#homebrew
1 messages · Page 74 of 1
Alr what's required exactly? Oh is that the 'component' thing that some of the spells were talking about?
I do have the tools and I can decrease the time
In the dungeon masters guide, there are rules for players being able to make stuff on each rarity level up to Legendary.
In the DMG, a player needs 250 in game days, 100,000 gold, the relevant tool, and anything else the dm may decide is needed
That’s for a LEGENDARY item
The cost and time decreases for each lower tiered item
Components are specific to spells
Huh, what do you need the gold for?
Melting down into liquid?
Costs of materials, also in DnD gold just generically is kinda magical in property and is used to do magic things sometimes. You’ll see that some spells require gold or items of certain gold value to cast.
Ah alr so I'll decrease the time (kinda already did that for legendary with the 5 hours), reduce gold spent (perhaps a 50% discount) and Forge hammer and anvil can make any item as long as you have only 1 of the components needed to craft it, how's that?
Sorry if that's a bit too much, I'm just frustrated atm with this
;-;
@cerulean seal Oh right, I forgot to mention: Did I get the time right? 1 hour=1 turn in combat right?
No. 1 round in combat = 6 seconds
So 1 minute equals 10 rounds of combat
1 hour = 600 rounds of combat
Ah alr
Anyways, uhhh moving onto the other abilities; what do you think of them?; are they also inaccurate and garbage like the crafting? (And yes I know that it's 3,6,15,20, I will change it rn)
So your 5th level feature will nearly always be either extra attack or some feature that directly buffs their damage output. I think the feature you have works if you make the hammer do extra damage or make it extra attack
Uhhh okay???? Is 3,6,10,14 not the formula here or am I just missing something from the last time I did this
Every class has different subclass progression
Copy the Artificers other subclasses
It will show you what levels they get features at and how many
You have a few things missing here that are generically apart of the other artificer subclasses so I would consider adding those
Artificers are 3, 5, 9, 15
At 3rd level they get a subclass spell list, Tools of the Trade that gives them additional tool proficiency or other proficiency and maybe some cool thing regarding crafting times for some things. And the. They get 1 or 2 unique 3rd level subclass features
Sigh Okay just stop now
5th level is nearly always Extra Attack or something that directly buffs their damage output
Just stop
I'm tired, it's 9:40 pm where I'm from; and I don't have the brainpower nor effort to do something like that rn
How come nobody ever told me this when I shared the Barbarian Subclass?
Is there so many other levels to that too?
What do you mean?
Every class has specific levels that gives them subclass features
The custom one that you made, remember?
Yeah what about it?
Yeah anything else about that?
I’m not sure what you are asking about specifically right now. Why you didn’t know that every class has different levels for subclass features?
Cause I was told 3,6,10,14; not "Hey do every level oh and make sure you have the right language and DC", nobody told me that I had to do the in-between levels
Sigh Y'know what just leave me alone with this "Homebrew" nonsense
3,6,10,14 is the subclass progression of Barbarians which is why you do those levels specifically for it.
Nearly every class in the game has a different subclass progression and flow. They all work differently.
If you wish to make homebrew in general then It is your responsibility to familiarize yourself with the players handbook, the classes and rules you are trying to design for.
You can ignore the rules if you want and just do your thing but that isn’t DnD design.
In the future I would read through the players handbook so that you can get the foundation for how the classes function and their structures
howdy howdy. legit just here for pointers bc I want to make my own race that's basically just the MM Harpy. I want it to ave access to the Luring Song spell off-rip, but I don't know how to work that. Can I make it into a spell that I can throw into the race? Or did I miss a tag in the race section?
Check #ddb-support they should be able to assist you.
Huh, well no one's ever told me about the levels being different; how come you didn't tell me?
That’s not my responsibility
If you haven’t read the players handbook then idk how to help you bro
Well as I've said before: I don't have money to spend
Least not right now
And besides I've already deleted the doc due to spite; so I can't exactly go back
The free rules and classes and so on are linked for free here on this server
You can read the basic rules and classes and such for free
Geez there is a lot here
Well yeah, it’s the whole basic rules
Luckily I can ignore most of it since I'm not a dm
Yeah alright, however I'm not good at apologizing
Quick question for people. I have this ability for a homebrew subclass for the 2024 paladin that does this
Dragon’s Wrath: When you smite a creature, you may change the damage type to either Acid, Cold, Fire, Lightning, or Poison Damage. Also when a creature takes damage from one of these damage types you may choose to double the total smite damage for that attack. You may only double the damage a total amount of times equal to half your proficiency bonus rounded up per long rest.
I was just questioning whether I should set the number to be a set number of times per day because I feel like it may be too stronk. This is available at 7th level as a replacement for the aura similar to the vegeance paladin
I did have it at once per short rest but I didn't know if that was strong enough or not
Ah nvm this is an easy fix
Tbh I sincerely hope I don't have to do every level than these bc Im tired ;-;
There isn’t much of a difference between per Lr and per day. Long rest requires 8 hours of rest. Per day resets at midnight regardless of active adventuring or not
When I say per day i meant per long rest
i sort've just conflate the two because most people don't fight multiple times in a day while taking a long rest in between those fights
anyway do you have a particular opinion @cerulean seal should i change it from half your proficiency bonus rounded up to something else or is it fine?
So how about a drink? What do you have in mind? What are you in the mood for? Anything. Okay I'll brb.
Dudes talking to himself
Remind me. Is Dragons Wrath its own standalone feature or is it apart of a form or something? What level?
Its a 7th level feature for my homebrew subclass
much like how the vengeance paladin doesn't get an aura at 7th level, i decided to do the same with this one
So getting to straight up double damage is pretty powerful in general. That’s just free damage with no condition really. That’s VERY powerful. The feature is letting you already do the thing to meet the condition to get the extra damage.
I would either just make this once per LR or not make it double damage but maybe like… You can add your Wisdom mod to the total damage or something or maybe your Paladin level
Do you think once per short rest is fine?
Hmmm… probably fine.
okay, i'll change it back to what it used to be then
Getting to double damage multiple times is pretty nutty
2014 paladin would could do that each turn if they hit both times
For double the spell slots
true
not that they really used them on much else anyway though
You ever have so much homebrew you have to just make a website for your own stuff?
Lol, at this point I should just make my own system (jk, already doing that)
Hello! I want to ask a question to my homebrew paladin subclass.
On my last game session my paladin player had a real combat playtest for it. and the PL found it not as versatile as we thought, since Find Familiar would require familiar to have standalone initiative, which limits the action of Raven Transposition, and the shared paladin aura.
We are considering to let raven can share the initiative with raven pal. But I'm wondering if this is not only a QoL change, but can really cause raven pal OP (considering dual aura and transposition versatility). I'd like to have thought on it, so I'm asking for help here.
Any advices / suggestions / thoughts are appreciated!
(what type of paladin was it?)
Hmmm can you define the detail of type?
It’s a paladin subclass and a resemble of a prestige class from 3.5e, following a similar oath of it. I’m not sure of the “type” so feel free to help me define it.
If the combat role then I suppose should be a versatile / team support oriented.
LoH via raven
Transposition
Dual aura
Control oriented aura
Well it doesn't fit how every other paladin works
Like at all lol
So what should be a better idea for it?
Since I just can't find a subclass better to resemble the original prestige class than pal
I mean, for one, it doesn't follow normal paladin feature progression, 3rd is always a CD, 7th is always an aura, 15th is whatever (usually utility or defence) and the capstone is a transformation, which is the part you got right
Vengeance 7th is not aura.
3rd is always a CD
I know, but to fit the raven harrier...
I split them in two. One is to have raven harrier which is not a CD. Another one is, and to be tied with raven harrier.
Of course, I can set raven harrier like
"When you cast Find Familiar and use a CD charge, you can conjure your raven harrier..."
Just don't think it is really needed.
Depends, vengeance and crown in 2014 aren't auras but follow the same ruling as them
3rd is always a CD
Genie's Splendor?
I mean, I do understand there must be a place for CD.
But here's the core mechanic - raven pal relies on the raven.
The purpose to bind the raven with Find Familiar is simply the casting time: 1 hour, and to save a lot of words on how raven connects with pal, a lot of utilities, etc. I mean, why you repeat all of them when there already has.
So yes, I understand there must be the things to follow. But I suppose not everything.
If you insist, then I would change, but I don't think the changed one could be better to serve the purpose.
In my design, raven is the core mechanic of raven pal, versatile and fragile. 1 hour casting time means it won't recover if lost during combat. Costing a CD to summon the raven with similar limit, only suggest that you need to cast it then short rest. I don't think this is a good QoL design.
Raven transposition is a LV3 CD ability that relies on raven. So there's not none.
what do we think of my 5E warlock buff -
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allows the use of any level spell instead of max level
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spell slots buffed to:
1st: 1
2nd + 3rd: 2
4th + 5th: 3
6th + 7th: 4
8th + 9th: 5
10th-13th: 6
14th-18th: 7
19th + 20th: 8
...i made this out of pure hatred and frustration for how bad the warlock class is in 5E 
But its the 2nd strongest class in the game?
Anyways nah I feel like this overlaps with Sorc too much
i only ever see people use hexblade and never any other subclass, except in rare cases of preferring flavor
and i have recently played a warlock and they are the worst class i have ever played - in my experience this buff makes the game more fun
These might be too high numbers, imo, especially later on when warlocks do get "6th-9th level spell slots"
And Warlocks are not the worst class by a big margin, hexblades are used extensively as dips, but there are much better monoclass subclasses (genie and undead are great)
They just play somewhat differently to many standard full casters
mm i see
i think my main problem with it anyway is the max-level-spell restriction, it feels too restricting and therefore unfun (at least for a roleplay-flavor focused player like me)
Eldritch Blast is funny
i really do also like the whole flavor bit of warlocks obtaining their power from something or someone else
oh i also favor a lot of lower level spells like shatter - so when a normal warlock gets 3rd level spells i can't use it anymore and it just feels sucky
Well, you can always upcast lower level spells too, and getting them back on a short rest means you can easily triple the amount of 5th level spells a full caster gets every day
at least that is how i understood how it works anyway
You still can?
They just get upcasted to your pact slot level
They're just auto upcasted (or nothing changes if its un-upcastable)
(Well, even if it can't be upcasted they are still of a higher level for things like counterspelling them)
that's also a problem for warlocks imo - un-upcastable spells feel a little wasteful, like sending, i feel like i waste for example a 6th level spell slot just to communicate
Some are good value spells even if un-upcastable, like Misty Step
Sending is great, and you would never use a 6th level spell slot, warlocks cap out at 5th level for their pact slots
The idea is you use it and then take a short rest at some point
right, forgot, but the point stands anyway
And that sending was "free"
While for other spellcasters it would eat up their slots for their counterspells or fireballs later on in the day
Hey can you guys review a paladin subclass I made?
You'll need to share a link to it if you want us to review it
https://www.reddit.com/r/DnDHomebrew/s/tIIO073SzX
this is a link to the homebrew paladin subclass I made
Well I can say I already love the theme - well done there!
Grieving presence might be a bit overpowered - maybe just make it so they have disadvantage on their D20 tests (so no knocked prone or speed 0 - that feels a bit too OP to have for 1 minute!).
Although you do give it a saving throw... hmmm.
Still feels a bit much.
I do like the Bestow Comfort feature though - that's very thematic. Also feels relatively balanced.
Aura of Blight Immunity - feels a bit too much to automatically get immunity to curses or any harmful effect that would reduce your HP maximum or modify your ability scores. Maybe give those in the aura advantage on their saving throws against such?
Avatar of the Afterlife - the HP regen is quite powerful but you don't specify a time limit for that feature. I assume 1 minute?
I don't think that hostile creatures can't regain HP is good though but a penalty based on the charisma modifier on enemy saving throws seems a good fit.
Oh I should fix that actually
Wait it says it lasts for one minute so there is that
Ah I missed that!
I might nerf grieving presence though to make it so you can still move, you just can’t stand up
I think just impacting their D20 rolls by enforcing disadvantage is sufficiently powerful. No need for knocking prone.
Just feels more bland than what it is currently
The conquest paladin basically already gets that
Maybe instead of movement 0, reduce their movement to half speed?
Then they could just stand up making the condition kind of moot
Hmmm. I just think that if the initiative order is stacked right, the party is going to just tear through the prone and unmoving creatures...
True but if your party has ranged attackers it will actually hurt your party
Would they not spend their entire movement doing so? That’s already not bad
Okay I nerfed it so now they can move but they can’t stand up for the duration
That might have... interesting effects on flying creatures.
If the DM is smart they can simply have said flying creature ends it turn outside of the effects range
Or has hover so they don't fall
I'm still cautious on the prone effect but overall, this feels like an interesting subclass
What do you think of the spell choices?
Good and fitting
Wait why do they have counterspell? They should have speak with dead. Hang on let me fix that
Okay I updated it to give them speak with dead since it is more fitting
I made this race called Kitsubi (based on japanese Kitsune yokai).
Does it look balanced?
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Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
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Age. They age slowly, being able to live for hundreds of years and typically keeping a youthful appearance until very late.
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Creature Type. You are a Humanoid.
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Size. You are Medium or Small. You choose the size when you select this race.
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Speed. Your walking speed is 45 feet.
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Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
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Magic Resistance. You have advantage on saving throws against spells.
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Charm Resistance You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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Kitsubi Spellcasting. You know the Dancing Lights cantrip which appears in the form of blue or violet orbs. Starting at 3rd level, you gain the ability to cast the Charm Person spell or the Disguise Self spell with this trait (you choose one of these when you reach the 3rd level). Starting at 5th level, you can also cast the Calm Emotions spell or Detect Thoughts spell with this trait (you choose one of these when you reach the 5th level). Once you cast Charm Person, Disguise Self, Calm Emotions, or Detect Thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
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Languages. Your character can speak, read, and write Common and Kokkyu
Kokkyu is a language from my homebrew region which the Kitsubi is native to
45 ft movement speed is very high, as well as magic resistance being quite strong just to give with everything else
Hmm, what would be an appropriate movement speed? Also I know magic res is strong but that's because I used Yuan-Ti pureblood as a base.
So if it works for Yuan-Ti, what makes it op for this one? Or is the one they have also op?
30ft is the standard
And yeah spellcasting, charm resistance, magic resistance, darkvision AND 45ft is stacked as hell
Yuan ti also are slower and don’t get as much spellcasting (and charm/sleep resistance is stronger than poison res)
Though I do think yuan ti are underrated power wise
I gueesss... I'd personally really like to keep these features but is there a good way to just tune them down a bit to make them still there but a bit weaker?
Sure, 30 or 35 ft walking speed, magic resistance, charm resistance and a single cantrip (Dancing Lights), and it would be quite balanced
And you're still much better than the Satyr (which was considered one of the strongest when it came out)
I guess, it's just that the entire idea of kitsune is centered around shapeshifting, charming and mindreading.
Sure, but a significant part of homebrewing is adapting the idea or concept into a playable and balanced mechanic
Yeah fair. I'll see what I do. I'm not the one who's gonna play it either way and it's only intended for my homebrew setting so I'll check with the players what they think. I don't think they'd have anything against one of the races being a bit better as long as you don't think it's game breaking op
They were originally only intended as npc anyway, I just thought it could be fun to make a playable race as well
I definitely think it is very OP, as in I would certainly pick this against almost any other race
I see. Well I'll tune it down a bit.
How op is it if I decrease speed to 35 ft and remove magic resistance but keep the rest?
Wrote up this race and sent it to my DM and already got it approved, but I wanted to post it here and see what kinds of ideas yall come up with for it.
Virus
While typically seen as a scourge amongst the population, some Viruses break away from their destructive hive mind and begin to think for themselves. There are situations where they’re much more willing to help rather than infect, though they’re quite rare. It’s unlikely you’ll see one of these, as they’re already hard to spot as is.
Creature Type. You are a Fiend.
Size. Your size is Tiny.
Speed. Your walking speed is 20 feet.
Ability Score Increase. Your Intelligence increases by 2, and your Dexterity increases by 1.
Host Pilot. When you don a suit of armor, your size becomes the size of that armor for as long as you wear it. While wearing armor, your walking speed increases by 10 feet.
Skin of Sickness. You have advantage on saving throws against being poisoned or diseased.
Ingenuity. When you are targeted with a melee or ranged attack while you are restrained, grappled, or prone, you may use your reaction to move up to 15 feet, ending that condition on yourself. Your move speed is halved during your next turn.
Languages. You can speak, read, and write Common and one other language of your choice.
I’m already making one that’ll be an Armorer Artificer.
Flute of Borrowed Brilliance
Very rare
- Twice per long rest, as an action, you may play the flute for 1 minute. When you do, choose one bard spell you know.
- You replace the chosen spell with another bard spell of the same level. Alternatively, if the chosen spell was gained through the Magical Secrets feature, you may replace it with a spell of the same level or lower from any class’s spell list.
- The replacement spell is treated as a bard spell for you, and you know it until you finish your next long rest, at which point the original spell is restored and you forget the replacement spell.
how are we feeling
Can be pretty strong
But it being twice? Not bad
Especially useful for if your party has no utility casters
I designed this with my bard in mind. He prioritizes rp spells to the point he has nearly nothing for combat or common instances
Does this make it balanced enough or do I need to remove more?
I just took all the roleplay rules and made the roleplay system ever 
Too much wall of text, I’m not posting it here
You could prob change Ingenuity to just be a BA, since tying it to being hit by a weapon is strange, and it doesn't need to reduce your speed tbh. It's rly tame.
Resistance to Poison damage at the very least seems due.
That is probably balanced. Note, you could make Racial feats if you wanted more for it, like the spells put with the feat, and maybe be able to keep magic Resistance.
I barely remembered that racial freats are a thing lol. Where can I find the official racial feats?
xanathar's guide
bump
https://www.reddit.com/r/DnDHomebrew/s/fmcknHtuFB
this is a link to a homebrew cleric subclass I made. How does it look?
I was thinking something like a sawblade launcher that uses battlefield debris as ammunition. What do you all think?
https://docs.google.com/document/d/1xyCO-k11WrBKvRSuIlmJwJzWrJ6ND6me5YGszZhMjrg/edit?usp=sharing
Haven’t really done the stats yet cause uh that’s for future me but uh non Newtonian-ooze?
And like it has reverse armour class maybe? Like you have to hit under it?
Or like a damage limit per hit maybe?
And if you do too much in one hit it gets stronger?
I wanna add Bonus Action Help PB/LR times to Harper Agent
I WAS THINKING THAT FOR A GELATINOUS CUBE
Reverse AC, you hit it at or above it's AC and it doesn't hit but if you hit beneath it's AC it takes damage
any comments?
New idea: Extinction and rediscovery
In cases of players getting a Nat 20 in investigation, perception, nature, or survival in applicable circumstances but the dm has no details for them to find (letting them roll to roll). Instead of wasting the nat, roll a 1d20 (or other die) on a table based on the environment.
They rediscover an extinct species and receive inspiration equal to the number of decades it’s been extinct + 1.
Players can go to the school of zoology and report their findings. They can receive an expedition quest worth up to 200 gold, 50 gold per breeding pair or 75 for a single living specimen.
This quest will force players to learn about the animal’s habits, how to safely trap, and gain knowledge of their habitat based on records in the school’s archives. This quest potentially requires a trip to the school of history to get an idea of potential beasts and strange places that can be found in the area of their expedition.
The school of Zoology gives each player 10 gold to fund the expedition but requires 12 gold if no species is found. Reports and evidence of search efforts or the species is required throughout the expedition.
https://www.dndbeyond.com/magic-items/11033919-book-of-unwavering-absolutes https://www.dndbeyond.com/magic-items/11033918-book-of-unbound-anarchy lawful and chaotic artifact books, could use some new ideas especially for the first one cus its a bit empty compared to its sibling
I was thinking it has the engulf ability and you either have to fail a strength save or succeed a dex save
anyone have anything to say?
Please help
I was thinking that it would be a reworked gelatinous cube that would act like oobleck
Definitely rather powerful, perhaps too much. So many options may just drag and slow down a game. I'd also make it a minimum strength and intelligence not or. I also notice that there is no minor or major beneficial or detrimental effects? Overall I love the idea, very cool lore, I would just simplify the mechanics. Perhaps even just get rid of a few of the options. Look at the sword of avernus. Its an artifact and does practically nothing but what it does do is allow for nearly instantly killing any opponent. Quite simple and powerful.
If you would like I could send you a workshopped version?
Maybe
I have something else in the works rn
I still need to add attacks but I've got a solid basework.
Okay, attacks are added. I think this will be fun to unleash on the party this friday!
I'm creating a magic sword that permanent reduces a target's hp maximum, but I'm unsure how to word it exactly. The vampire's bite is pretty much an identical effect, but copy pasting the wording from that won't work on an item.
"Hit points lost to this weapon’s damage cannot be regained through magic, regeneration, short or long rest, or any other means." Is what I've got at the moment, but I think it'd be better to mention the "hit point maximum"
Oh wait this is copied from the weapon of wounding. I wrote this so long ago I forgot where it came from
Would the rairty increase if I combined an enspelled weapon (lets say it has conjure minor elementals in it, meaning it is Very Rare) and a +x weapon?
Yes
Actually, I'm not sure. Ignore me.
I think it'd probably be fine so long as the +X is of a rarity lower than the rarity of the item, as in a +2 weapon is rare, so a rare enspelled weapon could have a +1
Maybe. Wait for someone more knowledgeable rhan me to agree or disagree
Am I allowed to post links to my homebrew here?
Yes as long as it follows server rules (no AI-generated work is allowed)
Alright then, I got a lot of different things on here
https://sites.google.com/view/silver-elf-maid-portfolio/silver-trails-game-systems
Fishing, custom weapon properties, revamped actions, etc
Make sure you're not sharing copyrighted content without permission either - I'm seeing things there that should not be shared without written legal approval of the creators/owners.
Oh wait - I'm misreading it - apologies!
It does barrow a little bit, but all of it was reworked for my own system
All links are to the store pages for any extra content I use
So just a reminder the assumption here is that the homebrew posted here would fit into a basic D&D game. If your homebrew goes beyond that (e.g. using a D100 system) then it's not really D&D for the purposes of our server. The way to check is, "Could a player play a character from the free basic rules or from an official D&D sourcebook/material?" I think yours goes a bit beyond that and would be considered it's own game system.
The d100 skill system isn’t really necessary, all systems are designed with d20 in mind and the d100 system is just basically 5x20 but modified for specifics of my game experience
in other words, I agree it’s pushing it, but I don’t think it’s breaking the rules exactly
@cerulean seal hi I do plan to make a subclass for warlock based around death cultists (based around a ramping mechanic with souls similar to the Grim Reaper Skul in Skul: The Hero Slayer and Enoch in Backpack Brawl) is there an app u use to make these homebrew DND stuff?
Just asking
I don’t use any app. I just use google docs and then reference the players handbook or other source books that have classes/subclasses/spells for reference.
There are websites you can use to try and homebrew I think? I’m not 100% familiar as I’ve always used google docs
I'm preferential to homebrewery personally
hey, does anybody know the exact guidelines of how Homebrew publishing works? bc i made a Paladin subclass, right? it was a spooky and edgy type, a lot of Fire and Necrotic Damage spells, but somehow, despite Circle Of Spores being a druid subclass that wasn't built on the 2024 versions of the spells, and the classes only sharing two spells at all, it's considered "too similar" to Circle of Spores to publish
They're using AI in the judging process now? 
No, thats just how the system's always been as far as i know. I think they used it as a baseline or something in the backend?
is that even A.I.? i thought it might be "if x and y share z% of spells, y is gone"
I was sorta joking, but like, it makes more sense they used a chat bot that doesn't understand D&D than an actual human check if that's the only resemblance :p
what
unless there's like, a spot i failed to specify that the subclass is made explicitly for 2024 and not 2014 i don't fully know how this could happen
i... dont think its even a chat bot.
No it compares the content and features to existing copyrighted materials to determine if it's suitaby different to be published.
Similar to Spores is a bug
Please remember you don't have to publish homebrew on D&DBeyond to use it it in your D&DBeyond campaigns - publishing it just makes it accessible/uasable by folks outside of your D&DBeyond campaigns.
i mean even if it was A.I. i'd rather deal with this issue than know there's some quantity of people hired by DND to check homebrew all day for plagiarism
ugh don't mention that part of my moderation job
... oh
you have to do that?
casting Aid upon you to survive the psychic damage you get
oh you got a job in that? damn, where can I sign up?
Now we're not going through everything all the time but if we see or hear of a report on homebrew that was published that breaks the rules, then we have to go in and moderate it.
You don't. WoTC will come to you if they want to hire you as a contractor to moderate.
Interesting, anyways, back to homebrew discussion
They do look at the community here and on the forums though so being a good actor on WoTC platforms is always a positive when it comes to that
but yea no there's like a 12% chance i actually publish the subclass, i'm just the sort of creature that bugs out when things don't line up
Yeah - just don't publish it. It's not needed to use it in your D&DBeyond games.
It's only needed if you want everyone on D&DBeyond to be able to use it.
And we don't recommend that until you've thoroughly playtested it.
yea fair enough, i just wanna have the button even if i never press it lol, me and the DM who had me make it (strange story) already like, know that it's compatible with a tiny bit of open interpretation even if the DND computer doesn't have that
the infinitely small open interpretation to know that this and Circle of Spores aren't the same lmao
So making twin characters they receive “charge” from dealing dmg
Can I get some ideas of what they can use this charge on
Special moves/attacks, temporary buffs, spells, healing, maybe summoning allies, a sort of rage mode, etc
Ok but like what kinds of those
Im looking for a little more specific
Um... Idk
So im making feywild stories, abilities you gain by referencing or re-enacting stories told
An example is the story of the Name Stealer, which copies 1 monster feature from defeated creatures (can store 1 at a time)
I need a good idea for a story called “The Candle Snuffer”
About a wax man who snuffs out the lives of other creatures to light his own candle
still lookin for help
It kind of feels like an awful lot to read
What do you guys think of this implementation of a buckler:
Functions the same as a shield except it only gives +1AC
Can be drawn or stowed with an attack or free object interaction (the same as a weapon) instead of taking an action
I think this fills a want interesting niche that doesn't exist elsewhere in D&D and for some reason I've never seen anybody's homebrew buckles make sense at all
This allows it to be a little weaker than a full shield but a lot more versatile and do cheese interactions which wouldn't be possible with a shield, such as swapping to a 2 handed weapon and back if you have enough attacks or lowering your AC for one round
i mean you only have to read one of them to offer advice they dont interact with each other, and they are important artifacts
oh also around the first three parahraphs of each are lore and flavor and how a player can attune at all so thats not necessary reading
again, think the existing artifact books
I gave it a glance and can't figure out what it does even after skimming the first paragraph. The individual lines seem like lore and not mechanics?
So I agree it's too wordy and should have a much shorter clear mechanical use seperate from the flavour text
I’d have to reread but I don’t think the existing tomes have as much as that
I also feel as though the actual mechanics are loosely defined. “One beneficial property” “One negative property” is a little too open. At that point they could just homebrew their own book?
should i specify the ones from the dms guide? because thats the intention cus the other books use that
After cutting down the flavor text, I’d likely say so
what do you mean by the indivudual lines?
im rereading those currently and really dont think i did too much, i mean the first paragraph for all of them is literally always just a big block of lore and flavor and the 2nd is a physical description and attunement rules
Like 1. 2.
The lines you'd expect to be the results of using the item
do you just mean the first 2 paragraphs? cus again thats how the official artifact books are formatted and im trying to make these equivalents...
i made these a while ago so ill never know quite exactly what i was thinking at pretty much any point but im extremely confident that i know what i was thinking when formatting it
It's your homebrew
would it help to add something to the notes or like a sort of "disclaimer" at the start? basically saying the first paragraph is totally skippable if you want to get to the meat of the mechanics
Maybe it's that the lore is just too wordy. I could suggest revising it to be more succinct. Right now there's just so much text to read that I have to keep rereading because my brain wants to gloss over it
that is fair, i tended to find it hard to get certain things like the moral neutrality of these concepts across briefly but again, wrote these a while ago, ive probably improved enough to at least take a crack at it
"Bloodhound Sash
Wondrous item, rare (requires attunement)
This dusty brown sash has a single red stripe running its length, and a clasp bearing the image of a bloodhound in pewter. It is long enough to be worn at the waist or across the torso.
The sash has 6 charges and regains 1d4+2 of its expended charges daily at dawn. As a bonus action, you can touch the clasp and expend 1 charge to cast the locate object spell from it. You can expend 1 additional charge to increase the range of the spell to 1 mile, or expend 5 additional charges to increase the range of the spell to 5 miles."
Anyone willing to look at a homebrew spell I'm trying to figure out how to make not broken but still honour the source material? Lol
Sure
Send it here
aight so I cant send images so just look up MTGs Blasphemous Act for what the inspiration is but heres the spell: Blasphemous Act
9th-level evocation
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Components: V, S, M (an item belonging to an evil
being)
Crimson energy flows from your body in a 20ft radius
centered on you, mutilating everyone within range.
Creatures within range must succeed on a constitution
saving throw or take 13d10 slashing damage and half as
much on a successful save.
You may reduce the level spell slot that you expend to
cast this spell by 1 for every creature within 20ft of you
to a minimum of a 1st-level spell slot.
I acknowledge this is broken af atm but I dont know how to have it not broken and accurate lmao
You would need to remove the last section about reducing the spell slot. And honestly besides that this isn’t that powerful
yea its a crap 9th level spell. only good because of the reduction. but the reduction is too powerful
maybe I could just make it a 6th level spell with no reduction
Might be too much damage for 6th level
what if I just gutted the damage to 13d4 and keep the reduction ability.. is that still broken? prolly
im tapping two islands to counterspell
How y'all doing? Anyways, i got a homebrew Gambler class and Absolute Luck subclass (if u know u know). It's like 90% completed. It has about 3 other subclasses but I haven't polished them yet which is why I'm only posting one subclass for now (and since i'm going to use this in a campaign). This class/subclass requires a good DM, experienced players, able to handle cognitive load, and just common sense. You can also comment on the google docs if you'd like, i'd like some feedback (keeping the stuff from the last sentence in mind).
https://docs.google.com/document/d/1nfA8tvTq_3YeoIGL0pzc3OLXXF9wq4Tizv6txQLvBJQ/edit?usp=sharing
;-;
for just 3 more mana you could do spell swindle (which I have also given to my players lol)
im exiling a blue card for force of will
This also bends a lot of dnd rules so I had to make a bunch of new rules which is why it’s so text heavy
Dawn
Staff, Very Rare (requires attunement
Etched with the solar energy, this quarterstaff holds a bright light within itself.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. On a hit, you can deal radiant damage instead of bludgeoning (your choice when dealing damage).
This quarterstaff holds 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (DC=15): Sunbeam (6 charges), Dawn (5 charges), Branding Smite (2 charges), or Guiding Bolt (1 charge).
In addition, when you successfully make an attack roll against a creature, you can spend any number of charges to deal an extra 1d6 radiant damage for each charge spent.
this quarterstaff regains 1d4+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 4, Dawn's solar light turns dark, dissolving into darkness.
how does this sound? does it fit vrare?
Reducing spell slots in general is a nonexistent mechanic so it would definitely be a first. I think it would still be busted but who knows
Anybody have some cool paladin or fighter subclasses?
yea sadly. maybe I just do a different card
Are you trying to represent lowering the mana cost?
define cool
ye id like to represent the card as accurately as possible. its a 9 mana card that costs less for each creature on the field
Idk just wanna find some paladin subclasses
Ah. Then have it effect the material components
Maybe the spell costs X amount of gold or something to cast but that cost is reduced for every creature in the range
oh thats interesting
That’s much more easy to manage and fits the cards theme
You can keep the bonkers damage then
Since it has a high component cost
well, i have Oath of Witchhood, curses and stuff
Oath of High Magic, magical police officer
Oath of the Chain, jailer and warden
plus some others
or you have to spend x amount of gold per level of spell level reduced
Nah don’t do that
Material component is enough specially if the gold cost is high enough
Can you send it so I can check them out? Or whatever classes you have, I wanna just find stuff.
but then were back to it being a 9th level spell only doing 13d10 lol
https://docs.google.com/document/d/1Ni0Q2pgE5Ejk932t1vayyuJl6suW97EyD39AqB1fZWw/edit?tab=t.0
those are the paladin ones
Just increase the damage or add an additional effect
Maybe even remove the saving throw
oh removing the saving throw isnt a bad idea.
I think my homebrews are too complicated
So I haven’t read too much of this but I’m gonna leave some general feedback back. This is way too complex and the fact that you had to comment on bending DnD rules and specified that it needs a “good dm and competent player” shouldn’t be a note you need to add. The class should be simple enough that a player can reasonably play it without much issue.
As of currently even the very first features are very complex and breaking some design philosophy
I’m willing to do a fully class review if you want but there is so so much text here for just the core class
Out of curiosity. What's the intention for this class?
Just for your home game use or publishing? Or just for funsies?
Just for the fun of making it and for home games and for a lot of other games and like a lot more games probably if the DMs fine with it…
Gotcha. I'm gonna critique this then as if you were my player bringing this to me to ask to play it.
let me read through it fully
And I will continue to make entire subsystem homebrews as long as I play dnd
its, something alright, its alot and looks very complex, it also doesnt seem to be structured right
Have you read the players handbook?
No
Yeah... idk how to help you then homie
You gotta learn the game before you start trying to make entire new systems
That's like telling a mechanic to add a second engine without reading the manual
It’s like reading a modified manual
or telling a chef to change the recipe without readin the cookbook
Alright, let me read through this but i'm gonna be honest with you
in this scenario, you arent the chef
anyway, reading the PHB is good for brew as you learn how everything is structured and balanced around
I don’t think I can exactly follow it exactly if I’m making entire subsystems
Follow the PHB or the recipe metaphor?
I would rather not. I scale it on balance and how it’ll play in a campaign, not the rules and all that
then we cant really help you in that case
If you are going to be playing a DnD game with a DM runnign DnD then this needs to be written and balanced against existing DnD game design
homebrewers work off the system
not classes that kinda break all the set rules of dnd
Homebrewers who have an understanding of the system, yes
And I made new rules for that
at that point, might as well make your own ttrpg
breaking the fundamental rules of dnd
You are allowed to design classes that interact with the existing rules of the game in fun ways. But your class shouldn't ignore or completely alter the base rules
It doesn’t completely alter it. It’s lik 30% alter
i will say. the furthr away or the more you refuse to just work off the actual rules, the less help and helpful feedback youre able to get here
I see
altering any amount of the rules is bad
stare
Then how do I get feedback about how it’ll play in the campaign and how balanced it is, ignoring how it breaks dnd rules and how complicated it is.
Just playing it myself?
Like in 100 campaigns or smth
run it, change it, playtest it
Well first off, I would read over every class in the game and their subclasses. Understand how they work and go from there.
I read over every class and subclass already. 2024. Online.
read em again
I read them 3 times each
this isnt the typ of stuff you read once and never look at again
how many times you read them over is irrelevant
Then why’d u say to read it again
you basically have to memorize everything in the classes
I basically did
their gimmicks, playstyle/s, flavour, ect ect ect
so you can see them again. i never said you have to read it again and thats it
I’ve done that. I’ve played a lot of classe
at this point though, i dont think we're getting anywhere, gore, you got the floor with class feedback
Lets compare this class to other classes that have sub systems. I think Warlock is probably the best example.
Warlocks get the invocation system in which they get to pick special upgrades and abilities as they level up over time that alter the way the Warlock functions. None of the invocations are too complex or too powerful and none of them alter the base rules of the game. But invocations are by all accounts a subsystem.
Your class can have subsystems but they need to be easily usable and understandable
Roar of the First
14th level Path of the Dragon Communion feature
The primal rage of those dragons who came before now find their way to you. An an action, you can roar, scream or otherwise make a loud noise, effecting those within a 30 foot radius of you. Creatures of your choice within this radius must make a Dexterity saving throw. The DC for this effect is the same as your Scaled Rage and Rageful Breath features. On a fail, the creature takes 4d6 thunder damage and are Frightened of you for 1 minute. While Frightened in this way, the creature deals less damage across all sources equal to your Barbarian level. On a successful save, the creature takes half damage.
You can use this feature once per long rest.
me thinks this works as a capstone :P
Does anyone know where I can find dnd ppl who alter rules.
first things first, no starting equipment, proficiencies, hit dice, primary ability scores, skills, etc.
Fate Check: I'm a bit confused about this feature since it doesn't really explain what these are.
Why do you lose access to your subclass after falling to 0 until a LR? That's like really bad, don't do that.
"Your Con can't be raised any higher than 10" This is also super bad. Don't do this. Your Con stat is directly related to your hitpoint total. This just means anyone who takes this class will always be a squishy.
Lucky Man: You generally don't want features that only work when you don't do anything. The average DnD combat only lasts for 3-4 rounds meaning you have to spend a quarter of combat just getting to use this feature.
Getting to just straight up avoid damage is very powerful for 1st level even if the way to get charges is a bit much. I think a feature like this works fine at higher levels but not at 1st.
Beginners Luck: Getting to reroll a D20 test once per LR might be fine. I would probably add a line about how if the reroll doesn't cause the check to succeed you do not expend a use.
Borrow: needs a range. I think this is cool but I wouldn't force the ally you are borrowing from to get a debuff. Just allow yourself to gain the buff. I would also remove the restrictions about not increasing DC or spell save DC's and such. I think restricting the HP gain is fine.
Lend: I would scrap this feature and just combine it with the previous feature. It's basically just the same thing but you are giving your ability scores. No need to make it two separate features imo.
Sneak Peak: Needs a range. Too many options to pick to learn and probably not very useful either. I would keep it to just the ability score, AC, speed stuff. Fighters get a similar feature that's a lot worst, than this and 7th level so I would probably reel it back.
Mb I had the starting equipment and all that stuff in a different doc.
Fate checks can’t be refilled by anything except things that are allowed to reroll fate checks
I'll look at more of this when I wake up.
I'm omw to bed.
The 0 go thing is a design thing. It’s not that bad. I tried it a lot.
Low con is so they use bet more. And a lot of rerolls allow less damage overall basically.
Lucky man, u get one after a long rest too.
Beginners luck will always expend a use.
Borrow needs to be verbal agreement.
The range is decided by if they can talk to each other.
I should probably add a range on sneak peak.
In order to fully understand it, you need to playtest this class and subclass atleast 10 times. Just saying.
Or run a bunch of sims
I can promise you in no reality should a class ever limit your total ability score total
Then the class becomes op
Then you have a design issue
I designed the ability score
No you designed a class. DnD the system designed the ability score to work as they do.
If your class doesn’t work as designed due to the core rules of DnD then you have a class design issue not a system issue
No other class in the game just handicaps their players with a limit on ability score. Remove that
If this class is too op with a hit point total higher than +0 than you need to address that not tell players how to play the game
I allowed them to have a +1 too
That doesn’t matter
I specifically designed it to not follow dnd rules
If a player who uses this really wants to for some reason have a 20 constitution because they feel that fits their character then who are you to say “no” because you don’t want to make your class playable
Then don’t pick gambler.
DnD allows for character design freedom. A barbarian can have 20 int. A warlock can have 20 strength. Etc.
Then just write this for another system tbh. It sounds like you don’t want to design classes around dnd
And gambler can have a +50 to a skill modifier if they wanted too
Though it’s probably take like 700 session…
I would just write your own ttrpg system or find another system that works better to your preference
I can just rewrite dnd rules. It’s easy.
So just to clarify everything you have specified to me
- This class doesn’t work in DnD rules
- this class will only ever function with a DM who also agrees to just completely change how core DnD rules work.
- Your class isn’t designed for anyone but you to play it since it’s only going to allow for specific stat builds
There’s nothing more I can help you with. I would say find a new system that fits your design philosophy better or write your own ttrpg since you like to make systems
3rd level feature: “you gain a bonus to AC equal to your proficiency bonus”
Thoughts on this.
😭 what did bro send?
Very very complicated class and subclass that most people won’t accept
Oh
I think you should look into making your own ttrpg without context like a friend of mines was doing
And take inspiration off dnd, pathfinder, what have you
But don't associate your work with dnd cuz its probably not
https://www.reddit.com/r/DnDHomebrew/comments/1qwfxfj/revised_nature_domain_cleric_subclass/
This is a link to a homebrew cleric subclass i made. How does it look?
for?
Magic stabby-stabby
Evocation cantrip
Casting time: bonus action
Range: touch
Components: V, S, M (a ranged weapon or a weapon with finesse property)
Duration: 1 minute
Spell lists: rogue (arcane trickster), fighter (arcane archer, eldritch knight), sorcerer, warlock
You touch a weapon (material component) and fill it with magic. When an attack with advantage is performed using this weapon, the attack will deal extra 1d6 psychic damage. Advantage is not needed if there is at least one more enemy of your target within 5 feet of the target, but the attack mustnt be performed with disadvantage. Effect ends if the weapon lands a succesful attack or if you cast it on another weapon. The damage increases by 1d6 when you reach 5th, 11th and 17th level.
any comments_
?
This is just magical sneak attack is it not
It is. I'm making a rogue DMPC which will join my players soon and i wanted to give him a few simple spells. And this thing stacks with sneak attack
The capstone feature fews weak
what about the rest of the features?
looks solid
granted im not familiar with how strong the summon swarms in 2014 are, so that very well could be strong
yeah i was cautious with the final feature because they get conjure animals so they can make A LOT of attacks for a high boost to damage
how does the superior summoner feature look? Is it balanced?
again im not too familiar with 2014 swarms, but on review it does look very strong
is it too strong? I did nerf the AC increase to make sure it doesnt get too absurd
I feel like an AC of 17, maybe 16 would be better personally
there i made the limit 17, so hopefully it wont result in any absurb builds of a swarm of 20 AC beasts
how does it look now?
i am wondering if i should replace the AC bonus with something else but i dont know what
how does it look now?
okay thank you
i am a bit worried the AC increase will be kind of useless at later levels simply due to how high monsters to hit bonuses are, but for the level that you get it its a useful feature
do you think it fits the character fantasy of a nature cleric?
Ye
i could buff the final feature to also give temporary hitpoints i suppose
I wanna try redoing all the crappy capstones because going full 20 in most classes rn is very unappealing
what are the classes y’all think need that?
currently thinking of Druid and Warlock, maybe Bard
100% Ranger
2024
Druids capstone ain’t that bad is it
it’s Wild Shape back on initiative and a 1 time Wild Shape = 2 spell levels up to a 4th level spell
it’s only good on Moon Druids
imo at least
Spores and stars also wouldn’t hate it
but you can use a 1st level spell slot to use Wild Shape anyway
I guess it saves you a couple first level spell slots if you have 6-8 combats per Long Rest with 2 Short Rests
you need to have 0 Wild Shapes for it to activate
Correct me if I’m wrong, but does it not mean you get an extra level 8 spell slot
Then walk into combat and replenish it
Sounds strong enough to me
level 8?
“ Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels.”
You have 4 wild shape uses
you have 2
damn
there’s no text that specifies it, it’s only in the table
I completely missed that, that’s actually a really good capstone
Yeah I think it’s one of the better ones
Also
“You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Feature table.”
Bard is kinda weird, it’s not very thematic
I’d argue it’s only good for thematics
Bending the world to your words is quite thematic
And it makes sense that the “power word” 9th level spells are buffed for the story tellers
But tbh I find it bland mechanically
yeh, but that’s very specific to a single flavor of Bards
they have to use their only 9th level spell slot for them and you already have Magical Secrets
All bards are about words of some kind, barring dance
Yeah, which is why I dislike it mechanically
I feel like command covers that type of vibe better
especially when used with a high level slot
also, I didn’t mention Artificers because I think Exploring Eberron did that part well
I think Warlocks should get more uses of their high level spells, they get the ability to cast them alongside another spell on the same turn, but they can’t circle cast them
I think not being able to use Circle Casting and not being able to upcast is already a punishment that they don’t need to have less castings of the 6th and 7th level spells
I’m thinking of a pact split feature, but if they don’t identify with any pact, that’s not great
hey can someone take a look at weapon that i made through chat gbt to see if its too many feats cus its meant for a character that is a makai knight
AI generated content is prohibited by server rules so unfortunately, no
You’ll have to redraft it using your own effort and ideas to post it instead of leaving it up to an AI
ew, keep that slop out of here
i get the point already no need to be rude plus not everyone can think of all details of wat a weapon can be if u want it to be like something
get inspo from pinterest or dnd books or instagram or something
a mediocre weapon made by an actual human would beat the best weapon AI could come up with
No need for rudeness or badgering
If he needs help with a weapon design, he can request help. What would you want the weapon to do?
you gotta learn the difference between rudeness and objective criticism
Please, do not ping, thanks
appreciate emgizy but im trashing it cus if this how its going to be just becus i used an AI for a bit of help im not going to bother with
No need to trash it, if you had a good idea keep on with it. You can use this chat instead of the AI as potential brainstorming help
It is just that this discord in particular does not allow for AI generated content in it, but your original ideas are not AI, so you can discuss them freely
the idea was inspired by an anime but doesnt matter now
Sure it matters. If you really don't want to discuss it, you can stop, but adapting anime weapons into DnD is very common and does 100% have a place in this channel.
yea but ive been criticised enough for trying so i had enough of it
Understandable you feel that way, just understand that those people do not represent the homebrew community as a whole. Homebrew is for everyone.
Have a nice day.
I've tried to rework universal solvent, can i get some critique? is it too much, is the text too long or not spesific enough, and what rarity should it be?
You can take a Utilize action to pour 1 or more ounces of solvent from the phial onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of material it touches, including Sovereign Glue. A creature or object with hitpoints takes 6d6 acid damage ignoring resistance and immunity from this. Once dissolved the material acts like dense water. The solvent in the liquid evaporates into non magical vapors over the course of 1 hour, leaving behind a mixed material of whatever was dissolved in it. A magical item dissolved this way is does not mix with any liquids and stays connected as one continuous volume and regains it’s original form when dried. ```
should i also include rules for splashing someone with it? i just don't wanna bloat the text
how is "splashing someone with it" any different from just pouring out all (1d6+1) ounces of it on a target thus dealing (36d6+6) acid damage?
like should i include rules like the ones for holy water for a save or something?
and should the pouring of more solvent work more similarly to necklace of fireballs - kinda like upcasting it
The Valravn, a homebrew monstrosity that I based on the Danish creature of the same name. Feel free to use it if you want.
DDB Link: https://www.dndbeyond.com/monsters/5814121-valravn
Homebrewery Link: https://homebrewery.naturalcrit.com/share/41CwkDR_Gqvy
https://www.reddit.com/r/DnDHomebrew/comments/1mi3jp7/the_rebuilt/
This is a link to a homebrew lineage i made called the rebuilt. Any ideas for new implants i could add?
What rarity would you rate this item:
Ice rod, one-handed, light
When equipped, the holder adds their spellcasting stat modifier to the damage of ice spells.
I assume that means spells that deal cold damage, and I’d say either common or uncommon
Using this exact wording it's actually pretty strong. A spell like Ice Knife would trigger that damage twice.
Though you should note that "ice" isn't a damage type or a spell category. "Spells that deal cold damage" would be an appropriate substitute.
I'd like to give a magic weapon I'm crafting an effect identical to the paladin's lay on hands, but I'm not sure how I might change the wording to make sense on an item as opposed to a class feature
Is it too awkward to swap in three wording for charges?
I believe that'd make it function pretty differently
That also wouldn't fix the parts of the wording that don't work
"This blessed weapon's blood can heal wounds. It has a pool of healing power that replenishes each day at dawn. With that pool, you can restore 30 total hit points.
As an action, you can touch a creature with the weapon and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
Alternatively, you can expend 5 hit points from the pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this effect, expending hit points separately for each one."
This is my best attempt
Cold instead of ice yeah
I was tired
additional idea: you can snap this rod in half to immediately cast ice storm once
Does anyone have some good fumble tables for melee, ranged, and spell attacks? A buddy I'm kinda ROD with wants to run a one shot with them and I want to make sure they are well made.
I have an idea for a new DnD playable species (and surprisingly, it's balanced, I believe), but I'm too lazy to write it entirely from zero. Can someone just read my mind and tell me what they think about it?
definitely not Common, I would say it could be rare but since it has to be attunement it’s most likely Uncommon
it needs to be worded more clearly though
is it only for attacks that deal cold damage or all spells?
and is it once per spell?
It’s totally cool and awesome and you should write it into a Google doc and share it here
Thanks! Then I will! Sometime... whenever I have free time... which is not very common due to university classes, though... 😅
Every cold damage roll of the spell, so a transmuted ice-scorching ray would be buffed more
the spell has to deal cold damage
and it only buffs the cold damage type if the spell deals something else + cold damage
probably Rare then
I also think it will let you cast ice storm once if you snap it in half
so the party could buy a bunch of these
if they can afford them
a spell scroll would cost less
generally, a 4th level spell scroll is 2k gold to buy, a Rare Magic item is 4k
if snapping it in half requires you to have the spell in your spell list to cast ice storm, then it’s worse to do that in bulk but makes sense as a contingency
although idk if Ice Storm is the best spell to have as a contingency
I would rather have Fog Cloud concentrationless as a contingency
Does any homebrew reviewers here willing to play test/simulate my class and subclass atleast 20 times for every class and subclass or has a lot of knowledge of how something outside of core dnd rules will act in normal dnd exist here? If yes, plz dm me.
I found a valid use for RAC (Reverse Armour Class):
https://docs.google.com/document/d/1JG08ZzcKmrGMnUPzq5I_I20MQ-kfDTdDy0_6bESxa-I/edit?usp=sharing
https://homebrewery.naturalcrit.com/share/ppDU7yVzmQtw
Does this druid subclass seem interesting
That sounds awesome! Would you be able to look at my RAC idea?
Ok
...oh this hurts my head
I want to design a spell that allows a character to hide inside of a shadow, how do I go about it
Like they literally can merge into the shadows?
Is that all it can do or can you travel through the shadows too?
Yes and as per the second question, they can travel through the shadows, but only at their regular movement speed and if the square they're currently occupying is no longer in shadow, they're forced out. Any equipment they're carrying and any creature they're touching goes with them, so long as it's Large or smaller.
I would look at spells like Meld into Stone and Blink
Those are both pretty similar
oooh, Meld into Stone is a great suggestion. Looking it up now, thanks.
As far as the “shadow” thing you can use lighting mechanics. Like the space must remain in darkness in order for you to be in the shadow. If the space becomes illuminated you are forcefully shunted out and the spell ends or maybe you are forced to the next nearest dark space
I'm wanting it to be possible for them to meld with the shadow of a party member as well and be able to move with them as long as they're able to hold concentration and the party member doesn't move further than the caster can.
contemplating making wizard subclasses that fuse two schools together like war magic does to Abjuration and Evocation
some ideas i had:
-Conjuration and Evocation (elementalism)
-Divination and Necromancy (spirit calling)
-divination and abjuration (flavor here would be general warder and arcanist, less the portents aspect of diviner and more the scrying/detect magic aspects)
-enchantment and illusion (trickster focused on mental skills)
How so?
I've had a really really bad migraine so an enemy with reverse armor class and stuff is like
Uncommon holy symbol. Requires attunement by a paladin
This magic item changes its shape to match its wearers god
3 charges/day
Magic action: create Holy Water once / day V, S
1 charge
Word of Radiance
Sacred Flame
Cure Wounds
Detect Evil and Good
2 charges
Guiding Bolt
Searing Smite
3 charges
Shining Smite
Hello could anyone help me if this item is balanced (dnd 5e 2024)
Are homebrewers who alter core rules (or even alter rules at all) extremely rare. Cause I feel like it is.
They might be a atheist paladin 🗿
And at the same time make even more rules to keep the features that break the rules contained
Plenty of parties alter rules or ignore some rules like maybe ignoring spell components or adjusting long rests and short rests. Or maybe adjusting some item interactions. A lot of tables modify the game if it works best for the table
Just depends on the table
Such as allowing people to permanently steal maximum HP from other people
Usually the dm is the one who presents the homebrew rules
If your table is cool with it then it’s really whatever.
As an example, our party had a "potion belt" rule in 2014- you could use potions as a bonus action but only up to your proficiency bonus number of times per combat
I don’t think I would allow that at my table
I wanna know if there are people who do stuff like that, because i want feedback on my homebrew from someone who’s willing to dive very deep into it (or else it might look too op at first glance)
Or just normal core rule people
The issue is that your homebrew you presented is only going to work with a dm who’s willing to work with you to make it work at their table. I would honestly say if you don’t intend on making it fit rules as written DnD then you should first find a DM to work with who’s gonna run the game you plan on using the class in
That or find another system that fits your class idea better
I want feedback to make it more balanced, that’s all
We were presenting ideas though… you didn’t like that though
I was willing to give you a full class breakdown
From people who willing to playtest every feature atleas 10 times
Cause otherwise it looks sucky
i mean it sort of depends on which rules
“Please dedicate multiple hours of your life to validate my homebrew” shouldn’t be needed.
Aww
that’s a big ask
You can 100% find a playtest group or a dm willing to work with you
But that’s a big ask
Suggestions?
Idk too many people who are willing to do something like that. Especially with how lengthy and complex your homebrew class is
Aw
Check out the #find-a-game channel and look for DMs and ask around specifically to DMs willing to work with you.
That or find a system that better suits your design philosophy
I don’t wanna play a campaign tho
Then what’s the point of this class…?
I wanna balance it more from
Multiple people before playing
going off of context to fill in the gaps here, i think it is one thing to have a group homebrew a specific rule change and another for a whole class and yet another for a COMPLEX class
that gradient is most to least likely
Ok
@hollow siren this is the class in question
like if it is a unique mechanic (say, a standardized 4e style modifier to damage rolls bonus or a simple rule like no m without a GP value or v components for all classes), that’s easy and possibly to playtest
but a class is a whole other beast entirely
im terrified but curious given the description of “insanely complex” thar was appended to this, let me read…
Truly it just doesn’t work in DnD as of currently
Which is why they mentioned bending or breaking rules
Im a little confused…OP said theyd play the class but they dont want to play a campaign????
ahh. Big red flag to me
ok conceptually, right out the gate
i LOVE the idea of a fate check
They want to playtest it with a group to “balance it” before using it in a campaign but want to be able to keep it complex and break the rules
HOWEVER! That concept is insanely hard to work out mechanically
Yeah…kind of a big ask IMO
i also hate the way the fate check is executed for gambler. No multiclassing???
What in the sam hill is this malarkey
con cannot be above 10?!?!
Did you read the part about locking in at only 10 con, losing your subclass if you fall to 0 hp, etc.
Yeah
I just did
I am fully unable to even at that
yeah this class is insane out the gate OP…i like new mechanics but this aint it
When I brought up why do that, they claimed it would make the class too OP to allow a higher Con
not even close
bruh
Which I mentioned is an issue of the class not the game system
by this line of thinking a barbarian havibg a d12 hit die means barbarians should be locked at 14 con (by this reasoning)
agreed
Here's a first draft:
```
Meld into Shadow
3rd level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 Minutes ( Concentration )
You sink into a shaded or dark area, melding yourself, all the equipment you carry and up to two willing creatures and all the equipment they carry into shadow. While submerged in shadow, all affected creatures are able to occupy the same space, do not apply weight to the space they occupy, and cannot be detected through non-magical means. They also cannot be targeted for melee, ranged, or spell attacks.
Any magical ward or spell that would trigger in response to an affected creature entering a given area will still be triggered normally. Any spell, item, or ability which can deal radiant damage or illuminate darkness that comes in range of the shadow or darkness in which an affected creature is submerged forces them to emerge. If the caster is forced to emerge by no longer being in shadow, the spell ends and all other affected creatures are forced to emerge at the space they currently occupy or the nearest unoccupied space. If an area of effect spell that would deal damage's range covers an affected creature, the caster must make a concentration save and on a failure, the spell ends. Any creature forced out of this spell takes 2d8 force damage, in addition to any other damage they would take.
Affected creatures can travel at their normal walking speed, even across difficult terrain and across walls as long as there is unbroken darkness between them and their new position. Affected creatures can willingly emerge from shadow as a bonus action as long as there is an unoccupied space for them to move to. Fly speed and climb speed cannot be used by a creature affected by this spell even if the entire area is engulfed in darkness.
Ooh let me read
- why transmutation?
- Percy Jackson’s shadow travel thing Nico can do feels similar
- why not just do shadow sorcerer or make a variant of that feature???
otherwise i really love this
I think I may have missed it but probably needs a section addressing whether the creatures melded retain their senses or not.
Meld into Stone for example does not allow you to use your senses
- Because it was suggested to me to look at Meld Into Stone for ideas on how to make it work and also because I'm not sure what else it would be.
- I'm not familiar, I only read a couple of those books and only watched one movie.
- What do you mean by this? I'm creating this mainly as a means to give this to a homebrew race of mine as a thing they can do once per long rest, but I'm wanting it as a spell so that other wizards could pick it up by studying them, for example.
- i like the idea
- fair lol.
- I initially understood this to be like shadow walking from shadow sorc, that was my initial thought
misunderstood more like
definitely an interesting idea
Good point. They can still hear, but I don't really know how sight would work. I might rework it so that it's a form of minor plane shifting, but I want it to work on their native plane too, so that's why I didn't.
especially with how 5e basically road killed 4e’s shadow magic mechanics
They're from a plane in my setting that's sort of the antipode to the feywild where things are more muted and shadow-magic oriented rather than being more exaggerated and associated with light. It's based in part on the Twilight Realm from Twilight Princess and the race is more or less the Twili by another name. But it's not a malicious or inherently dangerous place, like the shadowfell, it's actually safer than the Material Plane in general.
Relating to this, i made variances of the evoker/evocation where i smushed 2014’s potent cantrip and empowered evocation together at level 2, and reworked abjuration’s arcane ward to grant a saving throw roll/AC bonus while the ward is active
interesting! I dig this
nice lore
Thanks. Also, with it being the antipode of the feywild, that has other implications. So the Material Plane is layered "beneath" the feywild and the feywild is much larger. This Plane is layered "beneath" the Material Plane and is much smaller. Time dilation exists in both cases. Time spent in the feywild usually amounts to a longer time passing in the Material Plane, but time spent in the Twilight Plane usually amounts to a shorter time in the Material Plane. So for those that are aware of it, it serves as fast travel, since traveling a shorter distance will have you emerge further away and in less time.
And most of it is in darkness compared to what the Material Plane is used to, as natural sunlight only bleeds in at certain places where the barrier between the planes is thinner and besides that they have to rely on bioluminescent fungi and artificial light.
if anyone has seen MonkeyDM's Revenant Fighter subclass, im considering using it but im not good at assessing balance. what are your thoughts on it? is it too strong, too weak, and if either, how should i alter it? This is the subclass: https://www.reddit.com/r/UnearthedArcana/comments/1idm728/fighter_the_revenant_death_was_merely_a_setback/
Oh, sorry.
How do you think sight would work?
You couldn't have known
I still feel bad
I feel bad for the players in my campaign
I'm making them face an enemy with Reverse Armour Class
Nat 1=critical hit
Nat 20=critical fail
don;t ping me for that
Sorry
hey is imposing Disadvantage on an enemy's Dex and Strength saves for a minute on a hit too much for a Paladin Channel Divinity? i can provide context as to how i got here if anybody wants a story
no
no as in like, that's fine? we're playing 2024 if that makes a difference, i haven't made a subclass before, i am in a strange place.
has anyone make a homebrew class or subclass that specialises in vehicles by any chance (basically like renaissance / modern iteration of cavalier)?
no as in
no, its not a particularly problematic channel divinity
it is a little on the weaker side compared to some official options
To me it looks meh
A lot of abilities require a creature to kill you
which means that you WANT to die in a game where you don't want to die, but your 3rd level ability can only be used once per combat essentially so if you put too much into con you actually don't have as many hitpoints. Basically you have to find some balance there
okei thx u!!!!
Your goal is to die so you can use your abilities that buff yourself when you come back from death, however these abilities only really work against the individual creature that killed you, which if it was a low level minion who just finished you off at higher levels then sucks to suck
Phantom restoration is cool. Unstoppable revenant is useless because you gain 8 temp hp for one hour but it doesn't say you gain them back whenever you lose them and it only says that the ability applies while having those temp hit points. So essentially if you ever get hit by something that does more than 7 damage your 15th level ability is useless
Why is the first thing I'm reading about a 15th level ability that gets nullified by taking any more than 7 damage... I feel like there's some off maths here
18 is a very meh feature. Useful because you do a bunch of psychic damage and gets incapacitated for 1 turn even though it is off of the field for one turn so it essentially doesn't matter. The creature has to be within 5 feet of you so it doesn't really work with polearms and it also uses your con mod which you need to balance
The feature says
"Whenever you are ressurected, you are imbued by the facsimile of life and gain 1d4 + 4 temp hp for one hour. While you have these temporary hit points, you are resistant to all damage except psychic and radiant"
It doesn't really make it specific on whether or not you gain these temporary hit points every turn. It just says that they last one hour
i've been swapping between the other paladin subclasses making sure everything abided by the '24 standard (the version we're playing) and the DM (guy coercing me to make the subclass) was saying it was "too op" and i wasn't getting it
Nvm i see the deathless ability. It allows you to place the anchor on your turn without using an action so it makes the ability better
I take it the ressurecting feature must be quite helpful then if it's only 1d4+4 temp hp
Not to mention the fact that having them for an hour is kinda negligible considering you're either getting hit or the entire feature becomes useless anyway because there's no reason to have resistances
thats kinda hilarious
I still think there is a major problem with this "divide your total hp by your con mod" thing. If you put too much into con your hitpoints are so divided that you may actually die twice in between your turns
which will just perma kill you
it punishes you for having high con?
Kinda
what happens if you have negative con
it says minimum of one
so even if you have a negative con you just divide it by one
So the worse your con, the better your resurrection..?
like currently we're at "As a Reaction to taking damage from an attack roll, you can make an Attack of Opportunity against that enemy. If this attack hits, the targeted enemy will have Disadvantage on Strength and Dexterity saving throws for one minute." and he's insinuating that's too strong
as a channel divinity? no
its more so the best con to have with this is likely a +1 or a +2
That way you don't divide your hit point maximum much while still being able to use the ability reliably without potentially dying twice in one turn
there is a lot of thinking that needs to go into your build for that
But if you have a negative, it's the same as a +1, no? You're just keeping the same hp max
Yeah, seems that way
Ahh sorry, I see what you mean now
actually it says you do come back at the start of your next turn
so you can't be killed twice in one turn I guess
but dividing your hp so much likely means that your just going to keep dying
Though if you're going up against Legendary Actions for example, you could still end up dying on the turn you come back
if you have a +3 to con and a total of 33 hp, that means that you have 11 hp on your character
Very true
Tbf though, this is at level 15, no? Or is that specifically for a different feature
yea, it's the channel divinity at level 3, i was questioning reality for a moment lmao
The divide by con feature is the level 3 ability
Yeah no way 😭
the post is here if you wanna look at it more thoroughly
maybe im missing things
Thank you
Also this was made by Monkey_DM
Wait, doesn't this feature completely clash with "Pattern Recognition"?
For one you want lower con. For the other you want higher con
Kinda
I don't think its horrible on high con builds
but the higher your con the more likely you aren't really soaking up anything
because your hp will be so divided
where as the lower your con you will effectively have double your hp because you come back to your hit point maximum after you die but this ability provides you less bonus damage
itll total to around 2-3 free attacks per day, and thats if you decide to spend it on the channel divinity
dis on str and dex is pretty niche because str saves are rather rare
and dex saves are common but typically just save or half dmg
which isnt as impactful as a deadly save
I see what you mean
I am however struggling to understand the practicality of the recalculating your hp max every time you gain hp
So if someone casts cure wounds on you and you have a +3 to con, you effectively divide that spell by 3 is what I am interpreting
so basically healing sucks on you
From what I can tell, that could shift your hp max anywhere from you gaining temp hp while at max to gaining +1 while at 2 hp left
Cause it says it recalculates your hp max every time you heal
It doesn't actually say anything about the healing I don't think
but what does recalculate your hp max every time you heal even mean?
i mean the subclass also has Hellish Rebuke if that's anything? i could send a link but idk if it's public viewable if i don't publish it, which i can't, because it shares two spells with the COS druid lmao
like when you come back from death you get your total hp minus the stuff you lost and divide it by your con again?
If my hp max is 30 after the division, and I'm at 2 hp. My Con is +4 and my teammate heals me for +3. I go to 5hp and then I have to recalculate my hp max
Does that mean I'm dividing 30 by 4 again???
I don't know
its an overly complicated subclass
We're not getting out of the dungeon with this one 😭
hellish rebuke is a pretty bad spell
regardless the class lacks in the level 15 (if the spell is RAW) and the level 18 department
The level 10 ability is cool, but its really at its best when you get killed by a minion and you come back and designate it on a much stronger creature next to you
I just read the level 10 ability. I read the lack of action economy as I can happily jump onto a hostile creature's sword as a free action hehe 💪
That's pretty true
another problem with this class
the low hp is cool, but if you get disintegrated your character cannot come back from death
because the only way to come back from disintegrate is by casting true ressurection or wish
That's kinda tragic
The only other notable thing for me is the fact that none of it is scaled to the damage dealt by the killing blow or anything to do with it (ignoring Phantom Restoration)
But I can't tell if that's a good thing or a bad thing..
I think for me, what I would've done, is I would've made a class focused around coming back after death, punishing the foes that damaged it while attempting to kill me, and also just generally being able to move around
I feel like the class is too complicated and that Monkey_DM wasn't thorough enough on how these abilities worked and that some abilities are just too complicated to work out
hey sorry another question on the paladin thing i made (context: they have access to Hex, Hellish Rebuke, Scorching Ray, Ray of Enfeeblement, Fireball, Vampiric Touch, Blight, and Fireshield by level 15 and Contagion and Flamestrike by level 17)
is having charges equal to PB to cause a WIS save to Frighten on failure when dealing Necrotic or Fire damage too strong?
sorry for like, regular balancing questions, i am currently reassessing reality
Shoot i just realized how am I supposed to show the animal and ask for ability ideas for it
first off, those 8th oath spells should be available at level 13 and then the other 2 come in at level 17
when you say charges to PB what do you mean?
a number of charges equal to Proficiency Bonus
yea they have access to them by the time they're level 15, but they get Hex and Hellish Rebuke at 3, the two Ray spells at 5, and so on, and they do get the last 2 at 17
like they'll have already unlocked those spells when they're level 15, sorry for the confusion
sure
So the level 15 ability to potentially frighten a creature while dealing damage to them
how much damage are we talking?
just when they deal either Necrotic or Fire damage, should there be a minumum threshold?
Wait so its when they deal fire or necrotic damage they might get frightened?
when they deal Fire or Necrotic damage they might cause their opponent to be Frightened
I would say yeah because your giving your paladin hex as a spell which can cause the opponent to become frightened every time you hit them
hex deals necrotic damage
so every time you swing your enemy may become frightened
oh, crap, yea, so should it be like, a mimimum of 10 to make the Hex thing mathematically impossible?
a minimum of 7 because hex is only a d6
Do you have the class fully fleshed out yet?
okei, sure, thx :D
yea it's like, pretty close to complete
When making spells, should I use the pronoun "you" or always refer it as "the caster" when saying the source of the spell originating from?
With the assumption that the person reading it is the caster.
it has all of the necessary features and could be submitted, i might just wanna toy with some flavor text and check over some balancing decisions
Say you
And how would i refer the recipient of the spell (in this case, an enemy)
would I say "target"?
It depends
yea, language like "targetted creature" and "target"
I would say target works but usually it means creatures
things that focus on objects are usually oriented around what type of object it is or objects in general if it's something like shatter
oh yea, great news, the COS issue just kinda solved itself and i don't know how or why
i used to be unable to submit it because it was "too similar to Circle of Spores" and then at some point that changed as of me checking on it today
Actually @ornate niche it should be fine with hex as long as you have a restriction like proficiency bonus or number per short or long rest
oh yea it's already limited to a number of charges equal to the proficiency bonus that reset on a long rest
my main concern was I wouldn't want it to be happening every time you deal necrotic damage without a limit on something
This should be fine then, it isn't op
what are your lower level features?
but now that you mention it i'm not sure if i wrote a recharge condition, which i have to check on
just make it prof bonus recharge on a long rest or give like 2 uses per short rest
there's the spell list you already know, they have a Reaction to expend a charge of Channel Divinity to take an Opportunity Attack against an enemy that damaged them with an attack roll and, if the user hits the attack, imposes Disadvantage on STR and DEX saves of the target for a minute, and the aura gives the user and allies Resistance to Fire and Necrotic damage
also make sure to set a timer on how long the frightened condition lasts for
i wouldn't do more than a few rounds
Thanks!
yea i'm thinking 5 rounds, would i write that as 30 seconds or just as 5 rounds?
Keep it to rounds, I would make it 3 rounds but that last part it still up to you
does anyone here know where i can find a dnd community that is willing to playtest my homebrew vigorously and give a review on it? Cause I am having a hard time finding one.
I think the best way to playtest your homebrew is to do it yourself. Theatre of mind or Map and just throw the character up against something of equivalent challenge
Most people probably aren't going to be testing your homebrew unless you somehow convince them or pay them
i already did a lot. i just want other opinions
and teh only real way to gauge how well it plays/balanced it is is to play test it
You should post what the homebrew thing is and what it does
too many people said they can't because it breaks too many dnd core rules and their opinions can be off due to not play testing it (this is mainly because it's too complicated and they don't really grasp how it really plays so it can be kinda not really good opinions)
The homebrew stuff I'm working on, my DM for the campaign it will be used in has been working with me on the spells and how the class & species (it's a 2-for-1 package) function. We're almost done writing up the spells and the actual "words" to describe how it'll function mechanically. Then once that's done, I'll upload them into dndbeyond and we'll playtest.
I've been working on it for the last 2 weeks about.
I have an idea for making a race or sub race inspired by the Twili from Legend of Zelda Twilight Princess. I want to know people’s opinions on the idea.
depends on how you make it.
I just started playing the game yesterday and I need to do some research before I start thinking but I just wanted to know if people thought it was a good idea
Homebrew idea: Squeak
Spell- level 1. (V,M) rubber band
Range- touch
"Target makes a constitution save (DC 8+ spellcasting mod. + prof) on a fail their voice goes up 2 octaves for 4 turns. This imposes disadvantage on Charisma Checks and abilities."
octaves are not a thing in dnd. however the other stuff's fine, the DC is a little bit high (for level 1 and the amount of debuffs). all abilities or charisma based abilities?
That is unfortunate. Cause it's VERY funny having Squeak spell traps.
Just Charisma based
why is the dc high
this is how its normally calculated
neat, id make it a cantrip though
Makes sense. I just didn't want it spammed. 😅
why not?
It's very hard to tell the difference between who is speaking when they all sound like Alvin and the Chipmunks
tbf that is a cool flavor text, like Thaumaturgy's Booming Voice
working on some homebrew spells for 5.5e. This one feels like... a lot, but I love the potential for flavorful interactions way too much.
Kinetic Grasp
Level 2 Evocation (Artificer, Sorcerer, Warlock, Wizard)
Casting Time: Action
**Range: **30 feet
Components: V, S
Duration: Instantaneous
Choose one creature or unsecured object, which must be of size Large or smaller, that you can see within 30 feet. This spell's effects differ depending on the choice made.
Creature. The target must succeed on a Strength saving throw or be pulled along a straight line into the nearest unoccupied space within 5 feet of you. If you successfully pull the target to within 5 feet of you it takes 2d8 Force damage and you may attempt a Grapple against the target using your Spell Attack Bonus instead of Strength (Athletics).
Object. If the target is being worn or carried by another creature, it may make a Strength saving throw to negate the effect of the spell. Otherwise, the object is pulled along a straight line into the nearest unoccupied space within 5 feet of you. If you successfully pull the target to within 5 feet of you and have a free hand, you may grab the object.
Collision. Regardless of whether the target is a Creature or Object, if the target is pulled into a space occupied by a solid object or another creature, its movement ends immediately. The target and struck object or creature both take 2d8 Force damage. A creature struck by this effect may make a successful Dexterity saving throw to avoid the damage.
Using a Higher-Level Spell Slot. The Force damage this spell deals increases by 1d8 for each spell slot level above 2. Additonally, the maximum size of creature or object this spell can affect increases with every even-numbered spell slot level above 2. For example, this spell can affect a Huge creature when cast as a Level 4 spell.
This feels pretty similar to the Telekinesis spell
looking at Telekinesis, you're right, though this one is much more limited in scope in exchange for doing damage more directly. Like a more crude form of the same magical concept. Does make me think it should probably be a 3rd level instead of 2nd level spell though.
What might a "Cold Caster" equivalent of other basic damage types (Fire, Lightning, Acid and Poison) look like?
https://www.reddit.com/r/DnDHomebrew/comments/1qwfxfj/revised_nature_domain_cleric_subclass/
This is a link to a homebrew cleric subclass i made. How does it look?
all the features are relatively niche. the spell list is extremely strong
that alone makes it a strong subclass
does that balance it out?
entangle is one of the best first level spells, spike growth is a fantastic second level spell, plant growth is one of the best third level spells, polymorph is one of the best fourth level spells
in a way
its supposed to be a crowd control subclass
the non-spell list features i think should reinforce that more
I’m pretty sure they do that
Okay I did it. I rewrote Cosmic Mind for 2024.
(it's a sorcerer subclass I wrote and will be playing soon in an upcoming campaign)
(the campaign is mostly a 2014 one, but the DM has slowly been letting 2024 material in, so I did a 2024 draft in case they let me play 2024 sorc)
What level should a spell that allows you to extract one material from another be?
Touch object, declare material, all of the declared material is pulled out of the touched object and deposited as a powder on the floor
No, what level spell slot should this use? The material that is pulled out of the touch object travels in a straight line and forcefully displaces whatever is in its way.
well it depends on the casting time and spell duration and scope of the effect
like can it be an object of any size? any material? what if an enemy is holding it?
Instant for an object that can occupy a 5 foot cube. The object doesn’t have to be homogeneous, but it must be contiguous. Any material. It forcefully displaces the part of the enemy holding the material as applicable.
what about magic items>
Hadn’t considered those.
Gonna say that it doesn’t affect artifacts, for sure, but undecided on general magic items.
Also, a body counts as an object.
It's a weaker overall effect than fabricate, and it's sorta doing a similar thing (but I guess in reverse), so I'd say 3rd or lower
Probably 2nd, since the area is so small
yea i was thinking third makes sense
But fabricate is 4th, so definitely below that
I am just wondering if u can affect parts of something
like if u have a pillar if u can just
take out a 5 foot cube of it lol
Like, honestly, the shape water cantrip can freeze a five foot cube of water, mold earth can move a five foot cube of earth, that's not a lot of area to cover
Third is probably too high
I'd say no higher than 2nd. If the effect were temporary instead of permanent, I'd call it a cantrip
Yes
But it extracts a specific material from an object. If you have a bronze sword you can pull all of the tin out of it. And you can specify any material that has a single-word common name. ( For example bone )
If it works on creatures the spell is just broken, this is essentially an insta kill on most creatures and all you need to do is touch them
The spell idea is interesting but the target needs to be an object, not just anything
Understandable. This is why I asked. 😁
For practical purposes, I could treat ensouled bodies as immune to this spell and extend that logic to why it doesn’t work on artifacts. That’d still make it an instakill against constructs and most undead. ( In my setting, animals have souls, they’re just not equal to the souls of higher life. )
Could also make it work similar to Flense from pf2e
touch "blood" blood powder
Sound about right?(corpses are objects)
I have an autistic four year old who watches Frozen all the time and I got bored at work so I built this (2014) sorcerer subclass
I'm probably not the first person to try this. It's just Elsa.
Yes, exactly! You can also get powdered fat and marrow should you need it
Wow I just looked at DnDBeyond, and there's like nine sorcerer subclasses with the same name lol
Interestingly, none of them seem to be inspired by the movie Frozen
So I'm not as unoriginal as I thought haha
Perhaps Disney lawyers are also a reason we don't see much of them in public... /half-joking
But nicely done subclass!
Lol it was just a quick thing. I was trying harder to stick to the movie than to make something playable
I mean I'm impressed by the flavor of it - I think you really nailed it.
But yeah, I think balance-wise it would need some refinements as some features are what I'd consider overpowered at the moment.
The 1st-level ice terrain things is probably pretty abusable
And summoning multiple ice creatures at once will really bog down combat, even if it's not that powerful
I think, if anything, the 14th and 18th level features are probably underpowered
My first draft of the opposite to my Abyssal Class
https://www.worldanvil.com/w/world-1-fpan15/a/the-blessed-article
A long read, but any feedback is appreciated.
All spells in the spell list with the school n/a are custom spells for the class (i Haven't written any of them yet but i have a solid idea on what each will do)
I know there is a lot of resource management, i just wanted to try make a class for more indept players.
Edit: Yes the nihilism subclass allows spells up to level 12, no this is not a typo. My campaign includes some ancient spells that transcend the weave, thus allowing higher level spells than 9th. The description my players will see will have a censor bar where the 12 is.
Reading over this now.
One thing I immediately notice is that the gameplay loop seems to center on managing Plumes, but Plumes are an infinite resource
Spell slots arent
mostly
Cantrips don’t cost a spell slot
youre so right but they only contribute 1/4 of a single feather
Yeah, so it’s an infinite resource. It would take 12 castings of a cantrip to replenish at level 1, which would take less than 2 minutes
out of combar
i forgot about that ngl
would resetting feathers when you enter or exit combat work
or state that feathers can only be gained while actively participating in an encounter\
Just don't allow cantrips to work towards plumes
Or set a daily maximum amount of plums like... A number equal to your level or something
Resetting feathers in combat would be a huge nerf imo. Combats on average do not last that long
I also do see that there’s a lot of “do x to gain resource y which can be used to get resource z which can do w” where it could be streamlined to have Plumes be a resource that directly triggers these effects
if i do that, the plume economy would be hell early game, would making it so you get 1 on start of encounter + what you have from prev encounters worl
So bardic inspiration is the most direct comparible resource to these plumes since they provide buffs and such. Bards just get them for nothing an recharge on rests and such
You could do something similar
see this is where i modeled it off of, but i changed it to make it distinct
But this specific issue is a matter of play testing and calculating probably. Early levels are always going to be a bit rough when it comes to resources
tbh, the advantage on the rolls listed is probably a little too close in mechanics to Bardic Inspiration. I do like the the buff to the ability scores though
Maybe lean more in that direction
im most worried about the subclasses ngl, thats where most of my balancing knowledge is thrown out the window
Gotcha, i'm reading over now. Let me finish reading through and i'll give my full thoughts
Cough one subclasses is 3 pages and the others are 1
ngl most of the space is due to the formatting of the Elated Familiar's actions
to give context, the Sisyphean (Absurdism) subclass is based on a class of character in a game. Their leader does anything to make themselves laugh, and they are constantly breaking esatablished rules to get a laugh.
The Sartre Subclass is just what i thought a person who develops their own meaning would fight and train themselves to achieve
The Nihilsim subclass is well, nihilism
Innate Everything is pretty cool. I think the quarter plumes is a bit over the top maybe since we don't really deal with fractions in DnD . I do like the idea of you cast spells and get a new resource from it as like... Residual magical residue in the form of features or otherwise. That's super cool flavor.
I would find another way to simplify the specific mechanic to not deal with fractions. Also cantrips 100% should not count towards the number of plumes since cantrips are infinite. You could ideally spam prestidigitation over and over out of combat and get so many free plumes for no reason.
The actual effect of the plumes I think might be too similar to Bardic Inspiration. I think buffing the ability score temporarily is cool. I think giving the advantage like it does may be too similar.
Ancient Flame: Probably too weak? Also I don't know if we should get a feature so soon that directly is buffing our plume mechanics. I would buff this and move it to a later level.
General Level 2: We probably need another main defining feature for this class here. Something else besides plumes that can be pretty unique and iconic for this class.
Charming Knowledge: Very cool, I dig it.
Flaming Plumage: I think this feature is more confusing than beneficial. I get the idea. I would just make it so your maximum number of plumes you can have scales over time in the main plume feature and use this space for something else.
So far this class isn't doing much besides plume things.
Empowering Flame: This is cool but I don't think you should be expending the other players ability to use the plume at will. Bardic Inspiration for example, once given to other players, is a resource for them to use. You don't want to take that back to do this.
I would just make it so you can do this Int mod number of times a day or something.
Additionally, the lit aflame thing is already a feature in DnD that you can pull from as is. I don't think you need to make it a new thing here.
Lodging Plume: Remember that Vulnerable means the creature takes double damage. This is too overpowered.
Undying Flame: Seems fine
to fix empowering flame, could i make it so that the player with plume can use it as such
Giving this a read rn, it’s pretty decent so far
Once thing I forgot to point out about Empowering flame is that it doesn’t say when a creature will take the damage on a failed save; in other words, if the damage is taken at the beginning or end of their turn.
Everything, Everywhere, Everytime: This is cool. Probably too powerful to give out foresight all the time willy nilly like this since that's a 9th level spells even if this is 20th level. There are probably similar features of lower levels you can do instead
I like Nietzsche as a subclass
No, don't require an action economy from the creature who has it at all.
Empowering flame should come from you and cost your action economy not the players
At the high levels i kinda just go off of vibes ngl
i named it that because from what i googled he founded nihilism
Decent class overall
expend your own plume to boom?
I feel like this is a vast oversimplification of nuance to the point inaccuracy tbh, but I’m a philosophy nerd and you likely wouldn’t want the whole entire dissertation. TL DR he kind of did but he actually was bemoaning the loss of meaning and morals that the growth of atheism represented, so he didn’t found nihilism in as much as documented it. I get the idea though
google fails me once again
What did I just walk into? Is this homebrew or a “Zoomer” college bar?
we sell 25 $ smash burgers with 2 french fries
The subclasses so far run into the same thing I’ve been seeing with the main chassis, there’s a lot of different resources being generated where there doesn’t need to be.
Not really, it’s just that Nietzschean philosophy is kind of a complex thing. He’s very poetic so it’s still hotly debated
Just a tangent because philosophy is fun, but no the homebrew class’ subclass name was named after dear old Freddy Mc My last name will explode you in a spelling bee
If im being honest i highkey copied nihility from a game i play (classes are philosphies and nihilism class debuffs enemies)
I have some further opinions on this base class.
I know this is a full caster so a lot of their milage comes from their spells and spell slots but I do think this class doesn't have a lot of core features besides plumes.
I think everything is tied to that resource and you can't do anything else besides interact with that resource which is a bit of a bummer.
I would add another core mechanic.
If you look at Bards, Warlocks, Druids, Sorcerers, they get other core features along the way that help towards the core fantasy that isn't strictly tied to their main mechanics. I would consider adding different stuff besides just plumes
I love the naming convention. It’s like war mage’s subclasses being named after chess pieces, which I love
I don't think so, mofo had syphilis eating at his brain. His philosophy mirrored the cognitive symptoms to the letter!
I'm gonna also say the core class doesn't make me feel like i'm a "blessed" one.
It makes me feel like i'm a phoenix feather person
its just a lore name for the ryneston weilders. a Phoenix is a symbol of creation, ryneston embodies creation as it is Everything
very simplified
To be sure, while true his philosophy developed in stages. But certainly, his writing style mirrored his cognitive decline due to the disease, and the shoddy record we have of the man because of his scumbag of a sister doesn’t help either.
dont we all want to be phoenix feather people
I like the class overall but I have to ask
Why not just make a subclass centered around creation for various casters
For the boom. No, just make this a seperate thing not tied to spending plumes. If another player has one of your plumes, you can cause it to do the empowered flame thing. Doesn't expend the plume, but you can only use the feature like Int mod times per LR or something
I also feel the disjoint in terms of theming. I like that the base class is phoenix themed and the subclasses are philosophy themes but narratively I don’t see a clear bridge yet
Drakkenheim did this with the corruption mechanics and a subclass for sorc/wizard
Oh for sure but I would like to do more with my core class than just throw around feathers.
i could to that but thats boring and i wanted to learn dnd by doing cuz thats how i learn
I will say
I like this class 100% way more than the other class you wrote. Good job
Like I do like to include philosophy with characters and deeper home world building, I don't think its a good place for homebrew…
Your growth as a homebrewer is very clear
Confetti goes off in the background
That’s entirely fair. I was just curious
who would of though trial and error and reading the phb would help
I agree with gore, this is good brewing and growth
Very good, relatively balanced yet cool and novel mechanics
Eclipseee is making this for their homebrew world with its own lore
i also need to write stuff otherwise i lose creativity. Not kidding i literally become less creative if i dont write stuff regularly
I should really try to brew a class again tbh
Bingo
Last time I tried it was a disaster
Class brewing is hard
cant be worse than v1 abyssal warrior that was a dumpster fire
Tbf it is pretty much the hardest thing you can homebrew
I just tend to make subclasses and variances. Even my original subclasses tend to borrow existing mechanics and package it differently
The most novel thing I brewed was a multiplicative DR bonus idea in my agonizing blast variant
Very true, I know lol
Like even the difference between what sounds good/balanced on paper and what is good/balanced in practice is a huuuuge hurdle
im stealing this
It didn’t help that I 1) didn’t understand the dnd mechanics and rules and class meta as well as I do now when I tried and 2) could’ve achieved my idea by using the base game and reworking sun blade into force damage
(Knight enchanter)
I just really wanted an Eldritch blasting dragon age knight enchanter type at the time lol
