#homebrew
1 messages · Page 75 of 1
what if you throw around evil feathers that debuff creatures
That could be cool!
We don't have a pure debuffer in DnD yet
Speaking of updating variants and old homebrew BTW, I need to update my evocation Wizard variant but I’m having trouble
The sole changes I made are fusing empowered evocation and potent cantrip together at 2, keeping sculpt spells at 6 like in 2024, and retaining overchannel. I cannot for the life of me though, come up with a good level 10 feature
this is very slowly encroaching more and more on a core inspiration of mine for this class
her whole thing is chinese cultural paper slips that buff allies and debuff enemies
BRO IM NOT THE ONLY ONE
Initially when I drafted this variant 2 years ago I used spell chaining (bonus action cantrips)
But that’s stepping on sorcerer toes
should it use phoenix feathers or a separate resource
I KNOW. WHY DOES IT COME ONLINE SO HECKING LATE?! I hate that so much and then they kept it for 2024…wtf
it always feels too broken or useless when i try and make one
I think you could use the same resource. Doing somethign new with the core resources is cool.
As a full caster you don't want too many resources to juggle.
But I could see either way tbh.
Agreed. It comes online WAY too late to be useful so you either have a useless or broken character
Naughty or Nice ahh character
I also homebrewed a lightning spell to go with potent cantrip and empowered evocation (it’s fingers of the mountain from oblivion lol, dex save or d12 lightning damage)
Agreed. In general the class will feel a lot smoother if the class resource is unified and expanded in what it can do
should i make the debuffed creature undergo a saving throw to resist the evil feather
It depends on the debuff but generally yes
convert 1 ability score into another besides saving throws?? (did this for a level 2 and 9 feat)
(I also reworked arcane ward to grant an int mod bonus to AC and saving throw rolls while active, it’s going to be all in one document)
Maybe? See, I have two versions too. One uses the universalized spell modifier rules I homebrewed (which is the one that needs a 10th level feature). The other still needs a 10th level feature but will also improve empowered evocation by adding a second modifier bonus and a bonus damage die to all evocation cantrips, but again still needs a core feature
Would be curious to see the feat you brewed to get a better idea of what you mean tho
Depend son the debuff.
2nd Level: Charming Knowledge
You may add half of your Intelligence Modifier rounded down on any Charisma Checks (excluding saving throws) instead of your Charisma Modifier. At 9th level, this becomes your entire Intelligence modifier.
im thinking reduced movement speed, disadvantage or an ability mod decrease
Maybe you can let the player choose which debuff the apply when they throw the dark feather
i love how weve co addopted the evil/dark feather naming convention
Here’s the level 2/3 (can be for either 2024 or 2014) I drafted too:
Level 2/3: Destructive Spellcraft
You gain the following benefits:
Potent Cantrip: Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation: When you cast a cantrip from the Evocation school, you add your Intelligence modifier to one damage roll of that cantrip. You also add your intelligence modifier to all damage rolls of any Wizard Evocation spell of 1st level or higher. Your Wizard cantrips of the Evocation school also deal an additional damage die of progression.
For the game balance scaling on the cool concepts of gameplay I think of is less about the thing it is supposed to be, like a spell, feature, item, race, etc, I just think about the confines that it still works for its intended function in the equation of rules on the table top. It's an equation, and that feeling that the equation makes is fitting for one of those aspects of the game when you do the writing.
Then you have scale and balance….
The only thing I ever worry about to do that with homebrew is the quadratic equation on number of scalers and variables.
It's just that useful to plug in the maths and see if something ends up giving extra 0s on the end of a damage or action number over the course of rests.
I find how players feel and think about the character when resting and what they need do with the time makes the feel of the gameplay you are trying to get with the class charts and character sheets and at at blocks for your turns dice rolls.
I wanted to keep the names so I named the sub features a la archery warlock (24)
cough nerd cough
jokes
Ohhhh interesting..i like the idea even if i don’t incorporate here. I love these subtle modifier bonus features (enchantment wizard, ancestral soul sorcerer, etc.)
i highkey didnt know what to do for levels 2 and 9 so i copied bards one
but made it different
Interesting
they get to add their prof bonus iirc
Frankly what I would do is just simplify it: all Persuasion, Deception, and Intimidation checks get an int mod bonus (what I reworked enchanter into). This but with whatever mod you’re using
lack proficeincy in a check, use prof mod/2 rounded down
Basically if y’all couldn’t tell i have been on a wizard brews bend lately lol
Just old and educated, not as high in the he exams as the hard working nerd study groups got when I was busy drinking and partying, honestly should have skipped the hang overs…
Same here except the hang over part. I’m not that old but I feel old as heck
Law school and the bar exam do that to you
Is lawschool as difficult as they say it is?
Oh God yes and more lol
I’m sure you’ve accomplished much! Everyone’s path is different (without knowing much/at all about you personally)
When i graduate HS im going straight to uni to study pharmacy
I work in IT currently. I don't like it
"did you turn it off and on again"
Tbh, I want to do game design for a living but idk how to get into that
Literally my life
Good plan but med school
I don’t blame you lol
Aus doesnt require med school
Hard industry to break into, I hear
Ahhh I see
4 years of uni, 1 year intership, exam BOOM you become a liscensed pharmacist
I need a high 70 low 80 ATAR to get in so i gotta study my arse off
Dude I get that, I had to read a stack of books as tall as me just to learn the small amount I needed to work in my field without having getting rammed on copyright and privacy legality in tech. Like even knowing WHAT to ask a lawyer is a pain in the back.
I actually applied to WoTC recently because they had an open game designer position for DnD but I didn't hear anything back.
You may, as a reaction or bonus action, expend a Phoenix Feather to implant a Cursed Plume onto a single creature you can see within 45 FT. The creature chosen has to undergo a CON saving throw with a DC of 8 + your proficiency bonus + your INT modifier. On a failed save, you may choose from the following effects to take place:
The creature has their movement speed reduced by 15 FT for 2 turns; The creature has disadvantage on all attack rolls and saving throws for 2 turns; The creature has an ability modifier of your choice decreased by an amount equal to the Plume Mod Effect column in the Feature Table for 2 turns. On a successful save, the creature takes 2d6 Ryneston damage and is not affected by the Cursed Plume. This has a separate upper limit of 2 for creatures that are able to be affected by Cursed Plume.
But that's okay because we keep pushing
forgot to write, on a fail they take some ryneston damage
im tired
its 1 am forgive my brain fog
Damn! Nice
Unfortunately that’s all too common. Employers love ghosting people these days…
That’s awful. IP Law is also its own circle of Hell too, to the point where patent has its own hecking bar exam separate from the norms one
But yeah, that’s the common experience for the bar but 3 months long and the worst exam ever conceived of. It’s rough
What was the ultimate decision you made with re to damage typing
From before
flavour over functionality. keeping the special damage types for narrative purposes and ill add resistences and vulnerabilities when needed
also im gonna change the free foresight to advantage on saving thows and ability checks, and they have the effects of the spells, see the path and true seeing
That makes sense
I think that’s the simplest approach if you really want to add a new damage type. Which, btw, does have mechanical benefits that I didn’t think of when we talked about it before: toll the dead (necromancy coded as necrotic) doesn’t affect shadowfell entities (shadow magic coded as necrotic), as a way of example. A new damage type avoids unnecessary and frustrating unintended situations like that, but it also makes more work for you unless you can streamline it
Which it sounds like you did before
With everything not resisting it or being vulnerable to it except its counterpart and the respective damage type itself
Another example: starry wisp doesn’t hurt celestials despite conceptually you’re hitting an angel with starlight instead of holy energy but it’s all radiant in the end
tbh only the opposite alligned creatures really interact with each damage type so i dont have much work. They are somewhat recent additions to the world and other creatures dont rely or interact with it daily unless they live in an area with a Ryneston Flux or they are born directly of the power
Since this is a spell caster you can just say your spell save DC instead of having to put your entire DC there.
Say 2 rounds not two turns. 2 turns would basically be individual characters. Rounds implies the entirety of that creatures turns.
The ability modifier debuff on enemies probably not fun for the DM to calculate so I would change that to maybe just a simple damage debuff or something.
Very good point too
OH I GOT IT
My evocation Wizard 10th level replacement
Bear with me this was just an idea that I literally just had
And it’s unorthodox
isnt it just -1, -2, -3 or -4?
Redirecting spellfire back
Yes, I know that’s abjuration and all…but you could argue you understand evocation so well you can redirect stuff back at enemies
The other idea I had was infusing raw magic into the spell so it basically does 1d10 force per spell slot expended (maximum of 7th level)
delayed blast fireball with this....
Oh geez
No so you expend an additional slot up to 7th level
Depends on the ability score you are effecting. If you target Con for example that's literally manipulating the creatures maximum HP.
right
all besides CON then
The slot you use for the spell itself would be up to your PB or a cantrip
Looking for opinions on an uncommon or weak rare tier item that allows a person to administer potions at range. No attunement. Is 120ft range too much? Should I keep it at 60?
Otherwise the other idea I also had was being boring and making the effective level 1 level higher despite you expending the lower slot (yes this means you can upcast a thing to 5th level for overchannel and it gets treated as a 6th level slot)
Dex effects AC and finess weapons.
Int/Wis/Cha their spell casting modifiers and saving throws
Strenth their weapon damage. ETC>
But keep in mind that enemies don't scale the same way. A monster losing 2 in STR is still dealing the same damage generally
the humble throw action
So I would just make it a general damage debuff or something
There is no such action 😔
Interesting idea
Keep it to 60 feet I think
bg3 lied to me
I thought there was? Or is it just a normal item interaction action to throw it
how woudl you suggest a damage nerf?
Potions have no thrown interaction by default, other than using them as an improvised weapon (does not heal)
the attack's damage is reduced by 1 die?
10th Level: Lodging Plume
You may, as a reaction or bonus action, expend a Phoenix Feather to implant a Cursed Plume onto a single creature you can see within 45 FT. The creature chosen has to undergo a CON saving throw with your spell save DC. On a failed save, you may choose from the following effects to take place:
The creature has their movement speed reduced by 15 FT for 2 turns; The creature has disadvantage on all attack rolls and saving throws for 2 turns; The creature has their damage dealt reduced by 1 die if possible, or if the attack deals only 1 die of damage, that damage is halved. On a successful save, the creature takes 2d6 Ryneston damage and is not affected by the Cursed Plume. This has a separate upper limit of 2 for creatures that are able to be affected by Cursed Plume.
You would put however much the debuff would be. Could be like... equal to your character level or a flat dice or your Int score
Also I will say, the reaction needs a trigger. So it needs to be a reaction in response to something specific like... "When another creatured does X, as a reaction you do..."
So maybe just make it a BA
k
Has anyone had a look at the subclasses?
I'll look at the subclasses in a bit. I'm at work currently
Heck, I might make the effective level feature the 10th level feature, upon further consideration. Problem solved I think
What have you published so far?
Because being credited in things is the path to corporate hiring process. Also getting in touch with people and going to them in person to interview them on how the process works at that level is a good way to go pro. Conventions are the best way to network like that but ya gotta buy people alot of drinks and do the charisma social game to get on the mind of people at all. Then leaving it open ended to be like “ah, yeah I am working on a book, but if your sure you want to look at it, if it's not hard for you… I can email it to you… here, enter your self” (hands e-mail app with address send to open)
It's sooo much legwork to get to the point where someone who matters and will care about YOUR work, and that YOU are valuable to have on a team that gots paid to do something.
When it comes to design it comes down to what you have created and that it can be absorbed by the people that are the filter you want to work in.
That's why I think the AI formatting of rules as of late to reduce the number of words and density in a book or any whittin work to the point you can fit more in it is bonkers for the hiring process.
How do you gage if someone knows the content if they can't already see why it needs to fallow your industry standard? It's just assumed that you can correct for that with AI.
So you need to be have already been prevetted by people and come with a few letters of recommendation just say “ah… yeah it seems like this is what you need here, these people said that Im the one for the job because I can do (X+YZ) about that.” at an interview and be right on the money about knowing the job better than any other candidate, along with industry terms and what to do.
Pro design is no joke!
Well all I have done are homebrews and such. I haven't sold any products or published to any websites outside of like... Homebrewy and such. I would love to sell my works if possible but i'm unsure about the process and legalities about it.
I would love to do game design work for a company.
Ive made a lot homebrews like a class, subclasses and spells.
So! My wizard fix document will have:
-evocation variant (described above)
-abjuration wizard variant, slight change for arcane ward getting an AC/ST roll bonus and some additions to 10th level feature which improve the new spell Backlash
-savant features from 2024 backported to 2014 AND lets you pick other class’ spells too in that same school
-illusion wizard’s improved illusions eschew the need for v and m components completely for illusion spells
-a new level 1 feature that lets you pick another cantrip and cast non-verbally, but also lets you pick another class’ spell list to be considered as wizard spells for you
The last one is intended to mirror the holy order/druid equivalent features 2024 introduced
Frankly I would just nuke verbal components and make them only applicable in spells like command, suggestion, silvery barbs, etc.
Something something winGAAAARdium levIOOOOOOSAAAAAHHHRRR
They’re just so hecking campy lol
Bards having v components makes sense I guess
Wizards maybe as a training tool
Sorcerers definitely not
Just a minor hot take personally from me tho
I’m the opposite personally
Somatic makes literally every character suspucious immediatley
To me there is something so cinematic about throwing a lightning bolt from an outstretched hand like Skyrim
Yes but counterpoint it’s cinematic
counterpoint, erm actually
Counterpoint to your counter counterpoint: it is still ABSOLUTELY CINEMA
i cast counterspell
I counterspell your counterspell
And I cast backlash if that fails
Or the visual of a mage throwing up a glowing ward/shield from his hand
chef kiss absolute cinema
Unironically I love this
They just jojo pose and the enemy immediately dies
But this is why I said V components should be limited to spells like command or suggestion
Where a spoken word is inherently necessary to the spell
a v component iirc is how you move the strings of the weave in place
Dominate person is more like Imperio but command is not, it’s forceful exertion of will through a spoken word
Again this makes sense for bards
but all magic uses the weave
I cast Karsus Avatar and become the god of custard damage
i really want to make a class around custard damage now
Personally, what I would support is revising every single spell that has a v component and removing it if it isn’t inherent to the spell itself (e.g fire bolt) but keeping it if it’s something like suggestion or command or power word: kill/fortify/etc.
And then for bard giving a tools required like feature
blueberry + custard damage = yummy damage
Where every spell requires incantations or vocal inflections
Garlic bread domain cleric energy here
First having an LLC to do creative stuff under, as not get personally sued. And that's where the checks for all your employment are sent, checks that you get paid for anything, and give your self your own salary…
Then ideally you send that “salary” to a trust that takes care of you for (tax reasons). But it's optional and only of use once you have already been in the line of work for some time.
Then to sell your homebrew as 3rd party the social groups you need to edge into is youtubers and known designers that are willing to do an interview about the game creation process and you ask HOW that could happen and what would not be hard to fit in with peoples schedules, people love talking about their work…
Then it's about learning the professional process of game design as you get in touch with these people, but I really would suggest a convention at some point. classes on game theory, game design, some psychological terms I personally know for a fact that come up in corporate work with games is things like “flow”, “skinner boxes”, “social behavior”, “schemas”, and “conditioned responses”.
Some social statistics might help too…
Anchoring knowledge in industry terms gets you hired much faster, and getting in the community that is professional and getting published is the big first step in any field.
That's how you turn homebrew into “3rd party”
You need to be a “party” in the first place, or work with one of those 3rd parties and get on the credits list, even if you don't get paid much at first. (or anything paid material value like money in your pocket is just a bonus because you are building that Resume/LinkedIn and contacts)
making homebrew is a nice hobby, but a new job is a major life choice....
Thank you for your wisdom wise Wizard
I mostly homebrew as a hobby currently. If I were to start publishing it would be a side gig until it became a more stable thing
Aura of Shattering Ice
7th Level Oath of the Wardens Feature
(Rough write-up) When a creature within 5 feet of you of your choice has their movement reduced and are critically struck, they are stunned for a round. Once a creature is stunned this way they can’t be stunned again until they finish an LR.
How’s the balance on this feel?
If you are using my this on enemies, enemies don’t take LR’s like players do. You would just say for the rest of the day
feels weird since 7th level is usually an aura
Yeah, feels like proper DND wording though. “Rest of the day” feels funky
this is kind of one but it has different range
Oops, you’re right. It should be 10 feet! Didn’t mean for it to be an outlier like Oath of Heroism
why do you have to reduce movement speed AND crit them?
should say it becomes 30 at 18 then
You can just clarify “creatures in your aura”
Power. No save against the Stun.
Slightly related, this is part of my support class compendium that emphasizes synergy in character creation.
There’s a Channel Divinity option I’m working on for them that also slows
Remember that as is, if it only works on crits that means the feature doesn’t do anything 95% of the time.
Now you have added ANOTHER layer on top of that
So this will only ever work less than 95% of the time
Additionally, it can be other creatures that critically strike enemies in the aura, it doesn’t need to be you.
tbf it works on all attack rolls
fairly swingy, but the wording isn't quite there
like, can you crit someone and then ray of frost them after?
I’d say that if the creature needs to be slowed first.
id change the wording to reflect that
That doesn’t change the fact that the feature doesn’t do anything 95% of the time at least
im not that much of a fan because it can feel like youre setting up for something completely based on chance
Not unless the subclass has a way to crit fish
if your 4 allies attack the same thing
say 2 have multiattack
its a 1-.95^6 chance per round
instead of 5%
Aura of Shattering Ice
If a creature of your choice within 10 feet of you that has their movement reduced is hit with a Critical Attack, they are stunned until the start of your next turn.
At 18th level, the range of this Aura increases to 30 feet.
You must finish a long rest before you can use this feature on the same creature again.
I’m glad the consensus is that it’s not too strong, I can add power budget into other areas of the class.
Is anyone here familiar with the anime Hunter X Hunter?
cool idea, my only worry is casting Hold Person and using that to stunlock someone forever
The last part of the feature reads that you can only stun a creature 1/long rest.
oh i see, sure
I would be very careful going down whatever route youre trying
Hxh power systems do not fit very well at all into dnd
I just wanted to know what class you would consider Killua? Ignoring his nen stuff
Just his assassin training and stuff
Even with all his unarmed stuff?
I’m wanting to make a subclass based off Killuas stuff
So I was trying to decide whether he fit monk or rogue better
With homebrew/flavor on the unarmed strike and sneak attack
His entire story is he was raised by assassins to assassinate
Unarmed fighting style rogue subclass it is
i feel like his nen doesnt fit either class
You could make a monk subclass around it
Ignoring the nen stuff
But hes the definition of assassin
Just his assassin training
Nen=arcane trickster
Flavor booming blade as lightning or whatever
none of the spells you get as one would be fitting i feel
I saw someone say his nen stuff could be ascendant dragon monk
But I’m making a homebrew subclass based on his assassin stuff and features from the anime
Rogue also just sorta fits his character
Good with people but edgy, wants to run away if outclassed, highly mobile
Oh yeah. Realistically he would be a multiclass probably
General jack of all trades ability (dude does all the planning almost for gon and him)
Channel Divinity: Chilling Smite
As a Bonus Action, you can ensorcel your attacks with an icy curse.
For the next minute, when you cast a spell with Smite in its name, the damage of your attack is changed to Cold damage and applies Ichorous Ice.
Creatures with Ichorous Ice are Critically Struck on rolls of 19-20 and have their speed reduced by 5. Once a creature with Ichorous Ice is Critically Struck or finishes a Long Rest, they are no longer considered to have the condition and are immune to Ichorous Ice until you finish a Long rest.
Barbarian? I think I can kinda see that
I think Ranger fits him better though with his ties to nature
Dudes entire thing is he gets swept up in his emotions and punches people
And he used to fight with a fishing rod
His rock paper scissors punch can also be a smite
(You can unarmed strike smite in 2024)
Oh yeah
The new Paladin subclass too has unarmored defense too
That’s kinda based
Anyways. I’m gonna make an unarmed fighter rogue assassin subclass of some kind
Honestly paladin fits gon the best, in every sense
I have an idea of how to go about it
how much history do yall like to see in books? the setting is a a tavern\backrooms theme and I've got one page onw how it was found and how it came to be a tavern.
How relevant is the history going to be in this campaign?
it's more of a setting than an dventure module
Id say the question still stands
i think i'm goood then. I don't know how else to expand on it withut getting into the nitty gritty stuf that probaly only I care about lol
Just explain if the players seem interested
this is something i'm writing though lol so there are no players
If the races have any homebrew lore then you should present that to your players.
wll itsnot jsut for me lol this is getting put on the market lol
I'm just tryingto gauge what feels like enough
Alright if it’s going on the market to players you should let them know about any changes from the canon and default FR setting that would impact character creation.
Heya! I'm working on making Ultron's kit from Rivals into an array of artificer spells. Starting off with Encephalo-Ray, Ultron's left click, and turning it into a cantrip. I've tweaked it a bit, but this is the final result. Wanted to hear any thoughts or criticisms
A crimson beam of sizzling energy fires from the palm of your hand toward a creature within range. On a hit, the target takes 2d4 fire damage. Whenever you roll a 4, the energy of the beam overloads and causes an explosion in a 10ft sphere originating from the target. All creatures within range of it take an additional 1 fire damage.
The spell's initial and explosion damage increases when you reach 5th level (4d4 & 2), 11th level (6d4 & 3), and 17th level (8d4 & 4).
Although I know nothing about Rivals, I quite like this as a cantrip. It feels balanced and well scaled
Just one question. When you "Whenever you roll a 4" is that on the damage dice? And if so, does that mean that you could have two explosions from one beam since it's 2d4 damage?
Yes, I should specify its when rolling damage. So you can have multiple explosions, if you're lucky enough.
The Maiden
Large fey, Lawful Evil
AC18 (Natural Armor)
HP264 (23d10 + 138)
Speed40 ft. (hover)
Initiative+9 (19)
MOD SAVE MOD SAVE
Str 26 +8 +2 Int 19 +4 +4
Dex 12 +1 +9 Wis 27 +8 +15
Con 23 +7 +13 Cha 17 +3 +3
SkillsArcana +21, Nature +21, Perception +15
Resistancesnecrotic, acid, psychic
Immunitiescharmed, exhaustion, frightened
SensesTruesight, 120ft., Passive Perception 25
LanguagesCommon, Elder speech
CR21 Controller (XP 33,000; PB +7)
Traits
Turn fate (3/day, 4 in lair). When the fate hag fails a saving throw she can choose to succeed instead
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Astral self. The maiden’s lower body is sickly and distorted from birth, rendering her immobile, to travel she has to project her upper half, as if by the astrall projection spell.
Burning strands. If a restrained creature suffers any fire damage, the restrained condition ends.
Actions
Multiattack. The hag makes two Cutting threads attacks and uses her Wave of fate ability.
Cutting threads. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 21 (3d8 + 8) slashing damage. Hit: the target is grappled, while grappled in this way a creature is restrained by the hag (escape dc17).
Wave of fate. Dexterity Saving Throw: DC 23, each creature in a 60-foot Cone. Failure: 32 (5d12) Slashing damage. Success: Half damage. Failure: the creature is restrained and has disadvantage on all d20 tests, till the end of the hags next turn.
Change fate (1/day). The fate hag makes a Cutting threads attack against all creatures within 120 feet of her. A creature hit by this attack must reroll Initiative.
Innate Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 23): At will: Web, bless, Hypnotic Pattern, Vortex warp, Dispell Magic, Legend Lore.
2/day each: Dominate Person, scrying, Synaptic Static, Bestow curse, Bane, Divination, Greater invisibility.
1/day: Foresight, Imprisonment, Astral Projection*
Bonus Actions
Stranded puppet. Constitution Saving Throw: DC 23, a creature restrained by the hag within 120 feet of her. Failure: 14 (4d6) slashing damage. Success: Half damage. Failure: The Fate hag forces the creature to make an attack against a different creature she can see within range.
Reactions
Strands of fate (6/Day). Trigger: When a creature within 60 feet of fate hag rolls a D20 Test. Reaction: Instead of rolling, the roll is replaced with a 1 or 20. The creature must use the new roll.
Legendary Actions
The Maiden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The night hag regains spent legendary actions at the start of its turn.
Cutting threads. (costs 1 action). The hag mkes one Cutting threads attack
Cast a spell. (costs 2 actions). The hag cast’s a spell from her at will list.
Looking for feedback on this arch fare hag i made
Im going to use a homebrew race in an upcoming dnd game and from that race i gain the dragonborn breath weapon ability. But I want to change it if other players are going to use dragonborn. Anyone got any ideas what kind of ability i could change it into?
If you still want a damage option, you could give a cantrip
hmm yeah that could be a solid option
Like fire bolt or something or whatever cantrips gives a damage type that fits the species the most
though im playing artificer so i already get two cantrips
and artificer can have the firebolt cantrip
That’s the species you are going? What’s the species itself?
And you could have the artificer take a 1 non-damaging cantrip. Something a bit more utility or roleplay focused
this one species i found on dnd beyond named Draconic warforged
Is it based off any specific colored dragon?
i can choose from poison, acid, cold, fire and lightning
Then yeah, I would either pick a damaging cantrips that fits your damage type. Or, something like Mending since it’s a warforged
also it can change the damage type/resistance on a long rest..
oh but then i could make it change the cantrip damage
That’s kinda cool
Can change damage type of cantrips to one of the following options: XYZ
Lightning bolt
yeah that could be kinda cool
@cerulean seal so I need your opinion on something for my Death Cultist Class's gimmick: My friend (Who's played DND for 10 years) recommends that the spell slot requirement be replaced by my soul mechanic (Fireball is a 4th level spell therefore it costs 4 souls) however he could not come up (least what I remember) any benefits for using these souls instead of spells slots; what do you recommend?
I wanted to make it where your spells are upgraded the more souls you have
But that's just his opinion
I would need to see the class and what exactly goes into getting the resources and what else that resource can do.
However I thought about it and it seems too complicated
Difficult for me to say without context
Tbh lemme take a shower then tell you brb
Interesting thought: Therianthrope. Animal race type that utilizes a human form but has an ability similar to druids that allows access to a full animal form. Similar to werebeasts, but this is freely controlled. Trait bonuses should be distributed based towards racial features ( wolves get +1 Strength and +2 Dex, Etc.) Shapeshifting can be done once a day and requires a long rest to recharge. Shapeshifted form Should be locked to a Dire form based on animal type ( Continuing with example, Wolf Therianthrope shapeshifts into a Dire Wolf, Gains temp health based on a dice rolld centered on bonus roll for traits)
The animal lords in the new MM have a similar mechanic
They have their base humanoid form and then can transform into big full animals forms
You could probably take the mechanic and wording and just nerf it to fit a species
The idea is that it becomes a conglomerate of species reflecting a species trait, which fits better in my world building I am working on. I currently have Beastmen ( anthropomorphic animal hybrid with heavier trait bonuses), Therianthropes, and Demis, people having a much more human appearance with a few animal traits sparsed thoughout. There are also humans, elves, Godlings, and avatars sparsed throughout the land.
So essentially: At the end of combat (or just not in combat) you may try to extract the soul of a dead body (1D10 greater than or equal to 5 will succeed basically 50/50). If successful: You will get the soul and increment your soul counter by 1
That's the 1st part of the gimmick
The 2nd part is how to use them (as stated before)
So I do think you are going to potentially run into a design issue called the “Bag of rats” dilemma. Basically you can target very small, easy to kill creatures to farm souls and hold onto them for the purpose of this class.
You might want to limit it to only humanoids or some sort of limit like “creatures with an intelligence score of 5 or higher” or something
And a limit on how many you can hold at once.
15 was decided to start with getting more max as you lvl up; up to 30 max
Yeah, you just adjust depending on how powerful the resource is.
Monks focus points go up to 20 I believe
The problem RN is how to use those
I'd like to just spend them for different effects: However monk already does that so tbh I want to go with this idea
@cerulean seal do you have any recommendations for what the advantage should be for using this soul system rather than just the regular system
?
In your mind, what do you picture this class using souls for? Like what’s the fantasy you are trying to sell?
A soul king sort of thing? Controlling souls and manipulating them for power?
Is there a specific character you are picturing this class representing?
Because what the resource does all comes down to whatever fiction and themes you are trying to depict
Fortunately I remembered this and made some flavor text:
Flavor Text: Ever since your birth you have been very interested in the gods/goddesses of death: Bhaal, Jergal, Myrkul, Wee Jas, even Kelemvor you were interested in; especially with their abilities and power that they hold over mortal life. You worship them day-in and day-out until Kelemvor reaches out to you in your mind and offers you to be a Warlock under his power.
Are you impressed by the amount of research I did?
Been a while since I posted here. Here is one of my newer takes on a spellblade. Kinda supposed to be a bit on the weaker side just to be fair.
https://docs.google.com/document/d/1K4Ztf-12Pw4L7cu_PW51uAOEA2JusODB6mn6ZZDyoTI/edit?usp=drivesdk
Circle of the Feywild Druid!
I'm back with more homebrew and I'd absolutely love some feedback on it. Positive feedback and harsh criticisms both are welcome - im wanting this subclass to be on par, or at least close to par, with the stars druid - though it has more of a 'party face' and 'control' lean, instead of damage+healing and all that.
My biggest concerns are the Fey Aspects for the Fey Form feature - i have a feeling that these are busted strong for 3rd level, and would love alternative ideas.
Similarly, I want to know if the Fey Spellcraft and Glamour Points feature is just too much.
TLDR: I love this subclass i made and i hope you do too! Now, please shoot it in the head with feedback and ideas on how to balance it because i have a feeling that its stronger than I want it to be.
https://docs.google.com/presentation/d/1-yvfnffFPFIgbTJMkLKJONuHb1IOoCRvzenvZYMLxmA/edit?usp=sharing
Boing Boing Sword
Attacking someone with this sword deals 0 damage.
You may use this sword to block 1 physical attack regardless of damage per long rest.
Is this a warlock subclass or a full class?
Subclass
Gotcha. I misunderstood and thought this was for a full class
So idk if I could do specifically the approach of… you spend souls to get extra pact slots.
Pact slots for Warlock are very powerful since they automatically upcast to the highest spell slot you have access to.
I would maybe have the souls be able to be spent to buff your existing spells or cantrips or maybe gives you some other features you can use regularly
Ye that was my original idea
Warlocks tend to be very subclass reliant on giving them things to do due to having so little pact slots. So you’ll want the main feature to be something they can use often
Pact slots? Is that uhh Arcanum or the Invocation Options?
So warlocks don’t use normal spell slots. They use pact slots.
They are called that since they don’t function like normal spell slots. You can use pact slots for any of your prepared spells but the cast spell automatically upcasts to the highest level you have access to
They are very powerful which is why they get so few
Ah so basically if you have fireball or Hex: It would automatically cast fireball instead since it's a higher level?
No
Doesn't Magical Cunning already do that though?
Once per Long Rest
Basically you can pick to cast whatever spell you have prepared. But say you cast Fireball but your warlock level is like… level 15. It automatically upcasts to be cast as if it was 5th level.
Ah so you spend a 5th level spell slot to cast a 4th level spell?
always have been
Oh you know what I mean
Basically think of it as if every spell slot you have automatically upgrades as you level up but you can still cast any of your prepared spells you want
I'll ask Google to simplify pact slots
You cast a 1st level spell as a 5th level spell automatically basically
For no additional cost
Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.
So for example, if a level 15 fiend warlock decides to cast Burning Hands, a 1st level spell. Because their pact slots now count as 5th level spells, the Burning Hands is automatically cast as a 5th level spell and deals a bunch of extra damage.
Yes but what does that exactly mean?
Extra damage?
it means exactly what it says
Go read a spell that lets you upcast it. Usually it’s extra damage. Some let you target additional creatures. Etc.
Different spells have different effects when they upcast
Burning hands I think is the most simple example
Ok so you just upgrade all your spells with these pact slots
just go read the rules of the game
Yeah, every time you cast a spell it automatically upgrades to the highest level your warlock level gives
because those are the only spell slots you have
you just straight up don't have lower level spell slots like other casters do
0_0 Fireball does 8D6 with an additional 1D6 in being upcasted? I can see why you don't want to be stuck in a cramped room with a wizard
... if youre new to the game, may i reccomend learning the game first before delving into homebrewing
exactly what I was going to say yes
Eh done it thrice, all 3 went fine
Besides it's also a dummies guide in case I ever want to play as a warlock
https://docs.google.com/document/d/1UxwI-DO1xNG2xItynT1ibooew1Am44dJhY3Jnco3xv4/edit?usp=drivesdk
Something you are missing in your notes that makes Warlock special from other spell casters too is that they get ALL their pact slots back on a short rest. Unlike other spell casters
Meaning if you are a high level warlock throwing fireballs at 5th level, that’s 8d6 + 2d6 fire damage from the upcast. You can cast this multiple times willy nilly and then short rest to do it all again
The fact that your pact slots grow over time is so useful
I've already updated things from this lol
Feywild Druid! https://docs.google.com/presentation/d/1-yvfnffFPFIgbTJMkLKJONuHb1IOoCRvzenvZYMLxmA/edit?usp=sharing
Feedback appreciated! :D
Thoughts on this feat for a fire version of Cold Caster?
Flame Caster
General Feat (Prerequisite: Level 4+)You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Cantrip. You learn the Produce Flame cantrip. If you already know it, you learn a Wizard cantrip of your choice. The spell’s spellcasting ability is the ability increased by this feat.
Ignition. Once per turn when you hit a creature with an attack roll and deal Fire damage, you can temporarily ignite the creature. The creature starts burning for one minute.
Also does this need additional wording so that the creatures minute of burning doesn't get refreshed every turn you deal fire damage to it?
prolly, maybe just say "if the creature is already burning, this does not reset the 1 minute duration"
or something along those lines
id greatly appreicate people's feedback on this fighter subclass i made (abit inspired)
Battle Builder (Fighter):
https://docs.google.com/document/d/11h3Hsan7pJ9dCesCKivlWAwM7n1RuPyIePAHZNm5w_g/edit?usp=sharing
https://www.worldanvil.com/w/world-1-fpan15/a/the-blessed-article Just linking the updated Class, any feeback on specifically the subclasses are very welcome!
how do we feel about spending a Ki/Focus point to make an unarmed strike, it deals no damage (and cannot shove/grapple for 2024), but reduces targets AC by half WIS mod?
limited by Wis mod per lr
for the main gimmick of a sub (aka 3rd)
Half WIS mod is gonna be hardly anything on a 3rd-level standard array or point-buy Monk
Chances are WIS will only be +3 at most, and half that, with 5e's standard "round down" rule, will only be -1 to AC
oh right forgot round down, hmmmm
You could probably just go full WIS mod, honestly
And even just have it work on a hit with a regular attack
Have it work like stunning strike. You land a hit, spend one focus point, force a save, and BAM, reduction by WIS mod
The question is...what kind of save should it be
im remaking an old sub of mine for 2024, that was the gimmick, which was a CON save but half PB reduction
i didnt really want that as its kinda conflicting with SS
So that gives the player interesting choices to make
ig
And depending on how long the reduction lasts, could actually work together with stunning strike
Have it be until the end of your next turn, so you land the AC reduction, and on your next turn you're more likely to hit, improving chances of landing stunning strike
well, its craving the targets armor, so alot longer then that lol
hence why it was half WIS mod so it wasnt too too bad
well, permanent aka if you take a long or short rest, the target regains it
Is there a creature that turns to stone in sunlight (or triggered by another effect) I could copy the trait from?
Hmm wondering about something for a sanguinemancer samurai... like a katana
Looks good so far. I a few notes.
Ancient Flame: This feature is going to be dependent on how strong Phoenix Flare is. I personally don't think it should be tied to Plumes though and maybe instead treat it like Divine Smite. Make it its own feature, make this feature like... "You always have the Phoenix Flare spell prepared and can cast is once per long rest without expending a spell slot and..." so on. Then you can make it a core part of the class without needing to tie it to plumes.
I don't see a description on what phoenix flare does currently
Flaming Plumage: Maybe instead of doing this whole thing about false feathers, maybe just make this feature lets you automatically give yourself feathers to use like Sorcererous Restoration. Then you can avoid introducing a whole new resource that isn't really doing anything new or different.
Lodging Plume: I would maybe try and find a way to bring this online sooner. Getting to apply debuffs I think is a cool mechanic that should come online sooner and gives this class more to do functionally. Remember that statistically most campaigns end around level 12ish so you don't want something like this to come too late.
Undying Fire: I would also maybe bring this online sooner too?
i havent written the spells yet but i have an idea on what they do
Also I will say again, still too many features relying on plumes as a whole. 6 of the features you list all require phoenix feathers or plumes in some capacity
That's too much and too many. We don't need to tie everything to that resource
What do y'all think of these low level legendary monsters:
https://homebrewery.naturalcrit.com/share/J5duscOO2shA
https://homebrewery.naturalcrit.com/share/ZLRR03Q-z6Vf
i moved the evil plume to 5th level but now i dont know what to do for 10th
Im starting of my players at level 10, and one of my players is gonna be a pirate. The little bit of homebrew I want to give him is a shanty that gives a short term combat buff.
Energizing Serenade - If you and your crew spend 10 minutes singing this chant, the next time you roll for initiative, you and the participants receive +10 movement speed and are under the effect of Bless™ until the end of your first turn.
You may only use this ability a number of times equal to your proficiency bonus per long rest.
Thoughts? 🤔
Is this a subclass feature? Or a custom feat for him?
It's a custom feat I'm giving because he always put a lot of thought into his backstory and such and I like rewarding that behavior
That and everyone else has and hb
Might be pretty strong but probably fine.
Reminds me a little bit of the Inspiring Leader feat.
A bit yea. I think that if anything, I can reduce the move speed by 5
But a temporary Bless™ seems appropriate
If you cast a spell from your Blessed spell list, you gain 15 FT movement speed. This may occur once per turn. Would this be a good 10th level feature?
I think so
I reworked a statblock I made a while back for the Div to reduce its CR and get rid of unnecessary abilities. Anything I should tweak further?
The swallow ability isn't that common (Tarasque and Giant frog are the only two monsters I know with it, and they're on two entirely seperate ends of the CR scale) so I don't have a good frame of reference for how big the numbers should be.
unless you’re playing a skirmisher, you’re not in constant movement for this to be really effective
Thoughts on this Warlock subclass feature?
“When a creature targets you with an attack, you can use your reaction to invoke your patron’s protection. The attacker rolls a d20. On a roll of 10 or lower, the attack misses and has no effect. On an 11 or higher, the attack resolves normally.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.”
(Inspired by Kaze no stigma)
What level is the feature?
Just double checking, seems pretty weird how is worded, at least for me. Maybe giving disadvantage on the attack instead of the 50/50 chance
Unless this subclass is luck themed
K I added it; I just thought of another way to implement my warlock since the whole 'souls' thing is a bit complicated: Self-Damage for benefit; does anyone else already do that?
So this is the spell I've been working on, don't know if it is strong or weak:
Piranha Trap 3rd level conjuration
VMS needed Concentration required
Range: 60 feet
You conjure spectral piranhas in a 5-foot Sphere centered on a point within range. Each creature in that area takes 5d4 Cold damage. A creature also takes this damage if it enters the Sphere or ends its turn there or if the Sphere moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 3.
It's basically cloud of daggers, 3rd level, larger area and cold damage instead
Hmm… not another warlock I don’t think. Just remember that Warlocks are a bit frail so you don’t want to expend too many hit points
Ye I do imagine them as a long-range/utility guy; I'll use the soul concept, however I will also use the concept (souls replace spell slots), with the benefit of all your upcast spells increase in level the more souls you use (like Fireball for instance gets more 1D6 for every extra soul you spend)
Except you need 4 souls to cast it
I could also make soul harvesting guaranteed
Is that fine?
Maybe. I would need to see the full design before I could give too much input. Ideally giving the warlock extra spells to cast can be too powerful but depends on context
This is just Armor of Hexes from Hexblade Warlock but with limited uses rather than only affecting the target of your Hexblade Curse
even down to the idea of it being a 50/50 roll for it
Do yall have an emotion based gimmick for a boss?
Where like the players can manipulate there own emotions to change the tide of battle
I'm totally not trying to Omori btw
Is this rule written alright? Is it easy to understand what the intention is? @stoic minnow
Training allows you to pick and choose skills and features from other classes and accumulate that feature or skill from that class.
You can train in spells or class features. This training takes time and effort though, requiring a cumulative skill check equal to 10x the level that feature or spell was gained at (minimum 20). For example if a Paladin wanted to learn a Warlock’s Eldritch Smite, the DC= 50, as the warlock gets access to it at level 5. The DC does not pass or fail, it just adds towards the total.
Until gaining access to an ability, it can be used once per long rest and regardless of the ability it will require a roll on your part to use. A player may roll twice and add the both totals together over a long rest.
it very much is not
I understand it... It is complicated to understand.
how would you rewrite it?
I feel like you misordered a lot of things
Don't say extensive training in the middle for example, say it in the start
Hours of training allow you to harbor the class features of another class
...
general design philosophy wise you should write your feature in a way that a person will understand it after 1 singular read through
You can use as much text as you want to achieve that feature
You have a looot of flavor text with the actual mechanics all crammed into 2 lines
Yeha I had to read it like 5 times ;-;
i read it twice and was like nah
Try going
Flavor
Explaination(make it slightly better)
And example
Also no bonus?
It doesn't state what bonus you use to aquire said skill
Also eldritch smite wouldn't even work without warlock spell slots so bad example
is this supposed to just be a homebrew mechanic or an alternative to multiclass
alternate to multiclassing
It's a good mechanic but a lot to fix bud
... what are the numbers for this thing holy
level of feature * 10 is a lot. DC 30 is already hard to consistently hit
Anyways lower the DC or state a clear bonus, these numbers are impossible cleanly
Also considering some class features can be stuff like feats that could be insanely broken
its cuumulative. its not one single check its multiple checks
There should be a limit on how many tries
It should be smt like
DC of class features times x, plus that classes primary ability, can be used once per long rest
And as a gm you should try to not let them spam long rest
(To abuse this ability.)
Also to remove some class features, some just should not be paired with others
Also should still follow the min 13 score for primary ability rule.
Heya
Thoughts on being able this?
3rd level home brew class feature:
concept: You can attack whilst having sanctuary active.
[Sanctuary spell]
( https://www.dndbeyond.com/spells/2237-sanctuary?srsltid=AfmBOophVGADJ3kxSmSh3TVNI1Yz35z4N9RJQ0M9cuKNlbBovaE6F_V3 )
Smh it didn’t work. Idk how to link
mind if I ask what features should stay away from others?
Good one... Hm
Off the top of my mind I can immediately think of feats and proficiencies
also if it matters 2024 rules
(Both technically being class features)
ASI levels are indeed class features
I feel like just needing downtime, money, and a teacher would work better
Maybe a shared class feature from someone else in the team
The barbarian can learn divine smite from a paladin
The ranger can learn enlarge reduce
barb cant use it without spell slots
Etc.
and smite is a spell for 2024
Exactly .
that was the original idea. it would require more stategic class/subclass choices not necessarily the best
You limit spell slot amount for them because they shouldn't have Arcana in the first place
I feel as if here it's a lot more the GM's decision then a set amount of rules for everything
Well being able to spam it is a problem so your gonna have to do smt about it.
Simple DC changement won't work either way.
Back to my original question anyone have any ideas?
I don't simply wanna give them modes they can change to constantly that's just a constant buff
I want a way for it to like dynamically change
Crazy idea for my revision of my evocation Wizard variant:
instead of fusing empowered evocation and potent cantrip, stagger them and fuse empowered evocation into sculpt spell
Potent cantrip would just grant an int mod bonus to all evocation cantrips (one damage roll), 1/2 damage on save/suck cantrips, and non-verbal casting for evocation spells/cantrips.
Sculpt Spell would be renamed to Destructive Mastery, and be split into the two subfeatures formatting wise that archfey has where it would be empowered evocation (+int mod to all damage rolls of all leveled evocation spells, and a second int mod bonus to all evocation cantrips plus a bonus damage die progression, max of 5x total) and controlled spells (sculpt spell)
@stoic minnow @stuck raptor @fast cove does it look better now?
Hours of training allow you to harbor the class features of another class.
You can train one spell or class feature at a time, and you cannot train for feats or proficiencies.
To gain the chosen ability there is a cumulative skill check equal to 10x the level that feature or spell was gained at (minimum 20).
For example, if a Paladin wanted to learn the Rogue’s Sneak Attack, it’s a DC 20 Dexterity Check, as the Rogue gets access to it at level 2. The DC does not pass or fail, it just adds towards the total.
Until gaining access to an ability, it can be used once per long rest and regardless of the ability it will require a roll on your part to use. A player may roll twice and add the both totals together over a long rest.
DC *10 is way to high
Ooh wait.
its not a single ability check. its cumulative
It continuously adds it's scored until it reaches the DC?
In that case add way more dc
that is the idea yes.
"borrowing" features is a pretty busted ability that would ruin the fundamental mechanics of the game
more importantly how would subclass features work in this system
Also spell casting is a feature
I know.
the idea is that you would only be able to train abilities that your allies have.
let's say conceptually -
I play a paladin
learn sneak attack
learn Assassinate from Assassin Rogue
learn Dread Ambusher from gloomstalker
learn action surge for fighter
do you understand how monstrous a character that would be
a paladin that auto crits first hit with smite + sneak attack + 3 attacks a turn which it can action surge for a potential 5
I get it.
i dont mind the feature but you need to tweak the balancing a LOT
i would say make some kind of ability score requirement
maybe to learn sneak attack you need to roll a dex saving throw specifically
and low dexterity characters wont be able to learn those as fast
not a dexterity check?
characters that use dexterity often achieve saving throws of +7, +9 and so on
which is a considerable difference
Would it be better to say that the first ability learned needs a 13, the next needs a 15, 17, and 19?
sure but then you are leaving your character balance on LUCK
which is a horrible design choice
thats valid
if i was in a long campaign
and i was playing normally
while my friend somehow managed to copy action surge from me at level 3 because of a lucky nat 20
i would be mad
The intention was to make multiclassing a more collaborative/team centric thing.
yes and im not trying to dissuade you
just pointing out how in the current state of your idea, the feature works against your goal
I ask you how would you redesign it?
i wouldnt go this route personally
im already tired of characters that dip 1 or 2 levels into another class just to pick up an ability they want
and your idea encourages that
if you purely want the flavor of making multiclassing a collaborative experience the way i would go about it is -
let your characters multiclass normally when they level up, but give them the abilities on successful checks
say a fighter dips a level into paladin
tell him that he does not have enough conviction to manifest his oath - so he needs to go to a temple/whatever and roll a religion check before he gets his Divine Smite
dont change the DC of the check
they can reattempt it as many times as they want (thus they are bound to get the ability they invested a level to get)
but it is more collaborative
Hello i have a question i got an octopus trophy (beaks) from my last session and I was wondering what I could do with that other than arrows or possibly positions anyone got any ideas for a special homebrew wepon/tool/gear?
Some kind of grappling hook maybe?
Thats what I was thinking but to me that seems basic but that might be the only thing I can do
Is it alive still? Maybe you could make it i to a sword with reach
Oh you said beaks. Nevermind thought you said one of its tentacles
Thoughts on this?
Warlock subclass 3rd level feature:
Reference: Sanctuary
Sacred Ward
Starting at 3rd level, you can ward yourself against hostile intent. As a bonus action, you invoke a sacred ward that lasts for 1 minute, or until you are incapacitated.
While the ward is active:
When a creature attempts to make an attack against you or target you with a harmful spell, it must first succeed on a Wisdom saving throw against your feature save DC (8 + your proficiency bonus + your Spell modifier).
On a failed save, the creature must choose a different target or lose the action if no other valid target exists.
On a successful save, the creature may proceed normally.
Reference: Sanctuary
Its all good lol
If this pertains to me if it helps im a tabaxi rouge.
No number of uses? No concentration? So a permanent concentration-less sanctuary? Too strong
Ooops once per short/long rest.
i don't really think there's anything more interesting you can do with a squid/octopus beak than the ideas you've already had tbh
is there anything preventing the caster from attacking while the ward is active?
or is it 10 turns of being untargettable outside of a wisdom save
hey is this balanced for a Paladin's Level 3 CD?
As a Reaction to taking damage from an attack roll, you can expend 1 use of your Channel Divinity to make an Attack of Opportunity. If this attack hits, the enemy has Disadvantage on Constitution and Dexterity saving throws for 1 minute.
no,
so k ill rework it
so you have 10 turns of effective invulnerability if the opponent has low wisdom? there's a reason sanctuary is breakable
and also, what's stopping you from just giving your warlock the sanctuary spell? your feature and the spell seem mechanically identical
yeah
the only is difference is that you could attack whilst using sanctuary.
Idk whats wrong with my typing today...mb
like i said, there's a reason sanctuary is breakable - you sacrifice your ability to attack in exchange for the enemy (possibly) sacrificing theirs in return
an unbreakable sanctuary seems a little busted
no worries
Heyo
i am once again looking for some advice on the opt ions for the homebrew on DND Beyond
also hi isle, hows it going
#ddb-support may be better help? this channel is mainly for creating homebrew stuff rather than the ddb side of it
it is going good
i just want to know how to make a roll for an action a d20 +4
like a flat +4, the option i see can do so with damage, b ut i don't see for the roll
click on the +4
Hmm I was thinking If i made it require concentration and your reaction will it then be balanced?
concentration may make it slightly better although there's still the issue of you being able to make attacks while being effectively invulnerable against enemies with low wis
in a fight against gnolls, who have a wisdom modifier of like -4, you'd be unhittable for 10 turns if you had a high save DC
making the sanctuary break if you attack or similar would fix the entire thing
also, what level of play are you giving this out at?
ahh yes, i thought of the same thing
3rd level first class feature
so what's the issue with just adding Sanctuary to your warlock's spell list, castable without a spell slot once per day?
So to balance it maybe "You can use this feature a number of times equal to your char modifier per short or long rest."
cant take actions
was really the only bit
oh also
regardless of the amount of times per day you can use it, there's still the issue of being untargettable (besides the WIS save) with no drawbacks for a full minute
amazing point.
would making it instantoues and reaction based be ok?
i think you're missing my point - what would any kind of reaction cost change?
hmmm
my advice is, ESPECIALLY at lower levels, give some kind of drawback to being untargettable. Sanctuary's drawback is that you can't deal damage without breaking it
*cant damage
thank you
noted 👍
i have a question
we're playing in a homebrew world with 5 "countries" one of them is an expansionist state that is actively researching "forbidden" magic
early on we got a magical pool that could be used to transmit a message to every person in the continent we're playing in
what could we say to make that expansionist country an enemy of all?, just the truth that they're researching forbidden shi?
im thinking of using propaganda to claim they're using said forbidden magic to resurrect a world ending being
holy wars are an option
they're already in a war with the 2nd superpower
but we desperately need them to lose their crucial ally , a nation of wizards and artificer supplying them with magical tools
-# i will have to say, this channel is more for homebrew mechanics
the thing is, they might actively be researching the forbidden with them
im so sorry
is there a more appropriate channel? 😭
#dm-world-building i suppose?
sorry again
thank you isle 🫂
it is okay
no worries
And thank you everyone for trying to keep things generally on topic and helping folks find the best channels for a topic - you're all so helpful and we appreciate it!
NP. im too OCD for this 
Im making a small monster that can use its action to prepare an attack, and on its second turn unleash it by lunching itself at an oponnent
Im gonna put 5-10 of these monsters against my party accompanied by a babilith and a couple of phase spiders
Players are level 15
angry birds statblock
How muc hdamage should chuck deal ?
they gonna have like 10-20 hp
i've never played past 8th level, so i'm the wrong person to ask haha
aight
Stalker
small monstrosity, unaligned
AC14
HP15
Speed60 ft., climb 60 ft.
Initiative+6
MOD SAVE MOD SAVE
Str 8 -1 +2 Int 6 −2 −2
Dex 20 +5 +3 Wis 10 +0 +0
Con 12 +1 +1 Cha 6 −2 −2
SkillsStealth +11
SensesDarkvision 120 ft., Passive Perception 10
CR5 (700 XP; PB +3)
Traits
Spider Climb. The spider can climb walls and ceilings without making ability checks.
Web Walker. The spider ignores web movement penalties and knows the location of creatures touching the same web.
Actions
Multiattack. The spider makes stinger attack, or uses stinger lunge.
Stinger. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (1d10 + 5) Piercing damage plus 9 (2d8) Poison damage. On a critical hit the spider attaches to the target, and can be removed as an action with a dc 13 atchletics check. While attached to a creature the stalker makes his stinger attacks with advantage.
Stinger lunge. The spider prepares to lunge at an enemy. At the start of its next turn it lunges up to 60 feet to a creature it can see within range, and makes a stinger attack with advantage. If the attack hits it is a critical hit.
what do yall think ?
feels too squicshy for a CR 5
defensively, it reads like CR 1/8
and ofensivly ?
im also not sure why it has MA if it has to pick between either
thats true
CR 1 for offense. So averaging 1/2?
yeah
so i should make dex higher ?
its same PB scaling as players
if i make it cr 1 pb is +2
yes
hey is this normal for a Paladin's lvl 3 Channel Divinity?
As a Reaction to taking damage from an attack roll, you can expend 1 use of your Channel Divinity to make an Attack of Opportunity. If this attack hits, the enemy has Disadvantage on Constitution and Dexterity saving throws for 1 minute.
so with expertise, it would have +9. Which is already high. If you want it to be "higher", give them what the Mimic Hoard has for indistinguishable
Stalker
small monstrosity, unaligned
AC16
HP15
Speed60 ft., climb 60 ft.
Initiative+6
MOD SAVE MOD SAVE
Str 8 -1 +2 Int 6 −2 −2
Dex 22 +6 +3 Wis 10 +0 +0
Con 12 +1 +1 Cha 6 −2 −2
SkillsStealth +11
SensesDarkvision 120 ft., Passive Perception 10
CR1 (PB +2)
Traits
Spider Climb. The spider can climb walls and ceilings without making ability checks.
Web Walker. The spider ignores web movement penalties and knows the location of creatures touching the same web.
Actions
Stinger. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (1d10 + 5) Piercing damage plus 9 (2d8) Poison damage. On a critical hit the spider attaches to the target, and can be removed as an action with a dc 13 atchletics check. While attached to a creature the stalker makes his stinger attacks with advantage.
Stinger lunge. The spider prepares to lunge at an enemy. At the start of its next turn it lunges up to 60 feet to a creature it can see within range, and makes a stinger attack with advantage. If the attack hits it is a critical hit.
better ?
I'm trying to nerf a variety of existing spells that are disruptive and game breaking for building an exploration focused campaign, figured I'd post some of the spell changes I'm brewing here for feedback.
**Wind Walk. **After reverting to its normal form after being effected by this spell, a creature must make a Constitution saving throw against Exhaustion as though they had just stayed up for 24 consecutive hours.
Transport Via Plants. Both the living plant you touch and the destination plant must be of the same species.
Mordenkainen’s Magnificent Mansion. This spell now has the following material component instead of its normal material component; an intricately carved miniature of a door carved out of gold and inlaid with rare jewels worth 500+ GP which this spell consumes.
Simulacrum. The Simulacrum created by this spell cannot cast spells.
Teleport. This spell now has the following material component; a clump of dirt or a stone from the location in which you intend to teleport and a rare crushed garnet worth 200+ GP which this spell consumes.
Wish. Wish is removed from all class spell lists. This spell may still be available as a campaign boon or through a legendary artifact, but not as a standard known or prepared spell.
imho wish has enough drawbacks to not really be often used by the people who can cast it, and there are bigger things to worry about by the time you have 9th level spells
the rest seem quite fair
yeah im maybe being too hard on Wish. I feel like Wish's worst excesses always occured when abused alongside Simulacrum, and with Simulacra rendered unable to cast spells its probably not much of an issue
the teleport spell may be annoying as iirc it requires you to already be familiar with the place you want to teleport to or suffer drawbacks
id greatly appreicate people's feedback on this fighter subclass i made (abit inspired)
Battle Builder (Fighter):
https://docs.google.com/document/d/11h3Hsan7pJ9dCesCKivlWAwM7n1RuPyIePAHZNm5w_g/edit?usp=sharing
its difficult to describe quickly here, but ive got a homebrewed tiered resting system for travel to make overland excursions feel a bit more dungeon crawl-y, so the resource and famliarity (through an item) cost for teleport here is more to prevent it from turning into an "oh i just teleport somewhere safe and then back whenever i want with no infrastructure" tool
teleportation circle is always available if people need a more reliable teleportation option
A 7th-level spell is a pretty big cost
yes and no
its a pretty big cost but once you have access to it at all it becomes trivial
subclass for every class bar Wizard that just respecs you as a Wizard
"you clearly made a mistake"
Ok, this isn't so much homebrew as it is a crazy combo but I need to know. If multiple players effectively created a star by creating water inside of a wall of force until it undergoes fusion. How much damage will the star do to all creatures in its vicinity assuming it is radiating Pure Fire and Necrotic damage to everything around it and has its own self sustaining gravitational field
No worries, it is homebrew considering it isn't possible to create a star rules-as-written.
Honestly this goes past the suggested improvised damage suggestions in the DMG, and at this point I'd consider making the damage a narrative event rather than a mechanical thing.
Well my thought process is a falloff, where everything within the stars field of influence is dragged towards it by a distance proportional to their weight unless they pass a str check
The closer you are the more you burn
That seems fine. It would be massive damage regardless. 24d10 is the largest suggested amount for improvised damage for things like getting crushed by a moon-sized creature, and a sun is a step above that imo.
Your players are probably all dead haha
Level 17: Titanium Focus
Your mastery over your Talons reaches its apex, you gain the following benefits.
Mercury Might. You become immune to Critical Hits. Also when you deal damage with an Unarmed Strike, you gain resistance to the damage type of your Unarmed Strike. This resistance lasts until the start of your next turn.
**Soaring Steel. **As a Magic action, you can spend 5 Focus Points to strike multiple creatures at once with your Talons. Choose up to 5 creatures within a radius equal to your movement speed. Make an Unarmed Strike against these creatures. On a hit, these creatures take an extra 3 Martial Arts Dice worth of damage. This damage is the same damage type as the Unarmed Strike.
i think this works as a monk capstone
So 24D10 fire + 24D10 necrotic (since it's a step above) I'm well aware this is a cataclysmic world ending event
Yeah that would be a good target for the initial damage
I like this a lot, it seems good but not too OP for me
the main thing is just a 'nerfed' Steel Wind Strike lol
Yeah that’s exactly why I like it 
Level 6: Dig Deeper
While you are Grappling a creature, it has Disadvantage on all saving throws you force them to make as you sink your Talons into them. This does not include Spells or Magical Item effects.
this is probably the problem feature, but i think it works well enough (3rd and 11th call for CON saves so i think it helps enough)
@restive tusk tyvm btw
Yeah it seems nice too. It’s still single target mostly so it shouldn’t be too problematic
ah fun, thank gods about that lol
Im creating a race from the Profaned Guardians from terraria calamity mod, but i don’t know what creature type they would fall into. Can anyone identify which creature type they would be?
construct
and or elemental
Would anyone care to look over this cleric subclass?
I'm joining a new game this month, and one of the players really wants a sub custom-made for one specific god in the DM's setting
Trickery domain probably could work, but they wanted something more tailored to this deity
The idea is that there are three gods. Basically one good, one neutral, and one kinda chaotic. The first two made all the good and neutral things in the world, then the third looked at it and said it was boring
So they looked at light and created darkness, because they thought the contrast was more interesting. There not evil exactly, but they are a god of opposition who deliberately tries to counter what the other gods do
They set themselves up as the adversary, kind of on the principle that adversaries should exist. They're the ultimate devil's advocate
I'm not sure the flavor and mechanics line up, but I'm going for a lot of coercion and countering
The capstone literally creates dark link from Zelda ocarina of time lol
Homebrew subclass that I updated to 2024, which you can look at if you want to...see if anything needs to be balanced or fixed to the rules accordingly
I'm changing some subclass features for a custom casting class after balance changes, I have finalized this Level 14 ability to one of two options but I can't pick which one it should be
Option A.)
Whenever a creature makes a d20 test that a feature, spell or condition you applied gave disadvantage on, that creature rolls an additional die on that d20 test for each additional instance of disadvantage they have, taking the lowest result.
Option B.)
Whenever a creature makes a d20 test that a feature, spell or condition you applied gave disadvantage on, that creature rolls an additional die on that d20 test, taking the lowest result.
One of them stacks with other abilities that cause disadvantage to make them feel more useful than just one doing the work, The other buffs all of the disadvantage sources but still has the issue of only one working at a time and buffs even if it is the only one
I have a question, what class is this a martial class or a caster class?
Caster
Okay, I think I would still go for the bottom one
The base level ability for this subclass lets you choose a person you dealt necrotic damage to once per turn to have disadvantage on their next saving throw before the end of your next turn
What class is this subclass for?
Planeswalker, custom class i've worked on and played with(mainly my players) for years
i'm working on a race and i really am not sure abt this feature,,
it's like, if you hit a creature with your unarmed attack after jumping or flying 20 feet in a straight line, you can grapple that creature,, when you grapple a creature this way you can use your hands until the grapple ends,,
So theoretically you can make a creature roll three times with the worser of the abilities on a saving throw which is absolutely horrifying at later levels
and its just when you deal necrotic damage to them
@cerulean seal
When reaching this level: You get a new magic item called the Spirit Scythe (1D8 Necrotic damage; you can hit multiple targets in front of you in a 10ft semi-circle, the scythe is quite large). When you or an Ally kill an enemy: Roll a D10; if successful: You harvest that enemy's soul; incrementing your Soul Counter by 1. You can decrease this Soul Counter for a myriad of different uses. You gain the ability Soul Charge at this level.
Soul Charge
Touch a weapon (within 5ft of you) that can deal damage to an enemy: If that weapon rolls less than a d20 for its attack: Increase its maximum dice by 2 (1D8—>1D10, this buff can stack) this change lasts until that weapon is used. When you cast this spell: You may spend 5 souls (aka decrement your Soul Counter by 5) to also give that weapon an extra attack for that turn. You can only use this ability once before having to do a short rest/long rest to replenish this ability```
Hey so I'm having trouble coming up with the lvl 6 ability for this guy; could you help me come up with ideas based off of the 3rd ability? (I believe you requested it)
That's the newest version, the version just before this was a Con Save or have disadvantage on their next save which wasn't very good
Btw the soul harvest is 50/50
Its only once per turn and only one person that was damaged
Hmmm actually one thing: Are Will o the Wisps in this game or no?
I believe they are
Let me read this
right but that can be used on big creatures that don't have legendary resistances
Alr the soul harvest is a 50/50 btw
i initially made it for a subrace, but now i'm unsure, since thematically it's kinda necessary for the race as a whole, but it also seems like,,, really powerful,,,,
i'm basically between removing it entirely or giving it to the base race,,
so theoretically you can just hit something with necrotic damage and the big creature has to succeed at least three rolls or could be hit with a spell like hypnotic pattern, hold person, hold monster, disintegrate, etc
It's a cool idea but i'd easily limit that ability to like a certain amount of times per day or like a once per short rest thing
On the super disadvantage part I imagine?
I was referring to the necrotic damage giving disadvantage on someone's saving throw
I don't mind the 2nd version of the level 14 ability at all
but when you deal necrotic damage to a creature (even if its only one) you can just give them disadvantage on a saving throw is was too good. It might not come up as much in the early game, but in the 7-20 level range these guys are getting absolutely fried because they are having to roll essentially twice on any saving throw and they have to take the lower one
and so unless its a saving throw they are good at or they just get lucky and roll high enough twice, they are essentially doomed
and the fact that you can do this every turn at no cost is absolutely insane
Like i could just multiclass into warlock with one level and take hex and do a bunch of damage in melee and assure that the next saving throw they do against my or my friends spells always have disadvantage
or even just take the fey-touched feat tbh
Making this a weapon is perfectly fine. You can also just make it basically like a spell the player can cast freely.
So instead of having a weapon it’s like… “As action you summon a spectral scythe and make a melee spell attack against a creature within 10 feet of you” this is just an example. Obviously adjust to fit this effect.
I think the damage probably needs some way to scale it naturally so at certain levels the scythe gains an extra 1d8 or something over time. Like how cantrips scale with level.
I would rather than make the kill thing 50/50, just make it work 100% of the time, however, there is a maximum number of souls you can carry at once. Probably equal to your charisma modifier or proficiency bonus.
Soul Charge: The damage buff here is basically nothing. This is an average of 1 extra damage. Even if it can stack the buff should effect the type of dice you are rolling but instead maybe work like Smite where you add an extra damage dice in general. (So if a weapon deals 1d8, you expend a soul and can deal 2d8)
I don’t think you need the SR/LR restriction since you have to spend a resource to use this anyways
The extra attack thing probably should be a separate feature. You can also just give this subclass the extra attack feature freely at 6th level.
I have a potential fix then, theres an ability a different subclass the class has that might be able to balance this out without making the ability restricted
Once on your turn, whenever you deal necrotic damage, choose a creature that was dealt damage this way. If they took the damage as a result of a failed saving throw, they have disadvantage on their next saving throw they make until the end of your next turn. Otherwise, they must succeed on a Constitution saving throw or have the disadvantage.
Aka, if they already failed a save for the necrotic damage it just adds it to the failed save, otherwise they then have to make a save against it, if you use Pact of the Blade(Necrotic) or Hex to deliver it through an attack roll
I think this is slightly above average but fine
I think people would probably just take magic initiate and use toll the dead a bunch
but its a cantrip so it ain't doing as much and feels fair
Toll the dead is available to the class, beforehand you always made them make the save no matter where the necrotic damage was sourced from you, it wasn't very good
(still once per turn, only one target)
Which is fine
- Alr I will give it an extra D8 per 5 levels (So Lvl 10: 2D8, Lvl 15: 3D8, Lvl 20: 4D8) is that fine?
- Yea may make it 100% besides we already talked about the max soul cap (You get soul cap of 15 to start with; and you gain more soul cap as you level up until you reach your max: 30)
- Ehh yea abit weak, I'll do it like smite did it; after all: Smite is a pretty good spell (Right? Idk ;-;)
- Yea, perhaps; however I do plan to have a 'soul spend' mechanic for each main subclass level: 3,6,10,14
Bump lol
i'm working on a race and i really am not sure abt this feature,,
i initially made it for a subrace, but now i'm unsure, since thematically it's kinda necessary for the race as a whole, but it also seems like,,, really powerful,,,,
it's like, if you hit a creature with your unarmed attack after jumping or flying 20 feet in a straight line, you can grapple that creature,, when you grapple a creature this way you can use your hands until the grapple ends,,
i'm basically between removing it entirely or giving it to the base race, allowing all subraces to use it, what do you think,,?
-
Do the scaling for every new level you get a new feature in this subclass instead. That's usually standard progression for a feature like this. So an extra 1d8 at 6, 10, and and 14.
-
15 might be a bit high starting out. Especially if you get to treat the buff as smite. Maybe instead make it equal to your Warlock level so every time you level up you can hold an extra soul.
-
Yes, Divine Smite is very powerful. Especially the 2014 version of the ability. You could ideally do the same thing just don't call it Smite.
-
That works perfectly fine. I would then maybe do 2 features at level 3. One feature that's this soul scythe feature. The other feature which is the soul spending mechanic. You'll want to make sure not to have too many options. Keep the number of options to spend souls on small.
Made some changes: made some changes while you were typing sorry
Lvl 3 (Spirit Scythe)
(Btw the Scythe damage scales with level: Lvl 10: gains 2D8, Lvl 15: 3D8, Lvl 20: 4D8)
(PS Your max soul capacity is 5 at lvl 3 however it will increase as you level up:
Lvls 6,11,12,16,18: Gain 1 max soul capacity
Lvls 5,10,15,20: Gain 5 max soul capacity)
Soul Charge
Touch a weapon (within 5ft of you) that can deal damage to an enemy: If that weapon rolls only one dice for its attack: Increase its dice roll by 1 (1D8—>2D8, this buff cannot stack) this change lasts until that weapon is used. When you cast this spell: You may spend 5 souls (aka decrement your Soul Counter by 5) to also give that weapon a new ability until the weapon in question deals damage: “When I deal damage to an opponent: Roll a D3: gain HP equal to the result”```
Perhaps I should make the Lvl 6 some sort of utility ability?
The Lord of Luxury and Strife ability needs to be defined better when it comes to what is and isn't in its best interest and also should be set to a certain amount of times per long rest. Channel divinity needs to be more powerful. Subtracting a creature's proficiency bonus sounds cool but it doesn't really do much considering they can just potentially end the effect the next turn. Betrayal of trust seems cool, but it really only functions well out of combat because as soon as you get inside of combat the creature has likely already taken damage. I needn't even say anything for the 17th level ability because you are essentially creating a duplicate of the big bad you are facing (if they are a humanoid or beast) you are facing with half its HP and without its special items for free.
The last ability is essentially combat-ending in the niche situation it is used
So make Soul charge a separated 3rd level feature and then make it a list of things you can do probably.... Like this:
3rd level - Soul Charge:
You learn how to absorb the power of souls in order to grow in power. You can expend any number of souls of your choice to perform one of the following options:
- As a bonus action, you touch a weapon and charge it with spectral energy. This weapon deals an extra 1d8 necrotic damage for each soul expended on its next successful attack. Additionally, you restore a number of hitpoint equal to half the extra damage dealt.
- Once per turn, as apart of the attack action, you can expend X souls an gain an extra attack.
- Etc.
Ah so make it a spell then, however wouldn't every other Warlock get these spells like with the "Forge master" situation?
This isn't a spell, it's just another subclass feature.
Oh I know, I made it that way due to it spending souls
I'm confused what you mean by "make it a spell"
Ah ykw nevermind
Writing down an idea for lvl 6 rn
Since this feature is on this subclasses other subclasses can't just use it. It's not a spell, its a feature.
A lot of features act like spells but aren't like 2014 Divine smite or old Hunters Mark on the Ranger.
So you don't have to worry about other warlocks getting to steal this.
Yeah I know nvm
if anyone wants to read more homebrew stuff
-During your turn you may spend 3 souls to summon 3 minions called 'Ghostly Companions'; these minions have 1 HP and only have 1 action: Pushing an enemy 5ft away; however while at least 1 of these 'Ghostly Companions' are alive: You have resistance to all damage```
I wanted something that was annoying yet useful so I came up with this; sorry if it seems op
Thinking about making a homebrew setting from the scratch, anyone know any guide or anything someone may have made?
This is a cool idea. I would avoid making minions though unless you want to add a bunch of pet/minion mechanics. It can be a bit annoying to add.
The new warlock subclass in #1461424255437770784 And the beast master has mechanics for minions/pets
Even a checklist would help tbg
I could make it a shrine to Kelemvor instead
It'll be like a totem in DBD
Summon a shrine is a cool idea. Fits the theme of your subclass too
You can have the shrine have an emanation around it so it causes an effect for all creatures within like 30 feet of it or something
Or creatures of your choice
The most badass discord account bio and snippet I’ve read. Nice PFP too 👍
I like kuja
Fellow DMs could I ask how well balanced are these relics? Like would they need a buff, a debuff or something else
The Shining Chestplate - A chestplate which glows a heroic white and shines like steel - If you are hit with this chestplate equipped by someone of evil alignment it will inflict Armour Crunch on the enemy. This chestplate allows you to tank damage(you can tank the first hit of every combat encounter.
The Shining Boots - A pair of boots which glow a heroic white and shine like steel - If you are hit with these boots equipped it will inflict slowness on the enemy if they are of evil alignment. These boots allow you to move faster(+10movement speed)
If using this with bad intent you will be cursed to have very slightly soggy socks/shoes for all eternity.
The Shining Leggings - A pair of leggings which glow a heroic white and shine like steel - If you are hit with these leggings equipped it will inflict Bleed if they are of evil alignment. These leggings allow you to Move past the Veil when hit(when hit you turn ethereal for 1 turn)
The Shining Helmet - A helmet which glows a heroic white and shines like steel - If you are hit with this helmet equipped will inflict confusion on the enemy if they are of evil alignment. This Helmet allows you to discern past your madness
The Shining Gauntlets - A pair of gauntlets which glow a heroic white and shine like steel - If you attack someone of evil alignment with these it damages their soul and body(0.5%soul and 1d8+str). These gauntlets allow you to make 1 extra attack
Set Bonus - IF you are doing something with heroic intent Timestop will have no affect on you
[Medium Armour] - 20AC
The Shining Blade - [Goes with the Shining set] - Glows a heroic white and shines like steel - when fighting an evil aligned enemy your blade will strike the soul, mind and body of your foe
Dealing 2d20 dmg
Inflicting 5 Madness
Depleting 1% soul
If you use any part of this Set with bad intent you will be inflicted with 5 madness and will lose 1% of your soul to the God who forged the armour
Apologies for the textwall
do we think that putting the evil feathers in the level 1 feature would work?
You can or you could make it a 2nd level feature
Then i could move the ressurection to level 10?
I think that makes sense
i also changed the lvl 5 feature to give 1 phoenix feathers twice per long rest as a bonus action
so its a lil less rough earlygame
Thoughts on this?
Slip the Blow
3rd-level warlock feature
When a creature hits you with an attack roll, you can use your reaction to cause the attack to miss instead. If the attack misses in this way, any effects that would trigger on a hit do not occur.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature has no effect on attacks that do not use an attack roll.
( it dosent work on spells like hold person etc.)
also any name ideas?
Patron Foresight mayhaps
good one
https://imgur.com/a/h6kwhCj
Anybody have suggestions to bring this creature's OCR and DCR closer?
You can cut a lot of the additional language regarding the extra effects and that this doesn’t work on non attack spells.
You specify that it only works on attack rolls in the first sentence so that’s all you need.
Any additional effects wouldn’t work either since the attack is missing
Unless there is a specific spell that you are referencing that has effects of it misses?
no
Slip the Blow
3rd-level warlock feature:
When you are hit by an attack, you can use your reaction to cause the attack to miss instead.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
So like so?
Yep. Easy peasy
So its good? balanced and everything?
Btw I just remembered about the cloud rune fighter sublcass feature. Now i want it. 😭
k i think im getting close to finishing the class
https://www.worldanvil.com/w/world-1-fpan15/a/the-blessed-article
NOTE: all mentions of spells higher than 10th are redacted to players until a specific event happens where they can use them
I only seen the level 20 ability. So if i use this class I can become AO??? NICE
so many setting ideas so little time to sit down and write
get them all on paper before you forget. 😭😭😭
What’s the theme of the subclass?
I think this may be too strong for 3rd level
Patron is Tharzdun...The theme is being a elusive warlock that can misty step and position frequently.
Like archfey warlock?
some what
what made you change your mind?
I never changed my mind. I thought it was too powerful when I told you to correct it too
oh
yeah...DM advisded to you this patron. I agreed.
Any suggestions on what should be changed?
Well usually warlock subclasses are based around the actual patron and their abilities and such.
We have the fiend warlock that doesn’t firey demon things.
Genie warlock that kinda does elemental stuff
You could definetly lean more into the elemental stuff
Yeah will change the name and flavor it into the patron protecting the warlock. Think like sanctuary or G1. Will rename as well
The theme of teleporting is based on absence and entropy instead of spatial manipulation.
Hmm… what about dreams?
Like a dream warlock.
Maybe you don’t teleport but you blink into a dream space
oooo that sounds cool.
You can do stuff like the blink spell
Hey all, I'm trying to homebrew an Outlaw class and I got it in my head that a Charisma based pure martial class would be dope so I came up with this little nugget of a feature: When you make an attack with a weapon you are proficient with, you may use Charisma instead of Strength or Dexterity for attack and damage rolls.
But then I started thinking that this might be a little too easily exploited. Any thoughts?
I sort of have that theme here tooo... the patron is link to the void
Like a endless abyss of nothing where time, space, matter and nothing lives
Pactboon is basically the bag on holding allowing the warlock to utilize this void.
Depends on the level but probably fine. Thought if it’s a martial, they are already probably going to be investing into their dex or strength for armors, specific feats, and saving throws.
All of that makes sense
yeah I have most done, just stuggling on what would be good third level features.
I mean if slip the blow is too strong I could just take Cloud rune right? (ofc with some minor alterations seems stronger anyway.)
Cloud rune is official...
HMMM.....what if I make it a 6th level ability instead?
I was going to make it a level 2 feature. Specifically, I wanted to make a Face/ranged fighter class that didn't have to be MAD. The Han Solo build basically
I mean that just sounds like 2014 hexblade
why are they mad do they just not have a pet
Pretty much but isn't that why 2024 got rid of Hexblade
No pet
Sorta, they mostly just baked it into pact of the blade instead of giving it its own subclass
Guys... i just thought of an insane homebrew boss
A necromancer who can revive and summon diseases and fire them straight at the victims who will instantly contract it and gain all symptoms on impact
it would have to be nerfed heavily for most parties but imagine a creature that could give anyone cancer or the black death on command
maybe too op ngl
I mean, it's gonna depend entirely on the specifics of the disease, really
And feels fitting for a Constitution saving throw to resist a disease so unless you're choosing for them to just have no counterplay or chance to avoid, there's always a way to make things balanced 😛
An idea isn't overpowered by just sounding too strong
Like to use black death as an example, it wasn't somehting that instantly killed you in real life, and as it counts as a disease, you could cure it with a Lesser Restoration, a level 2 spell, so a fight against a creature summoning that kind of disease is just gonna be a matter of getting rid of the disease afterwards lol
Paladin solos
Is this ok?
Invocation
Prerequisite: 5th level
You can cast either Charm Person or Detect Thoughts once per Short Rest, without using a spell slot or material components.
it would be cool maybe if the person didnt know it was cast on them, regardless of the outcome
otherwise it feels a bit basic
It's fine for 2014, but 2024 doesn't really do invocations where you can only cast a spell once anymore
Would someone be willing to read the flavor text of my class and tell me if it reads okay or not? https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
I always felt like these spells kind of break the pace, cause when you use it (which is usually outside of combat), then you feel like you need short rest. So I want something like that that doesnt force you to take a break.
Fighting Style: Quickdraw
Whenever Initiative is rolled, you can move up to half your speed and make a weapon attack.
way too strong, that is just a free attack every combat for every character with lots of movement or ranged weapons
this is better off as a feat than a fighting style
I feel its weaker than the usual ones, like Archery or Defense or even Dueling
Maybe I remove the movement…
I kinda want to make my own version of DND 24 just to see what I come up with.
If it's a 2014 gloomstalker style free attack it's stronk
Fair, round 1 is also the best time to get damage in...
Paladin, Oath of the Warden
Flavor: A warden of an Icy Prison
(3) CD: Chilling Smites
BA: For the next minute, creatures that take damage from your Divine Smite have Ichorous Ice applied to them. The damage of the attack is also changed to Cold.
(3) Creatures with Ichorous Ice are Critically Struck on rolls of 19-20. Once a creature with Ichorous Ice Critically Struck, the condition is removed from them, and they cannot be affected by Ichorous Ice until they finish a Long Rest.
(3) CD: Glacial Tomb
As a reaction when a creature you can see within 30 feet of you takes damage, you can Petrify them, granting 15 temporary hit points for every level you have in this class, which take as much of the triggering damage as possible.
At either the start or end of their turn (your choice) the effect ends.
(7) Aura of Hoarfrost
Creatures within 5 feet (30 at level 18) of you can temporary Hit Points equal to your Proficiency Modifier at the start of each of their turns.
(15) Shattering Ice
When a creature you can see within 30 feet of you is Critically Hit, you can use your reaction to stun and deal 2d8 cold damage to the creature struck.
Once a creature is stunned this way, they cannot be stunned by this feature again until they finish a Long Rest.
Glacial Tomb feels a little funky to me. How’s the balance/power on it?
Can Someone help me with a species homebrew? I am trying to add an Ability Score Increase, but it isn't adding to the score. Any tips would be gladly appreciated.
If you're talking about making it on D&D beyond, #ddb-support would probably be more helpful
ok ty
Anyone wanna give feedback on my Dæmon statblocks? The one thing I might change is giving them more health so that their vulnerability to iron weapons doesn't get them killed immediately. Or, possibly, getting rid of the iron vulnerability. I could maybe change it to silver, but that doesn't fit with the lore
https://docs.google.com/document/d/1BuWfEHX4ioxNTOHeTZtr79uw7UHekRTxmHrH17htDYU/edit?usp=drivesdk
would anyone be able to provide feedback on this subclass for fighter i made a while ago, im trying to make sure its not "too OP" for this campaign a friend is running https://docs.google.com/document/d/1IRoBgtv8HfDgTkpRmyqgvtrOGq4l_hj8IXvsnU--14M/edit?usp=sharing
This is pretty cool. I think everything here looks pretty alright, specially for just your home game.
Feels very much like Sekiro
i was playing a lot of sekiro when i made it 😆
Oh I knew it. I could sense the inspiration. It's good. I like it.
alright thank you
I have a lil bit of a puzzle im tryna solve and would like yalls help.
Im probably one of 3 humans who actually like the Hunter Mark focus of the 5e24 Ranger Update. The execution to that end leaves a lot to be desired imo. As many have b4 me I sought to do my own mini redesign. Here are my design goals:
- Make as few changes to the class as possible
- Make using HM an enabling force
- Have the semantics consistent w 5e24 .
I had an idea to try having HM facilitate giving more access to the Ranger spell list. When I play a Ranger I feel so discouraged from using many of its spells because many of them have that Concentration cost which conflicts with concentrating on HM.
I decided to keep every other feature the same but move them around to more appropriate levels. The only add being my new feature. Help me get the wording right.
Here is my best attempt so far:
Level 6: Longshot v3.8.3
While an enemy is marked by your Hunter's Mark, you can cast Ranger spells that require Concentration without requiring Concentration, provided it can deal damage through its effects, uses a stat block, or creates difficult terrain. You can have one spell active through this feature. This increases to two spells at 9th level and three spells at 13th level. Spells that conjure spirits or use a stat block must be the only spell active through this feature. Once you cast a spell through this feature, you cannot cast it again until that casting ends. When your Hunter's Mark ends, spells cast through this feature end early.
*Swapping the Terrain for AoE is an option
This is meant to be taken in concert with the reorganizing of features:
Tireless moves to level 3
Roving moves to lvl 5
Swap Deft Exp & Favored Foe levels
(These 1st moves now have us matching the Paladin. We gain a Defensive feature and a Traversal feature)
Combine Natures veil and Feral senses and give at level 10.
Combine Precise Hunter & Foe slayer and move to level 14. Move Relentless Hunter to level 18
As a reaction it would be fine
No action economy is the most OP part
Anyone have any feedback to offer with this Subclass?
Petrified is def too strong, since it also give Resistance to all damage if its an ally, and this doesn't have a save for if its an enemy.
The teamwide crit range is kinda cool, specifically since it ends upon trigger. Aura of hoarfrost could def be buffed, since temp HP is gone after a short rest and can't even stack.
Shattering Ice should be Con. Save imo, but you could justify it being at Disadvantage
The idea I had in mind was that it's kind of self-balancing with the incapacitation and the damage reduction. But I could also remove the choice of (start/end turn) duration. Add a Strength Save that you can choose to fail, and the duration would be until start of turn.
This 2024 or 2014?
It should be usable for both.
I meant for redundancy stuff, but okay ic.
What do you mean?
The simpler way to make this work is replacing the "Concentration can't break from damage" feature with: "When you can cast Hunter's Mark you can alter the casting so it doesn't require Concentration. If you cast it again, the spell ends on the previous creature"
You can choose to fail any save in 2024
so wouldn't be needed there
Other stuff like that exist, yk
Restrained is prob a way more balanced method to try an go abt this. Also, that way you could remove the once per Long rest caveat
It is a very cool idea, a roundabout crit fishing style that isn't boring like Hold person/monster
Sorry to clarify that comment was about Glacial Prison. Which are you suggesting be replaced? The Petrification of Glacial Prison or the Stun of Shattering Ice?
Petrification
Oh the petrification isn't a 1/LR thing, it's a Channel Divinity option. So it kind of is, I suppose.
Side note*, the Stun is balanced being tied to the crit, but I don't think the Ichorous Ice should be gated by once per LR of a creature, Hold Person is auto crits and way more plentiful
better comparison, this could just be a support oriented Hexblade curse
So Ichorous Ice is a little to weak then in its current state?
Sidenote: Honestly, this Subclass is kind of a design experiment in "different effects I can apply to enemies w/out letting them save out of them, what other conditions/caveats can I impose on the effects being applied are there?"
Also how do you feel about the Cold Damage conversion? That was included for Elemental Adept synergy
Tips for that experiment, look for rly powerful effects and see how you can downgrade them to be average, or weaker effects that can be buffed that are mellow versions of powerful counterparts.
For example
Restrained condition plus Blind and Deafened instead of Petrified
Idea I had
Take a Barbarian and mix it a bit with Arrificer with making magic items and something like being able to summon a bike and give em access to the Unarmed and Dueling fighting styles at level three to make a Kamen Rider-Inspired Subclasd
Anyway, yeah, Ichorous seems like an after thought to the CD even though it sounds funner
Make it so smth like "Rage Manifester", a warrior who's rage bends the weave to their desires
Like creation bard but Barbarian and with an Artificier twist lol
Something like that I'm gonna be cooking for a bit
An altered "Find Steed" spell with half a dozen more options would be sick. The bike one could be a flavoured construct option maybe.
HM. Barb with a mount . . .
Gonna give access to a curated list of magic items(mostly weapons and armor) they can manifest while raging. And give them the ability to cast item-provided spells while raging
Armor could be an issue, but weapons I dig
Barbs can wear medium armor and shields
I wouldn’t give Find Steed or a pet personally though, I’d give them a motorcycle only in flavor.
Mechanically it would be bonus movement, or whatever, as a BA. Mounted combat doesn’t flow super well.
Barbs usually get a utility thing at 6th level I think this would be part of that. Probably letting them increase their movement speed by a lot as well as letting them take a willing ally with them
Obviously them Raging is the Henshin
At third level they'd bet 2 Abilities
First is Henshin
When they Rage they can manifest one magic item from a curated list a few baseline with some custom to this(maybe give an enspelled weapon on the list? Maybe too strong) the list is a mix of armor and weapons with a few utility things
Second is a Fighting Style
Here they get the Unarmed Fighting. Dueling or Two Weapon Fighting Fighting Style
Maybe make it so the curated table scales with level? That would work
Back to this, options I can suggest:
- Chilling smite being smth like: "You can change the damage of your smites to Cold damage. As a BA, you can choose a creature within 60 ft to be Frostbound for a minute. Attacks against them for the duration become critical hits on a 19 or 20. Once they are hit by a critical hit this effect ends early."
- Glacial Tomb being smth like "As a reaction when a creature you can see within 30 feet of you takes damage, you can expend a use of your CD to give them Temp HP equal to 5 times your Paladin level until the end of their next turn and become Restrained, Blinded, and Deafened until the start of your next turn."
- Aura of Hoarfrost could be your Paladin level in Temp HP
- Shattering Ice doesn't need a once per Long Rest cooldown tbh, just make it a Con save at Disadvantage.
Wdym?
Mounted Combat is pretty easy to run
My table finds it fun at least
I'll need to think out the curated list...should I present all options at once?
Aura of Hoarfrost refreshes every turn, would 4THP/turn unconditionally not be strong?
Since it doesn't stack, not rly. Basically it's the False Life spell at will at that level. Maybe half your Paladin level if you're worried.
It gets worse the less you get hit
Compare it to the Artificer List, yeah, all at once is fine.
I was also thinking about changing it so that it’s reduced movement instead, in line with the class’s ‘debuff’ theme.
Make enspelled item need to be Druid spells only if you wanna balance it.
Oh, wait, I have a homebrew for you lmfao. Oath of Chains, it's literally jus this but no cold themed
LOL
why druid?
Ack, def can't send you the mess of a doc its on, but lemme copy paste:
2nd level, (Channel Divinity) Binding Chains: When you hit with a melee attack, you can expend a use of your channel divinity to restrain the creature. To free themselves, they must use an action to make a Strength Check (Athletics) or a Dexterity Check (Acrobatics) against your spell save DC to escape, taking 1d8 magical bludgeoning, piercing, or slashing damage (your choice) on a failure.
(Channel Divinity) Lock and Key: You can expend a use of your CD on your turn to cast the Arcane Lock or the Knock spell without expending a spell slot as a free object interaction.
Expanded Spell List:
- Ensnaring Strike, Snare
- Knock, Arcane Lock
- Magic Circle, Slow
- Resilient Sphere, Gate Seal
- Wall of Force, Antilife Shell
7th level, Sealing Aura: Creatures you choose within a 10ft aura treat the area as difficult terrain. At 15th lvl, the aura’s range increases to 30 ft.
**15th level, Resonant Chains:**A number equal to your Cha. Mod. per long rest, when you make a melee weapon attack on your turn, you can increase its range by 30 ft, and if it hits, pull the target 30ft closer. You can expend a spell slot to regain a use of this feature (no action required).
20th level, Great Jailer: Once per long rest, you can cast the Imprisonment spell without expending a spell slot. When you cast it this way, it has casting time of an action, and you can ignore material components of the spell.
Oh, because anytime Barb has had magic it's always druidic in nature
Like with Wild Heart
Or Storm herald
(Hm. Rune Barb is somewhat an exception, ig)
I'm firmly on the make HM concentrationless but it feels lazy and doesnt mechanically encourage HM to be used
A) subclasses altering HM further should have been the goal if you wanted that
B) Ride ons are very good, people will use it if its simply that free
After all, is there a better 1st level spell they get from base class?
Most the ones are would be covered by a Druid, like Goodberry, or another class, like Feather fall, which you only rly need on of in a party.
right but this isnt really druidic in nature, might not even include an enspelled item though tbh
that might make it too wide
i feel like making it non-concentration is a good fix
arent some of the weapon spells concentration?
Me with eldritch magic barb :D
My first attempt at making a homebrew subclass. I tried not to make it overpowered while also making it fun and unique, but I think it's pretty apparent that it is powerful. I am very open to opinions :)
https://docs.google.com/document/d/1jSYq5I1tcQ6Xnp9jJ00SQ8Jz14ZAOsfF5kIFGW7_AEs/edit?usp=sharing
Question about Steinhardt's guide to Eldritch hunt: does "Living nightmare" fighter's hammer arms count as 2-handed weapon?
You have specified "bleeding" but there is already a condition called Blooded that does what you want.
One of my players has gotten his hands on a black dragonborn miniature, but he likes the gem dragonborn better than chromatic. Together we thought of an obsidian dragonborn: its the same as other gem dragonborn but it's resistant to fire and deals 1d6 fire+ 1d4 ice with its breath weapon, representing rapid cooling. Would this be a good way of dealing with it or are there better options?
how would you, as a mage, hit a ghostly being?
it's ethereal supposedly but it's not the DnD ethereal
Are you trying to establish the rules for this ghostly creature or work them out from someone else's homebrew.
im a PC in a homebrew setting
DM dropped a SCP 096 type being on us
one shotted my familiar, and another PC who was a fighter
what we know is very limited as the session ended immediately after and im wracking my brain thinking of solutions
it can't be hurt physically, and it can down people in 1 hit using it's ghost magic
oh yeah
it's also in a tunnel that we need to go through, so no dodging that one
Without knowing the rules of whatever OP HB your DM is throwing at you, people arent going to be able to help you.
fair enough
i apologize
Working on a magic item for my character, with dms permission. She's a lvl 8 Warlock in a party of around 6.
Just looking for feedback on if this is balanced or not :>
Also long rests in this campaign are upped to around a week of rest instead of a night's rest.
Cane of the great fool's ringmaster
Rare magical item.
Requires attunement.
This cane takes a shape similar to the personality of that who weilds it. For example, a tough, large person would get a dark metal, intimidating cane. Whereas a more light-hearted person receives a more colourful, whimsical cane.
While attuned, as a reaction This cane can be used as an arcane focus and provides a bonus equal to half your spellcasting ability modifier (rounded up) to checks made to maintain concentration. Eg: Warlock with charisma bonus of +4 would gain a +2 to their concentration rolls.
This feature can be used a number of times equal to your spellcasting ability modifier halved. Rounded down. This recharges on a long rest. This ability can be used during both forms of the item.
While attuned, as a bonus action, this item can be swapped between its cane and weapon form. The weapon, similar to the cane will take shape based off the users personality.
While in the form of a weapon, this item serves as a +1 variety of that weapon.
When a creature is dealt damage by this weapon, it must make a wisdom saving throw against the users spell save dc. On a fail, the target takes an extra 1d4 psychic damage and it's movement is decreased by half until the end of its next turn. On a successful save, the creature instead takes half of the damage and does not suffer the penalty to movement.
This feature can only be used once per turn.
This feature can be used a number of times equal to the user's spellcasting ability modifier. Minimum of 1.
Hello. I am here for judgement.
Primordial Torrent
8th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot/60-foot/120-foot Cone)
Components: V, S
Duration: Concentration, up to 1 round
You begin to gather energy around you, before releasing it after a short time. You can hold concentration on this spell until the end of your next turn. Creatures in the cone of this spell must make a Dexterity saving throw or take the according damage rolls depending on how your concentration ends on this spell. They take half on a successful save. If your concentration on this spell ends unwillingly, you launch a wave of radiant energy in a 30ft cone from you, dealing 5d10 Radiant damage. If your concentration on this spell ends willingly before the end of your next turn, you launch a wave of radiant energy in a 60ft cone from you, dealing 8d10 Radiant damage. If your concentration on this spell ends at the end of your next turn, you launch a wave of radiant energy in a 120ft cone from you, dealing 11d10 Radiant damage.
At Higher Levels. The damage increases by 1d10 with a level 9 spell slot.```
Mostly just trying to see if this wording actually sticks, and if its good balance for an 8th level spell you need to hold until the end of your next turn to get the maximun effect.
Anyone looking for a new player
How unbalanced does a subclass that can give Help 3 times per turn at the cost of your action and bonus sound?
Yes, there is, but as far as I know, any creature can be "bloodied" as long as they hit an HP threshold, regardless of whether that creature can actually bleed. This subclass wouldnt logically work on bloodless creatures, so I had to redefine the term
Just a normal help action?
Like having to be within 5 feet help action
Doesn't seem overpowered to me
Compared to existing items, like Ring of Protection, which gives +1 to all saves, or Amulet of Health, which sets your con to 19, effectively giving you +4 to con saves, as is, it lies somewhere in the middle. However, those two items are always active, and this one has very limited uses. Imo, you could tie the concentration save bonus and amount of charges to proficiency bonus for better scaling.
When is weapon form, the magic item gives +1 to attacks/damage, and on hit, an extra 1d4 damage + half speed tied to spellsave dc. Compared to existing Rare magic weapons, thats actually pretty underpowered compared to vicious weapon, sun blade, giant slayer, etc. I think its fair to remove the saving throw entirely from the damage aspect. Should be more like "+1 to attack/damage. Creatures you hit with an attack using this magic weapon take an additional 1d4 damage
When you hit a creature using this magic weapon, that creature must make a wisdom save equal to your spell save DC. On a fail, that creatures movement speed is halved"
I mean a normal help action gives advantage to the ally in combat. it would be through minions that the subclass summons (They can be killed). Using Artificer as the base class.
"Help" action gives advantage on either attack or ability check. If you could pass out 3 advantages as a action, then youre effectively giving your team advantage on all attacks (1 per ally, assuming party of 4) as long as you constantly use the ability. Its hard to determine whether this is actually overpowered without more constraints of the spell listed, but for a reasonable comparison, this is like Bless (for attacking) but better, and Bless is already one of the best spells in the game
Rate my [Homebrew Weapon]
"Extremely Powerful Sword"
Longsword, 1d10 (1d12, Versatile).
Wielding this weapon grants its user Extra Attack (i), and you can attack with this weapon as a Bonus Action.
Finesse Weapon.
wording on your spell is a bit rough. Can probably use fewer words and improve clarity. Balance is decent. I probably wouldn't use it for an optimized character (this is a good thing), but it's got solid damage potential and a 100' cone will pretty much completely cover every map ever run in an actual session, plus it is Radiant damage which lots of nasty enemies are vulnerable to.
Concentration of 1 Minute might make more sense than a single round, and beyond that you restate terms and effects a lot. Aim to never include the same block of text twice in effect descriptions.
Confused one what wording is repeated there, but thanks
Primordial Torrent
8th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot/60-foot/120-foot Cone)
Components: V, S
Duration: Concentration, up to 1 minute
You begin to gather energy around you, before releasing it after a short time. You can hold concentration on this spell until the end of your next turn. Creatures in the cone of this spell must make a Dexterity saving throw or take the according damage rolls depending on how your concentration ends on this spell. They take half on a successful save. If you fail a Constitution saving throw to keep concentration on this spell, you launch a wave of radiant energy in a 30ft cone from you, dealing 5d10 Radiant damage. If your concentration on this spell ends before the end of your next turn, but after the start of your next turn, you launch a wave of radiant energy in a 60ft cone from you, dealing 8d10 Radiant damage. You launch a wave of radiant energy in a 120ft cone from you, dealing 11d10 Radiant damage instead if your concentration ends at or after the end of your next turn.
At Higher Levels. The damage increases by 1d10 with a level 9 spell slot.```
better?
isn't that a lot of damage for a level 8 spell whats the average damage
bow do y'all determine ability scores when homebrewing statblocks?
like I just kinda eyeball it
Optimal.
Yes. Just pick random numbers that seem about right. That's usually fine.
Dnd uses a pretty narrow range of numbers for pretty much everything. Just don't give your level 1 boss monster like 40 strength without a reason and you're fine
Sunburst does 12d6, Incendiary Cloud does 10d8 and is a moving aoe, Bigby's Hand does 11d8 on hit, every turn.
So, about right.
Mb I’ve never been in a campaign where we’ve made it that far
Nah don't feel bad, not many do
I’m running a campaign at the moment with some friends from a school
How far in have you guys gotten to? What level?
So we started 2 days ok and they are level 3 we always start at that level
2 days ago
And we’ve progressed pretty good it’s more a fun campaign then a serious go do the mission campaign
I just want them to have lots of freedom and fun
On average it's just a +5 to a roll, which is literally only as good as d8 Bard dice which are only a BA
And it doesn't stack
It ain't broken
I look for monsters of the same Archetype across CR for a Ratio
"Primordial" and Radiant damage aren't very synonymous, but I can def see not wanting another coverage canon with Acid, Cold, Fire, Lightning, Poison, and Thunder.
There’s lots of homebrew as I gave them the main feature of there class like rage for barbarian or wild shape for Druid and then we earn abilities based off roleplay and what kind of stuff they do so they can get random ah abilities
there aren't many CR 24 creatures unfortunately
Across CR*.
everythings telling me STR 30, but I found one guy at STR 28 and I think this statblock would be closer to that so i'm doing with that
That's usually the way to go
If you feel like it should be that just let it be that
fair
Ah inthis case it's related to a homebrew monster added in from the monster hunter series, them having a very noblistic and paladin-like theme.
Thouguh realizing that concentration can be ended at any time...
Primordial Torrent..? Are you fighting a goddamn Namielle?
Just make them fight two solar
Malzzeno related, campaign has a lot of the mh homebrewed stuff in it, dude I'm playing as is connected to a Malzeno, sorcerer, gained some homebrew spells related to it already, becoming uncorrupted by qurio over time, so radiant instead of necrotic
Reading Abt Malzeno, and I might have a funny spell you guys can use for him. Alkaid's Unheard Prayer (8th level, massive Emanation that makes it so healing from spells below 9th doesn't work and makes creatures they choose immune to Radiant damage)
And force a one time save or be Frightened and knocked Prone while Frightened that way until you succeed a repeat save.
Vaguely vampiric and unholy in nature
Hmm, perhaps if I had any enemies that cast healing spells and weren't resistant or immune to frightened in the campaign lol
But thanks for the offer
just finished putting together this little nasty:
Radagon of the Golden Order
Can you give him a trait that lets him do the thing where he just swats away ranged attacks/spells
he has it
Oh which one? I must have misread
Bonus Actions
Parry Stance (Recharge 6). Until the start of his next turn if Radagon would be hit with an attack he instead forces the attacker to roll again with Disadvantage, and then uses one of his Reactions, regardless of if he's used his Reaction already this round.
Reactions
Holy Spear Fan. Trigger: Parry Stance is active and Radagon forces a creature to remake an attack roll. Response: Dexterity Saving Throw: DC 21, each creature in a 30-foot Cone. Failure: 18 (4d8) Radiant damage.
Ah, I figured it was the parry stand
oh I missed the elden shattering
I was thinking more in line with the Tarrasque’s feature that just bounces spells that are attack rolls
one second
Y'all what is Horizon Walker supposed to be?
Is it literally just Oath of the Watcher but Ranger???
(I just got to it in my Ranger Rework lol)
Reflective Carapace feature from Tarrasque was what I was thinking
It's supposed to be a plane traversing themed Ranger.
So, like, someone who hops between Planes? Hm.
Would a Wild Magic TP be tasteless?
(like America from Marvel, with reckless TPs causing Planear reactions)
yeah but reflective carapace doesnt attack back the way Radagon does
hm
Doesn’t that feature literally bounce spells back at the users sometimes? Or are you referring to when he just lunges at the player and attacks them?
I could rework it
he'll parry and then immediately either swing at you, throw a bolt, or do the fans
It does yeah lol. On a 5 or 6 bounces back.
though I did just realize I could make the golden fan thing- hm
The primary feature that defines Horizon Walker is the ability to teleport between attacks. I'd lean on that, in some shape or form.
one second