

lament meadow
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One of my PC has that and I wonder what can I throw at him

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Oh, I'm sorry

coral delta
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Illusory Dragon? Just give the creature True Sight to have it ignore illusions.

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That is, if you're committed to making your player waste an 8th level spell slot.

boreal rover
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Which I would argue against personally

hollow siren
# hollow siren Now i want to brew that feature for alteration wizard or whatever its called lol

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.

lament meadow
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Well the creature is not going to be fought alone, of course. Basically I'm trying to build a balanced encounter for my party

boreal rover
#

At least without giving them proper explanation beforehand so that they know about it

hollow siren
#

the stat block im not sure about. Ill either crib one or leave that to more experienced brewers

coral delta
#

Most tier 4 boss type enemies have blind sight or true sight anyway

hollow siren
#

creature stat blocks are not my forte

coral delta
#

To be fair

hollow siren
lament meadow
#

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!

hollow siren
lament meadow
#

Ah that gives more option to the caster, I'll do that then

hollow siren
#

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

lament meadow
#

I think cold would make steam constructs or any construct that needs heat to function stop

hollow siren
#

which case it would be vulnerable to necrotic poison and acid

hollow siren
#

honestly given all this tho I wonder if you could just get away with the golem stat blocks

lament meadow
#

The monster's stat block was inspired by a golem, yes. Although the end result would probably be closer to a Blackstone Gigant

hollow siren
# hollow siren upon further deliberation i am simply going with option 3 but not granting it at...

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

hollow siren
hollow siren
#

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

midnight elk
#

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)

umbral dust
#

but otherwise it looks fine considering its rarity

#

legendary items can cost upwards of 50,000gp by standard 5e currency

midnight elk
umbral dust
#

it's good but don't give it to your players for cheap

midnight elk
#

Okay, thanks

rugged mesa
#

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

coral delta
rugged mesa
rugged mesa
#

Im trying to turn the Shadow Monarch form Solo Leveling into a class

cerulean seal
#

Oh idk anything about Solo Leveling

rugged mesa
#

Lol thats okay

cerulean seal
#

There is a Shadow sorcerer

#

And shadow monk and Gloomstalker Ranger

rugged mesa
#

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

cerulean seal
#

Maybe make it a rogue subclass?

misty trellis
#

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!"

cerulean seal
#

A necromancer rogue

misty trellis
rugged mesa
#

That angle is hard because the stat proficiency dont line up other wise i would

hollow siren
rugged mesa
rugged mesa
hollow siren
#

no problem :)

midnight elk
#

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.

acoustic jewel
#

Would it be too powerful to give my big bad an ability to ignore charm immunity and turn it into charm advantage?

cerulean seal
#

Depends on the CR

acoustic jewel
#

This is meant to be my CR 23 BBEG

#

who is a master enchanter

cerulean seal
#

Oh then no

acoustic jewel
#

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

vivid burrow
#

would anyone be down to dm a one piece campaign for me and a couple friends

vivid burrow
#

oh thanks

patent obsidian
#

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.

vapid sentinel
#

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?

cinder obsidian
#

Yo, does anybody have stats for a berserk "dragon slayer" type sword?

stuck raptor
#

you can combine a dragonslayer and a berserker axe

cinder obsidian
stuck raptor
#

yes.

cinder obsidian
#

Thanks

midnight elk
#

Let me pull up my favourite

covert garden
midnight elk
covert garden
#

Very cool. 🍻

covert garden
midnight elk
covert garden
midnight elk
#

Thank you!

near rose
#

Can I get someone’s opinion on a homebrew campaign concept I’m working on

cerulean seal
near rose
#

It kind of is a mechanical question but kinda not

coral zodiac
#

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

queen egret
#

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.

boreal rover
#

So you get 15 5th level spells? Quite strong

queen egret
#

yeah, by the time you get your hands on lv5 spells you could in theory

boreal rover
#

Completely broken then, artifact level magic item (or at the level where I wouldn't even try to put it in a campaign)

queen egret
#

forgot to add, there are no full casters

#

so that'd happen around lv17

boreal rover
#

Still fully broken, basically converting all your spell slots into the highest you have (which are already usually the strongest)

queen egret
#

good

hollow quest
#

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

pastel widget
#

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

peak inlet
#

9/9 sorlock over 8 hours can get 14 5th level slots if I’m counting correctly

peak inlet
#

1 time per day, might as well just give them an extra slot of the highest level

queen egret
peak inlet
#

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

queen egret
#

figured as much with the base dnd classes

peak inlet
#

as a player, I would prefer getting a 6th level spell

queen egret
#

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.

peak inlet
#

and as a DM, I would prefer a single 6th level spell over 15 5th level spells

peak inlet
queen egret
#

? we regularly go through google docs here, i've gotten feedback on entire classes before

peak inlet
peak inlet
queen egret
#

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.

peak inlet
#

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

barren sand
#

Hey chat
How powerful is a bard with telekinetic powers?
Even being able to play wind instruments with their powers

peak inlet
queen egret
# peak inlet I mean fair enough, I’m just saying if you can succinctly explain it, it would p...

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

peak inlet
peak inlet
barren sand
queen egret
#

And the magic item mentioned is the Celestriad. AKA gold hairpin but insane.

peak inlet
queen egret
#

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

peak inlet
queen egret
#

yeah, something for the pc's to fight over in the final stretch of the game

peak inlet
#

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

queen egret
#

could use the spell points optional rule in this campaign

peak inlet
#

so it’s not quite 1MP on large spells, but it’s more control over spells you can cast

queen egret
#

if spell slot system, halving the spell slot needed rounding up?

#

that's 8 lv5 spells for a lv20 pc

peak inlet
#

you could make it a magic girl transformation

#

so for 1 minute per day, you can cast highest level spells with any spell slot

queen egret
#

that's definitely a good option

peak inlet
#

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

cerulean seal
queen egret
#

wait nvm it's unrestricted in 6

queen egret
#

so you permanently lose access to 1-4 spells and a strong unique enemy drop to use it

peak inlet
#

why would you lose access to 1-4 spells again?

#

I didn’t follow that part

queen egret
#

kill magic creature to get rock, wear rock for a while to learn spell, touch rock when you want to prepare it again

peak inlet
#

yeah, but if you already learn the spell permanently

#

then you can still use it right?

queen egret
#

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

peak inlet
#

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

queen egret
#

ritualifies your fireball

#

good ideas, thanks

#

if you have a blue mage homebrewed fully, that'll spare me some work

peak inlet
queen egret
peak inlet
#

items don’t generally do that

#

the items work independently from the person

queen egret
#

that... is true. my mind goes to bg3.

#

once every 4h maybe

peak inlet
#

per Dusk/Dawn

queen egret
#

yeah that's more common

native grove
#

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

queen egret
native grove
#

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.

near lake
#

Cowboy laso
•Dexterity based
•Can hit 5ft all creatures of the target

Common item

#

Good?

coral delta
#

Common?

near lake
#

Yup

vocal imp
#

depends on the damage die + properties of the weapon

near lake
#

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

near lake
vocal imp
#

does it have reach

near lake
#

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

high pendant
#

I mean I'd recommend just making a variant of a whip that let's you grapple with its range

coral delta
#

This thing does so much

midnight elk
coral delta
#

Uncommon at least.

high pendant
#

So 1d4 finesse/reach, and as a part of the attack action you can attempt a grapple

midnight elk
high pendant
#

Then yeah give it +1 and make it uncommon

near lake
high pendant
#

Also like that's a pretty damn large lasso

coral delta
near lake
#

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

high pendant
#

If it does no damage then it would be fine

#

Maybe make it single target, just a ranged pull

near lake
high pendant
#

And maybe a grapple if you want it to work like that

#

At which point though it'd likely just be a special weapon

near lake
#

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

high pendant
# midnight elk Anyone?

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?

high pendant
#

Got it, seems good then

midnight elk
#

Okay

#

Who or what should I do next?

near lake
#

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

midnight elk
#

I already had one started lol but I just redid it and added some new features

near lake
midnight elk
#

Fixed

near lake
#

Super soldier serum
Legendary consumable
One use only
-gives +3 on all abilities

midnight elk
#

I'm thinking repulsor

native grove
#

anyone wanna review a monster i made? Be warned its VERY experimental and confusing

native gale
near lake
native grove
midnight elk
near lake
#

Tony suit is basically artificer, no need to homebrew

near lake
#

It happens when it is picked up

#

Remember that time his gf in cancer changed because of the hammer?

native gale
native grove
# native gale You can post the extra ability if you want, but as for what you've already poste...

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

native gale
#

I am also very much not a fan of this ability

native grove
#

admittedly it being weird and confusing is kind of the point, its a cosmic horror beyond comprehension, its supposed to break the rules

native gale
#

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.

native grove
#

do you have any advice for how to make it less frustrating while keeping it weird and confusing in a fun way?

native gale
#

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

native grove
#

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

smoky phoenix
#

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

native grove
native gale
# native grove i might get rid of the one that messes with initiative because that one admitted...

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

smoky phoenix
native grove
#

problem is i really like rewind but i can probably word it better so its easier to understand

native gale
native gale
native grove
#

it lets the player redo that turn, skipping the turn would be way too cruel

quartz galleon
native grove
#

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

peak inlet
#

Kenku, Tortle

native gale
# native grove it lets the player redo that turn, skipping the turn would be way too cruel

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?

quartz galleon
#

You could maybe look at the sounds that those animals actually make irl. And like base their [blank]folk names on them

peak inlet
#

why not reroll a roll instead of a turn?

native grove
#

having it be a reroll would probably be better

smoky phoenix
peak inlet
midnight elk
peak inlet
#

just have it be automatic

#

think 2014 Tides of Chaos vs. 2024 Tides of Chaos

native grove
#

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

quartz galleon
smoky phoenix
native grove
#

a frog race would be called ribbits or croakers then

smoky phoenix
peak inlet
#

could also just be a full race that has variations

quartz galleon
peak inlet
#

like Furfolk as opposed to Merfolk

smoky phoenix
midnight elk
#

My Avengers homebrews are coming along well. Next is the Eye of Agamotto

native grove
quartz galleon
#

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.

peak inlet
peak inlet
native gale
peak inlet
#

Exhaustions that go away after LR or Exhaustions that put you in debt and take away a spell slot the next day

native grove
weary pond
#

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?

quartz galleon
peak inlet
#

Exhaustions are the more cinematic option actually

quartz galleon
#

Or both combined if you want to be extra punishing with it?

native gale
peak inlet
vocal imp
peak inlet
#

2024 exhaustion

vocal imp
#

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

peak inlet
weary pond
#

we just don't do a lot of 'dungeons' since they are narrative they aren't frequently going into 'dungeons'

peak inlet
#

that way you’re kinda elongating the day almost

weary pond
peak inlet
#

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

weary pond
#

yea, FP2e does a really good job with this too IMO

peak inlet
#

make them have to choose 2 options out of 4 or whatever

weary pond
#

it's 5e that's kinda broken if you dont' do dungen crawls

vocal imp
#

pf2e solves it by not being an attrition-based system

peak inlet
#

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)

lethal cedar
#

Wanted to ask how this 2014 race seems

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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.

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Its for a race of Dilophosaurus Navajo styled people. Granted I might need to remove one or 2 racial traits

fierce dome
#

Probably gonna have to lose pack tactics

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It's absurdly strong. WotC only gave it to one species (kobold), and took it away when they reprinted it

vocal imp
#

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

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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

azure needle
#

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?

vocal imp
#

rouned down?

azure needle
#

Yeah

vocal imp
#

roughly alright, though hesitant to say much more lacking more details

#

if you get to choose, it gets ridiculous fast

#

conjure minor cwingas...

azure needle
lethal cedar
#

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

vocal imp
#

idk what would be a good compromise. maybe pb per lr

lethal cedar
#

Good idea

#

There was also a sorta drow like subrace that turned to worshipping a weird spider demon that gave them these

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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.

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They lose uncanny resilience and coordinated strike

vocal imp
#

why would dino people be afraid of the sun

lethal cedar
#

These ones look more like a weird horrid mix of the jp Dilophosaurus and a drow

vocal imp
#

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

lethal cedar
#

Its a long story with the lore for the fallen ones

vocal imp
#

it would be more interesting if they had more unique features, imo at the very least

lethal cedar
#

Fair enough

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Some of the other races I've been working on have some more unique features

peak inlet
#

don’t let them use Monster Manual stuff

azure needle
peak inlet
#

level 11 feature of Fey Wanderer Ranger

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the first option is Beast Master Ranger

lethal cedar
#

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.

azure needle
fierce dome
#

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?

pearl river
#

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?

lethal cedar
fierce dome
#

I'm very proud of the name

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I also enjoy your name and profile pic

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Steven universe rules

fierce dome
#

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

https://www.gmbinder.com/share/-OIcJ3Sr0TuesG4Z7wOD

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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

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But other input is welcome

paper belfry
#

Would you say for a very unbalanced campaign to use and make monster that are 3 crs above the players level

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Going for a dark souls difficulty and setting

solar basin
# fierce dome I know getting anyone to read a full class is a long shot in this server, but I ...

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

fierce dome
#

I'll need to read it and digest it before doing anything

solar basin
#

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

fierce dome
#

And if you think siphon potential resembles silvery barbs now, you should've seen it when I first wrote it, before sb came out

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I genuinely thought they ripped off my first draft

solar basin
#

I personally just lean on keep them weak and buff into balance because players don't like to feel like they've been nerfed

fierce dome
#

I feel like the base class as a whole is pretty weak, but the subclasses should make up for it some

pearl river
fierce dome
# solar basin Overall balance I have no clue because whole classes are pretty hard to balance ...

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.

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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

south wasp
#

With the exception of strength, ig

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Draw afflictions kinda strong, most monsters use effects that arent spells so youre just kinda giving a free out

fierce dome
#

I mean you take it into yourself, you're literally just switching targets

south wasp
#

Misunderstood

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Level 3 mental energy has no limit so you just get to use it a max of 20 times

thorny lake
south wasp
#

At max level

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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

fierce dome
#

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

fierce dome
south wasp
#

Heres the problem tho, tanks arent really a thing in dnd

wintry wave
#

^ that.

south wasp
#

No matter how big and scary you look, if i want to punch the spell caster behind you

midnight elk
south wasp
#

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

faint sonnet
fierce dome
south wasp
#

I hope im wrong, but ive seen this class before and it didnt turn out great for parties involved 🤷

fierce dome
#

I mean I'm skeptical of your assessment. Barbarians exist and do fine, and don't grossly out-damage the conduit

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Plus a lot of its "tanking" is by proxy, using the sacrificial conversation to literally take hits meant for other party members

faint sonnet
#

Makes me think I should repost my message I made in another server about the difference between win more and lose less.

midnight elk
#

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.

south wasp
midnight elk
nova basin
#

Barbarians work as frontliners because they are a very real damage threat with a big healthpool

south wasp
#

Also they do pretty decent damage

nova basin
#

A barbarian that does nothing but take a lot of damage isnt useful

faint sonnet
#

I feel like every tank discussion requires everyone laying out their own definition of tank lol

south wasp
#

When i say tank, i mean traditional “i take damage so no one else does!” Tank

south wasp
#

In which a lightbolt will immediately invalidate that

faint sonnet
#

I mean, AOEs do work like that, but there's plenty of soft taunts in the game from varying sources.

south wasp
#

Yesnt but those are feats

#

And like, booming blade

faint sonnet
#

Reckless Attack is a soft taunt, for example.

south wasp
#

It is, but this homebrew class has no taunting capabilities or any reason to attack it

fierce dome
south wasp
faint sonnet
fierce dome
south wasp
#

Its a “reckless” attack

faint sonnet
#

Yeah, the effect should appear diagetically.

south wasp
#

Dudes swinging real reckless, with a lot of openings

keen aspen
#

I need some ideas for a item/Relic that can swap players bodies for a day.

#

@ if you reply i need some ideas

paper belfry
#

soul swapper 9000

paper belfry
keen aspen
paper belfry
#

lol

lethal cedar
paper belfry
#

ik something more

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a man made of soggy flesh

keen aspen
#

If anyone wants to help out I also need an idea on how it'd look

paper belfry
#

how do i make a strong boss like cr 19-23 who uses a monk moveset but with forms

bright shoal
#

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".

keen aspen
cerulean seal
south wasp
#

You have your effect

#

And your duration

#

Just put it on an item and voila

cerulean seal
#

The effect is as easy as your players just swapping character sheets

rancid basalt
#

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

glad veldt
#

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.)

keen aspen
cerulean seal
#

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

keen aspen
#

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

meager rampart
#

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)

midnight elk
cerulean seal
bright shoal
sonic ledge
#

When homebrewing a monster how do I calculate the save my players need to make?

cerulean seal
#

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

paper belfry
#

Yah I throw balancing out the window

#

Tho I warn players that I make them unbalanced

vagrant egret
#

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.

unique parrot
#

And some creatures have features that activate if a save is failed by 5 or more

smoky phoenix
#

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

stuck raptor
#

All of them but the weasel are adept as swimming

smoky phoenix
stuck raptor
#

Well, tabaxis arent really based off specific cat breeds. Theyre just feline people.

smoky phoenix
stuck raptor
#

I would maybe focus on the core aspects of the order as a whole

smoky phoenix
#

I was thinking of making a race purely for otters alone but somone suggested I should include badgers too

stuck raptor
#

Mustelid is the order, right?

#

ah, no wrong term

smoky phoenix
# stuck raptor Mustelid is the order, right?

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

stuck raptor
#

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...

smoky phoenix
stuck raptor
#

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

smoky phoenix
stuck raptor
#

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)

smoky phoenix
stuck raptor
#

im seeing badgers are great swimmers and divers

#

same with wolverines.

smoky phoenix
#

partial amphibiousness it is!

stuck raptor
#

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

stuck raptor
#

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

smoky phoenix
stuck raptor
#

i feel the latter is a neater in world name

lethal cedar
#

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

wild sluice
languid ermine
#

@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

frank leaf
#

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.

languid ermine
#

same standard as Tasha Summons but properly buffed to a standard of core class feature

#

though yea stat distribution would have to be adjusted

cerulean seal
# wild sluice Decided to whip up a quick spellblade inspired sorcerer subclass, any feedback w...

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

wild sluice
#

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.

cerulean seal
unreal quarry
#

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

unreal quarry
#

Haven't really made a sheet for it yet, is there any template i can use ?

cerulean seal
#

And then share the link here

#

You can look at the official classes to kinda get the general formatting

cerulean seal
unreal quarry
cerulean seal
unreal quarry
cerulean seal
#

If they are spellcasting in any way then you gotta look at the spell casting features and such

#

And tables

unreal quarry
#

Tables as in element tables ?

cerulean seal
# unreal quarry 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

unreal quarry
#

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

cerulean seal
# unreal quarry I have never actually played dnd, so i know very little of the actual way as to ...

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

cerulean seal
#

You need a good understanding of the game before making a class

unreal quarry
#

Thanks for the advice ! I do kinda want to find a few people to play with tho

cerulean seal
spice root
#

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?

cerulean seal
#

I can show you the rules if needed but it’s pretty light

spice root
#

Did I hear that the new MM has some loot tables?

cerulean seal
cerulean seal
#

I have the books so I would need to check

modest ermine
#

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.

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and some spells, such as wish, I will ban or say you cant cast according to the circumstances

spice root
spice root
modest ermine
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ok thanks

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yeah im thinking of giving the enemy their facing upwards of 500 hp so they dont melt it

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I want it to be chaotic and dangerous cause I also have a backup plan if they tpk

stuck raptor
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just run minions or more fights before the monster

true forge
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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

visual frost
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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?

high pendant
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Moonblade comes to mind

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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

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Cloak of invisibility would be simple and cool

high pendant
native grove
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Does anyone know of any good holy/religious subclasses for rogue?

high pendant
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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

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you can pretty much flavour any as it, but theres none explicitly divine

native grove
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Okay let me repose that

Any good HOMEBREW divine subclasses for rogue?

high pendant
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oh right this is homebrew duh doy

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ive never written anything of the sort but im sure theres something like that out there

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its a rather common archetype to make divine subclasses for non-divine classes

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like an inquisitor or justifier

cerulean seal
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Unless you ware wanting to like, do radiant sneak attacks or something

south wasp
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First question you shpuld always ask when looking for homebrew

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Is what are you looking for that you cannot do in game, with flavor or otherwise?

lethal cedar
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Whats a good mechanic you'd say works for a beast that breaks bones

native grove
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i have a few monsters that can cripple enemies, i can show you the effect if you want

high pendant
lethal cedar
high pendant
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poison that only affects con, dex, and strength

lethal cedar
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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
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-# Dinocrocuta was basically a dire hyena

high pendant
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dinosaurs did a lot of biting

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so maybe some sort of bite grapple?

lethal cedar
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Oh these are specifically all ice age/Pleistocene

high pendant
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ah got it

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im not sure then

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arent hyenas scavenger animals? maybe they could heal on kill

lethal cedar
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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

lethal cedar
lethal cedar
lethal cedar
high pendant
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fair, my advice is just to go through exisiting spells and conditions

lethal cedar
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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

native grove
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can someone help me with a rogue subclass im making?

cerulean seal
high pendant
native grove
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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?

cerulean seal
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Probably better to stick this in a google doc in the future

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This is a wall of text making my eyes go blurry

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Reading

high pendant
native grove
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its 2014

high pendant
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Nm then

native grove
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any suggestions for what the last feature should be?

high pendant
native grove
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i do have an idea actually

high pendant
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I would consider lowering the amount of channel divinity options you get, as getting so many choices is a lot

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Maybe only one at 3rd level

cerulean seal
# native grove Blessed blade While church´s send paladins and clerics on various holy quests, s...

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

native grove
cerulean seal
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Or just the base classes?

native grove
cerulean seal
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That way it can get a cool rogue beneficial channel divinity?

native grove
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I personally prefer the current system largely because I like customization

cerulean seal
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I'm not saying get rid of that. I'm saying keep the customization AND have a custom one the rogue gets.

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They get 1 charge to use a channel divinity but either the subclasses own option OR the one they stole

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Kinda like how Clerics have their base class channel divinity they can use OR their subclass one

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same with Paladins

native grove
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To be fair I showed the subclass because I wanted advice on what the final feature should be

cerulean seal
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gotcha

native grove
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Any advice on that?

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Sorry if I was mean

cerulean seal
cerulean seal
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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.

cerulean seal
# native grove Any advice on that?

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

high pendant
queen egret
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How would you balance a SLA that kills you, but fully restores the target as if they just had a long rest

dapper storm
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I LIKE PIE

queen egret
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as in spell-like ability

cerulean seal
cerulean seal
queen egret
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You can revivify, but you die first.

cerulean seal
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Is this for a subclass?

queen egret
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Worse, a full custom class

cerulean seal
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What level feature?

queen egret
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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...

cerulean seal
queen egret
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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.

cerulean seal
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Ah, blue mage type of deal?

queen egret
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It is exactly that.

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I'm trying to convert the entire lore command, but I'm at a loss for transfusion

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It is one of the abilities of all time

cerulean seal
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I think ideally it's not going work super great unless the class has a built in way to bring itself back

queen egret
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A diamond traded for a full lr-resource restore

cerulean seal
queen egret
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yeah

cerulean seal
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And now the party is down 1 party member for the rest of the adventuring day at least probably

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or encounter

queen egret
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could be very very funny if this guy dips 3 levels into zealot barb

cerulean seal
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It's probably not worth it

queen egret
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fair fair

cerulean seal
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Honestly

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I think it makes for an interesting high level spell

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but not so much a class feature

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And I would have the spell have a built in way where the character revives after X amount of time or something

queen egret
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Well it's part of a class feature, it's pretty frontloaded

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Instead of a traditional spell list you learn the ability to learn at lv1

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so you could learn all blue magic with a lv1 blue mage dip, but there are no traditional full-casters in this setting

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so it'd be pointless

native grove
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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

neat oasis
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-# I would also like some advice on a magic system idea I have when someone is able to provide some thoughts or ideas

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-# 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

high pendant
high pendant
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having two features which are just you get this spell is a bit boring

native grove
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i know i know

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ill try to think of something else

cerulean seal
native grove
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uh no i dont think so

cerulean seal
queen egret
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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

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limited wish is AWESOME because it's wish, but limited

native grove
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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.

cerulean seal
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that means it doesn't do anything 95% of the time.

native grove
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how about when you kill an enemy?

queen egret
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is this about a rogue

cerulean seal
native grove
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hmmm... how about when you kill an enemy with a radiant sneak attack, they explode into holy light?

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this light damages hostile creatures and gives temporary hitpoints to friendly creatures

cerulean seal
native grove
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yeah im not sure about this feature either

queen egret
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give your rogue a flashbang

cerulean seal
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Flashbang is cool

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Blind everyone. Makes your stealth easier

queen egret
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warding flare is my goat

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free silvery barbs every turn fr fr

native grove
queen egret
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that's cool as hell, wow

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almost cool enough to make me play a rogue

neat oasis
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Pft-

native grove
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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?

cerulean seal
native grove
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i mean celestial warlock gets a similar ability and they arent exactly frontline combatants either (unless your a bladelock)

torn fjord
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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.||

kind path
torn fjord
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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

neat oasis
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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.

midnight elk
teal yew
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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?

teal yew
# neat oasis Want some opinions on this. For a future campaign I've been planning, I wanted ...

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.

neat oasis
hard topaz
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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.

dire escarp
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I'm looking for Demon Slayer dnd server

patent radish
young knot
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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!!!

https://www.dndbeyond.com/feats/2222954-half-elf

frank leaf
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Weapons, Tools, or other Adventuring gear?

teal yew
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@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.

molten wing
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Maybe a vial of pure sunlight they carry in an ornamental bottle?

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Like one of the Silmarils

teal yew
teal yew
peak inlet
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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.

frank leaf
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I love Ranger but it's too much

frank leaf
peak inlet
peak inlet
frank leaf
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I'd love some more perspectives

peak inlet
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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).

frank leaf
peak inlet
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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)

peak inlet
wintry wave
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Ah, I see multiple targets... hmm.

frank leaf