#homebrew

1 messages · Page 75 of 1

hollow siren
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The result was an abomination and anathema to all good design

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I cringe at my flashbacks to it

polar galleon
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what if you throw around evil feathers that debuff creatures

cerulean seal
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We don't have a pure debuffer in DnD yet

hollow siren
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Speaking of updating variants and old homebrew BTW, I need to update my evocation Wizard variant but I’m having trouble

cerulean seal
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so there is room for that

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I guess warlocks?

hollow siren
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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

polar galleon
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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

hollow siren
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Initially when I drafted this variant 2 years ago I used spell chaining (bonus action cantrips)

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But that’s stepping on sorcerer toes

polar galleon
hollow siren
polar galleon
cerulean seal
hollow siren
polar galleon
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Naughty or Nice ahh character

hollow siren
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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)

restive tusk
polar galleon
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should i make the debuffed creature undergo a saving throw to resist the evil feather

hollow siren
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Anyway

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Any ideas other than spell chaining for 10th level?

restive tusk
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It depends on the debuff but generally yes

polar galleon
hollow siren
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(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)

hollow siren
hollow siren
polar galleon
polar galleon
cerulean seal
polar galleon
hollow siren
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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.

patent radish
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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.

hollow siren
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I wanted to keep the names so I named the sub features a la archery warlock (24)

hollow siren
polar galleon
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but made it different

hollow siren
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Interesting

polar galleon
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they get to add their prof bonus iirc

hollow siren
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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

polar galleon
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lack proficeincy in a check, use prof mod/2 rounded down

hollow siren
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Basically if y’all couldn’t tell i have been on a wizard brews bend lately lol

patent radish
# polar galleon cough *nerd* cough

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…

hollow siren
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Same here except the hang over part. I’m not that old but I feel old as heck

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Law school and the bar exam do that to you

polar galleon
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what the frick

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i feel so unacomplished

cerulean seal
hollow siren
hollow siren
polar galleon
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When i graduate HS im going straight to uni to study pharmacy

cerulean seal
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I work in IT currently. I don't like it

polar galleon
cerulean seal
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Tbh, I want to do game design for a living but idk how to get into that

cerulean seal
hollow siren
hollow siren
polar galleon
hollow siren
hollow siren
polar galleon
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4 years of uni, 1 year intership, exam BOOM you become a liscensed pharmacist

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I need a high 70 low 80 ATAR to get in so i gotta study my arse off

patent radish
# hollow siren Law school and the bar exam do that to you

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.

cerulean seal
polar galleon
# cerulean seal Maybe you can let the player choose which debuff the apply when they throw the d...

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.

cerulean seal
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But that's okay because we keep pushing

polar galleon
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forgot to write, on a fail they take some ryneston damage

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im tired

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its 1 am forgive my brain fog

hollow siren
hollow siren
hollow siren
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From before

polar galleon
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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

hollow siren
# polar galleon flavour over functionality. keeping the special damage types for narrative purpo...

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

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Which it sounds like you did before

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With everything not resisting it or being vulnerable to it except its counterpart and the respective damage type itself

hollow siren
polar galleon
cerulean seal
hollow siren
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OH I GOT IT

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My evocation Wizard 10th level replacement

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Bear with me this was just an idea that I literally just had

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And it’s unorthodox

polar galleon
hollow siren
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Redirecting spellfire back

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Yes, I know that’s abjuration and all…but you could argue you understand evocation so well you can redirect stuff back at enemies

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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)

polar galleon
hollow siren
cerulean seal
hollow siren
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The slot you use for the spell itself would be up to your PB or a cantrip

coral delta
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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?

hollow siren
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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)

cerulean seal
# polar galleon all besides CON then

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

cerulean seal
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So I would just make it a general damage debuff or something

coral delta
hollow siren
polar galleon
hollow siren
polar galleon
coral delta
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Potions have no thrown interaction by default, other than using them as an improvised weapon (does not heal)

polar galleon
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the attack's damage is reduced by 1 die?

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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.

cerulean seal
cerulean seal
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So maybe just make it a BA

polar galleon
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Has anyone had a look at the subclasses?

cerulean seal
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I'll look at the subclasses in a bit. I'm at work currently

hollow siren
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Heck, I might make the effective level feature the 10th level feature, upon further consideration. Problem solved I think

patent radish
# cerulean seal But that's okay because we keep pushing

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!

cerulean seal
hollow siren
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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

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The last one is intended to mirror the holy order/druid equivalent features 2024 introduced

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Frankly I would just nuke verbal components and make them only applicable in spells like command, suggestion, silvery barbs, etc.

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Something something winGAAAARdium levIOOOOOOSAAAAAHHHRRR

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They’re just so hecking campy lol

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Bards having v components makes sense I guess

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Wizards maybe as a training tool

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Sorcerers definitely not

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Just a minor hot take personally from me tho

polar galleon
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V components are INFINENTLY better than S

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fight me

hollow siren
polar galleon
hollow siren
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To me there is something so cinematic about throwing a lightning bolt from an outstretched hand like Skyrim

hollow siren
polar galleon
hollow siren
hollow siren
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And I cast backlash if that fails

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Or the visual of a mage throwing up a glowing ward/shield from his hand

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chef kiss absolute cinema

polar galleon
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Power Word Kill becomes Power Dance Kill

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they just bust a move

hollow siren
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Unironically I love this

hollow siren
hollow siren
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Where a spoken word is inherently necessary to the spell

polar galleon
hollow siren
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Dominate person is more like Imperio but command is not, it’s forceful exertion of will through a spoken word

hollow siren
polar galleon
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I cast Karsus Avatar and become the god of custard damage

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i really want to make a class around custard damage now

hollow siren
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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.

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And then for bard giving a tools required like feature

polar galleon
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blueberry + custard damage = yummy damage

hollow siren
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Where every spell requires incantations or vocal inflections

hollow siren
patent radish
# cerulean seal Well all I have done are homebrews and such. I haven't sold any products or publ...

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)

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making homebrew is a nice hobby, but a new job is a major life choice....

cerulean seal
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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

junior saffron
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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?

cerulean seal
vocal imp
junior saffron
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Yeah, feels like proper DND wording though. “Rest of the day” feels funky

vocal imp
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this is kind of one but it has different range

junior saffron
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Oops, you’re right. It should be 10 feet! Didn’t mean for it to be an outlier like Oath of Heroism

vocal imp
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why do you have to reduce movement speed AND crit them?

cerulean seal
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You can just clarify “creatures in your aura”

junior saffron
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There’s a Channel Divinity option I’m working on for them that also slows

cerulean seal
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So this will only ever work less than 95% of the time

junior saffron
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Additionally, it can be other creatures that critically strike enemies in the aura, it doesn’t need to be you.

vocal imp
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fairly swingy, but the wording isn't quite there

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like, can you crit someone and then ray of frost them after?

junior saffron
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I’d say that if the creature needs to be slowed first.

vocal imp
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id change the wording to reflect that

cerulean seal
vocal imp
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im not that much of a fan because it can feel like youre setting up for something completely based on chance

cerulean seal
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Not unless the subclass has a way to crit fish

vocal imp
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say 2 have multiattack

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its a 1-.95^6 chance per round

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instead of 5%

junior saffron
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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.

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I’m glad the consensus is that it’s not too strong, I can add power budget into other areas of the class.

cerulean seal
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Is anyone here familiar with the anime Hunter X Hunter?

ornate niche
junior saffron
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The last part of the feature reads that you can only stun a creature 1/long rest.

ornate niche
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oh i see, sure

south wasp
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Hxh power systems do not fit very well at all into dnd

cerulean seal
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Just his assassin training and stuff

south wasp
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Hes a rogue

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Assassin rogue

cerulean seal
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Even with all his unarmed stuff?

south wasp
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Assassin rogue with a racial ability that gives an unarmed attack

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Ie. tabaxi claws

cerulean seal
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So I was trying to decide whether he fit monk or rogue better

south wasp
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With homebrew/flavor on the unarmed strike and sneak attack

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His entire story is he was raised by assassins to assassinate

cerulean seal
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Unarmed fighting style rogue subclass it is

vocal imp
south wasp
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You could make a monk subclass around it

cerulean seal
south wasp
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But hes the definition of assassin

cerulean seal
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Just his assassin training

south wasp
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Flavor booming blade as lightning or whatever

vocal imp
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none of the spells you get as one would be fitting i feel

cerulean seal
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I saw someone say his nen stuff could be ascendant dragon monk

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But I’m making a homebrew subclass based on his assassin stuff and features from the anime

south wasp
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Rogue also just sorta fits his character

Good with people but edgy, wants to run away if outclassed, highly mobile

cerulean seal
south wasp
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General jack of all trades ability (dude does all the planning almost for gon and him)

junior saffron
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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.

cerulean seal
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Gon is a Ranger

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Imo

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Ranger monk if you wanted to multiclass

south wasp
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Gons a monk

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Or a monk/barbarian

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Or a paladin

cerulean seal
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Barbarian? I think I can kinda see that

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I think Ranger fits him better though with his ties to nature

south wasp
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Dudes entire thing is he gets swept up in his emotions and punches people

cerulean seal
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And he used to fight with a fishing rod

south wasp
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His rock paper scissors punch can also be a smite

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(You can unarmed strike smite in 2024)

cerulean seal
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Oh yeah

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The new Paladin subclass too has unarmored defense too

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That’s kinda based

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Anyways. I’m gonna make an unarmed fighter rogue assassin subclass of some kind

south wasp
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Honestly paladin fits gon the best, in every sense

cerulean seal
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I have an idea of how to go about it

junior saffron
native hatch
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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.

junior saffron
native hatch
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it's more of a setting than an dventure module

south wasp
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Id say the question still stands

native hatch
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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

south wasp
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Just explain if the players seem interested

native hatch
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this is something i'm writing though lol so there are no players

junior saffron
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If the races have any homebrew lore then you should present that to your players.

south wasp
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Then just do whatever you feel is fun?

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If its all for you, you do what you want

native hatch
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wll itsnot jsut for me lol this is getting put on the market lol

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I'm just tryingto gauge what feels like enough

junior saffron
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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.

lone root
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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).

kind spruce
lone root
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Yes, I should specify its when rolling damage. So you can have multiple explosions, if you're lucky enough.

bitter whale
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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

soft locust
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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?

cerulean seal
soft locust
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hmm yeah that could be a solid option

cerulean seal
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Like fire bolt or something or whatever cantrips gives a damage type that fits the species the most

soft locust
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though im playing artificer so i already get two cantrips

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and artificer can have the firebolt cantrip

cerulean seal
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And you could have the artificer take a 1 non-damaging cantrip. Something a bit more utility or roleplay focused

soft locust
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this one species i found on dnd beyond named Draconic warforged

cerulean seal
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Is it based off any specific colored dragon?

soft locust
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i can choose from poison, acid, cold, fire and lightning

cerulean seal
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Then yeah, I would either pick a damaging cantrips that fits your damage type. Or, something like Mending since it’s a warforged

soft locust
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also it can change the damage type/resistance on a long rest..

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oh but then i could make it change the cantrip damage

cerulean seal
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That’s kinda cool

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Can change damage type of cantrips to one of the following options: XYZ

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Lightning bolt

soft locust
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yeah that could be kinda cool

wet seal
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@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?

wet seal
#

But that's just his opinion

cerulean seal
wet seal
cerulean seal
#

Difficult for me to say without context

wet seal
#

Tbh lemme take a shower then tell you brb

grave umbra
#

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)

cerulean seal
#

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

grave umbra
#

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.

wet seal
#

That's the 1st part of the gimmick

#

The 2nd part is how to use them (as stated before)

cerulean seal
#

And a limit on how many you can hold at once.

wet seal
cerulean seal
#

Monks focus points go up to 20 I believe

wet seal
wet seal
wet seal
#

?

cerulean seal
#

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

wet seal
# cerulean seal In your mind, what do you picture this class using souls for? Like what’s the fa...

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?

floral cypress
balmy leaf
#

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

bright terrace
#

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.

cerulean seal
wet seal
#

Subclass

cerulean seal
#

Gotcha. I misunderstood and thought this was for a full class

cerulean seal
#

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

cerulean seal
#

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

wet seal
#

Pact slots? Is that uhh Arcanum or the Invocation Options?

cerulean seal
#

They are very powerful which is why they get so few

wet seal
wet seal
stuck raptor
#

Once per Long Rest

cerulean seal
#

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.

wet seal
stuck raptor
#

always have been

cerulean seal
#

Warlocks don’t have traditional spell slots

#

They only have pact slots

wet seal
#

Oh you know what I mean

cerulean seal
wet seal
#

I'll ask Google to simplify pact slots

cerulean seal
#

You cast a 1st level spell as a 5th level spell automatically basically

#

For no additional cost

willow lagoon
#

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.

cerulean seal
wet seal
#

Extra damage?

willow lagoon
#

it means exactly what it says

cerulean seal
#

Different spells have different effects when they upcast

#

Burning hands I think is the most simple example

wet seal
willow lagoon
#

just go read the rules of the game

cerulean seal
#

Yeah, every time you cast a spell it automatically upgrades to the highest level your warlock level gives

willow lagoon
#

because those are the only spell slots you have

#

you just straight up don't have lower level spell slots like other casters do

wet seal
#

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

stuck raptor
#

... if youre new to the game, may i reccomend learning the game first before delving into homebrewing

willow lagoon
#

exactly what I was going to say yes

wet seal
#

Eh done it thrice, all 3 went fine

cerulean seal
cerulean seal
#

The fact that your pact slots grow over time is so useful

half condor
#

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?

arctic thorn
#

prolly, maybe just say "if the creature is already burning, this does not reset the 1 minute duration"

#

or something along those lines

polar galleon
true forge
#

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)

fierce dome
#

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

true forge
#

oh right forgot round down, hmmmm

fierce dome
#

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

true forge
#

im remaking an old sub of mine for 2024, that was the gimmick, which was a CON save but half PB reduction

true forge
fierce dome
#

So that gives the player interesting choices to make

true forge
#

ig

fierce dome
#

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

true forge
#

hence why it was half WIS mod so it wasnt too too bad

fierce dome
#

Oof a permanent reduction is hard to justify

#

And not all targets even have "armor"

true forge
#

well, in that case it would like opening weak points

#

depends ig there lol

true forge
fierce dome
#

Some targets' AC is like entirely their dexterity

#

AC represents a lot of things

noble lion
#

Is there a creature that turns to stone in sunlight (or triggered by another effect) I could copy the trait from?

patent sigil
#

Hmm wondering about something for a sanguinemancer samurai... like a katana

cerulean seal
# polar galleon https://www.worldanvil.com/w/world-1-fpan15/a/the-blessed-article Just linking t...

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?

polar galleon
cerulean seal
#

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

limber robin
polar galleon
grim lark
#

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? 🤔

cerulean seal
grim lark
#

Custom feat for him

#

He's a bard, so it tracks as well

grim lark
#

That and everyone else has and hb

cerulean seal
grim lark
#

But a temporary Bless™ seems appropriate

polar galleon
#

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?

noble lion
#

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?

https://imgur.com/a/GxGRJeS

#

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.

peak inlet
cyan cradle
#

Hello there!

#

Could I get some feedback on a 3rd level homebrew spell?

red nebula
#

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)

cyan cradle
#

What level is the feature?

red nebula
#

What level would be alright?

cyan cradle
#

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

wet seal
cyan cradle
#

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

cerulean seal
wet seal
#

Except you need 4 souls to cast it

#

I could also make soul harvesting guaranteed

#

Is that fine?

cerulean seal
willow lagoon
#

even down to the idea of it being a 50/50 roll for it

stoic minnow
#

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

slim stump
#

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.

fast cove
#

it very much is not

stoic minnow
slim stump
#

how would you rewrite it?

stoic minnow
#

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
...

fast cove
#

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

stoic minnow
fast cove
#

i read it twice and was like nah

stoic minnow
#

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

fast cove
#

is this supposed to just be a homebrew mechanic or an alternative to multiclass

stoic minnow
stuck raptor
#

... what are the numbers for this thing holy

stoic minnow
#

Actually I might steal it I like it

#

:3

stuck raptor
#

level of feature * 10 is a lot. DC 30 is already hard to consistently hit

stoic minnow
#

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

slim stump
stoic minnow
#

There should be a limit on how many tries

stuck raptor
#

i also feel like it should be used in downtime

#

Over two long rests feels too fast

stoic minnow
#

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

stoic minnow
#

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.

red nebula
#

Smh it didn’t work. Idk how to link

slim stump
stoic minnow
#

Off the top of my mind I can immediately think of feats and proficiencies

slim stump
#

also if it matters 2024 rules

stoic minnow
stuck raptor
#

ASI levels are indeed class features

stoic minnow
#

Same for armor training imo

#

There's features for armor so.

stuck raptor
#

I feel like just needing downtime, money, and a teacher would work better

stoic minnow
#

The barbarian can learn divine smite from a paladin

#

The ranger can learn enlarge reduce

stuck raptor
#

barb cant use it without spell slots

stoic minnow
#

Etc.

stuck raptor
#

and smite is a spell for 2024

stoic minnow
slim stump
stoic minnow
#

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

stoic minnow
#

Simple DC changement won't work either way.

stoic minnow
#

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

hollow siren
#

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)

slim stump
#

@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.

stoic minnow
#

Ooh wait.

slim stump
stoic minnow
#

It continuously adds it's scored until it reaches the DC?

#

In that case add way more dc

slim stump
fast cove
#

more importantly how would subclass features work in this system

stoic minnow
#

Also spell casting is a feature

slim stump
slim stump
fast cove
#

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

fast cove
#

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

fast cove
#

characters that use dexterity often achieve saving throws of +7, +9 and so on

#

which is a considerable difference

slim stump
fast cove
#

sure but then you are leaving your character balance on LUCK

#

which is a horrible design choice

slim stump
#

thats valid

fast cove
#

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

slim stump
fast cove
#

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

slim stump
fast cove
#

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

blissful oxide
#

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?

umbral dust
blissful oxide
lime dragon
#

Oh you said beaks. Nevermind thought you said one of its tentacles

red nebula
#

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

blissful oxide
blissful oxide
boreal rover
umbral dust
umbral dust
#

or is it 10 turns of being untargettable outside of a wisdom save

ornate niche
#

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.

umbral dust
#

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

red nebula
#

yeah

#

the only is difference is that you could attack whilst using sanctuary.

#

Idk whats wrong with my typing today...mb

umbral dust
#

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

red nebula
#

ah ok

#

thanks 👍

umbral dust
#

no worries

halcyon patrol
#

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

umbral dust
umbral dust
halcyon patrol
#

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

red nebula
umbral dust
#

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

red nebula
#

hmm

#

it does consume reaction tho

#

but ye

#

hmmm, ill think of some more

umbral dust
#

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?

red nebula
red nebula
umbral dust
red nebula
red nebula
#

was really the only bit

#

oh also

umbral dust
#

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

red nebula
umbral dust
#

i think you're missing my point - what would any kind of reaction cost change?

red nebula
#

hmmm

umbral dust
#

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

stuck raptor
#

*cant damage

umbral dust
#

thank you

red nebula
#

noted 👍

amber trail
#

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

umbral dust
#

holy wars are an option

amber trail
#

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

stuck raptor
#

-# i will have to say, this channel is more for homebrew mechanics

amber trail
#

the thing is, they might actively be researching the forbidden with them

amber trail
umbral dust
amber trail
#

sorry again
thank you isle 🫂

umbral dust
#

it is okay

stuck raptor
#

no worries

sturdy knoll
#

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!

stuck raptor
#

NP. im too OCD for this dndLol

bitter whale
#

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

umbral dust
#

angry birds statblock

bitter whale
#

they gonna have like 10-20 hp

umbral dust
#

i've never played past 8th level, so i'm the wrong person to ask haha

bitter whale
#

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.

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what do yall think ?

stuck raptor
#

feels too squicshy for a CR 5

bitter whale
#

its supossed to be a minion

#

i can lower the cr

#

mabey 3 ?

stuck raptor
#

defensively, it reads like CR 1/8

bitter whale
#

and ofensivly ?

stuck raptor
#

im also not sure why it has MA if it has to pick between either

bitter whale
#

thats true

stuck raptor
#

CR 1 for offense. So averaging 1/2?

bitter whale
#

okay

#

cr makes prof bonus higher right ?

stuck raptor
#

yeah

bitter whale
#

so i should make dex higher ?

stuck raptor
#

its same PB scaling as players

bitter whale
#

if i make it cr 1 pb is +2

stuck raptor
#

yes

ornate niche
#

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.

stuck raptor
#

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

bitter whale
#

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.

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better ?

lament coyote
#

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.

umbral dust
#

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

lament coyote
umbral dust
#

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

arctic thorn
lament coyote
# umbral dust the teleport spell may be annoying as iirc it requires you to already be familia...

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

umbral dust
#

A 7th-level spell is a pretty big cost

lament coyote
#

yes and no
its a pretty big cost but once you have access to it at all it becomes trivial

stable radish
#

subclass for every class bar Wizard that just respecs you as a Wizard

"you clearly made a mistake"

full pelican
#

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

restive tusk
#

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.

full pelican
#

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

restive tusk
#

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

true forge
#

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

full pelican
#

So 24D10 fire + 24D10 necrotic (since it's a step above) I'm well aware this is a cataclysmic world ending event

restive tusk
#

Yeah that would be a good target for the initial damage

restive tusk
true forge
#

the main thing is just a 'nerfed' Steel Wind Strike lol

restive tusk
#

Yeah that’s exactly why I like it dndLol

true forge
# restive tusk I like this a lot, it seems good but not too OP for me

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)

full pelican
#

@restive tusk tyvm btw

restive tusk
true forge
#

ah fun, thank gods about that lol

soft locust
#

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?

soft locust
#

oh yeah i forgot about elementals

#

thanks

fierce dome
#

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

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Trickery domain probably could work, but they wanted something more tailored to this deity

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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

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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

simple tinsel
#

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

low perch
#

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

simple tinsel
low perch
#

Caster

simple tinsel
low perch
#

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

simple tinsel
low perch
#

Planeswalker, custom class i've worked on and played with(mainly my players) for years

golden temple
#

i'm working on a race and i really am not sure abt this feature,,

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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,,

simple tinsel
#

and its just when you deal necrotic damage to them

wet seal
#

@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)
low perch
low perch
#

Its only once per turn and only one person that was damaged

wet seal
#

Hmmm actually one thing: Are Will o the Wisps in this game or no?

cerulean seal
simple tinsel
wet seal
golden temple
#

i'm basically between removing it entirely or giving it to the base race,,

simple tinsel
#

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

low perch
#

On the super disadvantage part I imagine?

simple tinsel
#

I don't mind the 2nd version of the level 14 ability at all

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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

cerulean seal
# wet seal <@225314434019622912> ```Lvl 3 (Spirit Scythe) When reaching this level: You ge...

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.

low perch
# simple tinsel Like i could just multiclass into warlock with one level and take hex and do a b...

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

simple tinsel
#

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

low perch
#

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)

simple tinsel
wet seal
# cerulean seal Making this a weapon is perfectly fine. You can also just make it basically like...
  1. Alr I will give it an extra D8 per 5 levels (So Lvl 10: 2D8, Lvl 15: 3D8, Lvl 20: 4D8) is that fine?
  2. 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)
  3. Ehh yea abit weak, I'll do it like smite did it; after all: Smite is a pretty good spell (Right? Idk ;-;)
  4. Yea, perhaps; however I do plan to have a 'soul spend' mechanic for each main subclass level: 3,6,10,14
golden temple
#

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,,?

cerulean seal
# wet seal 1. Alr I will give it an extra D8 per 5 levels (So Lvl 10: 2D8, Lvl 15: 3D8, Lvl...
  1. 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.

  2. 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.

  3. 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.

  4. 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.

wet seal
# cerulean seal 1. Do the scaling for every new level you get a new feature in this subclass ins...

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?

simple tinsel
# fierce dome Would anyone care to look over this cleric subclass? https://www.gmbinder.com/s...

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.

simple tinsel
wet seal
#

I think I have an idea for the lvl 6

#

Gimmi a sec

cerulean seal
# wet seal Made some changes: made some changes while you were typing sorry Lvl 3 (Spirit S...

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.
wet seal
cerulean seal
#

This isn't a spell, it's just another subclass feature.

wet seal
cerulean seal
wet seal
#

Writing down an idea for lvl 6 rn

cerulean seal
simple tinsel
wet seal
queen egret
#

Thinking about making a homebrew setting from the scratch, anyone know any guide or anything someone may have made?

cerulean seal
queen egret
wet seal
#

It'll be like a totem in DBD

cerulean seal
#

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

red nebula
queen egret
#

I like kuja

twin leaf
#

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

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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

polar galleon
cerulean seal
polar galleon
#

Then i could move the ressurection to level 10?

cerulean seal
polar galleon
#

so its a lil less rough earlygame

red nebula
#

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?

polar galleon
#

Patron Foresight mayhaps

red nebula
native quail
cerulean seal
#

Unless there is a specific spell that you are referencing that has effects of it misses?

red nebula
#

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?

cerulean seal
#

Yep. Easy peasy

red nebula
# cerulean seal Yep. Easy peasy

So its good? balanced and everything?
Btw I just remembered about the cloud rune fighter sublcass feature. Now i want it. 😭

polar galleon
red nebula
queen egret
#

so many setting ideas so little time to sit down and write

red nebula
cerulean seal
red nebula
red nebula
red nebula
cerulean seal
red nebula
#

oh

cerulean seal
#

Isn’t Tharizdun like a big elemental demon guy?

#

Great destroyer and such

red nebula
cerulean seal
red nebula
#

The theme of teleporting is based on absence and entropy instead of spatial manipulation.

cerulean seal
#

Like a dream warlock.

#

Maybe you don’t teleport but you blink into a dream space

red nebula
cerulean seal
#

You can do stuff like the blink spell

vivid horizon
#

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?

red nebula
#

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.

cerulean seal
red nebula
#

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...

red nebula
vivid horizon
fierce dome
#

I mean that just sounds like 2014 hexblade

polar galleon
vivid horizon
vivid horizon
fierce dome
#

Sorta, they mostly just baked it into pact of the blade instead of giving it its own subclass

raw fern
#

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

frank berry
#

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

unique parrot
#

Paladin solos

hollow quest
#

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.

high pendant
#

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

fierce dome
cerulean seal
hollow quest
junior saffron
#

Fighting Style: Quickdraw
Whenever Initiative is rolled, you can move up to half your speed and make a weapon attack.

heady stream
#

way too strong, that is just a free attack every combat for every character with lots of movement or ranged weapons

queen egret
#

this is better off as a feat than a fighting style

stuck raptor
#

I feel its weaker than the usual ones, like Archery or Defense or even Dueling

junior saffron
#

Maybe I remove the movement…

maiden bay
#

I kinda want to make my own version of DND 24 just to see what I come up with.

queen egret
stuck raptor
#

Fair, round 1 is also the best time to get damage in...

queen egret
#

combat is like 3-4 rounds

#

usually anyway
so it'll be big impact most of the time

junior saffron
#

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?

tawdry leaf
#

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.

noble lion
noble lion
minor lark
cerulean seal
minor lark
cerulean seal
minor lark
#

alright thank you

tepid belfry
#

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

frank leaf
#

No action economy is the most OP part

junior saffron
frank leaf
#

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

junior saffron
junior saffron
#

It should be usable for both.

frank leaf
junior saffron
#

What do you mean?

frank leaf
frank leaf
#

so wouldn't be needed there

#

Other stuff like that exist, yk

frank leaf
#

It is a very cool idea, a roundabout crit fishing style that isn't boring like Hold person/monster

junior saffron
#

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?

junior saffron
#

Oh the petrification isn't a 1/LR thing, it's a Channel Divinity option. So it kind of is, I suppose.

frank leaf
#

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

junior saffron
#

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

frank leaf
#

For example

#

Restrained condition plus Blind and Deafened instead of Petrified

severe trellis
#

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

frank leaf
frank leaf
#

Like creation bard but Barbarian and with an Artificier twist lol

severe trellis
#

Something like that I'm gonna be cooking for a bit

frank leaf
#

HM. Barb with a mount . . .

severe trellis
#

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

frank leaf
severe trellis
junior saffron
#

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.

severe trellis
#

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

frank leaf
# junior saffron Paladin, Oath of the Warden *Flavor: A warden of an Icy Prison* (3) CD: Chillin...

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.
frank leaf
#

Mounted Combat is pretty easy to run

#

My table finds it fun at least

severe trellis
#

I'll need to think out the curated list...should I present all options at once?

junior saffron
#

Aura of Hoarfrost refreshes every turn, would 4THP/turn unconditionally not be strong?

frank leaf
#

It gets worse the less you get hit

frank leaf
junior saffron
#

I was also thinking about changing it so that it’s reduced movement instead, in line with the class’s ‘debuff’ theme.

frank leaf
frank leaf
junior saffron
#

LOL

frank leaf
# junior saffron LOL

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:

  1. Ensnaring Strike, Snare
  2. Knock, Arcane Lock
  3. Magic Circle, Slow
  4. Resilient Sphere, Gate Seal
  5. 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.
frank leaf
#

Like with Wild Heart

#

Or Storm herald

#

(Hm. Rune Barb is somewhat an exception, ig)

tepid belfry
frank leaf
#

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.

severe trellis
#

that might make it too wide

hollow siren
hollow siren
true forge
arctic nimbus
distant crescent
#

Question about Steinhardt's guide to Eldritch hunt: does "Living nightmare" fighter's hammer arms count as 2-handed weapon?

hexed solar
karmic eagle
#

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?

amber trail
#

how would you, as a mage, hit a ghostly being?
it's ethereal supposedly but it's not the DnD ethereal

hexed solar
#

Are you trying to establish the rules for this ghostly creature or work them out from someone else's homebrew.

amber trail
#

oh yeah
it's also in a tunnel that we need to go through, so no dodging that one

hexed solar
#

Without knowing the rules of whatever OP HB your DM is throwing at you, people arent going to be able to help you.

amber trail
#

fair enough
i apologize

half nebula
#

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.

opal trail
#

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.
ember bobcat
#

Anyone looking for a new player

opal trail
stone fjord
#

How unbalanced does a subclass that can give Help 3 times per turn at the cost of your action and bonus sound?

arctic nimbus
true forge
#

Like having to be within 5 feet help action

arctic nimbus
# half nebula Working on a magic item for my character, with dms permission. She's a lvl 8 War...

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"

stone fjord
# true forge Just a normal help action?

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.

arctic nimbus
# stone fjord How unbalanced does a subclass that can give Help 3 times per turn at the cost o...

"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

maiden bay
#

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.

maiden bay
# opal trail Hello. I am here for judgement. ``` Primordial Torrent 8th Level Evocation Cas...

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.

opal trail
#

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?
tardy owl
#

isn't that a lot of damage for a level 8 spell whats the average damage

spring tusk
#

bow do y'all determine ability scores when homebrewing statblocks?

#

like I just kinda eyeball it

maiden bay
spring tusk
#

legit?

#

just eyeball it? I mean fair enough

maiden bay
#

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

opal trail
tardy owl
#

Mb I’ve never been in a campaign where we’ve made it that far

opal trail
#

Nah don't feel bad, not many do

tardy owl
#

I’m running a campaign at the moment with some friends from a school

stone fjord
tardy owl
#

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

frank leaf
#

And it doesn't stack

#

It ain't broken

frank leaf
frank leaf
tardy owl
#

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

spring tusk
frank leaf
spring tusk
#

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

tardy owl
#

Make them fight full power fraz urb luu

#

He’s a silly guy

frank leaf
#

If you feel like it should be that just let it be that

spring tusk
tardy owl
#

Try masking them fight demon lords a lot of them are 24+

#

Making them

opal trail
#

Thouguh realizing that concentration can be ended at any time...

stone fjord
tardy owl
#

Just make them fight two solar

opal trail
frank leaf
#

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

opal trail
#

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

spring tusk
cerulean seal
spring tusk
#

he has it

cerulean seal
#

Oh which one? I must have misread

spring tusk
#

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.

cerulean seal
#

Ah, I figured it was the parry stand

spring tusk
#

oh I missed the elden shattering

cerulean seal
#

I was thinking more in line with the Tarrasque’s feature that just bounces spells that are attack rolls

spring tusk
#

one second

frank leaf
#

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)

cerulean seal
coral delta
frank leaf
#

(like America from Marvel, with reckless TPs causing Planear reactions)

spring tusk
#

hm

cerulean seal
spring tusk
#

I could rework it

spring tusk
frank leaf
spring tusk
#

though I did just realize I could make the golden fan thing- hm

coral delta
spring tusk
#

one second