#homebrew

1 messages · Page 73 of 1

frank leaf
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If they all cost spell slots/HM features uses?

peak inlet
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there are a few feats that give you Hex, but they don’t make it a Ranger spell

frank leaf
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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

peak inlet
wintry wave
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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.

peak inlet
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it just kinda makes it weird with all the floating effects and also subclass features

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it’s cleaner to only allow 1

frank leaf
peak inlet
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it’s also just trying not to incentivize the spamming of multiple Hunter’s Marks in general

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you can Swift Quiver Hunter’s Mark which is pretty huge already

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I don’t think players should be spamming Hunter’s Marks instead of looking into other combos

frank leaf
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Since recasting would just refresh and not allow a second target

peak inlet
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I could also just say that you don’t need to concentrate but you also end the effect if you cast it again

peak inlet
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but it’s a level 13 feature which does mean that multiclassing out of Ranger is incentivized in that case

frank leaf
peak inlet
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higher level spell slots to cast CME

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also enough to grab Evasion + Reliable Talent from Rogue

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or 16/4 to grab 2 Epic Boons

frank leaf
frank leaf
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If you don't think the capstone is strong enough to ward multiclassing past Non-conc HM, NGL, it's prob underwhelming

peak inlet
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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

peak inlet
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a 6th level spell slot for upcasting is pretty potent

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and especially at lower levels where you’re probably going to start the multiclassing, you also gain access to their spell lists

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ok, my initial capstone that I had for the simple version was also related to Epic Boons but was less powerful

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I wonder what your opinion would be about that one

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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

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you get both ASIs

frank leaf
# peak inlet I wonder what your opinion would be about that one

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.

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More Martial casting basically

peak inlet
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enhanced signature spells that aren’t Hunter’s Mark

peak inlet
frank leaf
peak inlet
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they want to be good at RP, Combat, and Exploration at the same time

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and Epic Boons give them the choices that they want, but they do want a bunch of them

frank leaf
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Which some people seem to be okay with

peak inlet
frank leaf
peak inlet
frank leaf
peak inlet
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it’s more time spent when leveling up, but ends up being simpler when actually playing

frank leaf
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Not just any Boon

peak inlet
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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?

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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

frank leaf
frank leaf
peak inlet
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that’s what I’m saying

frank leaf
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Wdyt Abt the list I suggest?

peak inlet
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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

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are you worried about swapping resistances?

frank leaf
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Options that have options in and of themselves are dangerous

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Like Boon of Energy Resistance

peak inlet
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I’ll just reword it to include all your choices for the epic boon when you first choose the feat

frank leaf
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Like, when you normally have it

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If you wanna include it you can, just saying Ranger leans martial over magical

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If that's the one you choose tho for the magical portion, certainly better then Spell Recall

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That thing is so many people's go to 😭

peak inlet
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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

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rather than screwing them over when they get there

frank leaf
peak inlet
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Spell Recall is useless on most characters anyway, if there’s someone who wouldn’t mind it, Rangers are in that category

frank leaf
peak inlet
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you could just reflavor it as your traps being more resilient if you’re using that flavor for your spells anyway

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you prep overnight to make sure your traps are extra sturdy the next day, and on other days, you focus on your weapon drills

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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

dire escarp
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never heard of it

quasi flax
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I created a homebrew creature and wanted to get peoples opinion on it, can i post it here?

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its like an owlbear, in that it was created by fusing a giant raven and a panther

whole basin
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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

molten wing
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Good lord

loud hemlock
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I'm new to dnd homebrew and wanted to spitball a character idea

hollow siren
hollow siren
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or if it involves homebrew, here but DONT use homebrew if youre new

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use homebrew only once you have figured out what you're doing

pliant inlet
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They said new to homebrew specifically it appears

hollow siren
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OHoh ok

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i misread, sorry. long week lol

loud hemlock
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All good

hollow siren
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sorry mate! would love to hear it then

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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...

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also itsbeen a long week

pliant inlet
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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.

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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

molten wing
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Barbarian with permanent rage
It’s like a wizard who’s got the warlock’s ability to recover spell slots on short rest

pliant inlet
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It seems to be working well so far.

hollow siren
pliant inlet
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Yeah, once I read through the document I realized changes really needed to be made

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The page also says that the barbarian heals an amount equal to raging blood points at the start of turn but thats ridiculous

loud hemlock
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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.

pliant inlet
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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.

pliant inlet
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But paladin coded

loud hemlock
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Basically

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I haven't gotten the stats set since I've been trying to cook up his backstory for a good month or two now

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Wanted to make sure it was simple but felt unique to his character since he plays a major part

hollow siren
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cool backstory! im guessing hexblade?

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i like that you made a hexblade with an actual hexblade as a patron lol

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granted, i refluff all my warlocks into sorcerers/wizards and arcanists with extra steps and no patrons, but still

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i can appreciate that, for how very uncommon that is

loud hemlock
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Much appreciated my guy

hollow siren
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np!

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wheres the homebrew part tho, im guessing it comes in with mechanical variances or something?

loud hemlock
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Yeah it ties into this mechanic I'm introducing

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It's simple since this is my first homebrew but the blade specifically ties into the lore and mechanics

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Also the blade is limited by the condition of the bearer to help keep it balanced with an in lore explanation

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Plus the guy is missing an eye

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The system uses energy from a mirror world created from chaos to juxtaposition the main world's creation from order

midnight elk
half condor
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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?

stuck raptor
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rare or uncommon

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probably rare

half condor
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Excellent, that's what I was aiming for.

wintry wave
silk brook
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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

unique parrot
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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.

spring tusk
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i'm attempting to master the concept of making single combatant encounters match up to multiple combatant encounters power wise

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i'm thinking the trick is to raise the HP and lower the damage output per strike, but raise the number of attacks

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tankier bosses that hit alot but deal less damage when they do hit

peak inlet
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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.

echo hatch
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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.

peak inlet
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if you use 2 hands, the damage decreases?

echo hatch
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Its literally a growth bursting from your arm

peak inlet
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Shortsword is pretty strong, ignoring the curse and the summon, it’s Very Rare

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maybe could fit into Rare

echo hatch
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It does deal damage to the user when it bursts out the arm

peak inlet
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adding a single summon makes it Legendary

peak inlet
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and the damage to self doesn’t really make sense

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you can have multiple different hit dice

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make it 2d6 since the sword is 2d6

peak inlet
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because as a Greatsword, this is Very Rare assuming one summon

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but a Shortsword would be Legendary

peak inlet
echo hatch
peak inlet
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+2d6 damage is Rare, non-attunement
+2 to hit and damage is Rare, non-attunement

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you can estimate a +1 is equivalent to +1d6 damage

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so by virtue of being a +2 +1d6 weapon for Shortsword, it’s automatically Very Rare or higher

spring tusk
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hello everynyan!!

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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

true forge
spring tusk
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Who?

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I've been working on a document of spells, items, and creatures for the last 3 months

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Totaling to around 630 articles

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Is there someone else doing Elden Ring brews?

true forge
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oh :P, mb, ive started to make some too lol

spring tusk
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Oh!

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Very cool :D

true forge
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although, its mostly comeout to a subclass (half done) and a race (flavour made for it)

dndifyed so it works anywhere, hopefully

spring tusk
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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

true forge
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plan on a sub for each class (arti maybe), and a couple of races

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maybe more if i feel like it

lofty wren
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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)

true forge
# spring tusk Feel free to use any of the resources I've crafted as well, I'm sure the links a...

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

spring tusk
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Oh! I was thinking of a pally subclass for that actually, never finished it

true forge
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did i have an idea for pally yet, dont think so

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i could make one based on the Blood Oath incantations, a bleed mechanic baked in a paladin might work

true forge
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the d6 is more hinder then help but i think thats by design

echo hatch
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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

charred mural
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What about a warlock subclass of arcana that gives them spell points instead of slots, pretty much making them a full caster

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Or not cos its broken

hollow siren
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I may have it saved somewhere

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But yes someone drafted one

cerulean seal
wet bear
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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.

cerulean seal
tardy crown
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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.

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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.

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(I made the Awakened Bush but I was originally just gonna make it a treant sapling)

midnight elk
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Any Marvel heroes I should homebrew? I've already done a bunch but I'm low on ideas.

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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

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Any ideas or suggestions?

golden temple
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i'm working on a subclass for a tanking class,, :3

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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.

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sstill figuring it out since i dunno if i want to make it the spell subclass,,

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i want it to have spell synergy, which i've already done with one feature,,

left lagoon
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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

golden temple
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i mean it's a bit confusing but yeah it makes sense,,

left lagoon
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is it confusing because of the concept or the wording?

golden temple
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wording,,

wet seal
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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)

stuck raptor
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you have as much as you have levels

left lagoon
# golden temple wording,,

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?

golden temple
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i think it would instead be like,,

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yyeah idk,,

cyan ledge
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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

left lagoon
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that sounds like class features but less interesting

wet seal
stuck raptor
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yeap

wet seal
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Ah alr

left lagoon
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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

cyan ledge
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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

left lagoon
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I still feel like youre just describing class features, but different class features

cyan ledge
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That's what I mean

left lagoon
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I dont get how this ties in to prestige class stuff then

cyan ledge
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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

left lagoon
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okay let me try to understand this from the other end then

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what are you trying to achieve with this system change

cyan ledge
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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

left lagoon
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but right now it would mostly just disincentivize players from solo classing, rather than rewarding multiclass

cyan ledge
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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

cyan ledge
left lagoon
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but I feel that multiclass could end up even less balanced than single class

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like, the gap between bad single class and good single class compared to bad multiclass and good multiclass

cyan ledge
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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

cyan ledge
cerulean seal
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I feel like if you want to do prestige classes you need to look at 3.5E and just adapt those rules for 5E

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They usually had a bit of prerequisites too for taking them

left lagoon
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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

cerulean seal
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Get two classes at the same time every time you level up

cyan ledge
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Hmmmm

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That sounds interesting

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Hmmmmm
Maybe they get to pick 2 classes per level up and mix and match features from those two classes?

left lagoon
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like fighter could be 1: martial weapons, medium armor/shields, level 2: action surge, etc.
rogue, 1: expertise, 2: cunning action,...

cerulean seal
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So you can be a level 20 paladin and level 20 warlock at the same time

cyan ledge
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Huh
I'll have to look into it, that sounds cool
How is health decided? Just both stacked on top of each other?

cerulean seal
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Idk how spell slots and such or health is handled or feats

cyan ledge
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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

cerulean seal
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And use the larger hit die

cyan ledge
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Nice, nice

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I might try some version of that

elder cedar
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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?

cerulean seal
#

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

elder cedar
#

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

sacred current
#

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?

lethal cedar
#

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

stuck raptor
#

that... thats a lot

lethal cedar
#

You think making it 5 would work better?

lethal cedar
# stuck raptor that... thats a lot

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

stuck raptor
#

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

lethal cedar
#

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

stuck raptor
#

you can nick and ba command

lethal cedar
stuck raptor
#

oh, 2024

lethal cedar
#

wha

stuck raptor
#

weapon masteries

lethal cedar
#

wha

stuck raptor
#

i take it this is for 2014 ranger

lethal cedar
#

yeah

stuck raptor
#

ok, ic. dual wiedling was improved a lot in 2024,so its not too mch of an issue

lethal cedar
#

ohhhh

lethal cedar
stuck raptor
#

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

lethal cedar
#

wait why the heck does level 7 2024 beastmaster get to deal force damage???

stuck raptor
#

to surpass BPS resistance

lethal cedar
#

...I guess?

stuck raptor
#

nonmagical/nonmagical damage isnt a thing in 2024

lethal cedar
#

Oh

#

ew...

stuck raptor
#

its either no resistances and increased ac, or rarely, bps resistance. much better, since parties with magic items wont steamroll monsters

lethal cedar
#

I mean I suppose it seems nice

stuck raptor
#

yeah, party with a paladin and holy avenger sword isnt cutting down the 137 hp lich

north elbow
#

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.

pallid brook
#

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

north elbow
#

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

pallid brook
#

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

north elbow
#

well, the dagger in rapier + dagger is mainly defensive until you get into grappling range...

pallid brook
#

Also iirc earlier period English longswords were fairly common with shields

#

But I digress

north elbow
#

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

pallid brook
#

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

north elbow
#

mmm Defense still leaves you in a worse place than just sword-and-boarding, though

pallid brook
#

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

north elbow
#

2H longsword + Defense FS leaves you with less damage and less AC than 1H longsword + shield + Dueling FS

pallid brook
#

Hm…
Touché

#

I also feel like this can be fixed with a better GWF feat

north elbow
#

yeah, it could

pallid brook
#

Maybe both

#

I personally only take GWF with Greatswords and double bladed scimitars

north elbow
#

there were three ways I was thinking of fixing it:

  1. better GWF feat
  2. more generous Dueling feat
  3. 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

pallid brook
#

Yeah it’s me more so that I don’t think dueling needs the buff

north elbow
#

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

pallid brook
#

Yeah, but I don’t think it needs ANY buff
We already have very few common options for fighting styles

stuck raptor
#

duelling can already catch up a bit to great weapon builds, albeit it needs a spear or qstaff and polearm master

dry lintel
#

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?

north elbow
pallid brook
pallid brook
dry lintel
north elbow
#

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

pallid brook
#

Good question, maybe cacophonic shield?

dry lintel
pallid brook
pallid brook
dry lintel
north elbow
#

the worry I have about GWF buffs is that buffing GWF also buffs GWF+GWM builds, which are already quite strong

pallid brook
#

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)

dry lintel
#

Also, it was which spell should I keep, not what should I replace one spell with

pallid brook
#

Oh I see.
Unfortunately I’m not too familiar with the series, sorry.

north elbow
pallid brook
#

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

north elbow
#

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

pallid brook
stuck raptor
#

trident unfortunately doesnt work with pam

north elbow
#

nugget just means that if we made tridents finesse weapons if wielded with both hands then rogues would get access to them

pallid brook
#

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)

north elbow
#

(I think PAM should apply to trident bc that just Makes Sense. I also think Spear + Trident should have Reach, though...)

pallid brook
#

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)

north elbow
#

that... somewhat frustrates me

pallid brook
#

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

north elbow
#

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?

pallid brook
#

You can do whatever you want in your games, but it’s for balancing in dnd

north elbow
#

when I think about balance I'm mostly just worried about there being genuine tradeoffs, and I think there are with spears (less damage)

pallid brook
#

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?)

stuck raptor
#

high optimization wouldnt touch melee with a 15 ft pole

pallid brook
#

Mhm

north elbow
#

well... spears are some of the best weapons irl, too.

pallid brook
#

Oh definitely, but this is fantasy

#

Like, look at monks

stuck raptor
#

the reason why they worked is because people

#

magic and monsters change up war entirely

pallid brook
stuck raptor
#

aye

#

easier to teach someone how to poke than slash and shoot

north elbow
#

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.

stuck raptor
#

im saying it shouldnt be realistic, it should be grounded in the world's senses and rules

pallid brook
#

Hey, with the unarmed fighting style in dnd you hit as hard as a sword even without being a monk

stuck raptor
#

realistically speaking, a dragon can never take flight

stuck raptor
#

sorry, pet peeve of mine is trying to port realism into dnd

pallid brook
#

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.

stuck raptor
#

oh now i remember why i came here, wanted to make a living sickening radiance spell

north elbow
#

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?

pallid brook
north elbow
#

that would work!

north elbow
stuck raptor
north elbow
#

not you

stuck raptor
pallid brook
#

I feel like grouping up against a dragon is rarely a good idea

stuck raptor
#

oh yeah, especially against ones with cone effects.

pallid brook
#

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

pallid brook
stuck raptor
#

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

north elbow
#

oh are living spells an eberron thing

civic oxide
#

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)

hexed solar
keen comet
hexed solar
keen comet
#

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

hexed solar
#

Alright

#

Thx

tame ruin
#

In terms of summons you have seriously buffed the spell.

tame ruin
hexed solar
#

Is there any balance issues, I could still change things, I haven't shown it... I could decrease things or fix things

tame ruin
#

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.

hexed solar
hexed solar
tame ruin
#

I like Homebrew that adds something unique or fun to the game, HB that just increase damage or makes it stronger is boring

hexed solar
#

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

tame ruin
#

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.

hexed solar
#

I'll probably nerf it a bit before showing them

#

Since I overturned it a bit too much

tame ruin
#

That you did

patent radish
#

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.

vast breach
#

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?

sacred current
#

What do y'all think of a Voice Pact Boon for warlock?

shrewd zodiac
#

Working on a homebrew race- kinda nervous but excited!

halcyon scroll
#

[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
  • 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?

plush geyser
#

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

halcyon scroll
lethal cedar
shrewd zodiac
#

But mostly humanish

lethal cedar
#

Neat

#

I gotta finish my dinosaur races

lethal cedar
#

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

tulip jewel
#

I recently updated a subclass I made and was wanting to get a second opinion on it.

halcyon scroll
tulip jewel
tulip jewel
halcyon scroll
tulip jewel
#

Oh idk then

halcyon scroll
tulip jewel
#

Any notes?

#

I might lower the dmg from salt blast and change the name

#

I will say I made it before grim hallow

halcyon scroll
# tulip jewel Any notes?

Why regain more wards when fail in stead of success?
And how u get 8 wards when modifier only goes to 5?

tulip jewel
halcyon scroll
tulip jewel
#

Any other notes?

halcyon scroll
tulip jewel
#

Level 15 allows a curse to be nullified but other than that normal attunement rules

#

Max of 3 items

halcyon scroll
#

So you can get to max 40 wards?

tulip jewel
#

If you get 30 Wisdom yes

#

Make that 50

halcyon scroll
#

Sorry I play to 20 my bad

tulip jewel
#

Lol getting to 30 also takes special training and books normally

halcyon scroll
#

So whats max modifier

tulip jewel
#

Raw +10 I think

#

Unless it's a skill mod

halcyon scroll
#

Would that make max ward 80?

tulip jewel
#

No

#

20

halcyon scroll
#

But 1 item = 20 2 item = 40 3 item = 80 can have 3 items right

#

Doubles for ea item

tulip jewel
#

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

halcyon scroll
#

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

tulip jewel
#

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?

halcyon scroll
#

Must just be me reading to much into it (sorry) thsts all I had

severe trellis
#

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

wet seal
midnight elk
cerulean seal
wet seal
cerulean seal
#

I think there is some structural stuff that needs adjustment but let me break it down

midnight elk
wet seal
wet seal
cerulean seal
cerulean seal
# wet seal Made something for fun, you may criticize me for it being complicated https://do...

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

halcyon scroll
cerulean seal
halcyon scroll
#

Bc they do play as a creature

cerulean seal
cerulean seal
halcyon scroll
#

Attunment? Can you explain?

cerulean seal
# halcyon scroll 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

halcyon scroll
#

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

wet seal
# cerulean seal First off, missing all the foundational info. Starting equipment, primary abilit...
  1. Yes def send an example
  2. I honestly don't know what the "Fantasy" of a class is, plz explain thank you
  3. Mask change thing, the 'level lock' thing was actually my 1st idea until I scrapped it but I'll bring it back
  4. 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 ;-;)
  5. 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

wet seal
cerulean seal
# wet seal 1. Yes def send an example 2. I honestly don't know what the "Fantasy" of a clas...
  1. 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.

  2. 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.

  3. 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.

  4. 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)

halcyon scroll
wet seal
midnight elk
wet seal
cerulean seal
cerulean seal
#

Pick a subclass, come up with a concept that hasn't been done for that class yet and make it.

halcyon scroll
cerulean seal
cerulean seal
wet seal
cerulean seal
wet seal
cerulean seal
#

You may actually get more milage making a blacksmith barbarian

wet seal
cerulean seal
wet seal
cerulean seal
#

Yes

wet seal
#

Okay yeah that makes sense

cerulean seal
#

So you can do this a few ways of turning him into a subclass

#
  1. 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.

  2. A Artificer who carries a forge with them at all times and can summon it to do fire magma forge things.

  3. An artificer whos basically cybernetically a living forge

stuck raptor
#

tell that to Warlock, Artificer, and Beast Barbarian

cerulean seal
#

Maybe even a feature that lets them consume metals and make things

wet seal
#

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

cerulean seal
wet seal
#

@cerulean seal final question: Is there a guide to Artificers for a dummy like me? As in basic and easy to understand?

cerulean seal
#

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"

midnight elk
wet seal
stuck raptor
#

Forge of the Artificer is the most recent update

cerulean seal
#

so decide if you are writing for 2014 or 2024 ruleset

lethal cedar
#

"Hmm I'm so full of iron daggers."

stuck raptor
#

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.

hexed solar
#

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.

naive root
#

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

restive tusk
#

So it deals 2d6 + 12 + Str?

naive root
#

Ya

hexed solar
#

yea

#

i would say thats broken depending on the level

naive root
#

9th

restive tusk
#

Is this on a critical hit only like a regular vicious weapon, and what level are your players?

nova basin
#

Its broken regardless

naive root
#

Any hit

#

We 9th lv

restive tusk
#

Oh yeah definitely too powerful

nova basin
#

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"

naive root
#

one of the people in our group made this

sly furnace
#

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.

naive root
#

then make i deal averge of 2d6

#

7

#

there is a 3 percent of geting 12

sly furnace
#

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.

naive root
#

wait i thought u played 2014

sly furnace
#

I also think Vorpal Weapons should do that Fireball on a stick tier damage on every hit. Would really make them worth using imo.

naive root
#

@viscid vortex made this

sly furnace
fierce dome
#

It's a divination warlock

naive root
fierce dome
#

We have a whole campaign coming up in which, so far, every player is using a subclass I've designed

sly furnace
naive root
#

homebrew isnt that crazy

#

there is 10 yrs between the versions

#

they are polar oppisites in a lot of ways

twin leaf
#

Its their campaign, group, ruleset, and table
Can they not mix and match if they want?

naive root
#

you cant mix versions and chose the strongest

#

they arent dm

twin leaf
#

ooh

naive root
#

each version has weakness's

sly furnace
#

Yeah, well there’s not much stopping people from using both versions beyond some oversights that can be Homebrewed over.

viscid vortex
sly furnace
#

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.

naive root
#

peasant railgun with 10,000 people deals average of 17,500 damage

naive root
sly furnace
#

I’m always gonna feel a little weird about the PRG

naive root
#

or 2

#

and i havnt played 3 or 4

viscid vortex
#

it is a ranger rework with 3 sub-classes

viscid vortex
#

feel free to give feedback

lethal cedar
#

Something I'm working on currently needs the statblocks

midnight elk
midnight elk
midnight elk
# fierce dome Bump

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!

fierce dome
midnight elk
#

But I'll try to nerf it.

midnight elk
supple flower
#

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

south wasp
#

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

south wasp
#

If you can create a challenging combat even when they use an item that strong, it seems like a good item

midnight elk
viscid vortex
elder cedar
#

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

simple tinsel
cerulean seal
# simple tinsel https://docs.google.com/document/d/1UF5iP8jz-b1bP0U8E_y1JzZ1ZWJJJ-V54p-_SzA8pJY/...

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.

simple tinsel
#

so if you were to cast it at base level 2, the creature would take 2d8 + 2 points of whatever chosen type of damage

simple tinsel
#

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

peak inlet
#

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

patent radish
#

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.

patent radish
#

*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.

scenic dew
#

I had revelation and probably figured gimmick for custom class that actually has to be class and not subclass.

patent radish
scenic dew
# patent radish 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.

patent radish
scenic dew
patent radish
# scenic dew The class so far looks anti-rest oriented. Because stress points will be lost on...

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

scenic dew
patent radish
true forge
#

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

patent radish
#

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.

scenic dew
patent radish
# scenic dew One thing that well scares isn't right word, but makes me uncomfortable is using...

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.

runic radish
#

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).
scenic dew
#

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

native grove
#

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?

patent radish
polar galleon
#

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)

patent radish
#

also temp hit points dont get you back up from downed

#

raw hp is fine

patent radish
polar galleon
patent radish
polar galleon
patent radish
#

if it already has spells for healing its good

polar galleon
#

Their signature move if that makes sense is aoe healing and maximum HP reduction

native grove
#

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?

patent radish
native grove
#

would you say the feat is actually useful?

patent radish
shrewd zodiac
north pivot
#

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

vital cosmos
shrewd zodiac
#

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.

shrewd zodiac
#

I’m open for suggestions because im relatively new to dnd homebrewing

polar galleon
native grove
boreal rover
#

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."

cerulean seal
cerulean seal
# polar galleon 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

polar galleon
cerulean seal
#

Epic Boons are basically super Feats you get only once at level 19

#

they are listed in the PHB

polar galleon
#

kk

peak inlet
peak inlet
#

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

true forge
cerulean seal
#

Not player level. they are a class feature

peak inlet
#

it’s not a class feature, it’s just a feat with a level prereq

cerulean seal
#

Where are you seeing that? I'm looking at the PHB currently

#

Is there a ruling i'm missing?

peak inlet
#

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

opal trail
#

They are unfortunately correct. It only cares about your total level.

peak inlet
#

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

peak inlet
opal trail
#

Yeah but id still probably go ranger 19/druid or fighter 1, not two epic boons personally.

viral hound
#

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

opal trail
viral hound
#

Oh word

cerulean seal
# polar galleon https://www.worldanvil.com/w/world-1-fpan15/a/the-voidtouched-article Rewrite 2 ...

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

woven ledge
#

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

native grove
#

depends on if they are magical or normal items

woven ledge
#

Magical. I can make them, but I want it to be calculated into their character sheet

tawdry leaf
outer fog
midnight elk
cerulean seal
outer fog
#

Ah, sounds like that would work. Thanks

midnight elk
# cerulean seal No spidey senses? 😭

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.

midnight elk
outer fog
#

Like what?

midnight elk
outer fog
#

Sure!

feral bison
#

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.

midnight elk
tranquil agate
#

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?

hexed solar
#

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.

scenic dew
# patent radish bingo.

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.

high pendant
hexed solar
fringe zephyr
#

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.

cerulean seal
#

The Shepard Druid is all about summons

midnight elk
#

I feel like it would work well for both rangers and rogues

dire sparrow
#

How strong would Building Stride (Like Tree Stride but for buildings) be?

midnight elk
#

For some reason my brain went OH GOD HE'S GONNA GIVE LEGS TO A BUILDING

dire sparrow
bright dove
#

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

bright dove
# bright dove Okay, i’m working last minute on a boss fight monster. Context: my campaign is...

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:

sullen shale
bright dove
# bright dove What im working on is basically a 13 phase boss fight, which each phase themed a...

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

bright dove
sullen shale
#

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

bright dove
# bright dove When building each phase, I mostly just focus on the class’ signature abilities,...

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.

bright dove
midnight elk
dire sparrow
bright dove
# bright dove **Barbarian** highest hp total of the fight. Just give all the standard barbaria...

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”

bright dove
dire sparrow
dire sparrow
bright dove
# bright dove **Druid** wildshape shenanigans. I also ended up grabbing a subclass feature fro...

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.

bright dove
dire sparrow
bright dove
#

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

sullen shale
#

nothing says guy who doesnt need weapons like the speed of sound

bright dove
#

~rolling around at the speed of sound~

dire sparrow
bright dove
#

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

bright dove
sullen shale
#

and then throw them face first at a tree

bright dove
#

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

sullen shale
#

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

bright dove
#

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

dire sparrow
bright dove
#

The crocodile from peter pan

dire sparrow
#

Ohhh nice

bright dove
#

But yea, gotta crunch ideas for the wizard phase…

#

I.e. the final phase of the whole fight

simple tinsel
#

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

faint gyro
#

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

sullen shale
#

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

normal wolf
#

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

polar galleon
midnight elk
#

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?

austere mango
#

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"

midnight elk
#

Like allowing you to cast Reverse Gravity at will?

#

Please help me figure out if it's a little to broken.

austere mango
#

Perhaps 1 could use movement as the jumping distance then trigger the reaction to make an attack. Then take their action and bonus action

midnight elk
#

Would you be able to take a look at the hulkbuster thing I posted?

pearl river
#

Finally been cleared to make a "This isn't armored core I swear" warforged with this subclass

viscid vortex
blissful oxide
#

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?

cerulean seal
blissful oxide
#

A whole set

blissful oxide
cerulean seal
blissful oxide
cerulean seal
#

Or attach them to your armor to make it like spikey armor

blissful oxide
#

So normally I fight at range. Not unless, I can get up close and do sneak attack.

cerulean seal
#

Maybe ask if they can deal some extra damage if you use them

blissful oxide
#

Hmm ok I didnt think of that

blissful oxide
#

Other than arrows?

pearl river
cerulean seal
cerulean seal
pearl river
#

Six pages worth?

blissful oxide
#

Hmm ok thank you!

blissful oxide
blissful oxide
pearl river
#

I was responding to another message about someone else's HB

blissful oxide
#

Ohh my bad lol

lethal cedar
#

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

blissful oxide
# cerulean seal Sure, send it

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?

cerulean seal
#

Tabaxi are an official species so you should be able to double check that from their source book

blissful oxide
#

ok what book?

cerulean seal
blissful oxide
#

@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

elder cedar
#

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

whole adder
#

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

restive tusk
restive tusk
whole adder
#

The former

restive tusk
#

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

restive tusk
#

Also pretty abusable outside of the targeting issues. Portent can guarantee Black Flashes.

tepid crow
#

Hear me out: A puppet patron

true forge
#

Hmmm, item making, what rarity would a dagger that can cast some spells and make the user invisible be? Im thinking vrare but idk

whole adder
#

Rare or very rare for sure, depends on the spell

boreal rover
#

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."

true forge
#

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)

true forge
boreal rover
#

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.

true forge
#

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?

native grove
barren sand
#

Hey chat
how screwed am I if the enemy wizard can mumble spells instead of our right saying it

frank berry
# barren sand Hey chat how screwed am I if the enemy wizard can mumble spells instead of our r...

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

lethal cedar
polar galleon
cerulean seal
cerulean seal
#

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

cerulean seal
polar galleon
cerulean seal
# polar galleon could i make it so over 9 and under -9 have the restrictions? i dont see how i c...

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.

polar galleon
# cerulean seal I would look at how other the different classes handle damage scaling and limita...

"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

cerulean seal
#

Rouges are similar. They get 1 attack per turn and rely on landing sneak attack to get that juicy damage

polar galleon
cerulean seal
cerulean seal
# polar galleon I didn’t want to overload the class so I tried to limit the amount of actions/bo...

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

tulip jewel
#

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

lethal cedar
midnight elk
cerulean seal
lethal cedar
#

Also should add, throwing the spear in this form it automatically returns into your hand

midnight elk
pearl river
# midnight elk Yeah, I was worried about that.

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

midnight elk
lethal cedar
#

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
prisma smelt
#

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

sullen shale
sullen shale
prisma smelt
#

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

midnight elk
#

Is it alright?

wet adder
#

thet seem relatively balanced

#

i like your flavor text

#

neato

midnight elk
#

Thank you so much! I have a lot of them if you'd like to see more.

#

Oh dear

#

One of the abilities can do 320 damage

#

That's not good

frosty vale
#

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?

sturdy knoll
#

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).

queen egret
#

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?

midnight elk
#

It takes a while to get what's needed but one of the attacks/abilities can do a max of 320 damage

midnight elk
#

I'd reccomend 50%

queen egret
queen egret
#

no extra attack unless he multiclasses which i don't think he will

#

1d8+wis will have to be enough for now

midnight elk
#

Would you be willing to take a look at my Hulk homebrew?

queen egret
#

one moment

midnight elk
#

I think I messed up a little...

queen egret
#

This went through ChatGPT

#

Also it does too many things

#

way, way too much

#

even an artifact shouldn't be three pages of perks

midnight elk
queen egret
#

sure, not my business

midnight elk
#

But yeah, that was my concern was to many perks.

queen egret
#

i'd make if a wild shape-adjacent perk

#

but what do I know, i don't care much for marvel

midnight elk
marble hull
#

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

lime dragon
#

What's some good paladin homebrew subclasses

#

Wanted to find something interesting and fun to play.

tame kelp
#

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?

queen egret
#

it might not beat "aarakocra but better" allegations but honestly it's not that huge a deal to me

tame kelp
#

Who knows how they'll powerbalance it

queen egret
#

exactly, dragonborn stopped sucking so anything can happen

#

the aarakocra isnt surviving the 10 year timeskip anyway

#

(in-universe)

tame kelp
#

Does 2024 take place after 2014?

queen egret
#

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

south wasp
#

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?

wet seal
cerulean seal
cerulean seal
#

Also subclasses don’t get unique spells. Usually only their core class does

wet seal
#

I didn't know that ;-;

cerulean seal
#

Though you can 100% make the spells “artificer” spells and have them on the spell list. dndLol

#

So any artificer can use them but this subclass always has them prepared

wet seal
cerulean seal
wet seal
wet seal
#

Like "Inherited Spells" or smth

cerulean seal
#

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

wet seal
cerulean seal
#

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

wet seal
cerulean seal
#

You just write those spells onto the spell list

wet seal
cerulean seal
#

Correct. Artificers can only cast spells up to 5th level

#

All artificers

wet seal
cerulean seal
#

So giving them 8th or 9th level spells doesn’t do anything

#

You’ll need to make them 5th level or lower

wet seal
#

K 5th it is

#

Tho I may need to downgrade them

cerulean seal
wet seal
#

How about I make it to where he can only create physical items?

cerulean seal
wet seal
#

Since that ability only affects magic items

cerulean seal
wet seal
cerulean seal
#

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

wet seal
#

Is that not enough?

#

Cus my first idea was to make new custom items that only he can make

cerulean seal