#homebrew
1 messages · Page 73 of 1
there are a few feats that give you Hex, but they don’t make it a Ranger spell
Like, you only get 1 BA per turn anyway, if you're spamming Marks you're wasting time you could use to damage them immediately
you have 6 free casts, and it allows you to get advantage and crit extension on all your attacks and advantage on tracking them all
plus, it kinda just ruins the flavor of the spell
NGL, I do have a Warlock/Ranger character I put together for a one shot; I wanted masteries and a fighting style and expertise... but if I was thinking of a multiple target Hunter's Mark effect, I'd probably just say it's "n targets within 15' or each other" or something, where 'n' goes up a bit at scaling points.
they last an hour and can be set up in advance
it just kinda makes it weird with all the floating effects and also subclass features
it’s cleaner to only allow 1
True, but setting up Adv and Crit range with Prep time is what you're doing, instead of Find Steed party wide and Stoneskin what you're seeing from your teammates at this level.
it’s also just trying not to incentivize the spamming of multiple Hunter’s Marks in general
you can Swift Quiver Hunter’s Mark which is pretty huge already
I don’t think players should be spamming Hunter’s Marks instead of looking into other combos
(Currently checking, and self targeting spells immediately fix the issue)
Since recasting would just refresh and not allow a second target
are you talking about Divine Favor?
I could also just say that you don’t need to concentrate but you also end the effect if you cast it again
That works too.
but it’s a level 13 feature which does mean that multiclassing out of Ranger is incentivized in that case
I mean, into what at that point? Tail end of tier 3 ain't a particularly great time to start a multiclass. Maybe Cleric?
higher level spell slots to cast CME
also enough to grab Evasion + Reliable Talent from Rogue
or 16/4 to grab 2 Epic Boons
Barely ye, but more than 4 levels loses you the Extra Epic Boon, not ideal
Hm. I should say the issue here should be solved by your capstone, multiclass issue should be warded by the higher levels being rewarded.
If you don't think the capstone is strong enough to ward multiclassing past Non-conc HM, NGL, it's prob underwhelming
honestly, it could go either way, but I prefer the double concentration personally if not for anything else, for consistency in how my more complex options give you that choice since it’s at level 9 with those and it’s definitely too early to remove concentration entirely at that point
I mean that’s kind of the issue with half-casters in general
a 6th level spell slot for upcasting is pretty potent
and especially at lower levels where you’re probably going to start the multiclassing, you also gain access to their spell lists
ok, my initial capstone that I had for the simple version was also related to Epic Boons but was less powerful
I wonder what your opinion would be about that one
basically, you still choose a second Epic Boon, but you can only have one of the effects active and you can swap on a Long Rest
you get both ASIs
I gave mine a free casting of either SWS or Conjure Volley once per Short Rest. The former is changed to use Weapon Mastery of the weapon brandished for casting and have a bigger Crit range, the latter to have stupid far range and a TP anywhere within the AOE.
More Martial casting basically
those are pretty interesting
enhanced signature spells that aren’t Hunter’s Mark
Ah, so a backup Boon swap?
yeah, I think of Rangers as the versatile class
I mean, that's Bard, but also your opinion, so sure.
they want to be good at RP, Combat, and Exploration at the same time
and Epic Boons give them the choices that they want, but they do want a bunch of them
To me, (and my gripes), they're more the backup. If anyone who is better than you at those goes down (which, imo the Ranger is not better at anything than anyone), you can actually fill their role pretty well.
Which some people seem to be okay with
Bards don’t have any exploration features, they’re just better than Rangers but they’re not really made to be a Jack of all trades since they’re actually really good at a lot of their trades (despite having a literal feature by that name ironically)
Hm. I think you could get away with this if the Epic Boon was from a set list, like how Fighter only gets to swap Masteries from 3 options
yeah, that’s kind of what I meant, and I think being able to swap Epic Boons gives you the ability to setup for that
They're better at being a caster versatility, Rogue is better at exploration because they're better at checks.
I don’t really wanna do that mainly because it becomes too bloated, having them choose 1 extra Epic Boon at level 20 that they can swap to means they only need to remember the effects of 1 additional boon
it’s more time spent when leveling up, but ends up being simpler when actually playing
No, I do mean only one Boon, but the one they choose being from a few you select
Not just any Boon
ah, I get you now. why do you think it would still be too powerful if it’s a chosen boon from the whole list?
I’m looking through them and I honestly don’t see any reason to deny that except maybe Boon of Siberys, but they could also just pick that as the first one anyway and they likely will
Boons of Skill, Speed, Combat Prowess, Recovery, and Desperate Resilience all seem fitting.
That's Ebberron specific tho lol
that’s what I’m saying
Wdyt Abt the list I suggest?
I mean it’s a good list if I were to choose a list, but it also blocks off stuff like Looming Shadows, Fate, Communication, etc. which can all make more sense for specific subclasses than any of the ones in that list
are you worried about swapping resistances?
Definitely lol
Options that have options in and of themselves are dangerous
Like Boon of Energy Resistance
I’ll just reword it to include all your choices for the epic boon when you first choose the feat
Energy Resistance lets you change on a Long rest in and of itself
Like, when you normally have it
If you wanna include it you can, just saying Ranger leans martial over magical
If that's the one you choose tho for the magical portion, certainly better then Spell Recall
That thing is so many people's go to 😭
but there are magical builds with Ranger, and the direction I’m trying to head in is more openness with what build you might’ve set up that whole time to level 20
rather than screwing them over when they get there
Ye, why I think Energy Resistance is fine if you want to lean into that, but Spell Recall is one of the ones I specifically suggested a list for
Spell Recall is useless on most characters anyway, if there’s someone who wouldn’t mind it, Rangers are in that category
Alright, if you think so, I just thought it was too Arcane and not thematically fitting too.
you could just reflavor it as your traps being more resilient if you’re using that flavor for your spells anyway
you prep overnight to make sure your traps are extra sturdy the next day, and on other days, you focus on your weapon drills
I generally don’t like it when classes force me to play into the fantasy they have in mind because most of my PCs don’t really abide by any class’ fantasy, so maybe that’s just a me problem
never heard of it
I created a homebrew creature and wanted to get peoples opinion on it, can i post it here?
its like an owlbear, in that it was created by fusing a giant raven and a panther
I made a summoner class but I haven't gotten the details organised yet. It's basically Find Familiar the class that at level 20 can let you summon creatures like a Tarrasque
Good lord
I'm new to dnd homebrew and wanted to spitball a character idea
#character-discussion or #optimization i think
Quite potent
or if it involves homebrew, here but DONT use homebrew if youre new
use homebrew only once you have figured out what you're doing
They said new to homebrew specifically it appears
All good
sorry mate! would love to hear it then
i misread it as theres been a lot of people who are new to the game and then want to homebrew, when they dont quite understand the game. the amount of times we have had to give that advice lol...
also itsbeen a long week
I made the mistake of allowing my 11 year old brother to pick a homebrew barbarian class that is VERY unbalanced and I only realized AFTER he made his character. So now I'm trying to completely revamp the existing homebrew into something that makes sense.
It uses something called "Raging Blood" points to make special maneuvers akin to a Battlemaster Fighter, but the original page also specifies that the barbarian just permanently stays in a rage with all the benefits.
The main change i made is that, as a bonus action, the barbarian can spend a raging blood point to activate the boons that a barbarian usually gets through rage. Like spending a point to get damage resistance for a minute, spending a point to gain advantage on strength checks and a +2 to strengthen based attacks for a minute e.t.c
Barbarian with permanent rage
It’s like a wizard who’s got the warlock’s ability to recover spell slots on short rest
It seems to be working well so far.
the raging blood thing is cool but the perma rage is broken as heck
Yeah, once I read through the document I realized changes really needed to be made
Here I've got the link to the page I found it from actually.
The page also says that the barbarian heals an amount equal to raging blood points at the start of turn but thats ridiculous
So the character, Joro, is a paladin that served the main kingdom of the region through a famous guild. Through his time serving he discovered and ancient blade dubbed "The Steel of Knull", an obsidian blade soaked with the blood of Engral Knull, the deity of war. During his last mission, Joro was slain after his guild was framed by the kingdom for the destruction of a forest village. Before he died, his blood reached his blade and was able to make a pact with Knull, resurrecting Joro and making him serve under his blade. Joro now seeks to take down the same kingdom that stole his valor and his purpose.
So I changed it to that when the barbarian falls to 0 hit points he can spend all remaining raging blood points to regain hit points equal to points spent, and take a point of exhaustion instead of being downed.
Hexblade Warlock
But paladin coded
Basically
I haven't gotten the stats set since I've been trying to cook up his backstory for a good month or two now
Wanted to make sure it was simple but felt unique to his character since he plays a major part
cool backstory! im guessing hexblade?
i like that you made a hexblade with an actual hexblade as a patron lol
granted, i refluff all my warlocks into sorcerers/wizards and arcanists with extra steps and no patrons, but still
i can appreciate that, for how very uncommon that is
Much appreciated my guy
np!
wheres the homebrew part tho, im guessing it comes in with mechanical variances or something?
Yeah it ties into this mechanic I'm introducing
It's simple since this is my first homebrew but the blade specifically ties into the lore and mechanics
Also the blade is limited by the condition of the bearer to help keep it balanced with an in lore explanation
Plus the guy is missing an eye
The system uses energy from a mirror world created from chaos to juxtaposition the main world's creation from order
I was trying to make a feasible way to put Wolverine (the Marvel character) in the game and was wondering if I could get some quick input:
https://docs.google.com/document/d/18B-lQmlHTd0ign4U7oBB-P3NTp1ChjwwEqlmesaDRZc/edit?usp=sharing
What rarity would you make a magic item that requires attunement by an Artificer that allows you to spend one of 10 charges to change the damage type of a spell you cast to a damage type of another spell you have prepared?
Excellent, that's what I was aiming for.
10 charges? Rare, at least.
1/day? Uncommon.
hey yall im looking for fun shadow like bosses or creatures you had maybe made for ur tables to help me with ideas for making mine 😭 running at a road block for designing actually fun boss fights that arent hella easy or hella hard
How powerful should a common magic item (2014) that boosts a type of knowledge check be? I’m making one for knowledge about beasts/monstrosities/aberrations.
There aren’t really any common magic items that buff knowledge checks (other than spellshard but that’s just a book which doesn’t have a bonus in 2014), the closest thing I could find is a Docent which is rare.
For a common item, I’m thinking either an extra die or advantage and probably limited uses per day.
i'm attempting to master the concept of making single combatant encounters match up to multiple combatant encounters power wise
i'm thinking the trick is to raise the HP and lower the damage output per strike, but raise the number of attacks
tankier bosses that hit alot but deal less damage when they do hit
Legendary Action spamming is scary, but I prefer bosses not to be insanely tanky to deny the sluggish gameplay
new capstone?
Simple Attachments (Ranger Optional Feature)
10th Level
The Temporary Hit Points no longer have a limit.
Instead, give a flat 10 plus your Wisdom modifier temporary Hit Points.
Additionally, gain Foe Slayer.
13th Level
Additionally, You can concentrate on another Ranger spell while concentrating on Hunter’s Mark.
17th Level
Additionally, your critical hit range on creatures marked by your Hunter’s Mark increases to 19 or 20.
20th Level: Prepared Mark
When you roll initiative, you can take a Reaction to cast Hunter’s Mark on a creature of your choice within range. Additionally, instead of changing the target of your Hunter’s Mark as a Bonus Action, you can do it immediately before making an attack by expending a spell slot or a use of your Favored Foe.
Theourgia's Hand
Weapon (shortsword), no idea bout rarity (requires attunement)
Damage: 2d6 piercing/slashing+d4 necrotic
This weapon lies in wait inside the dominant arm of the user, when called it bursts out dealing 2d6 piercing + d4 necrotic to the user
When attuned to this weapon you may not unattune to it willingly.
When you are attuned to this weapon you may not use another melee weapon (trying to do so will cause immense pain causing you to drop it immediately)
You gain +2 to attack and damage rolls made with this weapon
Abilities:
Summon Shadow Hunter
As an action you can summon a loyal Shadow Hunter which appears in an unoccupied space within 10 feet of you and remains for up indefinitely until it is reduced to 0 hit points where it will disappear. You may dismiss it early as a free action. You may summon a shadow hunter once per long rest. You may have a maximum of your proficiency mod halved rounded down shadow hunters active at a time
The Shadow Hunter acts immediately after your turn in combat and obeys your mental commands (no action required). If no command is given, it defends itself but takes no other actions.
Shadow Hunter
Medium fiend, lawful evil
Armor Class 17
Hit Points 50 (6d8 + 23)
Speed 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 18 (+4)
INT 10 (+0)
WIS 13 (+1)
CHA 8 (-2)
Saving Throws :
Wis +3, Con +5
Skills:
Perception +3, Stealth +4
Damage Resistances:
Necrotic, non-magical ranged attacks
Damage Immunities:
poison
Condition Immunities:
exhaustion, poisoned
Senses;
darkvision 60 ft., passive Perception 13
Languages:
Understands Abyssal and Common, but speaks only telepathically with its summoner
Proficiency Bonus +2
Traits
Regeneration. When the Shadow Hunter reduces a creature to 0 hit points, it regains 1d6 hit points, up to its hit point maximum.
Actions
Shadow Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 necrotic damage.
Longsword doesn’t really work
if you use 2 hands, the damage decreases?
I have no idea what type of weapon i could make it
Its literally a growth bursting from your arm
Shortsword is pretty strong, ignoring the curse and the summon, it’s Very Rare
maybe could fit into Rare
It does deal damage to the user when it bursts out the arm
adding a single summon makes it Legendary
doesn’t really matter that much
and the damage to self doesn’t really make sense
you can have multiple different hit dice
make it 2d6 since the sword is 2d6
well, you kinda want to know
because as a Greatsword, this is Very Rare assuming one summon
but a Shortsword would be Legendary
Alr
is it that much damage per attack or just to take it out
Greatsword wouldnt really work since it does its one handed
generally, magic weapons state the increase in damage rather than the total dice
+2d6 damage is Rare, non-attunement
+2 to hit and damage is Rare, non-attunement
you can estimate a +1 is equivalent to +1d6 damage
so by virtue of being a +2 +1d6 weapon for Shortsword, it’s automatically Very Rare or higher
hello everynyan!!
I just made this document, it's a CR 5 Crucible Soldier and CR 12 Crucible Knight from Elden Ring
it's got 2 statblocks, a rolling table for potential drops, and a list of magic items and charms all the way at the bottom
would not hate any feedback on the statblocks, items, and charms- i've got some fair amount of experience making creatures but i'm still learning how to make items and i'd never made charms before today
notably the statblocks are unbalanced CR wise, scaling more towards tanking than damage output
huh, funny man also making funny Elden Brew lol
Who?
I've been working on a document of spells, items, and creatures for the last 3 months
Totaling to around 630 articles
Is there someone else doing Elden Ring brews?
oh :P, mb, ive started to make some too lol
although, its mostly comeout to a subclass (half done) and a race (flavour made for it)
dndifyed so it works anywhere, hopefully
Feel free to use any of the resources I've crafted as well, I'm sure the links are in chat but I can send you the work in progress documents as well if you'd like
plan on a sub for each class (arti maybe), and a couple of races
maybe more if i feel like it
Been working on this homebrew monster. Made for my party of 4 level 3s. I'm new to homebrewing monsters so please lmk if i need to make any balance changes:
Copper Bull
Large construct, chaotic neutral
Armor Class 13
Hit Points 40
Speed 40 ft.
STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 2 (-4)
WIS 8 (-1)
CHA 5 (-3)
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: None
Challenge: 2 (450 XP)
Unstable Enchantment. At the start of each turn, roll a d6:
1–3: Sparks fly; the bull takes 2 lightning damage.
4–5: Movement glitches; disadvantage on its next attack.
6: Power surge; advantage on its next attack.
Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage.
Trampling Charge. The copper bull charges in a 20 ft. straight line. Target is attacked with Gore. Target must make a DC 12 Strength saving throw or is knocked prone. If prone, the bull may make a hooves attack.
Steam Burst. The copper bull lets off a burst of steam. Any creature within a 10 ft. sphere must make a DC 12 Dexterity save or take 2d4 fire damage
(mb if its a bit hard to read, i copied and pasted it from a custom statblock i made)
Path of the Dragon Communion
The Path of the Dragon Communion is a ritualistic act where a Barbarian is told to feast on draconic remains to gain its power. The eyes of those who feast on these remains turn black and gold with serpent like pupils, to symbolise the new found connection to the might of dragons.
Dragon Tongued
When you choose this subclass at 3rd level, you learn Draconic, if you already know Draconic. You instead learn another language of your choice.
Scaled Rage
3rd level Path of the Dragon Communion feature
While Raging, as an action, you can channel raw draconic power into your arms. You can move up to 15 feet in a straight line. For each 5 feet moved, each creature within 10 feet of you must make a Dexterity saving throw (DC= 8 + Proficiency Bonus + your Strength modifier) or take 2d8 force damage on a failed save, or half as much on a success.
Blessing of the Communion
6th level Path of the Dragon Communion feature
The Dragon Communion grants you new found powers. During your Rage, you gain the following effects:
- You have advantage on saving throws aganist 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.
- Your walking speed is increased by 10 feet.
this is the barb one lol
Oh! I was thinking of a pally subclass for that actually, never finished it
did i have an idea for pally yet, dont think so
i could make one based on the Blood Oath incantations, a bleed mechanic baked in a paladin might work
seems fine
the d6 is more hinder then help but i think thats by design
Overcharger
Weapon (longsword), legendary, requires attunement
+3 to damage and attack rolls
As a bonus action you activate the charge, you gain immunity to all damage and status for 5 minutes, once this ends you gain 1d4+1 exhaustion points. You may do this once per long rest
What about a warlock subclass of arcana that gives them spell points instead of slots, pretty much making them a full caster
Or not cos its broken
I’ve seen this before. It’s a great idea
I may have it saved somewhere
But yes someone drafted one
I think it’s doable but does pretty dramatically change the way warlock would function. Would definitely be Op if it still behaves like pact slots and upcasts to the highest spell slot
skibidi toilet as a homebrew monster
You feel the ground trembling beneath you as the shadow of something similar in shape to a chariot rolls across your surroundings. Turning around, you see the bottom of a titanic seat of porcelain, from its bowels rising six or seven massive human heads, all with identical features and uncannily distorted grins. Everyone roll initiative.
Idk if I would personally do it as spell points but maybe just give them a spell list of specific spells that they can cast each once per day for free or something with no upcasting
I made a custom figurine of wondrous power I thought could be cool.
Marble Wood Mandrake (uncummon)
This figurine is carved from marbled pattern wood and designed to resemble a Mandrake root. When activated, it summons an Awakened Bush. It is friendly to you and your allies and takes its turn after yours.
Awakened Bush
HP: 30
AC: 12
Size/Race: Medium Plant
Movement speed: 25ft
Vulnerabilities: Fire
Resistances: Bludgeoning, Piercing
Languages: Common, Druidic, Elvish, Sylvan
STATS
Strength:16(+3) |Dexterity:8(-1) |Constitution:15(+2) |Intelligence:12(+1) |Wisdom:12(+1) |Charisma:10(+0)
Passive Perception 11
ACTIONS
Multiattack: The Animated Bush makes two slam attacks
Slam(Melee Weapon Attack): +5 to hit, 5ft reach, one target. Hit: 1d8 + 3 bludgeoning damage.
(I made the Awakened Bush but I was originally just gonna make it a treant sapling)
Any Marvel heroes I should homebrew? I've already done a bunch but I'm low on ideas.
So far I've done something for each of the following:
Captain America
Hawkeye
Iron Man
Hulkbuster
Thor
Doctor Strange
Black Panther
Spider-Man
Scarlet Witch
Vision
Hulk
Ant-Man
Black Widow
Quasar
Silver Surfer
Venom
Human Torch
Any ideas or suggestions?
i'm working on a subclass for a tanking class,, :3
Calling of the Keeper
You heed the calling of the darkest vaults, of remnant of lore and wisdom lost to time. As keeper, you uncover and protect the lost so that they may be archived for the distant infinite, ye who guard our history, our prayers and our secrets, across the ages within their grand vaults. Keepers are called to defend places of learning, or are entrusted with guarding a dangerous piece of knowledge within a relic or scroll.
sstill figuring it out since i dunno if i want to make it the spell subclass,,
i want it to have spell synergy, which i've already done with one feature,,
whats your opinion on this as a homebrew rule?
when a creature within your reach moves over an obstacle that would require him to be exposed or off-balance, such as climbing a ladder, climbing over a fence, or hopping over a crevice, you may take an attack of opportunity against that creature. If you hit the creature, it must make any check made to pass that obstacle at disadvantage, if it had such a check.
basically meant to make stuff like fences or high ground a lot more important to combat. someone tries climbing a wall in front of your face? hit him, making him fall. that kind of thing
i mean it's a bit confusing but yeah it makes sense,,
is it confusing because of the concept or the wording?
wording,,
Hey quick question: Is there a max hitpoint dice limit or can you just get infinite of them? (I'm making a class concept again)
you have as much as you have levels
When a creature within your reach makes difficult movement that may leave them exposed, you can make an attack of opportunity against them. Some examples are climbing a ladder to reach your position, moving through a small hole in the wall next to you, or dropping on the ground and doing the worm dance in front of your face.
If this opportunity attack hits a target which had made a skill check for its movement, such as making an athletics roll to climb up a wall, the creature has to remake that save.
does this read better?
I'm kinda brainstorming a Frankenstein hodge-podge system based on 5e and I was reminded how boring level progression can be, so I had an idea and I wanna know if I'm cooking or not
What about a Prestige level system, where your late-level class bonuses end somewhere like Level 10, and taking extra levels in that class would give you a "Class Prestige" that doubles up your other class features depending on how far into the Presitge you go? For example: 2 levels of Fighter gets you Action Surge, but getting 2 Prestige levels into Fighther (probably total level 12) gives you a second Action Surge, and so on and so forth. I know it probably would need workshopping for other classes, but you get the gist of it
that sounds like class features but less interesting
Ah so lvl 3 has 3 Hitpoint dice, lvl 4 has 4, etc?
yeap
Ah alr
it mightve been a bad example and im not getting it, but if like, its making all the post 10 class features just an increase to a use count without adding anything interesting, I would definitely not want them
Hmmm
I would say "what if they were improvements on it" but that's just more or less class features
Which could just be done by buffing Martials and giving them better class features
I still feel like youre just describing class features, but different class features
That's what I mean
I dont get how this ties in to prestige class stuff then
I'm agreeing with you that Prestige classes sounds like a less interesting class features
And you are correct that just doubling up early class features would be a problem for other classes, and while I did address that, I agree that they might as well just be buffs to regular class features at that point and just ignore the Prestige thing
okay let me try to understand this from the other end then
what are you trying to achieve with this system change
Ideally it could lead to making multiclassing better since you would only need to figure out class features up to Level 10 (or whatever number you decide would be the prestige point)
I hoped it could do so without making solo classing too boring or suboptimal
but right now it would mostly just disincentivize players from solo classing, rather than rewarding multiclass
I love multiclassing, and I noticed some classes just have big class feature gaps
Like Zealot Barbarian. If you're playing a campaign going to like Level 12, there's no reason to go full Zealot Barb because Zealot Barbs barely get anything between Level 6 and 14, besides one Per Long Rest ability and is honestly kinda situational
Yeah, that's what I want to avoid
but I feel that multiclass could end up even less balanced than single class
like, the gap between bad single class and good single class compared to bad multiclass and good multiclass
So maybe Prestiging a class just improves on your previous class features in the class? Like Improved Divine Smite, maybe scooched over to Level 12 to match when Paladins usually get their Smites
Yeah, but I still like having the option open
This would probably go along with a lot of my house rules, like you get to change your class/feats/etc once and only if it makes sense for your character
I feel like if you want to do prestige classes you need to look at 3.5E and just adapt those rules for 5E
They usually had a bit of prerequisites too for taking them
what about the following option: just give players a "taste" of other classes as prestige classes, gained freely.
like, a class with no hp or stuff, but like, every 3 levels you can get a "level" of another class.
kind of almost like a feat that is instead a class feature
Could also just play Gestalt rules
Get two classes at the same time every time you level up
Hmmmm
That sounds interesting
Hmmmmm
Maybe they get to pick 2 classes per level up and mix and match features from those two classes?
like fighter could be 1: martial weapons, medium armor/shields, level 2: action surge, etc.
rogue, 1: expertise, 2: cunning action,...
Gestalt rules makes it so you literally get two class levels every time you level up. You are basically playing two classes at once
So you can be a level 20 paladin and level 20 warlock at the same time
Huh
I'll have to look into it, that sounds cool
How is health decided? Just both stacked on top of each other?
I’m unfamiliar with the specifics
Idk how spell slots and such or health is handled or feats
Hmm
I could see both averaging the health or stacking them, but I think stacking the health could let the DM double enemy HP in return
Although it would make fights with a party larger than four soooooooo long
Looking into it. You just pick the larger hit dice between the two classes
And use the larger hit die
Could I get some thoughts on this homebrew system for extra warlock spell slots?
The warlock in my campaign put in his backstory that he joined a pyramid scheme that was started by a dragon and he just put so much money into it he just somehow managed to get spells back from it
The idea for extra spell slots is that if he runs out he can use gold to cast more spells, like a first level it be 5 gold, third level it be like 10 gold ninth level it be like 80 gold
Any thoughts?
If it’s a pyramid scheme, those usually are tier based. So maybe rather than he can expend gold on the fly to get slots, maybe he has to have met a threshold of total expended gold in order to just get a permanent extra pact slot
And have the threshold listed pretty obviously for the player so they can invest over time as they see fit.
Especially since pact slots automatically upcast
You can decide how much each “tier” costs and they become different level of members in the group
The reason I was gonna just use more and more gold is because he explicitly stated he’s stuck at the bottom of it. Plus his entire original idea of the character was someone who’s just constantly stealing gold and then giving it to the pyramid scheme with nothing in return. He’s a halfling with an obsession with gold
I figured if he’s having to give away more of the thing he loves the most in the world the more power he would get in return
Level 14 feature
Through Between
At 14th level, your patron has granted you the ability to slip through the bridges connecting worlds like water through a hand.
As an action, you can enter an intangible state for 1 minute or until you lose your concentration (as if you were concentrating on a spell). While in this state, you can use your Action to enter a different plane of existence, as if by a Plane Shift spell. You can also bring a willing creature with you.Once you use this feature, you can't do so again until you finish a Long Rest.
Is this Warlock capstone balanced?
So I was trying to figure out a good way for a beast master companion to have enough hp to really survive more than a combat encounter so I had come up with possibly a working math thing for it
Your beast companion's hit point maximum is increased to 20 hit points + The beast's con modifer + 10 hit points per level in the ranger
that... thats a lot
You think making it 5 would work better?
Main dilemma is that the beast companion is typically going to be fighting in the frontlines so it would really need the hit points to help live longer than 2 turns
i dm for a level 14 beast master ranger, its survived a lot if youre not being reckless with it, or the dm keeps hitting it
dm hitting it is already doing its job of nullifying damage against you and your party, so
Personally beastmaster always felt like a missed opportunity because of how the beast is, admittedly, very weak.
And the whole, you need to pick on either the beast attacking or you until level 5 then you can both attack on your turn
And then there's the tasha's bonus action to command which is better, albeit it makes dual weapon fighting style objectively a bad choice
you can nick and ba command
wh
oh, 2024
wha
weapon masteries
wha
i take it this is for 2014 ranger
yeah
ok, ic. dual wiedling was improved a lot in 2024,so its not too mch of an issue
ohhhh
so wait was this 2024 beast master
yeap
i pride myself on taking out pets and familiars, but my enemies arent always gunning for the pet; they have stronger targets to deal with first
wait why the heck does level 7 2024 beastmaster get to deal force damage???
to surpass BPS resistance
...I guess?
nonmagical/nonmagical damage isnt a thing in 2024
its either no resistances and increased ac, or rarely, bps resistance. much better, since parties with magic items wont steamroll monsters
I mean I suppose it seems nice
yeah, party with a paladin and holy avenger sword isnt cutting down the 137 hp lich
I was told that this is the place to post houserules
here's the houserule:
change the text of dueling. Currently it says:
When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
change it to:
When you're holding a Melee weapon without the Two-Handed or Heavy properties and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
this means you can use the benefit of the Dueling feat if wielding a Versatile weapon in two hands.
the issue I'm trying to fix: RAW, with equivalent investment of Fighting Style feats, Versatile weapons are strictly better when wielded with one hand rather than with two. if you're a fighter or paladin, the tradeoff between one handed and two handed uses of Versatile weapons is completely gone. take longswords as an example. you can use a longsword one-handed (d8), or use it two-handed (d10). if you use it one-handed, the main fighting style that can apply is Dueling, giving you a +2 to damage. if you use it two-handed, the main fighting style that can apply is Great Weapon Fighting, allowing you to treat a 1 or 2 on a dice roll as 3.
so your options are: specialize in one handed, allowing you to use a shield, and get 3-10 damage (equal chance of each); or specialize in two handed, restricting your free hand, and get 3-10 damage (with a 30% chance of 3 and a 10% chance of any other result). one-handed strictly deals more damage. the tradeoff that versatile is supposed to give you is completely destroyed!
add to that that no Versatile weapon is eligible for GWM, and there is never any reason for a fighter or paladin to specialize in using a longsword, battleaxe, warhammer, or war pick two-handed.
Ig theres the point of weapon masteries in 2024 (sap, specifically), the option to use another fighting style, and the fact that versatile weapons probably aren’t meant to be the best with two hands (cuz if they’re meant to be two handed, might as well go a two handed weapon)
But this house rule ain’t half bad
I mean, most of the weapons listed as Versatile are historically mainly two-handed weapons
which can be used in one hand in extremis, but are not designed for that as the default fighting style
Yeah, but dnd doesn’t really care about that
Like, rapier and dagger for example was relatively common, and you can’t attack both with them in dnd in one turn
well, the dagger in rapier + dagger is mainly defensive until you get into grappling range...
Also iirc earlier period English longswords were fairly common with shields
But I digress
oh, yes, earlier period longswords, sure--I'm not proposing to make the longsword strictly a two-handed weapon, though
just trying to make two-handed longsword use like, not strictly worse than any other adjacent option
It’s not strictly worse if you don’t take dueling (defence and blind fighting are the first to come to mind)
But admittedly it is weird that a versatile weapon is niche
mmm Defense still leaves you in a worse place than just sword-and-boarding, though
But that could also be because dnd rewards specialisation
It’s a middle ground between damage and AC, though again dnd rewards specialisation so it’s usually not worth doing
2H longsword + Defense FS leaves you with less damage and less AC than 1H longsword + shield + Dueling FS
yeah, it could
there were three ways I was thinking of fixing it:
- better GWF feat
- more generous Dueling feat
- separate FS specifically for two-handed use of Versatile weapons (or maybe specifically for the longsword or another specific weapon)
the latter fits best with rewarding specialization, but is a lot of work
Yeah it’s me more so that I don’t think dueling needs the buff
couldn't think of something super balanced for 1. that leaves 2 as the easiest
mmm I don't think it's a big buff to dueling
every attack which Dueling would apply to before is unchanged
Yeah, but I don’t think it needs ANY buff
We already have very few common options for fighting styles
duelling can already catch up a bit to great weapon builds, albeit it needs a spear or qstaff and polearm master
I am making a custome artificer subclass inspired by the Doom Slayer from DOOM. Would it be ok to have both Fireball and Lightning Bolt in the same Additional Spell Table for said subclass?
or should I have something else instead for ultility?
like, no current Dueling-based build is stronger with this, I don't think
It would be a tad redundant, imo
Yeah cuz this is a buff that changes the limitations
ok, well which would you think fit better for my subclass then?
yeah, I see what you mean, and if i was designing 5.5 from the ground up I'd try to make a separate specialization or improve GWF
i just thought this was the most straightforward way for me to achieve my goal given the chassis I'm starting with
Good question, maybe cacophonic shield?
??? Are you answering me or kallisti?
It’s certainly the easiest solution, but I think giving GWF a feat or making a feat for Versatile
You, sorry I thought I replied
I like to try to use 2024 PHB only options as I may want to publish the subclass later
if you have any ideas for a separate FS for Versatile (specifically Versatile 2H) or GWF buffs I'm all ears!
the worry I have about GWF buffs is that buffing GWF also buffs GWF+GWM builds, which are already quite strong
Was considering something accuracy based for versatile, maybe +1 to attack rolls if you use two hands and another effect
GWF is already poor with GWM (which was balanced in 2024)
Also, it was which spell should I keep, not what should I replace one spell with
Oh I see.
Unfortunately I’m not too familiar with the series, sorry.
I do kind of like that (or making Versatile weapons Finesse weapons when wielded with two hands?)
I don’t think giving rogues spear prof is gonna be great
Considering they get the Polearm master BA attack
Sorry imma pop out for a bit
dugh I forgot they made rogues proficient with all Finesse weapons
maybe just a copy-paste of Defensive Duelist for versatile weapons in 2H, then?
not sure
Also shudder for them to get a trident with topple
trident unfortunately doesnt work with pam
nugget just means that if we made tridents finesse weapons if wielded with both hands then rogues would get access to them
Anywho, maybe a +1 to attack roll and…reroll 1’s (either to attack rolls or damage rolls, idk yet)
And I know (and i hate it), was just noting that a d8 topple weapon on rogue might be a bit too strong
Topple is fairly strong already, and especially good for melee rogues, so I feel giving it to them is a tad unnecessary (and a bit redundant to rapier)
(I think PAM should apply to trident bc that just Makes Sense. I also think Spear + Trident should have Reach, though...)
Spear and trident not having reach is intentional cuz they can be used with shields
They don’t want a reach one handed weapons with reach (which is why only the whip, a very niche weapon exists)
that... somewhat frustrates me
I do think trident should be eligible for PAM tho
(Which is why I have it as a house rule)
I rarely have house rules, but this is one of them
yes, spears having reach would make spear + shield really strong. but spear + shield was the Standard Kit of Basically Every Army Ever for exactly that reason, so that feels... right to me?
You can do whatever you want in your games, but it’s for balancing in dnd
when I think about balance I'm mostly just worried about there being genuine tradeoffs, and I think there are with spears (less damage)
It’s also why shield proficiency isn’t automatic, I believe, and why pikes aren’t even longer
And spears (technically tridents actually) are already some of the better weapons in the game
(Barring very high optimisation, I think?)
high optimization wouldnt touch melee with a 15 ft pole
Mhm
well... spears are some of the best weapons irl, too.
the reason why they worked is because people
magic and monsters change up war entirely
And also cuz they’re easy to use, cheap and long
I don't think fantasy is an excuse to discard a realistic sensibility everywhere. like, monks make sense with the internal logic of the setting, they have mystically-empowered strikes and dodges and speed.
their breaks from realism aren't random.
im saying it shouldnt be realistic, it should be grounded in the world's senses and rules
Hey, with the unarmed fighting style in dnd you hit as hard as a sword even without being a monk
realistically speaking, a dragon can never take flight
right right
sorry, pet peeve of mine is trying to port realism into dnd
And while I do think polearms are under represented in fantasy, making the spear that good isn’t the way to do it imo. In dnd it’s fairly popular.
oh now i remember why i came here, wanted to make a living sickening radiance spell
I just think that like, "it's fantasy so that's why spears don't provide a reach advantage" doesn't really make sense until you elaborate more. are all spears magically cursed such that they warp space to allow them to reach a shorter distance than their actual length would suggest?
Well that’s definitely not terrifying
that would work!
like, an AOE spell that makes everything around you turn sick?
i... never said that though. i was mosre thinking about how a platoon might just be wiped out by a dragon or spells before they even get into tetsudo
not you
based off the 4th level spell, essentially gives you radiation sicness
I feel like grouping up against a dragon is rarely a good idea
oh yeah, especially against ones with cone effects.
I interpret it as using a shorter end of a one handed spear (think the Hoplite’s dory), which were like…8ft?
Ok that argument doesn’t hold up
Hm, they’re longer than I thought.
Anywho, they’re like that for balancing over logic
Heck in this game you can ram someone into the wall and they’d take no damage even if you were going 30ft a second
I think logic left the room long ago
So like, a gloob of flesh from all those it has fallen to, moving around like a radioactive mush?
essentially yeah. using the living lightning bolt as a chassis for it... but wording it like the 2024 monsters is a bit hard... might just give it this instead:
Sickening Radiance (5-6). The living spell casts sickening radiance, requiring no spell components, using Constitution as the spellcasting ability (spell save DC 15).
only problem is that it can be dispelled still, unlike living cloudkill
oh are living spells an eberron thing
Dms and players, Give le your thoughts on this:
I play a drake warden ranger and artilletist artificer. Would it be ok with you if instead of finding a drake, should i lose the living one i would have, i make a mechanical replacement and use my artificer cannons for "weapon upgrades"?
(mechanicaly, forgoing the draconic essence, everything linked to that, make it a construct rather than dragon, and using my eldritch cannons as weapon on it body)
Hello, can someone look into the reworked summon shadowspawn spell I did, so I know if it still need to do more balancing.
https://docs.google.com/document/d/1pSJvTLx8REYyZ0SpsC-jD1TxWbt5klbhq_bRPRwv7uA/edit?usp=drivesdk
Not bad, personally I would only use Agony or Fury depending if I need range or not.
Is it balanced tho, I just keep thinking I should get feedback before trying to show it to my DM
Tbh, I have no background to say. Its definitely a damage increase with the extra dice you're adding with the ba.
In terms of summons I would say its good to show and if the dm has an issue then there could be an easy fix
In terms of summons you have seriously buffed the spell.
Is your DM open to HB? this spell has been buffed to make a already good spell, much better
Yes, they are open to HB
Is there any balance issues, I could still change things, I haven't shown it... I could decrease things or fix things
why are you changing the spell, you clearly want it to be stronger, what about the original spell did you not like
You halved the casting cost and gave it so many options to control and damage, you also moved 1 of the base actions in the game to a BA and gave it 3/day other than 1/day.
Well, the components was weird but manageable. I didn't see a way it could damage fly enemies, and because it's my favorite spell I just thought what it would if I messed with it
I could still change it to be less powerful than it is right now.
I like Homebrew that adds something unique or fun to the game, HB that just increase damage or makes it stronger is boring
What if I just revert it back to normal and just add agony? Would that help?
I don't really have much of a problem with the original, it's still my favorite spell. It just didn't have many ranged or flying targeting options
If this is something you want to play in a game, its handy to bounce ideas of people but ultimately its your DM that will have to choice to allow this to play at their table.
I'll probably nerf it a bit before showing them
Since I overturned it a bit too much
That you did
im making a mini for Vecna using a custom carved down version of the Warhammer "Negash: supreme lord of undeath" model and im wondering obout other base sizes used for big models, i have
seen tiamat and the tarasque, so i know it gets big, but i think vecna as an avitar of a god should be that huge size, but what do yall think for size in terms of base size, the model its self will be floating above the base, so its mostly gameplay changes to the size that im thinking mechaniclly of using such a large model.
I am looking to create a relatively small adventure focussed around Mimics, and would like to introduce them early on with a Homebrew Mimic Bag of Holding. My players are new, so I would like to try and introduce the idea of responsibility for taking care of things in D&D along with finding creative ways to make use of items. It will also be the introduction to a Mimic NPC. Could I get some feedback please? do I just paste in my text here or could I share my google doc link?
What do y'all think of a Voice Pact Boon for warlock?
Working on a homebrew race- kinda nervous but excited!
[Heart of Damballa]
- You able to do each Action 1 time per long rest.
- (1 Action) touch one of the gemstone at top that has a soul with in.
- The heart gem changes to the color of choose gem then nail piercing the heart and into you take (1D4) damage
- You transform into stitched doll form of the (trapped creature)
- Gaining all its stats and skills of the creature HP = thame max Hp when you trapped it.
- When Hp becomes 0, the stone brecks
- (Re-Action) You are forced back into ur own body, Taking (1D4 per P.Bonus) as well stunned for one turn cant take ur action.
- (Bouns Action) You can freely return back to you body
- Creatures Hp (does not recover) so when use the same gem stone your HP is as you re-enterd the stone.
- (1 Action) Touch the heart gem as you holding a gemstone to empower the stone
- Throw the stone at a weakend creature on a hit make a Dc against there (Cha + CR + Hp Remain ÷ 10.) . On a successful the creature gets absorbed into the stone appearing onto the neckless.
- You can add to roll based on value of gem used
- Fragile (Tiny): (1x per 1,000 GP) a thin Gem Shard
* Resilient (Tiny): (2x per 1,000 GP) a solid, cut Gem Stone
- Fragile (Tiny): (1x per 1,000 GP) a thin Gem Shard
- Also for stat debuffs
- Petrified (+5)
- Sleep (+4)
- Any Damage type (+3)
- Paralyzed (+2)
- Stunned (+1)
- On a failure the stone shatters.
- If CR is to high will automatically fail. (CR is = to your P.Bouns ×5)
- You can bond with this item
- Only if you INT is above 15 plus (Voodo Archetype)
- When bonded gain
- add INT modifier for DC checks. (If not already used)
- Item does not count against your (Infused Items count)
Is this un lvl?
https://homebrewery.naturalcrit.com/share/A8WRGQw5Vdog an item i made for my players
im wondering if "past 100 years" could be changed to "in recent memory" to give me more leeway with what I can show. i feel like quanitifying it makes it sound more d&d, but i need more opinions
Id do most recent memories unless ur allowing it to focus deeper like in stages. a shelf would have alot of items within 100 years
- i would also add proficiency in investigation (if dont already have it) lol
Is it lizarb
I gotta figure out what the Hadrosaurus race should get for their call
One idea i had was maybe it can be a poor man's Rally
Is this a app? That way I dnt need to post whole thing here?
It's not its just a doc but I can open notes on there rq
You can also dm me
Thanks but I ment to make a doc i did a item earlier but I had to post alot were seems everyone here uses the doc
Oh idk then
On the phone you do need a app
But very interesting Archetype 🤔
Any notes?
I might lower the dmg from salt blast and change the name
I will say I made it before grim hallow
Why regain more wards when fail in stead of success?
And how u get 8 wards when modifier only goes to 5?
The idea is you learn more from when you fail than succeed and they draw power from curses themselves also energy siphon is how
My bad total miss read that guess im to new still
Any other notes?
Do you have a limit being atunded to a curse item? Or did I mess that?
Level 15 allows a curse to be nullified but other than that normal attunement rules
Max of 3 items
So you can get to max 40 wards?
Sorry I play to 20 my bad
Lol getting to 30 also takes special training and books normally
So whats max modifier
Would that make max ward 80?
But 1 item = 20 2 item = 40 3 item = 80 can have 3 items right
Doubles for ea item
It only works for one item you can not gain duplicate bonues from ability kinda like how you can't have double expertise in one skill
O so I miss read it ok then i got nothing it did say 1 so though count all tunned items and said could have 3
Or is that another rule for game its self?
Me and my friends make were we bond with items and can only bond with one item.
But like I said ive only played 20 and we been playing 5 yrs so probly not best to ask
Well, You can attune to 3 items, and the rule says that your ward is doubled, If you are attuned to a cursed item, does not matter how many curse items you attuned to if you attuned to one your ward is doubled?
Must just be me reading to much into it (sorry) thsts all I had
Idea for a cool, but simple magic item.
Firewood Quiver
Uncommon Magic item
As a magic action you can cast the Flame Arrows spell targeting this quiver. When cast this way the spell does not require concentration and once you use this feature you can't use it again for 3 Days
I like it
Made something for fun, you may criticize me for it being complicated
https://docs.google.com/document/d/11Wqy4ZZBDeQZgkiB6y1-EC9aTKzognn3zzoD7UBx5rI/edit?usp=drivesdk
Is this something that should be available for players to obtain? Disclaimer:
It's designed to counter large spacecraft an celestial threats
https://docs.google.com/document/d/1-3WdJ9PASAWQDqhSqwBXuGLbBwKatdsUneGt8MIkj5k/edit?usp=sharing
You want feedback or just looking to show off your work?
Eh both, want me to finish it or does the concept need tweaking first?
This is very different from current DnD designs so let me whip out my laptop and try to break it down.
I think there is some structural stuff that needs adjustment but let me break it down
Is anyone willing to look at it?
Ah is it the doc or the concept? If it's the doc: what do u guys usually use?
I've seen it however I'm not much of an expert to critique it as others so I got no opinion
Oh no, I mean the structure of the class itself. Looking now, one sec
Ah okay
First off, missing all the foundational info. Starting equipment, primary ability scores, skills, hit dice, table showing spell slot progression, number of spell slots, spell casting modifier, etc.
I can send you an example from a class I made if needed.
No information about what the fantasy of this class is. That to me is the most foundational part of a class purpose is filling a fantasy other classes aren't so I would do that.
Level 1: Mask change.
So currently you have it so each mask is a subclass that you can switch between on the fly. You definitely SHOULDN'T do this. Subclasses are intended to be foundational parts of your characters progression and are permanent. What you CAN do instead is similar to how Warlocks get pact boons and have it so you can switch between them on the fly.
You would want to provide the entire list to the player and have them pick. a Dm SHOLDN'T be able to lock you out of these, these need to be a players choice. Rather, you can instead level lock them so that the players has to be specific levels to access specific ones.
IF the core class is an oracle, the subclasses should be different interpretations of oracles.
This mask feature would basically be your main defining feature of the core class itself that every class gets but should be its own self sustained thing like Rage or Action Surge or any other defining class feature.
I would remove a lot of the features or ideas from the "subclasses" you designed and put them into the main class. IF you can't come up with things for the main class AT ALL then idk if this even needs to be a whole class.
I notice that a lot of these subclasses have unique spells. I think this is perfectly fine, though the spells should be unique to the core class not the subclasses.
I would not focus on designing these subclasses as is until you gave a rough idea on what you want the structure for your main class to be
@cerulean seal
Do you mind rating my item?
Heart of Damballa <
Looks cool. What rarity is this supposed to be? Seems pretty Rare or Very Rare
Was thing legendary but Do i not need that high?
Bc they do play as a creature
I'm happy to help you on this if you want. But if you aren't familiar with the existing classes and how they function or are structured, I would start there.
Legendary works. I would require attunment for this item too
Attunment? Can you explain?
Players only get so many attunment slots to use some magic items. Usually as a way to prevent players from getting to use a bunch of crazy magic items at once. Players have 2 slots.
They would need to dedicate one of their slots to use this item
So like (Infused Items) I made it kinda for a class [Artificer]
But I need list so if other classes try use it
@cerulean seal
- Yes def send an example
- I honestly don't know what the "Fantasy" of a class is, plz explain thank you
- Mask change thing, the 'level lock' thing was actually my 1st idea until I scrapped it but I'll bring it back
- The main class is not, in fact, an Oracle; The subclasses are the Oracles while the main crystal is a weakened god/goddess who had their powers sealed in the masks (I'll explain the details later ;-;)
- Hmmm I would but there is a lot ;-; and besides what defining subclasses could there be? I could corrupt them however that's the disadvantage; I'll message you and see if I can come up with anything.
Spells: Ah that's going to be hard especially with how many spells I'm going to create
Oh I'm quite familiar with the wizard; the other classes however I need to do more research on
-
Fantasy of a class is basically what fiction does a class fulfill when someone is daydreaming of a playstyle. Think about like... If someone comes to you and says... "I want to play as Goku!" then you would have them play monk. Or if they say "I want to be a knight in shining armor who smites down evil" Then you give them Paladin. You need to consider what trope in fiction is missing from DnD that this class is trying to fulfill.
-
I would read over Warlock and how the invocations work. This class is obviously a spell caster so you need to decide if this is a full caster or a half caster. I would read over all the spell caster classes and get an idea of how they work.
-
IF the class is called Oracle, then the core class needs to function like an Oracle regardless of subclass. A fighter is a fighter no matter the subclass. A rogue is a Rogue no matter the subclass. etc. The subclass just changes HOW they are a fighter or Rogue or the type of those tropes they are.
-
You can look at different types of oracles in history and different methods which people perform divination. Tarot cards, crystal balls, pendulums, Prayer, rituals, dreams, palm reading, star reading, etc.
Spells: Unique spells for a class are for the core class, not subclasses. Subclasses get their own spell list for a set of spells that subclass always has prepared which help define the subclass a bit but they dont ever get a unique custom spell. (At least off the top of my head)
Here's the class I made you can use as an example if you want: https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
Nice class, and love the pic match ups
Ah well that's my entire idea down the drain, luckily this was only just for fun; what did you think of the corruption and Star-Blessings/Black Hole Blessing's?
I've been working on adding Marvel characters as homebrews (Mostly I'm just making an item for the character I choose) and I just finished with Spider-Man.
https://docs.google.com/document/d/1jVXZpAOxE2HybXByFJoT-aJN7_o9bAKrAXJIcLbCLM4/edit?usp=sharing
Did I do him justice while still keeping it balanced?
Oof yeah, don't think I have enough knowledge to make a lot of that stuff, tbh I'll try to make another class but it may see improvement, maybe
If you are in the creation mood and want some practice. I recommend making subclasses. I made a lot of subclasses before I tried my first class. Designing subclasses always helps you learn a lot about the class you are designing for
Anyone?
Pick a subclass, come up with a concept that hasn't been done for that class yet and make it.
Ive never thought of make a new main class lol ive always adjusted for subclass
https://docs.google.com/document/d/1OHF8BzVyq9mIZuTk4he-Y5ieaQ087ml4pRFU5NHwjug/edit?usp=drivesdk
The actual proper text isn't mine, I just made the base and the DND community translated it
New classes are hard. You have to consider so much. Unique fantasy, Unique mechanics, subclasses, balance, etc.
Oh I remember this. I made this for you. 🙂
Ah well hi again
You should 100% just do it for funsies. Just look at a class, make up a concept and design a subclass. Just get to know the other existing subclasses and the core class and you get the hang of it after a while
Hmmmm say would Artificer or Barbarian be a better blacksmith? I don't know how I'd do the "Rage" mechanic with Barbarian but I might do well with Artificer
Artificers are THE crafter class. So a blacksmith works best for an Artificer. That said, you 100% could make a blacksmith Barbarian too. Either or works.
I don't know if a "blacksmith" artificer subclass is specific enough unless they were blacksmithing something specifically cool because all artificers can be blacksmiths
You may actually get more milage making a blacksmith barbarian
Okay I'm going to be blunt with you: Do you know who Ornn is?
I know he's a LoL character. IDK anything else though
So you know that's he's a giant goat man who likes to bonk other people?
Yes
Okay yeah that makes sense
So you can do this a few ways of turning him into a subclass
-
Barbarian subclass where the player is basically a living forge/furnace and then raging causes fire and magma to spew from them. Give them some fire/magma and blacksmith related features.
-
A Artificer who carries a forge with them at all times and can summon it to do fire magma forge things.
-
An artificer whos basically cybernetically a living forge
Ah, so you can't just make weapons
tell that to Warlock, Artificer, and Beast Barbarian
I mean, you could. But they also are just carrying weapons at all times with them. You can make a feature that lets them summon or make weapons in some way
Maybe even a feature that lets them consume metals and make things
Tbh that sounds cool
I'm trying to find his canonical height however everyone says that he's around 260 feet tall
However he is a freljordian demigod and can change his size
So I guess we can put him on the big end of the size spectrum
Alr I'll try to make him
Well his size and stuff you woldn't want to focus on. Just focus on his actual abilities. His size and such would be like species and background
Oh yeah I know; I'm just saying
@cerulean seal final question: Is there a guide to Artificers for a dummy like me? As in basic and easy to understand?
I mean, I would just read the class.
All the subclasses are basically defined by what sort of thing that Artificer crafts. Such as armors, mecha robots, potions/poisons, maps, etc.
The core class is a half-caster that can make magic items and things on the fly and are "smart"
Ah alr thanks
Please.
Hey uhh which one exactly? The Eberron one or the Tasha one?
Forge of the Artificer is the most recent update
If you are making a subclass for the 2014 DnD 5E rules, Tashas.
For 2024 DnD 5E. Forge of the Artificer
so decide if you are writing for 2014 or 2024 ruleset
Rather do recent, so Forge it is
Idk why but I imagined the barbarian could vomit put weapons after ingesting the material
"Hmm I'm so full of iron daggers."
Turning the Bigby Stone Giant Rockspeaker into a bigger boss, and i need thoughts on its revamped Legendary Resistance (i combined it a bit with Stone Rune)
**Stone Halo (4/Day). **Kayalithica wears a halo of stones which she can draw the elemental power of earth from to protect herself. When she fails a saving throw, she can choose to succeed instead. If she does so, she can’t use one of her Prismatic Rays (chosen by rolling a d6) she finishes a Short or Long Rest, in which time she can repair the halo.
not technically homebrew, but what adjustments would you guys make to the spell points system for 2024, if any at all?
only change ive made is giving artificers the same number of spell points as rangers and paladins per level.
Someone in my dnd group wants to make a homebrew vicious greatsword, that deals 12 extra damage per hit plus str of 2, would u say this is broken
So it deals 2d6 + 12 + Str?
Ya
9th
Is this on a critical hit only like a regular vicious weapon, and what level are your players?
Its broken regardless
Oh yeah definitely too powerful
You're asking "is it cool if I make a sword that deals a crit worth of extra damage naturally on top of already dealing extra damage with no cost or downside"
one of the people in our group made this
To be fair, I was trying to port the updated Vicious Greatsword (2d6 Slashing Damage + another 2d6 Slashing Damage) from the 2024 DMG into D&D Beyond because I didn’t have it at the time and thought it was weird that the Vicious Weapon item in the 2024 Basic Rules was being treated like Ammunition in D&D Beyond.
I hate the idea of weapons that only do their boosted damage on a crit. The OG 2014 Vicious Greatsword does that, so I just think it’s too boring.
wait i thought u played 2014
I also think Vorpal Weapons should do that Fireball on a stick tier damage on every hit. Would really make them worth using imo.
@viscid vortex made this
I do a mix of both depending on what’s the most fun.
I know I've been saying this a lot lately, but this subclass is going to see play soon, and I'm looking for any necessary tweaks to perfect it for actual play before I proceed with it:
It's a divination warlock
thats not how it works
We have a whole campaign coming up in which, so far, every player is using a subclass I've designed
homebrew isnt that crazy
there is 10 yrs between the versions
they are polar oppisites in a lot of ways
wdym?
Its their campaign, group, ruleset, and table
Can they not mix and match if they want?
ooh
each version has weakness's
Yeah, well there’s not much stopping people from using both versions beyond some oversights that can be Homebrewed over.
our dm uses cool rules, they dont care what edition you choose or if you mix and match
I like the Bastions, Magic Weapons, and upgraded Berserker Barbarian, but I don’t like the changes that were made to Paladins and some other classes.
Exactly!
peasant railgun with 10,000 people deals average of 17,500 damage
personally like 2024 less then version 1
I’m always gonna feel a little weird about the PRG
it is a ranger rework with 3 sub-classes
im going to unshare the other one and send the published version
feel free to give feedback
I tried making a homebrew for Wolverine (the Marvel character not the animal). Did it work?
https://docs.google.com/document/d/18B-lQmlHTd0ign4U7oBB-P3NTp1ChjwwEqlmesaDRZc/edit?usp=sharing
Bump
Would you please look at my Wolverine homebrew I posted?
It honestly looks incredible and seems like the perfect fit for any caster but is even better suited for the pact based magic use of warlocks!
Basically that rambling boils down to:
I LOVE IT!
That's a lot for a magic item, even an artifact
Honestly one of the less powerful Marvel character items I've made.
But I'll try to nerf it.
Is this one at least alright?
https://docs.google.com/document/d/1jVXZpAOxE2HybXByFJoT-aJN7_o9bAKrAXJIcLbCLM4/edit?usp=sharing
Absolutely sick work!
Anyone willing to give any advice or feedback for this?
Hay I want y'all's opinion on a exulted magic item I made ^^
Gauntlets of the unstoppable force
[Artifact] [Gauntlets] [attunement required by monk]
Dormant state [lvl 1-7]:
These gauntlets on the dormant state provide a +1 to your wisdom modifier
Whale you are attuned to the gauntlets thay increase your strength score to 23.
You gain the passive ability:
brutal effectiveness
you can use 1 focus point per attack to get a guaranteed critical hit and crit damage is also increased to 3 times damage
you also deal an extra dice of damage equal to one of your martial arts dice for each of these damage types:
radiant and necrotic
Awakened [lvl 7-14]
You gain a +2 to wisdom
Whale you are attuned to the gauntlets that make your strength 26
You also gain the passive effect:
Drain what you deal
You heal HP equal to the non magical damage dealt by your punches
You also deal extra dice equal to one of your martial dice for each of these damage types: force,physic and thunder
Exulted [lvl 14-20]
You gain a +3 to your wisdom
Whale attuned to these gauntlets your strength is 30
You also gain the passive effect:
Unstoppable force
Your punches are so forcefull that the damage from them can travel through your target and hit other enemies(enemies on the other side of your strikes get cought in a wave of force that's 10 feet wide and 30 feet long and must make a dex saving throw damage is equal to the punch that caused it)
And you also deal an extra dice equal to one your martial dice for each of these damage types: poison,cold,fire and lightning
I mean, something like this really depends on the power level of your campaign
Cause i give my players incredibly strong items like this, but i ALSO set up level 8 characters against a challenge rating 18
Awesome!
If you can create a challenging combat even when they use an item that strong, it seems like a good item
So, I tried to recreate Spider-Man's web shooters while still allowing them to function well for both mobility and combat. I was wondering if it looks good and if anything needs tweaking.
https://docs.google.com/document/d/1jVXZpAOxE2HybXByFJoT-aJN7_o9bAKrAXJIcLbCLM4/edit?usp=sharing
(sorry in advance if its spamming, im resending with a better description) https://docs.google.com/document/d/e/2PACX-1vSE4_yMXQgzfrMs35_qS2auLIgIzvjonGGlRmYL78uoaAcfEQxYS3513z9MQNvYnwfUaxkoQTahd_-S/pub a ranger rework and three sub-classes ive been working on, before i format it i thought it would be good to get some feedback so feel free
No spidey senses? 😭
I got this idea for a cursed sword if anyone wants to use it
The sword of many magics
[requires any magic based class as well as a +3 minimum to con saving throws]
Depending on the form of magic the wielder can access the sword can be imbued with that magic, however it comes with the downside of that magic remaining and constantly staying active for a full 24 hours following it being imbued. The power imbued can be directly from spells to increase the damage dealt by it and can be increased further depending on the level of spell slot used
Base damage no magic: 1 D6+3 piercing
Non spell base magic damage: 1 D8+4 stylised damage
Levels 1-2 spell damage: 2 D6+3 stylised damage
1 level of exhaustion or con saving throw DC 9 for 1 D4+1 stylised damage
Levels 3-4 spell damage: 3 D6+3
2 level of exhaustion and con saving throw DC 12 for 2D4+1 stylised damage
Levels 5-6 spell damage: 4 D8+4 stylised damage
3 levels of exhaustion and con saving throw DC 15 for 3 D4+2 stylised damage
Levels 7-8 spell damage: 5 D8+5 stylised damage
4 levels of exhaustion and con saving throw DC 18 for 3 D6+3 stylised damage
9th level spell damage: 6 D8+5 stylised damage
Max exhaustion and con saving throw DC 21 for 4 D8+5 stylised damage
https://docs.google.com/document/d/1UF5iP8jz-b1bP0U8E_y1JzZ1ZWJJJ-V54p-_SzA8pJY/edit?usp=sharing
Made a dragon themed 2024 paladin...feel free to point out if you find any abilities to be too strong or weak. Also point out any gramatical errors as well.
Draconic Resistance: Makes sense but needs more. Channel divinities are usually stronger than this. I would add a little extra.
Draconic steed is really cool.
Dragons Breath is a little confusing regarding the damage mentioning the “spells level” but the feature says “it can use the Dragon’s Breath ability.” Not spell. Need clarification on this.
Dragons Wrath: really weak, and paladins already have access to other smite spells to do other damage types. I would scrap this and make it something else.
15: powerful but really bland. Lacking a lot of flavor and substance.
Draconic Avatar: Very cool. Draconic Smite is bad though. We can already change our damage type so bypassing resistances or immunities doesn’t matter.
I think a lot of these feature outside of the capstone and Draconic steed are pretty boring. Resistance/immunity/damage type changing are of course very Draconic but I would only dedicate a single feature to that flavor and move on. Your spell list also already has plenty of stuff to fulfill that fantasy. Focus on other things I would say.
Dragon's Breath is what the ability is called though i can change it. The + spell level of damage is in reference to the find steed spell
so if you were to cast it at base level 2, the creature would take 2d8 + 2 points of whatever chosen type of damage
For dragon's wrath, I implemented the draconic smite feature and removed the blindsight feature since you get truesight at level 20. Also dragon's wrath works with any smite spell not just divine smite
if you wanted to use wrathful smite you can also change the damage type to one of those five
just in case you weren't aware
i'll add some additional things to the other features
I think I’m actually happy with this capstone
Ranger Optional Feature
10th Level
Remove Temporary Hit Points
When you roll initiative, you can use a Reaction to cast Hunter’s Mark on a creature within range.
Gain Foe Slayer (d6 to d10).
13th Level
Additionally, You can concentrate on another Ranger spell while concentrating on Hunter’s Mark.
17th Level
Additionally, if you have another source of advantage and no disadvantage, your critical hit range on creatures marked by your Hunter’s Mark increases to 19 or 20.
20th Level: Marked by the Pack
Once per turn before a creature within 30 feet of you attacks the creature marked by your Hunter’s Mark, you can make them benefit from the Hunter’s Mark and all features you have that modify it for that attack.
———
I still don’t like changing the dice, I would rather do 2d6 for class consistency, but I feel like that would be quite a lot for melee Rangers
my best take on fixing the class die identity is that the Hunter’s Mark turns into a 2d6 once per turn, which also plays into the capstone
I do already like the exploration features on the Ranger, which does not seem to be the case with most people, I just think if they wanted to lean into Hunter’s Mark, they shoulda made it more viable and appealing
MASS COMBAT AND POSITIONAL RESOLUTION
This homebrew presents a deterministic system resolving combat without rolling dice. It is intended for use in both individual engagements and large scale battles involving formations, columns, or units of identical creatures. The system replaces random resolution with fixed outcomes derived from positioning, equipment, and tactical decisions.
These rules may be used in theater of the mind play or alongside a grid.
NO DICE RESOLUTION
When using the rules in this section, no d20s are rolled.
All attack rolls and saving throws instead use fixed reference values. As a result, natural 1s and natural 20s do not occur, and critical hits do not occur.
INDIVIDUAL COMBAT RESOLUTION
When a single creature makes an attack roll or saving throw and is not part of a mob, resolve the check as follows.
Assume the creature rolls a 10 on the d20. Add the creature’s relevant bonuses to this value. Compare the total to the target number, which is the Armor Class for an attack or the saving throw DC for a saving throw.
If the total equals or exceeds the target number, the check succeeds. If the total is less than the target number, the check fails.
Because no die is rolled, automatic success and automatic failure do not apply.
MOB COMBAT RESOLUTION
When a group of identical creatures makes the same attack roll or saving throw, use the Mob Results table instead of resolving each creature individually.
MOB RESULTS TABLE
Use the Mob combat table from dmg 2024 chapter 3 to resolve hits, but give static +5 bonus for advantage, or -5 for disadvantage.
CRITICAL HITS AND UPPER LIMITS
Because no dice are rolled, critical hits do not occur.
The Mob Results table ends at a roll needed of 20. Any roll needed greater than 20 produces zero successes.If you want to give a value for the sucess level needed for a critical hit this can resolve as a negitive value needed, and resolve as all of the attacks hitting with a critical hit.
*using the +5 / -5 system for advantage or disadvantage is its own rule that i prefer for running a game with no dice.
but mob combat chart is good for a fractional value for damage considering large scale combat.
as i have tested so far this seems to work on both player summons and commanded troops for large scale combat just as well as mass units of monsters.
i like using it for undead.
I had revelation and probably figured gimmick for custom class that actually has to be class and not subclass.
what has been revealed to you?
During my attempt to make Mage Bruiser class oriented toward Constitution stat, I realized that there is possibility of creating another form of Tank that doesn't clash with Barbarian and Paladin.
So as a result I thought of mechanic I call stress (for now) these are points the class will use for buffs and on-hit effects, but unlike other resources the class starts with 0 stress points and they gain them through hitting opponent or being hit by opponent resulting in class that's tanking in form of "the longer I fight, the worse is it for you"
Also it cannot be reasonably subclass for fighter because the class has to be limited to max 2 attacks per turn not to be broken.
huh,that sounds cool! include some integration with hit dice use and replenishment
The class so far looks anti-rest oriented. Because stress points will be lost on rest, they are directly useful for combat or running away from combat, but you can't save them up otherwise it might eventually be too broken.
sounds like blood magic too me...
and con based casting stat will have alot of hp, more with a good hit die.
d8 hit die sounds about right.
for "spells" have them use hit dice, get hit dice back with "stress points" that way rest will still be of use to get the hitdice back.
give exaustion levels and midigation with resourse use, and cap the stress points with somthing like profecency bonus plus level (or somthing like that)
that should be the scale to fit with other classes
Dunno what blood magic is tbh😅😌
They don't exactly have spells tho. The intended Hit Dice was meant to be d10 because it would be better to imagine them as melee Cantrip casters. Slightly magic enhanced physical attacks, not legit spells. The power would be raising and falling with use of stress points. Basically living off longer fights rather than few rounds nukes.
im just going off of what the abbrant dragonmark. it uses con for casting stat and rather than spell slots, it uses hit dice as the power.
then i cut and paste the sorcerery points from sorcerer over top, rather than converting SP to spell slots, you have it convert to hit dice.
if you have a build and use spending spell pool that is a good mechanic to convert.
hmmmmm, i think a 20 foot movement race with spear and warpick prof, stone endurance and a +2 INT score and +1 CON score with resistace to non magical slashing damage works well enough for balance
i get that aspect, but the choice of a trade off to spend those points for somthing like more hit dice, or spend hit dice for more of the stress points and some conversion for a few chosen "spell" options is more on line with a "tank"
D8 as the standard use and hit dice is more on point with balencing agenst other classes, you said it tounded broken, that would be a nurtal point.
im only giving a scale, not varable values, that way you can edit in testing of youe homebrew.
One thing that well scares isn't right word, but makes me uncomfortable is using anything that is already in DnD as inspiration makes it drift too dangerously close to "could be subclass" thing.
But it would make sense sorta. Like self inflicted stress drastically limited and allowing to convert hit dice in to stress to be used.
i clearify.
gameplay and balence is an equation.
the flavor on the equation matters not.
the ki points gor the monk and the sorcerers points are both builder spenders, but no class uses hit dice to that extent.
the CHOICE to rest or not should be done with the party and resorses in mind, with somthing that the class CAN use comming back. hit dice always come back or could be used at that point. so doing somthing with stress midigation or increesing by using a + or - of hit dice with stress points expended for somthing or a conversion would be somthing to DO in that short rest.
I made this — I think it’s reasonably overpowered considering it’s a 1-4000 chance per turn. I also know that “bypassing to tenth level spells” doesn’t work in lore but I’m gonna be real I don’t care. Besides that little lore tidbit I’m open to any constructive criticism or just telling me this would be absolutely horrible lol
Sparks of Black
Prerequisite: None
Flavor text:
Upon channeling your entire being into a single strike at the perfect instant, you achieve Black Flash—an impossible alignment of power and timing. The world slows, black sparks crackle across your form, and you glimpse the edge of your own limits… or their absence. Each time you land this feat of precision, you grow permanently stronger.
Benefit
When you roll a natural 20 on an attack roll for a melee weapon attack, ranged weapon attack, or spell attack, and your next attack roll against the same target before the end of your next turn is also a natural 20, you achieve Black Flash.
- The second attack’s damage is doubled as normal for a critical hit, then the final damage total (after all modifiers) is multiplied by 2.5 (round down).
- You may immediately make one additional attack against the same target as a reaction (this does not cost your reaction if you have already used it this round, but you can only use this feature once per turn). This extra attack is called a Black Flash chain attack.
If the chain attack roll is a natural 19 or 20, you achieve another Black Flash (applying the same ×2 dice then ×2.5 total damage multiplier), and you may make another chain attack as above (still limited to once per turn total for this feature).
Anti-crit-fishing clause
If you have advantage on an attack roll and wish to attempt a Black Flash, you may choose to forgo advantage on that roll. You cannot achieve Black Flash on any attack made with advantage.
Permanent Growth
The first time in a long rest that you land two Black Flashes in the same sequence (i.e., a successful chain attack that itself triggers another Black Flash), you permanently gain one of the following benefits of your choice. Partial casters (such as paladins, rangers, Eldritch Knights, or Arcane Tricksters) may choose from either the Universal or their relevant section (Martial or Caster). You can only gain one benefit per long rest, even if you achieve multiple qualifying sequences.
Universal (any character)
- Increase one ability score of your choice by 3. This increase can raise the score above 20.
Martial
- Choose one weapon with which you are proficient. It becomes a +3 magical version of itself (if not already magical) and you score a critical hit with it on a roll of 19 or 20.
- You gain one additional attack when you take the Attack action on your turn (this stacks with Extra Attack and similar features).
- You gain 2 additional uses of one class resource that has a limited number of uses per short or long rest (such as Rage uses, Ki points, Superiority Dice, etc.). This does not apply to features with unlimited uses or Action Surge.
Caster
- The save DC of your spells and other magical effects increases by 4.
- Once per long rest when you cast a spell, you may cast it as if using a spell slot one level higher than the slot you actually expend (this has no effect if you are already casting at the highest level you can access; if you can cast 9th-level spells, you may instead cast the spell using a hypothetical 10th-level slot).
- You gain two additional spell slots of your highest level of spells known/prepared. When you gain access to a new higher spell level, these two extra slots move to that new highest level (they do not stack or accumulate).
Ah I see, so basically expanding the idea of losing stress points on rest so it would actually do something meaningful rather than be: you rest, you lose your gathered power, too bad
So there would be some form of benefit or meaning to resting so you wouldn't be cut out from the party while they may need a rest
bingo.
beyond death
Prerequisites:reborn or dhampir lineage
Your undead nature has grown stronger, allowing you to cling to existence just a little longer. Whenever you are reduced to 0 hit points, you can choose to heal yourself by an amount equal to your level+your constitution modifier and gain temporary hit points equal to your proficiency bonus. Once you use this ability you can’t use it again until you finish a long rest.
Would this feat be OP?
change it to spend a hit die+prof bonus
For a subclass capstone (if thats the correct terminology) is it too good to allow the player to cast one of the following PWH, PWF, PWS once per long rest? (lvl 17)
no not bad for a capstone. even powerwork kill would not be THAT bad, but save it for 18 or 20
the subclass feature levels i have are 3,7,10,15,17
what class? like a melee, ranged? already a healer?
the class is martial, the subclass is a healer/debuffer hybrid if that makes sense
if it already has spells for healing its good
Their signature move if that makes sense is aoe healing and maximum HP reduction
beyond death
Prerequisites:reborn or dhampir lineage
Your undead nature has grown stronger, allowing you to cling to existence just a little longer. Whenever you are reduced to 0 hit points, you can choose to spend a hit dice and heal yourself equal to an amount equal to the number rolled+your constitution modifier. Once you use this ability you cant use it again until you finish a short or long rest.
How about this?
good enough to be in a rulebook!
would you say the feat is actually useful?
as much as a feat should be!
Okay, i made this homebrew race, i would love some insight/suggestions!
just- if you can’t say it nicely just don’t say anything 🧍 i shall cry at you. /hj
https://docs.google.com/document/d/10y67KJyQst5scfjljmwk6U00-awmTDA9kM9JfEokqd8/edit?usp=drivesdk
i hope i shared it properly
me and my players wanted to try something new, so im creating a game system that changes some aspects of 5e and changes the overall system to be less magic and more like the Fallout games, but a really big change ive been playing around with is the idea of using perks instead of classes, allowing the players to choose from a range of around 8? perks at level 2, and then ontop of those 8 an additional 8 is added on at level 4 and so on, allowing the players to create their own character build just like in Fallout. im wondering if this is actually a good idea though? or if it would be better to use classes based on play styles from the games like using melee weapons and explosives and such
I think you shared it wrong, it asks for owner permission to open it
Thank you for telling! I’ll just send it manually rq
MASKBOUND
Distant kin between kobolds and Kenkus, this race has specialized talons to keep their movement in the trees silent and efficient. Their long prehensile tail allows them to wield extra tools and weaponry that do not require two hands.
They are only found in a small part of the lands and are often seen as mysterious and strange. Their connection to their removable masks is often viewed as a strange culture.
Stats
Ability score increase: You can increase one ability of choice by 2, and one ability by 1.
Languages: You can write and speak Common, Mycelic and one language of choice.
Creature type: You are humanoid.
Size: You are medium sized.
Speed: You have a 30ft base walking speed.
Silent climb: Due to your specialized feet you have advantage rolls in Stealth and Climbing.
Extra hands: Your prehensile tail allows you to wield one extra tool or weapon that does not require two hands to use.
Flimsy fingers: You have disadvantage with bow wielding and anything that requires many fingers.
EXTRA LORE
The importance of the mask
While the mask in itself is not extraordinary or arcane- the importance of it to their culture makes it such an essential part of their person. At birth they are given a simple oval mask to cover their face. And as they age they get to customize and create new masks that reflect them as a person.
Taking off the mask has two impactful meanings. When doing it just for the action it is seen as extremely disrespectful and that you are rejecting their culture/religion.
But when you do it at the same time towards a lover or person you trust/admire, it is seen as showing them your true self to their judgement and is an ultimate sign of trust/love.
Those who are cast out/exiled often have their mask taken and destroyed. This can harm the old wielder of the mask emotionally and spiritually- but does not cause physical pain.
If the mask is stolen many do not stop until they get it back. As simply making a new one isn’t an option for many.
The history of their homeland
The Maskbound race lives within an overgrown fallen kingdom they claimed as their own after finding no other living race. There are very few maskbounds and they are scattered far across the lands in various fallen kingdoms. They use the overgrown buildings, castles and homes as ways of living, transporting themselves as well as gathering tools.
Some choose to venture off to explore the world, keeping their most essential belongings with them to remember their home with.
that's a really cool idea!
Thank you 
This is the art of them:
#dnd-arts-and-crafts message
I’m open for suggestions because im relatively new to dnd homebrewing
https://www.worldanvil.com/w/world-1-fpan15/a/the-voidtouched-article Rewrite 2 of my Abyssal Warrior class
https://www.reddit.com/r/DnDHomebrew/comments/1pewc7c/oath_of_the_afterlife_paladin_subclass/
This is a link to ah omebrew paladin subclass i did. How does it look?
As a general rule, would you think this would be balanced?
"If an item requires attunement, an item with the same effectsbut without requiring attunement would be 1 rarity grade higher."
Are you writing this for 2024 or 2014 rule set?
2024
I'm reading through now. Slight note. It says you get an ability score improvement at level 19. in 2024, all level 19's are designated for getting your 1 and only Epic Boon and only that.
So scrap the ability score there and change it to Epic Boon
whats that? ive read the 2024 dmg but not the phb yet
You should read PHB first tbh. That's all the core rules and classes and races and so on
Epic Boons are basically super Feats you get only once at level 19
they are listed in the PHB
kk
it’s just a special feat
you can get 2 Epic Boons if you build the character 16/4 (or any double multiple of 4)
the actual designation of the level 19 feature as Epic Boon doesn’t actually mean anything
but that’s how it’s written for 2024 classes
From my quick look at it before and now, it has alot wrong with it, before it was structured really bad and now its better, but not perfect
What do you mean? You have to be class level 19 to get one.
Not player level. they are a class feature
you have to be character level 19 to get one
it’s not a class feature, it’s just a feat with a level prereq
Where are you seeing that? I'm looking at the PHB currently
Is there a ruling i'm missing?
if you look at the boons, it just says that the prerequisite is 19th level
it never says that epic boons are not feats
you can get any feat for which you qualify
They are unfortunately correct. It only cares about your total level.
the reason you can’t get Fighting Style feats is because it specifies a different requirement, Dragonmarks can also be grabbed later (assuming the DM allows it to count as Eberron for the feat) but they don’t give you an ASI
I mean it does block you from grabbing your T4 feature so it still has its drawbacks, but it definitely makes something like going to 20 for Ranger impossible to justify
Yeah but id still probably go ranger 19/druid or fighter 1, not two epic boons personally.
Hi all! I’m looking for a guest star to play a super villain role in my latest campaign! You will be delivered a loose goal and villain outline then given freedom to interact with the world for a short, entertaining arc.
If any DM’s are bored
Oh word
This is already a lot better than the first draft. Good job on that. A lot more in line with DnD designs. Still some issues so i'll go through that here.
The Abyssal Favor system can probably simplified a lot. I think there is no reason to have it slip into the 100's for any sort of mechanics in DnD outside of the occasional damage. I would simplify this a lot to lower numbers. Consider that Monks have the highest amount of any resource they have to keep track of so you don't want to go over that. I would make this just a set of resource points you can go positive or negative on. up to +10 down to -10 or something like that.
Void Star Forge: So you get a cool weapon that you can summon whenever and bypasses all damage resistances but that's about it. I think that's fine? I can see some other features use it but this may be okay as is. We already had a long discussion about damage types so I won't repeat myself.
Void Star Allegiance: As I said, this system is a bit too much. I also think some of these things punish you too harshly for just using your class features.
Abyssal Actions: Much better than before. Level progression looks good.
Harvest the Dead: I would not make this tied to when YOU kill a creature. Remember that since this a party game, you are rarely going to be the thing getting the killing blow. Just make it when a creature dies within 30 feet of you.
Memento Mori: I think this will end up hurting your party more often then hurting enemies. Also again about the YOU having to be the one to land ther kill. Just make it like... If a creature who you attacked with your weapon or features dies within 30 feet of you then XYZ.
Strings of Fate: This feature is too close to indomitable that Fighters get. I would change this.
Nothing Remains: I think is fine.
So far I think this is a lot better than your previous draft. I think this class is very combat focused currently of course so I think it's going to struggle to do anything outside of combat.
Also change level 19 to an epic boon.
But a lot better than before. I didn't look at the subclasses yet
any comments on this?
Is it possible to make a pair of brass knuckles in DnD Beyond? I want to make them as a weapon that adds +1 to unarmed strikes and damage, and deals an extra 1d8 force damage on a hit
depends on if they are magical or normal items
Magical. I can make them, but I want it to be calculated into their character sheet
https://docs.google.com/document/d/1W0Lc-Ov_YKmBl2_UnwioXNy-7lRr4lwNHOefP406Ouk/edit?usp=sharing
what do you think of my earthbender class? Is there any way to improve? Is there something thats not fully clear? (this is my first homebrew so im not expecting it to be perfect)
I have a question. I’m wanting to make a quarter staff that twists apart into two long handled daggers. However, as a Druid, I would prefer this weapon to be made of wood entirely, including the blades. What kind of wood in DnD would work?
https://www.swordnarmory.com/new/wood-grained-double-bladed-ninja-sword-staff-spear/
It's in there
Check #ddb-support they might be able to help
You can just say it’s wood. You don’t need to specify. Also most people tend to ignore the no metal rules for Druids
Ironwood probably
Ah, sounds like that would work. Thanks
Any comments on this subclass
Spider-Sense
The web-shooters are keyed to your reflexes.
You have advantage on Dexterity saving throws.
You can’t be surprised while conscious.
When a creature you can see targets you with an attack, you may use your reaction to move up to 10 feet without provoking opportunity attacks.
You don’t know why you move—only that not moving would’ve been worse.
Honestly I agree with ironwood (also exists irl) but, there's quite a few other possibilities.
Like what?
You okay if I dm you? I'm a bit of an amateur carpenter and know a lot about wood types.
Sure!
I'm working on an item that'll be pretty important in a coming arch but I want some feedback.
it's essentially a Hag's Eye but a muuuch more powerful variant known as Grandmother's Gaze. It has all the normal functionality of a hag's eye but with one major difference; if a hag possesses this unique eye, their spells and illusions can not be detected AT ALL, while they are inactive. This is known as the "closed eye", people or objects with a closed eye really and truly do adopt the properties of the illusion completely.
So of instance, if a hag transforms into a unassuming peasant with Grandmother's Gaze, she would effectively lose all her hag abilities while in that form and be wholly undetectable as a Hag as a peasant until she releases the spell.
The only other way to force the eye open is to know the hag's true name and speak it in her presence, and even if the eye is shut, her true name will force it open.
If anyone else needs I have a document for weapon woods:
https://docs.google.com/document/d/116YOa-mDAq_RWBiBHoRqZHK141DqVvr4cZlHPSmHZWs/edit?usp=sharing
Technically a minor spoiler for Planescape: Torment, but ||The Unbroken Circle of Zerthimon can teach you new spells.|| Is anyone aware of an attempt to update those spells to 5e?
Alright, is there anything super notable I'll need to figure out regarding porting the spell points variant rule to 2024's updated rules?
i know basically every class prepares their spells now, so i wasnt sure how much that'd affect it.
I mean it's not what you were talking about, but I got idea for one time per long rest possibly big Damage reduction as reaction by spending stress points and hit dice.
https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/edit?usp=sharing
thoughts on this duellist subclass?
is there any megumi/ten shadows class? i feel like it would be cool to summon different types of monsters. ik beast ranger exist but i just like the 10 shadows technique.
Specifically megumi ten shadows class? No, at least not official ones.
You could probably design a wizard or sorcerer subclass based on the idea though
The Shepard Druid is all about summons
I made Hawkeye's quiver:
https://docs.google.com/document/d/1hgIVm37n9Wk3PmePj9Xic-s7P3ENCQlgxVMrnJOyKbA/edit?usp=sharing
Any thoughts/opinions/feedback?
I feel like it would work well for both rangers and rogues
How strong would Building Stride (Like Tree Stride but for buildings) be?
Idk about strong but it would be kinda funny
For some reason my brain went OH GOD HE'S GONNA GIVE LEGS TO A BUILDING
HHAHAHAAH
No, it’d work like Tree Stride, that’d be Animate Objects
Okay, i’m working last minute on a boss fight monster.
Context: my campaign is largely based on magical girl anime. In this world, higher beings such as gods, dragons, archfey, etc can enlist a mortal to be their champion and carry their will. These magical soldiers are given a gem that will house their soul and allow them to transform. The resulting class and such are determined by the identity, personality and. personhood of the soul housed.
Currently we are in a feywild arc. I’ve been building up some rumors that the players have heard. 13 various senshi over the last 50 years have died various deaths. But during a conversation with the grim reaper, it was apparent that the souls of these soldiers had never arrived. They never made it to the afterlife. The reaper has a trio of magical girl npcs who have been trying to solve this mystery. And the players are about to accidentally do that for them lol
Basically a mad scientist hag had used imprisonment to trap the souls in their gems so that even after death, they could not leave. And she’s forcefully fused the gems together to create this hybrid monster. The plan is that the players stumble in just in time for them to see the monster come alive and go beserk. These souls are in a lot of pain, discomfort, confusion, and everything is a threat. They will attack, break out of the lab, and go rampage in the surrounding town
What im working on is basically a 13 phase boss fight, which each phase themed after a different class. My players are a team of 6 level 14s. And I waited til last night to actually put pen to paper and plot out this boss fight even tho the session is tomorrow.
Each phase of the monster has between 40-50 hp. The phase ends either when that hp bar runs out, or the monster is incapacitated some other way (charm, calm, sleep, etc). I know each phase is gonna end up being very short, 2 rounds tops. So my goal when designing these phases is to try to communicate their theme very quickly with their mechanics. It’s not enough to simply say “this phase is the soul of an artificer”, it needs to feel like you are fighting an artificer.
Actual stats and numbers aside, this is what i’ve come up with so far:
real quick, is this just dnd nyx?
When building each phase, I mostly just focus on the class’ signature abilities, or try to capture the feel of what that class typically does. Bards are good for debuffs, clerics are good at healing, barbarians tank. Etc. I mostly stick to the generic class features, and only dip into subclasses when in need of more sauce. I’ve also referenced npc statblocks from the monster manual and monsters of the multiverse, and the 3rd party lair actions from Home Field Advantage
Artificer Flash of Genius, and a couple artillerist stuff. Explosive canon and ballista canon. This phase’s job is basically just to go boom. Push the players around a bit. This phase would begin inside the lab, and the “boom” helps break out of the lab and lend to the changing setting for later phases. I imagine upon defeat, this phase would basically self destruct, one final boom, and then the monster would’ve shifted to the next phase
What’s nyx?
well since you seem to be making it based off of classes and not what i thought at first, you should look into pointy hat's which lich series, he turns every class in the game into a monster stat block which, obviously im sure you dont wanna just copy those but they could give some good ideas
oh and he doesnt go much into the stat blocks themselves in the videos so you should honestly just look at the stat blocks themselves in the descriptions
Barbarian highest hp total of the fight. Just give all the standard barbarian features, no subclass needed. Rage, reckless attack, extra attack, brutal critical, relentless rage. This phase’s job is to hit hard, take hits, and probably cause some property damage
Bard a bit tricky since there’s no allies to bardically inspire. I ended up using stuff from official statblocks and homefield advantage. Bard phase will taunt and cause debuffs, make big loud noise for damage, and hypnotize players into dancing and thus being restrained. Not a heavy hitter, is mainly here to inconvenience the players and cause a status condition or two for the next phase. Bard’s job is to just be annoying.
Cleric healbot. Spams spiritual weapon and then just heals itself constantly. Grabbed the channel divinity and supreme healing from life cleric. Cleric’s job is to be a wall.
Oh i know about all that. I haven’t had to reference those much so far (mainly just glanced at bard lich when I got stuck for a bit).
Since this a long complicated boss fight and each phase is going to be relatively short, I don’t want to over-complicate things. I just need to be able to communicate the themes in a very short time
It would be funny tho
Sounds sick
What order are the phases in?
Druid wildshape shenanigans. I also ended up grabbing a subclass feature from the 3rd party obojima book, because I had previously described this druid as one of the circle of flowers specifically. Circle of Flowers can let you expend a wildshape to petal dance and create a big of beast of flower petals. It can deal some damage on a bonus action, and take a singular hit to reduce damage to the druid before dissipating. I put in a singular bear form to shapeshift into, and a quick lil vine staff yoinked from monster manual in case druid is out of wildshapes. This phase will prolly last a bit longer. I’ve also considered having the druid change the terrain to conveniently benefit the ranger later.
Fighter fighter job is bonk. Fighter bonk good. Fighter bonk 4-8 times per turn, depending on whether or not it still has action surge.
Monk because I don’t want to keep track of Ki Points, every punch is a special effect punch. Can knock opponent down, push them away, or stunning strike. Also step of the wind and evasion. This ones job is to bob in and out with chip damage.
Paladin SMITE! Paladin hits hard and lasts long. Has smite, lay on hands and auras.
Rogue I’m thinking of changing up the tactics during this phase, with the rogue going in and out of hiding spots. Come out, sneak attack, hide. The goal for the players temporarily goes from “kill the rogue” to “find the rogue”
Alphabetical
Rogue sounds like it could either be really fun or really, Really frustrating to fight
Tread carefully
Sick campaign idea, by the way
Ranger benefits somehow from the terrain set up by druid. I don’t actually know, favored terrain is a pretty bad ability. I ended up leaning into the camoflage and hiding abilities, and some good ol favored foe. Ranger basically hides and hunts the players down. Giving it the ranger companion. So the companion would be out in the open to occupy and distract the players while ranger hangs back and shoots with hunters mark.
Sorcerer havent put together the spell list yet, but Sorcerer is just gonna spam metamagic. I don’t wanna track no points, every spell is a metamagic spell. That’s it.
And that’s where I called it a night. It was getting late, I was getting tired, and i’m stuck on warlock and wizard
Darkness + Devil’s Sight is a classic Warlock ability combination
trying to figure out how to make those phases feel distinct beyond just magic spells. Warlock’s deal is that they have few slots but big power, and spam eldritch blast. Wizard just has…lotta spells. That is what makes em distinct from other casters, they just have bigger spell list
make monk just absurdly fast, like sonic boom fast
nothing says guy who doesnt need weapons like the speed of sound
~rolling around at the speed of sound~
GOT PLACES TO GO, GOTTA FOLLOW MY RAINBOW!
That actually would help it feel more distinct from rogue. Rogue hides after hitting you and forces you to find em. Monk just zips around the battlefield
Hmm, i like that. A nice change up in gameplay to keep players on their toes
for a really fun speed thing you could have monk grapple someone and just move around with them so fast they take a little bit of thunder damage
and then throw them face first at a tree
I love this
…maybe ill give the druid phase entangle. Some battlefield control that sticks around after the phase change, benefits ranger, and mildly annoy the players
honestly monk is probably the most fun thing to design npcs around, my pcs once fought an anime swordsman with a domain expansion and of course he had a bunch of levels in kensei monk
Okay, so Warlock strat is to basically plunge the players in darkness, and then just start blastin.
Wizard-wise….I think i might have to rely on subclass for this. I have previously described the wizard as a harengon chronurgist. She worked for father time and was trying to break a time curse that is over the feywilds, but failed. Her teammate was the artificer. A lizardfolk who’s day job was fixing clocks.
Cue laughter for the fairytale references
I don’t get the Lizardfolk who fixes clocks
The crocodile from peter pan
Ohhh nice
But yea, gotta crunch ideas for the wizard phase…
I.e. the final phase of the whole fight
So i've updated my homebrew paladin subclass since the last time i've posted it here, if you want to check it out you can but you don't have to
Movement
~ Ram; Reduce your speed by 10 ft to make an extra unarmed attack.
Action
~ Attack; Make an attack. You can use your main hand and offhand if duel wielding or using multiple weapons or items.
Bonus Action
~ Unarmed Attacks; Make an attack using your head, tail (if you have one), and/or feet.
I added 200% more attack for your attack
Monks love me
its been a while since ive posted about my children here, these, these are my children, im just going over them again and wondering what i might be able to change
https://www.dndbeyond.com/magic-items/11033919-book-of-unwavering-absolutes https://www.dndbeyond.com/magic-items/11033918-book-of-unbound-anarchy
(please if you have some suggestions for the book of unwavering absolutes give me some ideas cus it feels a bit empty compared to its sibling)
oh and uh im sure its obvious but theyre lawful and chaotic equivalents to the books of exalted deeds/vile darkeness
Yall i need help figuring how the cr/xp level of this homebrew creature i made - a pirate mech.
I cant send the block here but if someones willing to help out pls dm
Would a better 13th level be:
Starting at 13th level, whenever a creature within a 30 FT radius of yourself takes damage they have resistance too, as a reaction, you may allow that attack to deal damage if the creature is neutral to that damage type. This may be used 2 times per long rest.
Bump
Shot You Don’t Miss
Once per long rest, when you make a bow attack and can see the target, you may declare the shot unmissable.
The attack automatically hits.
The attack becomes a critical hit.
The attack ignores immunity to being frightened, restrained, or knocked prone if the chosen arrow would impose such an effect.
You let the arrow go without hesitation—and it never fails you.
Is this broken for an item meant to emulate Hawkeye's quivver?
I kinda want to make a gravity monk.
Any one got one made already?
Something simple like, "after using your reaction to reduce your falling damage, you can make a melee attack, if you use a ki point; you may add the damage you would've taken into the damage you do the creature"
What if expending more ki points did different gravity relaated things?
Like allowing you to cast Reverse Gravity at will?
Did I make a mistake recreating the Hulkbuster armor as a homebrew?
https://docs.google.com/document/d/1xAi3m1I2zyVZgtF-2OW9U8fwpMCg-kd7BCmoP15Z9tU/edit?usp=sharing
Please help me figure out if it's a little to broken.
Yes. But not at will.
Perhaps 1 could use movement as the jumping distance then trigger the reaction to make an attack. Then take their action and bonus action
That sounds really neat!
Would you be able to take a look at the hulkbuster thing I posted?
Finally been cleared to make a "This isn't armored core I swear" warforged with this subclass
https://docs.google.com/document/d/e/2PACX-1vTxubs6e2tFGBQC_zZKIvajIX41KCiUDqxLJrTMrczlnfrCYE--nfU8tXZrRp6Qis5ikcz9RcGeTl8v/pub link to a revised version of the ranger class that im working on, contains three sub-classes as well.
Someone please help
Hello i have a question. i just got an octopus trophy for one of my collections (they were beaks) and I was wondering if there is any weapons, gear or armor I can make them into. any suggestions?
It’s just 1 beak? Or like a whole set?
A whole set
A whole set
Uhh… do they have any special properties or they are literally just beaks?
I asked my DM and he said that there were just big beaks no special properties to them at all.
Well, I don’t know if they would be any better than anything you have no probably then. Maybe could make a mace covered in the beaks
Or attach them to your armor to make it like spikey armor
I'm a tabaxi rogue , that is 2 to 3 feet tall.
So normally I fight at range. Not unless, I can get up close and do sneak attack.
You could make beak arrows then?
Maybe ask if they can deal some extra damage if you use them
Hmm ok I didnt think of that
Do you think I can combine the beaks to anything?
Other than arrows?
This seems like a lot of features for a single magic item?
As a Rogue? Probably a couple of things. Rope to make a grapple hook. Beak daggers. Maybe see if you can use them to make some sort of poison or potion
It’s an artifact so makes senses. Artifacts tend to do a lot
Six pages worth?
Hmm ok thank you!
I have a question about traits for a race if im ok to ask as well?
What do you mean 6 pages worth?
I was responding to another message about someone else's HB
Ohh my bad lol
I've had a rough layout idea for a sword martial druid subclass themed around grasslands. What would be a good use of the wild shape slot for it
Sure, send it
What level feature?
I'm a tabaxi i just want to make sure I have all the traits correct so i know they have Feline Agility (bursts of speed), Climbing Speed, Cat's Claws (unarmed attacks), and Cat's Talent (Stealth & Perception proficiency). Is that it or is there more?
I believe that should be it
Tabaxi are an official species so you should be able to double check that from their source book
ok what book?
Monsters of the Multiverse and Volos Guide to Monsters
@cerulean seal thank you for being really helpful 😊
is it ok if i add you as a friend in case i have more questions?@cerulean seal
Does anyone have like a base I could use for a generalized reptilian humanoid species? I have a few ideas but nowhere near enough for a full species
Trying to gauge how good this following Aasimar homebrew is, rules are based on VGM and changes are all based on their level 3 abilities per long rest (Radiant Soul/Radiant Consumption/Necrotic Shroud):
- In general: The bonus radiant damage from activating their level 3 actions no longer applies to spells
- Scourge: Radiant damage aura scaling increased from half your level (rounded up) to per level*, the closest enemy per turn takes double damage per turn, radiant damage aura no longer damages allies
*Assuming level 10 campaigns, final damage is increased from 2-5 to 3-10 radiant damage while within the aura depending on your level, while the closest enemy takes 6-20 damage instead
any thoughtssss?
Take a look at Lizardfolk first and see what works for your theming and what doesn't
Is the double damage only for the radiant damage applied as part of Radiant Consumption or is it double damage in general?
The former
I'd say it's fine. My gut tells me that the "freedom" of the regular consumption being able to choose any target to deal damage to is likely a little better, but I do like the fact that this increases NOVA potential
A classic bag of rats problem, or rather bag of rocks problem
Also pretty abusable outside of the targeting issues. Portent can guarantee Black Flashes.
Hear me out: A puppet patron
Hmmm, item making, what rarity would a dagger that can cast some spells and make the user invisible be? Im thinking vrare but idk
Rare or very rare for sure, depends on the spell
I asked this yesterday but got no feedback, so reposting.
As a general rule, would you think this would be balanced?
"If an item requires attunement, an item with the same effectsbut without requiring attunement would be 1 rarity grade higher."
nothing to crazy, darkness darkvision and hex
you do deal an extra 1d4 necrotic damage, but only if you have charges (casting spell costs 1, invis costs 2, 3 charges 1d4-1 recharge at dawn)
so, say if sword a and sword b have the same effect but a requires attunement, b would get stronger?
Yeah, just for rarity purposes (as in, costs more GP, is rarer to find...). For example, a Flametongue is rare, a non-attunement Flametongue should be considered very rare.
ig it depends on the item but shoulds fair
Night
Weapon (Dagger), Very Rare (requires attunement)
This dagger has an ornate blade with a serrated edge, a purple gemstone embedded within its hilt.
You gain +1 to attack and damage rolls made by this dagger and it deals an extra 1d4 necrotic damage on a hit.
This dagger has 3 charges and regains 1d4-1 charges at dawn. You can spend charges on the effects as seen below. When you have zero charges, this dagger doesnt deal the additional necrotic damage.
Rein of Darkness. You can spend a charge to cast one of the following spells: Darkness, Darkvison, Hex
Night's Shroud. As an action, you can spend 2 charges to become Invisible for 1 minute.
i think thats fine for Vrare? maybe abit weak?
https://www.reddit.com/r/DnDHomebrew/s/4PZJQsC4mZ
this is a link to a homebrew paladin subclass I made, how does it look?
Hey chat
how screwed am I if the enemy wizard can mumble spells instead of our right saying it
I mean, not any more screwed than usual. Or depends entirely on what the actual mechanical effect of them mumbling the spell is, really
Like they'll still presumably require the use of Verbal component, so they couldn't just bypass Silence, and the only real "issue" is them being more quiet, so they might surprise you easier, but whether they're loud or not, it's not gonna make much of a difference
I guess 2 with like it growing with them
Sorry for the late reply, would having the Abyssal Favour range be 100 to -100 and have the character be rewarded for staying between 1-95 for Abyssal Action spammers and -1 and -95 for Void weapon spammers? I feel like they shouldnt be able to just stay at 100/-100 and not have to take into account a restriction etc.
Simplify further. If you are playing with 100’s you can simplify it to 10’a which is much easier for players. Lizard human brain doesn’t like dealing with big numbers. It enjoys simple and easy numbers.
I would make your scale -10/+10. features that are like… “add 25 favor” just becomes “Add +2 favor” which is much nicer:
This is why most features in DnD have just set usage limits rather than punishments. “You can use this feature Wis mod times per long rest” or a Druids wild shape being “You can use this twice per long rest” etc.
If you are struggling to manage the system itself you can make it a finite number of uses.
I do think the system you have though can work if you simplify it to make it easily accessible l
Either… you wild shape your weapon into something fitting for this sword focused subclass.
Or
Your Wildshapes can use your weapons in some way
could i make it so over 9 and under -9 have the restrictions? i dont see how i could limit the damage bonus without gutting it.
I would look at how other the different classes handle damage scaling and limitations.
- Barbarians Rage can only be used so many times a day.
- Fighters Action surge has limited uses, But they get the most amount of weapon attacks in the game.
- Spell casters are limited to the number of spell slots they have available. Without spell slots they have to spam cantrips.
- Monks must spend ki points to use flurry of blows and such.
- Rogues can sneak attack every turn but only once and have to meet conditions.
Etc.
Rather than a punishment, you can have conditions for even having the sword active. Maybe a time limit or usage limit. Or maybe they need to meet conditions to even get to use the weapon.
"When using Abyssal Actions to affect yourself or another creature or when attacking a creature with your Void Weapon, you may gain or lose Abyssal Favour. Abyssal Favour is recorded in whole numbers. The maximum Abyssal Favour you may hold at once is 10, with the minimum being -10, for a maximum range of 20. Abyssal Favour is reset to 0 when entering an encounter and when the current encounter ends.
When under -1 Abyssal Favour, your attacks actions with your Void Weapon deal extra damage as outlined in the class progression table.
When over 1 Abyssal Favour, your Abyssal Actions deal extra damage as outlined in the class progression table.
When at 0 Abyssal Favour, the next attack action with your Void Weapon or Abyssal Action will have the Abyssal Favour fluctuation increased by 10.
When at or below -9 Abyssal favour, all of your Void Weapon attacks are made at disadvantage. This persists until you return to at least -7 Abyssal Favour.
When at or above 9 Abyssal Favour, all of your Abyssal Actions have a 1d3 chance to not cast and consume your action. This persists until you return to at least 7 Abyssal Favour."
Also ive updated the article if anyone want to take a ganda
Something to keep in mind about your class. You only gave this class 1 attack.
Meaning if they use their action to use the void sword and miss they aren’t doing anything.
Your void actions had some stuff they can do as a bonus action but still.
It’s probably fine to just let them use it considering it’s the ONLY damage scaling this class gets.
Rouges are similar. They get 1 attack per turn and rely on landing sneak attack to get that juicy damage
I didn’t want to overload the class so I tried to limit the amount of actions/bonus actions I gave it. Should I add more bonus actions? Or should I remove the restrictions all together
I personally would remove the punishments and just keep the conditions needed to get your benefits and such.
You need to consider what the main gameplay loop for this class will be and if that sounds fun for a player.
Does it sound fun to have to manage this favor in order to keep their damage going or not
The number of bonus actions you have is fine. But you just need to keep gameplay in perspective. A player only gets 1 action per round. So if they spend it to swing the void blade they aren’t able to do any other action. If they miss they miss out on that juicy damage.
They aren’t getting anything else from using this weapon.
By using a void weapon they don’t get to benefit from any magic weapons they may find, this class gives no weapon mastery’s, no additional effects when hitting with the weapon, etc. it’s just raw damage
Just something to keep in mind.
Again I would read the players handbook and the other core classes and get an understanding on their gameplay loops
Any comments?
Can I get some volunteers to look at my homebrew so I can get some criticism and second opinions
I have only had one person so far and I'd at least like 3
An idea i did have was like, you channel the spirit of the hunter
- You're movement speed increases
- Later levels you get to attack twice in this
And a feature of this subclass is that spears can be boosted with shilleleigh
Yeah, I was worried about that.
Kinda reminds me of the Star Druid starry forms feature
Also should add, throwing the spear in this form it automatically returns into your hand
Captain America's shield as a homebrew:
https://docs.google.com/document/d/1bKR_CxRS9WoyqRVF74qby3bxFt6ME5cjmunpaibu6Nw/edit?usp=sharing
As a player, I’d feel like this is a lot to keep track of. I’d have to hope everyone else is getting similarly busy items, which would make it kinda better. Still a nightmare for you to challenge a player though
To be more honest with you though this kinda reads like it wants to be a subclass
I have a ton of Mrvel character homebrews
Which would you say works best for the Argentavis as a cool ability
- It can fan outnits wings potentially scaring a person
- If using it's fly speed before attacking with its talons it can knock a creature prone and restrain them (since 200 pound bird just rammed you)
- It can quickly eat part of a corpse regaining like, 2d6 hit points
- It gets super defensive over a dead body and can either gain advantage on an attack role while within a certain distance of a dead body or deal additional damage while near said corpse
just a simple rule homebrew, wondering how this sounds to everyone:
- Disengage is no longer an action - it simply requires half of your movement speed (same as standing up from being prone)
- If you have a class feature that makes disengage a BA, it instead just removes the above penalty and is a free movement
- Opportunity attacks can only be activated if you enter AND leave an enemy's range in the same turn
actually, maybe that third rule takes things too far when combined with the others, maybe just the first two or the third
https://www.dndbeyond.com/magic-items/11033919-book-of-unwavering-absolutes https://www.dndbeyond.com/magic-items/11033918-book-of-unbound-anarchy lawful and chaotic artifact books, could use some new ideas especially for the first one cus its a bit empty compared to its sibling
i think it should cost 5 extra feet of movement if the feature makes it a BA (like how athlete makes standing up only 5 feet of movement) and also that last one means opportunity attacks basically do nothing ever with it on top of the other things effectively making something like sentinel completely worthless and nerfing melee characters far too much when theyre already not very great
yeah the last one definitely doesn't work
my idea was that it improves skirmishers and encourages people to move around - one thing i did forget though is that ranged attacks have disadvantage at close range, so martials holding off ranged attackers get nerfed
I've added Silver Surfer's power to my Marvel homebrews:
https://docs.google.com/document/d/1lrRS8nkVM1eNsorhdkj9lMw1Nm0UOggH5WO63R_6vV0/edit?usp=sharing
Is it alright?
these are really cool
thet seem relatively balanced
i like your flavor text
neato
Thank you so much! I have a lot of them if you'd like to see more.
Here's the Hulk one I did:
https://docs.google.com/document/d/1fVL_ZmiufZCsUIn8xQvu3_emf5U6xPMnCiiHCglCzNo/edit?usp=sharing
Oh dear
One of the abilities can do 320 damage
That's not good
Hey guys, i made this thing for a technique im doing called Projection Sorcery and i just need some feedback, can i post it here?
Yes - please use an appropriate sharing method (link to D&DBeyond homebrew or use a reputable hosting/sharing service like Google Drive and share a link to the thing that way).
Gifting all my players 1 custom item tailored to patch up their horrible dpr because they chose rp over damage a little too hard;
For the barbarian who wasted a feat on unarmed fighting and does half the damage he would with an axe:
- gloves that let the wearer swap out one melee attack with a lv4 inflict wounds. Causes a numb sensation that goes away after a short rest, but prevents him from casting IW this way again until then.
Eldritch knight who's actually doing alright damage, but he deserves a gift anyway: ???
Lore bard with the worst spell choices I've seen: Some sort of flute made of infernal materials containing the soul of a bard that, when played, let him swap out one bard spell for another up to twice a day.
Light cleric who thinks he's a martial: "Healing rod", +2 mace that casts cure wounds at lv1 on whatever you smack with it.
Then I'll give him a way to upgrade it so that he can smack something else and heal an ally in the same action.
Thoughts?
I made a mistake with that one
It takes a while to get what's needed but one of the attacks/abilities can do a max of 320 damage
Make a lifsteal variant of the healing rod that allows you to channel a set percentage of the damage dealt into healing an ally.
I'd reccomend 50%
Basically what I meant with that "upgrade", the item will seem useless at first but i'll hint that it can be improved and when it's improved, the cleric will be able to select who gets a 1d8 heal from him succesfully hitting something with it
Nice
no extra attack unless he multiclasses which i don't think he will
1d8+wis will have to be enough for now
Sounds good!
Would you be willing to take a look at my Hulk homebrew?
one moment
I think I messed up a little...
This went through ChatGPT
Also it does too many things
way, way too much
even an artifact shouldn't be three pages of perks
To fix my shoddy grammar.
sure, not my business
But yeah, that was my concern was to many perks.
i'd make if a wild shape-adjacent perk
but what do I know, i don't care much for marvel
That sounds good. Thank you.
I’m working on a homebrew paladin subclass
While I am aware there is already an oath of redemption, what I’m working on is called the oath of penance
What's some good paladin homebrew subclasses
Wanted to find something interesting and fun to play.
What do you think of my homebrew avariel elf lineage?
- Normal 2024 elf features
- Flight equal to speed at level 1 (no medium or heavy armor)
- Feather Fall at level 3, Gust of Wind at level 5
Does it seem balanced?
It's totally fine to me
it might not beat "aarakocra but better" allegations but honestly it's not that huge a deal to me
Aaracokra doesn't exist in 2024, so I don't see it as a real problem (yet)
Who knows how they'll powerbalance it
exactly, dragonborn stopped sucking so anything can happen
the aarakocra isnt surviving the 10 year timeskip anyway
(in-universe)
Timeskip?
Does 2024 take place after 2014?
aarakocra live extremely short lives
so no need to worry about the bird guy who won't be around for the next campaign taking place 20 years after this one
I need to make stronger dire animals
Apocalypse happened and the animals have to be stronger, what are ways dire wolves could evolve to grow stronger?
@cerulean seal hey I'm finished with the concept (btw I don't know if Flame Body should be a 8th tier spell however I wanted a cool ultimate attack for the 9th tier so yeah)
https://docs.google.com/document/d/1u5O2ytyhtRYTIJ7RB2NuBAc22aEm4uJufxGJticVfQs/edit?usp=drivesdk
Artificers can’t cast spells higher than 5th level
Ahhhh sorry
Also subclasses don’t get unique spells. Usually only their core class does
I didn't know that ;-;
Nor that
Though you can 100% make the spells “artificer” spells and have them on the spell list. 
So any artificer can use them but this subclass always has them prepared
Ehhh sure, wdym by "Always have them prepared?"
How familiar with spell casters are you?
I've played wizard twice, I'm abit familiar; I also know cantrips; it's hard to say
What do you call these exactly? (Want to put them on the doc)
Like "Inherited Spells" or smth
So the way most spellcasters subclasses work is you have your features and then a unique spell list of that subclass. The spell list is a set of spells that players with this subclass ALWAYS have access to and can cast without the core class having access to it or not
For example, you can put the fireball spell on a subclasses spell list even though that class may not ever have access to it normally l
You should see this pretty commonly when you were reading the other artificer subclasses
Ah alr however I'm guessing you need to be at the appropriate level for said spells
Yes, it’s the same levels for every artificer subclass so just copy the table from another artificer subclass and then replace the spells with whatever spells you feel best fit this subclass
And you’ll notice on the spell lists table that each part gives you different leveled spells up to 5th level at the latest one
Ah ;-; spent a lot of time on these spells tho, I like them
You can still keep the spells
You just write those spells onto the spell list
Didn't you just say that they can only have spells up to the 5th level?
Alr 2 of the spells are much higher level than that
So giving them 8th or 9th level spells doesn’t do anything
You’ll need to make them 5th level or lower
While you are making adjustments too. Be sure to look at the Artificers replicate magic item feature. Your main feature letting you make magic items is already a thing all artificers can do pretty much.
You can have this subclass improve on that feature if you want but as of right now it’s mostly doing the same thing as any other artificer
Hmmm yes but that's replication; not pure creation
How about I make it to where he can only create physical items?
It’s replication in the sense that the artificer is recreating the effects. But if you read it they are literally just manifesting these items into creation basically
Since that ability only affects magic items
2024 artificers have a replicate item feature too to make simple items like cups and such so I would look at everything base artificers can ALREADY make and then expand from there
Don't you need an original copy of said item to replicate?
No
You aren’t literally duplicating an item. You are basically creating those items from scratch
Think of it like when you read a cook book and make a dish
Eh kinda did: You can make rare, epic and legendary items tho it will take longer
Is that not enough?
Cus my first idea was to make new custom items that only he can make
Technically speaking any player can already do that. There are rules allowing players to make magic items now up to legendary if you have the tools, money and time.
Your feature can improve on this of course and you can have this subclass be better than anyone else at that.