How about it's a channel divinity that's similar to dancing lights, and conjures a number of wisps equal to your Proficiency bonus. The wisps each cast light that illuminate magical darkness, can manipulate an object, open or close a door or container, and pick up or set down a Tiny object, and can extinguish themselves while they're within 5 feet of another creature to restore hit points equal to half your cleric level, rounded down
#homebrew
1 messages · Page 77 of 1
i like it but i would move arcane potency down i think level 14 is way to high when everyone else gets it at 6
also at level 5 i would give an extra attack but the second attack can be a spell
oh thats a good one
I shall be taking this thank you
especially magical darkness thats nice
yeah definitely add that one good call crapulence
I'd maybe consider not doing the whole object interactions stuff, since then it's a bit overloaded but yeah that's a framework
you need to put a timeframe on it tho
Standard one minute
I don’t really like the idea of them casting light tho maybe at later levels because the wisps shouldn’t be really interacting that much they should be more just helpful spirits
You get what I’m saying?
i think everything but the manipulating object or closing and opening doors but they can unlock them
I don't mean like casting the light spell, more like how a torch glows
OH
Let me write something up rq
Okay nvm lol my fault
ok so make it so u can only cast light on self
I didn't have any arcane potency mentioned in it tho.
level 14 weapon attacks are now magical even if not infused with magic
Oh
I forgot that
monks get the same ability at level 6
its a good ability i would just bring it down a few levels
but if you like stuff like that check out my Bloodbound Lieutenant it's right up your alley
its a really good class if you don't mind when your complete with it i may use it
It's actually dropped by a different homebrew creature I made that uses RAC (Reverse Armour Class).
oh ok
oh ok
When should this be? Level 4 maybe?
I’m not to great at balancing homebrew with non-homebrew
oh that's mean lol im stealing that one
honestly id make it 3rd when you get it because thats when you get the motes
True
its really not a broken mechanic
idk if you wanna put a limit on tho then as you level up maybe 7 or 11 make it all the time
Go ahead, I like it when others are able to utilize what I make.
You create a number of tiny, torch-sized wisps on a point you can see within 30 feet of you, up to your Proficiency bonus. The wisps hover in the air for the next minute. Each wisp sheds bright light in a 10-foot radius, and dim light for an additional 10 feet. As a bonus action on your turn, you can move the wisps up to 20 feet to a new spot. If you end your turn with a wisp inside of an area of darkness created by a spell of 3rd level or lower, you can choose to extinguish the wisp, and the spell that created the darkness is dispelled (no action required). You can also choose to extinguish a wisp at the end of your turn if it is within 5 feet of a willing creature, and doing so will cause it to regain a number of hit points equal to half your cleric level, rounded down (to a minimum of one hit point).
i think you should add Wisdom modifier also
To which value?
HP
Half cleric level is so it stays consistent with the healing output of pre-existing cleric subclasaes
Twilight Cleric, for example
gotcha makes sense
i dont think you should balance things off the best cleric sub
im lacking any other context, though
Aeolus is make a subclass for cleric that uses light motes
What he said
Basically a cleric subclass that summons wisps/spirits
Level three things What are we thinking?
Once the cleric reaches level three they may have the wisp surround themselves shining bright light to give disadvantage on any physical attack made against them, this fades once the caster dispels it or gets hit by a totally of 15 physical damage.
As a bonus action If an ally is falling the cleric may have the wisp extinguish themselves to grant feather falling
oh i thought feather fall was just gonna be there always prepared spell
i think the disadvantage is good for level 3
Idk I think I like the wisp version better it’s still up for debate though
either way works if you do it that way then you have to find a different level 1 spell for your domain spell
I have another creature you might like (if you enjoy torturing players with nigh impossible encounters).
i do
I call it "Bob"
Ever heard of an elemental cataclysm?
Bob is an elemental cataclysm's nightmarish angry sibling.
Sure
I know
Noice
Feel free to use Bob if you want.
will do
Anyone got any suggestions for updating forge cleric to 2024
I just reread it and it feels mega weak
i wish i could help but i dont really know the 2024 rules that well
Dang
I attempted to port Diablo 2 gems, into DND...
does link sharing to unpublished homebrew work? or does it have to be published?
It has to be published for people outside your campaigns to read it
Im working on a new race rn, called an ISO(isomorphic sisyphian organism). They’re large abberations, like kinda look like tall thin bug people. Their big thing is they have a really high CON, AC, and generally pretty high HP, due to their exoskeletons and the conditions of their home environment. Another thing though is they generally have really low CHA scores, on account of being 10 foot tall bug looking guys. They also can’t communicate verbally in any language other than their native one, relying on telepathy. Im working on some other stats rn, but so far how we feeling abt this?
College of ____ is the format they use. Can’t use “the”
Restricting languages may set them back in comparison to other races, but the telepathy seems interesting. It's difficult to restrict certain ability scores (as people will want to do whatever they want with their characters) but it's an interesting concept
To show off their exoskeleton stuff, you could do a similar thing to the goliath's racial ability? Can reduce damage by a d12+con a few times per day
Yes and no
Probably something like that, my initial thought was that their natural AC score would be a bit higher than average
You can use the, although none of the base dnd ones do
Maybe they have an innate unarmoured defense, similar to how barbarians have? Adding a permanent bonus to AC may overpower it a bit
Yeah probably
Also one of the most powerful characters in the lore is an ISO, and he’s kinda showing the “high end” of where they could theoretically get to at lvl 20+
Most races (at least in 2024) typically have a damage resistance and a flagship feature like innate spellcasting or some other 'big' ability
But if it's for a homebrew world then the only balance you need to worry about is your own world's
Yeah
Their flagship ability would probably be some sort of elemental resonance, so either they can get spells of a certain type/element faster, or they have resistance to a certain element. The way spells and magic work in my world is a bit different, the character has to have a deep understanding of the “nature” of the element they’re using in order to safely use the spell. ISOs have a pretty good attunement to the nature of things in their culture, so it would make sense that theyd be able to pick up on that a lil faster, if that makes sense
Sounds quite interesting!! Maybe they have some kind of reaction to absorb an element lol
Yeah that might be cool
Say for example the strongest ISO, Serein, his resonance is with lightning. A high-level thing(like lvl 18) that ISOs get is an elemental storm ability, like a 1/day AOE that lasts a minute and has some resonance with their element. Serein’s is a lightning storm
Been thinkin about making a homebrew Cursed Energy & Techniques setting it'd take alot of work though. Thoughts?
All I can say with stuff like that, just dont or make it very simple
You would basically have to make a customer Jujutsu Sorcerer class and subclasses/features for EVERY technique and such.
Or
Run martials only (no magical subclasses) and make a separate magic system or treat cursed techniques similar to magic items with charges or feats
Either way it would take a lot of work. especially since cursed energy is a bit more complex than some other power systems
Hello! Hopefully I'm posting this in the right channel but I made a homebrew DND campaign based on No More Heroes and Killer7 and I would love some feedback! I'm gonna apologize in advance for how scattered this is and also how long it is. I'm mainly looking for help on balancing the numbers, but map suggestions and general feedback would also be greatly appreciated. https://docs.google.com/document/d/11sjnpcwUD3v1zuzco52komks-nmAb2nHDHIrAjSQsEc/edit?usp=sharing
This is very cool
Just off the bat after a brief overview, are you sure D&D 5e is the right system for this campaign?
It seems like there’s going to be a ton of homebrew, including to fundamental 5e systemic expectations
Yeah you would have to rebuild the whole game almost for the one body system
Actually reading further this shares almost nothing with 5e. It’s effectively an entirely different TTRPG system
Briefly within the context of not using 5e. Any extended discussion of other TTRPGS would go to #non-dnd-topics
i tried something new: i reworked forge domain cleric for 2024
https://www.gmbinder.com/share/-OlFeSnbYFhqAJVc8ZXB
ive never done a rework before
im joining a campaign later this month, and every player is playing a 2024 class/subclass...except one
this player has a backstory written that theyre very fond of, and they feel that forge cleric is the only combo that suits what they want their character to be
problem is...forge domain is kinda crap, even by 2014 standards, and 2024 offers so much more versatility and so many qol changes that i worry this player will lag behind
so i made an offer to the dm: i offered to try my best to update it to 2024 using official standards and language, so that this player might be able to keep up
the changes are, overall, relatively minor, but i hope impactful
looking forward to see if anyone reads it and has thoughts, lol
Thank you, will be sure to check it out
Genuine question have I just made a whole new TTRPG by accident
Yes, I don't see anything mechanically similar to 5e outside of the general concepts of HP and dice based outcomes
Channel Divinity
When you take this oath, you gain the following two Channel Divinity features at 3rd level
**No Time to Die. **As a bonus action action, you may heal a downed or dead creature within 30 feet for two times your Paladin level.
Despair of the Damned. As an action, you channel the despair of vengeful spirits and unleash it in a 15 foot cone before you. All targets in range must make a Wisdom saving throw or become Frightened of you for 1 minute. If you succeed in frightening at least one creature, you can make a single weapon attack as a bonus action, with advantage.
thoughts on the balance of this subclass feature?
No time to die seems interesting but it is essentially just a worse lay on hands, and despair seems a bit too similar to conquest paladin
I like the idea, maybe no time to die could give some temp hp? Make it stand out and allow for other healing
i forgot to put a range on No time to die, it was supposed to be an innately ranged healing option
dont really mind despair being similar to conquest, i wanted to know if it was balanced or if the weapon attack was overkill
considering it is a paladin and could divine smite on top of that bonus action weapon attack
I'd say the attack isn't needed yeah, that's a pretty big thing. Maybe you could keep the advantage on the next attack you make if you take it agasint a creature frightened by it though
alright that seems fair
I shall sit and watch your responses to this silly idea.
HM changes:
Remove duration scaling
Damage scales to 2d6 at Level 11, 3d6 at Level 17
Hunter's Smite
1/turn, when you hit an attack against a Marked target, you may expend a First Level Spell slot to deal +2d6 Force damage, and this increases by 1d6 with each subsequent level of spell slots you spend.```
Way to powerful - what weapon build wouldn't now be improved by taking 1 level in ranger for
1 bonus action deal an extra 1d6 damage per attack
I might have to offload the damage scaling and Hunter's Smite to the class itself then.
why is it level-scaling now? no leveled spell does that
either way, it’s a pretty horrible change, but the issues it tries to address are issues that it has
i think its a class feature
like paladin smite 2014
removing the concentration is already enough to fix the damage issue
you are tackling the damage issue 3 times at once
and every solution you have is huge by itself
keep in mind Hunter’s Mark deals damage on every attacker
3d6 when you have 4 attacks is quite a lot
a Thief Ranger could use Bracer of Flying Daggers and then you’re looking at 5 attacks per turn
for a very easy to upkeep feature
Bump lol
https://www.reddit.com/r/DnDHomebrew/s/inu2Gc9L9m
this is a link to a homebrew lineage I made. Do you guys think I should add more implant options or are the ones provided good enough?
Heya what’s your thoughts on this? (5th level invocation)
When you cast Summon Greater Demon using this invocation, the demon's loyalty may be secured.
If a demon you summon with this invocation is killed by you, the next time you summon the same demon, it does not make a Charisma saving throw and is under your full control for the duration.
The demon otherwise functions normally as described in the Summon Greater Demon spell.
summon Greator demon ≈ Conjure elemental.
I don’t like the way summon and conjure spells work in 2014, but that seems fine imo
iirc the spell itself has a CR limit so it shouldn’t be an issue
although I would add the Pact of the Chain prereq
Ahh ok thanks 🙏
do you think i should add more implants? Or are the ones provided already good enough?
hello homebrew people
when making a statblock with Legendary Actions, am I meant to scale the average damage output to what the beast can do on its one turn, or am I meant to scale it with its Legendary Actions counted in as well?
new question, how do we feel about the concept of scaling a creature as though it doesn't have legendary actions, so that it's legendary action make it feel like fighting a 2nd creature with the action economy presented?
Even if we went with the quick and dirty way of just removing Concentration, HM still suffer from Bonus Action bottlenecking. I feel like it’s hard to keep HM relevant at higher tiers of play when better spells exist, both for DPR and utility.
Yet using something else shuts down Ranger Features and I do not like that at all. Core problem is Rangers being built around HM, and changing HM is the best way to indirectly buff Ranger without simply rebaking the entire class and its subclasses.
yes, but the solution given does not solve this, it just ends up pumping more damage instead of resolving the action economy issue
Maybe remove Concentration and make the target transfer a Free Action? I think that’s the bare minimum it needs.
Question to you homebrewers:
Would you make the Dire Wolf and Timber Wolf 1-to-1 interchangeable? Or would you make a few adjustments?
Still looking for any feedback on this, if anyone's willing
Free Action is quite a lot
making Hunter’s Mark completely free without any economy is more than what other features do
But again, it really fixes the bottlenecking if you constantly have to swap targets. Rangers are supposed to be adept at crowd clearing too.
that’s what the other concentration spot is for
and all the spell slots
Hunter’s Mark is their single target option and in my personal fixes it does keep it a targeted thing
I personally went with Reaction on initiative to apply
so your first application is free
but the next ones require Bonus Actions
I also don’t think removing concentration quite makes sense, I do instead just have it allow concentration on another Ranger spell when it’s up
Diablo 2 Gems, ported into D&D 5E.
With only MINOR balancing issues....
https://www.dndbeyond.com/magic-items/11207184-socketable-gems-wip
DnD isn’t very good at allowing minor effects
it ends up being a lot of rolling and overhead
That’s your opinion then, I’ll note it down
Ah, you deal with him as well I see.
Progressive HM:
*Remove Concentration
Moving Marks now becomes a Free Action*
Ranger changes:
Relentless Hunter (13th level Ranger feature) replaced with Foe Slayer (Capstone Ranger feature)
Hunter's Smite (Level 11 feature):
1/turn, when you hit an attack against a Marked target, you may expend a First Level Spell slot to deal +2d6 Force damage, and this increases by 1d6 with each subsequent level of spell slots you spend.
Foe Slayer replaced with:
Apex Predator:
You gain Advantage on all skill checks that you have Expertise on, the damage die of your Hunter’s Mark increases to 2d8, and you may now cast Hunter’s Mark at will, No Action required.
Anyone have any comments on this?
I have gripes with Ranger Capstone, and I think this is a fun way to fix it
Free Action is so strange to me. At the very least "whenever you hit a creature with an attack roll" so it has a Trigger would be more standard
wait, you’re removing concentration and making moving free at level 1?
that’s extremely powerful
Dip issues intensify
Yep
Apex Predator is also too much
HM for free… without expending an action… so you just always have it active on whomever you’re attacking?
It lines up with other Martial Capstone features tho
yeah, I mean, that in itself would be a capstone
2d10 that you can apply 4 times per turn without shenanigans and it’s free action-wise and slot-wise
Energy Cell should be once per Long Rest, and maybe look and Plasmoid for standardizing the third arm one, but otherwise it's pretty cool.
and concentration-wise
Yeah, might wanna move the Free Action thing to Ranger feature instead
When I think about it
Dip issues indeed
8d10 extra damage is much more than a Fighter’s Extra Attack
I see nothing 'broken' about most of it. Metal Skin may need to be reduced to 15 instead of 16.
Grammatical correction needed in Lens Eyes "as if it was lightly obscured."
and that’s a pretty good capstone
Ehhh, they themselves get ride ons.
And Cleric gets Wish. This ain't bad.
At that level Fighters get great magic items so it evens out.
Do you have any suggestions on if I should add new implants and, if so, what those implants should be?
Rangers also get access to the same magic items
4 attacks is twice
That's kind of on you bro, its your creation. Does it need more implant options?
not really, this is always advantage on all attacks on any enemy +2d10 without any action economy/spell slots/concentration
Oh you meant Hordebreaker Dual Wield?
Might need to tone it down to 2d6 or 2d8 then
Forgot Nick exists
I use 2d6 once per turn as my damage increase
I don’t know, that’s why I’m asking
instead of the d10 change
it increases the power of cantrip builds while keeping heavy crossbows and DW still competitive
Vro, Ranger get no burst tho lol. They barely make use of this since it's a capstone, they can't multiclass abuse it. 33 DPR is nice, but matchable by an Extra Attack Fighter. It ain't stronger enough to say it's busted.
it is though, it’s better than an extra attack and has much more utility than an extra attack
you can put anything at level 20 if you assume people will never get there
it’s also very selfish
I'm not saying it's justified because no one will reach it, I'm saying there less abuse that can happen, and that I don't think it's fair to hold class to the lowest standard for capstones
That's selfish
the one I have has I think the same damage output depending on your build, but it’s not as concentrated as this
this is pretty bursty
I meant the feature itself has you playing very selfishly
Ah you meant the feature itself. Ic. Tbh, is Ranger supposed to be particularly supportive? PWT people hold onto for dear life when that's a terrible niche to carve for class and doesn't make it a support. . .
If they wanted to make a more supportive Ranger I figured they would have added more team centered features
Also, it's not advantage on attacks. Advantage on Skills.
Specifically only if you have Expertise with them
So even less egregious
Very valid tho
Rangers should hit super reliably and deal constant pressure.
Vro, then compare that to a level 17 feature, not very fair to lump capstone in earlier features in since I could also say "but Fighter gets an extra feat in combo with Extra attack, so more ride on possibilities"
(Exaggerating but ykw I mean)
the capstone makes HM completely free
Why my Ranger Rework lets them add one HM Roll to the attack roll (sacrificing the damage if they do)
Oh nice
I don’t mind if this makes Rangers bump from like C-tier to A-Tier, I do want my Martials strong on my table.
it’s not about the power
(I can drop it here if you wanted to give me some feedback, I'm aiming to put Half-Casters on par with full casters)
it’s just that you’re probably grabbing 1 Ranger level on everyone
Yup, I could learn a thing or two from you.
Reread please
Concentration was removed, that’s all you get at 1 level dip
It’s now on par with something like a Fighter dip
Level one that might be a lil much tbh, moving it to 2 or 3 would already fix it imo
For what you're doing at least
Moving mark Free Action sits at Level 3, subclass level so not a dip no more.
That is true
Yeah, boosting early game power I agree isn't the way to go
Seems reasonable, offload all HM change to Ranger is logical
Throw some of those into higher tier features and we have a thing.
My Ranger Rework in question btw: https://docs.google.com/document/d/1U9m-25tCTTENTyBGNCMvTZxqQ6gQElF7E0E8XzAUZsU/edit?usp=drivesdk
WIP ofc, I been scouting for feedback after some aggressive changes
Hunter’s Mark changes:
Using a Higher-Level Spell Slot. You can target one additional target for each spell slot level above 1.
Ranger changes:
Hunter’s Grit (6th Level Feature):
Hunter’s Mark no longer requires Concentration, and you may now move your Mark with a Reaction when the Marked creature dies.
Relentless Hunter (13th level Ranger feature) replaced with Foe Slayer (Capstone Ranger feature)
Hunter's Smite (Level 11 feature):
1/turn, when you hit an attack against a Marked target, you may expend a First Level Spell slot to deal +2d6 Force damage, and this increases by 1d6 with each subsequent level of spell slots you spend.
Foe Slayer replaced with:
Apex Predator:
You gain Advantage on all skill checks that you have Expertise on, the damage die of your Hunter’s Mark increases to 2d8, and you may now cast Hunter’s Mark at will, No Action required.
I think buffing them mostly right at Tier 2 and above is a nice change
I had this idea for a custom weapon for a Kensei monk and I wanted to see how viable it is. Its a ring blade - about the size of a hula hoop with inner ring being dull and the outer ring being razor sharp. My monk would use their body to swing the blade around their body to attack
So a Chakram?
Yeah but one the size of a like a hula hoop
And no handle on the inside
Oh that’s really sick.
It would function similar to a Finesse Greataxe it seems
Complete with Cleave Mastery.
Maybe give it a throw range?
I was thinking a short to medium throw range. And if it connects with a target, the ring can bounce back to wielder
I love it.
Seems like 1d10, Finesse, Cleave would be fitting.
Dunno if it’ll be Versatile d8 tho.
Yeah?
I’m just thinking of something for it, maybe Versatile d8 is fitting since there are multiple grips for it.
Hmm true.
What’s up y’all
Nothing much discussing a weapon
Oh? What kind?
A big ring blade or chakram rotated using the wielder's body
Question, how strange would it be if it was a Versatile and Light Weapon?
Ah I see
(immediately thinking Abt a character ik named Dialyn who uses two of them)
That goes back to Chakram then
It’s a hula hoop-sized weapon, having Light is a bit much
Ya phone linging
(Her design is pretty decent)
Tru
If want Dual Wield, the feat is right there lol
Thinking Abt what weapon you could use that combo for rn
Oh I forgot Dialyn uses weapons like that! My inspiration came from a character named Tira from Soul Calibre 6
A Quarterstaff
Do circus sillies with both weapons
A Qstaff with a hook at the end so you can hold the ring at range and spin like it’s a Polearm
. . . Ykw why not, staff wielders could use some flair lol
Off topic, what do y’all think about a lantern that can be used for different things like protection and buffing anyone inside its light?
You can build a Cleric around that
Paladin that flavors Aura as a lantern would be sick
Oh I could
Or Pali true
Hm I’ll make something for both of them
Remembrance of the Dancing Lion (Recharges on Short or Long Rest). If the Divine Beasts Hit Point total would be reduced to 70 percent of its Maximum Hit Points or less, it gains all expended Legendary actions, Recharges its __, and at the beginning of initiative count 20 (losing initiative ties) for the next hour it chooses between Lightning, Frost, Cyclone, or Blight, activating a trait until the start of the next initiative count 20 of the corresponding type. It can't choose the same option two rounds in a row.
- this is the trait i'm working on for this statblock
for the sake of "corresponding actions" do you think it'd be better formatted as "[Action Name] (Cold/Force/Lightning/Necrotic)" or as separate actions marked under distinct
Cold/Force/Lightning/Necrotic actions
sections
Is this wording sensible for a monster ability, or is there some way I should change it?
Weak Point: When a creature scores a critical hit against the [MON], that creature may roll the attack's damage dice one additional time, adding the result to the attack's damage.
Seems good
Behold... my "I need a break from creating serious homebrew" item
Honk Shoes
wondrous item, uncommon
The wearer of these boots has the ability to cast feign death on themselves once per long rest.
70% is odd, if you're fine with it it's okay ig but just saying a flat number for it to trigger is standard
most people will use the average result displayed on the stat block for the hit point total, but the only concrete hit point total is the dice pool, meaning if someone changes it then a flat number wouldn't work the same that it would otherwise
it's not really "standard" as it isn't really common, but there is a precedent for it where they do just set a flat number thats true- I just prefer it being able to work with the unknown numbers
distinctly though, the question was about the formatting of the categorized actions
is it better as actions under specific X action labeled tags, or is it better under specific Action labeled actions?
Ive done the math, Mythic monsters usually regain 70-89% of their HP
I mean WoTC standard when triggering a feature on HP loss it's either Bloodied, or a flat number like Mythic boss traits, which this is akin to.
Making it tied to HPM also means HPM Drain effects also lower the resulting regeneration
Bloodied was actually only recently re-added on official statblocks in 2025 which I do really enjoy, but that's at half and I wanted 70. And Mythic bosses are few and far between but I don't think actually exist in 2025
atleast as far as I know no new ones have been made
Meaning you can cheese it lmao.
that's fun, notably this trait I wrote up doesn't actually regen the Hit Points at all,
but as I said before, the formatting i'm asking about isn't that trait, it's distinctly about the formatting of the labeled actions
So I flavored the divine sense to be the lantern changing color and light near different things
Ex: low flame with a green hue for undead, bright blue for fiends and so on
For lay on hands the I’ll set the lantern near the wound and it’ll pour warm light into said wound
For divine might it could be the lantern sparking out and hitting the enemy (or smth like that)
For the aura the lantern light would be it and it could be something like calming ally’s
For turn the dead it could just be them getting smacked by the lantern
Separate action names under distinct headers looks nicer I think
(that is the second option you provided)
kk's :3, thanky thanky
Okay my Kensei Monk with an Entertainer Background and uses a large Chakram (Versatile, 1d8) - A former dancer turned martial artist
just finished this
Anyone got any thoughts on my 2024 forge domain rework?
I've never done a rework of existing material before so this is new territory for me
Tryna add a Cumulative Upkeep condition from MTG to D&D. This is the best I've got, thoughts?
Conjuring Maintenance (X)
Tough Concentration. At the start of a Creature's turn, if they are concentrating on a spell or magical effect. They must spend a X - level or higher spell slot or they immediately lose concentration.
Maybe find a way to give him the gaauntlet.
All i have to say.
The spell effects better be worth spending concentration on
He has the gauntlet on with all 6 infinity stones
I couldn't see it in the natural crit.
Adding "Pay the 1" to D&D next
If u look the abilities will say which stone the ability is coming from sorry if this is coming out nasty
No issue
I built a level 20 superhero campaign where they go after the infinity stones and hes the BBEG and what ever stones the party gets i just minus from the stat block
Ah, okay. It's cutting off for me and I can't see the time stone or anything after it.
One sec
Okay
Will be back to torture more casters with caster-only negative conditions
Why do you hate casters?
I do not
It’s more most conditions only really effect martials
Bingo
Captain America's shield (kinda):
https://docs.google.com/document/d/1bKR_CxRS9WoyqRVF74qby3bxFt6ME5cjmunpaibu6Nw/edit?usp=sharing
My bad, sorry
Its all goodie, two shoe.
@midnight elk here u go
https://homebrewery.naturalcrit.com/edit/b0f9M31d3bwA
Thanks man
Possibly, not sure yet.
Actually, my worst weapon yet is this (it's utterly broken):
https://docs.google.com/document/d/1-3WdJ9PASAWQDqhSqwBXuGLbBwKatdsUneGt8MIkj5k/edit?usp=sharing
oh ok i thougth about giving him Mythic Actions to make him a phase boss but havent decided yet i looked online for a Thanos and couldn't find a good so i decided to make my own
Ah, I also have a boss with a second phase but it's basically if the tree of life came alive
Meanwhile my star cannon
Royal Guard
This style focuses on minimizing and countering the enemy's attacks, retaliating back with greater force.
As a reaction, you can attempt to block an incoming attack/spell and roll a d20. If you roll an 18 or higher, it will be considered a perfect block, regaining the use of your reaction and completely negates the damage or magical effect you are targeted with. If you roll below 18, you instead take half damage(Or is treated like a normal hit if it's a critical hit) but magical effects still affect you as normal.
This is just a WIP
Man it is really hard to get eyes on stuff in here
yeah its kinda broke
brew reviewers be scarce
It looks the same besides you get a FS
There's actually some changes. Acolyte of the forge is largely a new feature, based on similar ones 2024 artificer gets
It replaced "bonus proficiencies," which wasn't necessary anymore due to divine order
I mean
Blessing of the forge now works on magic weapons, so people might actually use it past level 5
Artisans blessing no longer has a gp limit, and lets you do things like recreate a specific key if you have the lock
Oh and you get mending with acolyte
Its basically the same feature, just called something different, while getting a free, albeit a 'niche', cantrip
Yeah
I mean the only things that's the same is Smith's Tools?
The half-time crafting is also new, based on 2024 artificer
The GP limit was there for a reason lol
I also added a line to the capstone which allows blessing to scale
Was the reason to make sure no one ever uses the CD lol
Mainly so people cant make alot of something (or just a big cube for crushing
Cause people will find a way for that to happen
I'm kinda fine with that though? Because as written, the CD is the same thing as just going to the store. It's largely useless
The CD is "you always have a basic adventurers equipment store with you"
You still have to pay for everything you make
I kinda hate the Battlemaster Fighter because of how many effects it blocks off for Martials
It's a really rotten CD and needs to lose some restrictions to be at all useful
if you give Parry or Commanding Strike to a class or subclass, it raises eyebrows now
and it has way too many of them
I honestly feel like this whole subclass should be broken down and handed out to full Martials
Would this be decent with some level scaling?
True
what is this?
feat or subclass feature?
Plus it takes an hour and a CD charge and the cost of the item to make a single hammer. I don't think removing the gp limit is a huge deal
it’s a very strong effect, probably make it only on a 20
and probably only on attack rolls
And clerics actually get less overall uses of CD in 2024 than in 2014
Subclass feature, im trying to make a non mundane Battlemaster
that’s a level 15 or 18 feature
the way it’s currently written
does it use a resource?
magic weapons are fine to allow but it has to be a basic one
maybe Adamantine or Mithral ones
It only takes up your reaction if you normal block
And its for a single attack
it’s equivalent to Uncanny Dodge if you don’t perfect block, the perfect block is a huge increase to it
For artisans blessing or blessing of the forge?
it has to be only on a 20 + only works on attack rolls
Because I didn't allow it for artisan
whichever one you allowed it for
Blessing of the forge, the one where you can give one weapon or armor a +1 til your next long rest
If you don't allow it on magic weapons, it's basically useless after level 5
One thing I learned on this project is that 2014 forge cleric kinda sucks ngl
it does
but you can’t just allow it on weapons that already have a +3 bonus
you should limit it to only weapons that don’t
so it’s +1 bonus up to +3
I did the same thing with Magic Weapon, it’s up to +1 bonus on the weapon, increasing to +2 and +3 at level 4 and 6 casting
but it now works on magic weapons
although Adamantine weapons become quite insane
They can literally only do it on one weapon at a time, I think it's fine even on a +3 maul or whatever
it’s not fine 
the game uses bound accuracy, getting out of the bounds literally breaks the game balance
and there are artifacts and legendary weapons that have a +3 on them already
Yeah and by the time you get them you're fighting CR 25s with 23 AC and 800 HP
Literally one weapon in the party being a +4 shouldn't break anything
You wouldn't want to make +4s standard and let everyone get them, but a forge cleric being able to boost one should be mechanically fine, and well within their thematic purview
That's a simple question with a complicated answer
The short version is: There are some rules you can't without breaking the game, as in making it literally not function fairly anymore
Multiple concentration is a big one
Like breaking the game rules while making new ones that fix the game that got broken by breaking the rules
And being balanced still
And if you're going to do that, you might as well use (or create) a completely different system rather than trying to jam the square peg of 5e into the round hole of what you want
Cause that’s how I make my homebrews
But that’s hard for my tiny brain
if you really want to do this, be a DM and not a player
and then good luck getting players to play that kind of game
I would need an example before I could judge or comment further
they posted a really complicated character a few days ago
Because my initial reaction is that "not making a mess in the first place" is a better solution than "awkwardly cleaning up the mess you unnecessarily made"
he's just on a mission to create the swingiest possible character you could make, fun be damned
What’s swingy. My brain is dead
yesterday he was talking about traveling like 30 miles in one turn or something, which would probably never come up
a wide variable of outcomes
Ok
I think you have an interesting concept but there's nothing wrong with toning it down to actually fit the way the game works. If you're just making characters to roll 1000d6, you're playing a different game than everybody else
imagine having to actually roll something like that?
At that point roll 1d100 x 60
that would have a different probability curve, but also not the point
Should I change the wording of this monster trait in any way?
"Iron Weakness: Attacks made with iron weapons deal an additional 1d4 fire damage to the [MON] on a hit."
you can probably just say "the creature"
"[MON]" is just for the formatting of the website I use to make statblocks if that's what you mean
yep, language seems pretty clear to me otherwise
maybe "attacks made against [MON] with iron weapons deal an additional 1d4 fire damage on a hit"
It largely depends on what "breaking rules" means. Oftentimes it's because the rules that "break the game" just make the game more obnoxious, and even if interesting, aren't really worth being used in most cases, as Hank said.
So, umpteenth time asking.
Magic Item Ranger subclass capstone?
Very Rare of their choice, that becomes attunement if it isn't already?
Does this break anything too important?
(I wanna alter it further ofc but I wanna know issues this might have immediately)
I want to make a monster based off of the Pokémon Palossand: a living blob of quicksand born from the spirit of one drowned in it, which now attempts to drag other people down to the same fate. The question is, would it's creature type be Elemental or Ooze? (I also considered Undead, but it does not fit as well as the other two)
Elemental with Amorphous
Ooh, make it immune to lightning damage. If it’s hit by water it raises its own AC
Lol I get the reference ; D
hows this for a description of a blind monk sublcass (spoiler alert i really really love daredevil)
Monks of the Way of the Devil have found power in what most consider a curse. They, through blindness, willing or unwilling, learned to master their other 4 senses. Through this they unlock a new way of experiencing the world, one that allows them to know things others may not, like the acceleration of one's heartbeat when they lie, the sound of a stabbing blocks away, or the scent of rotting flesh, neatly tucked away in a man's basement. Monks of the Way of the Devil often rigorously and violently dedicate themselves to a singular path in life, viewing their sight as a distraction from this path. Those who witness their ferocity in their commitment to their goals often say it is as if they are unleashing a dormant devil within them.
bump. if anyone cares to take a look.
oh also whats a reasonable amount of blindsight to give to someone who is always going to be blind?
im thinking maybe a cap of 60 ft
possibly 120 or additional tremorsense
or both considering sense are like their whole thing
30' Blindsight is a lot in some environments. Underdark or similar dungeon / subterranean locations that's a huge advantage, close quarters especially. Areas with strong obscurement like dense jungle or forests, that's also a huge advantage over render range Sight. Anywhere else, 90' is probably fine, I just wouldn't take the feature if I were fighting on an open field. 300' if you want to be fun
Darkvision should always be LoS imo
okay i think what im gonna do is make the 3rd level feature give you blindsight equal to half of 30+unarmored movement, then equal at 6th level, then twice at 11th
ill figure out the tremorsense progression separately
(of course ending in 120 feet of blindsight at 17th level iirc)
heres an idea, what if the capstone doubles the monks wisdom ac bonus?
maybe i should make the blindsight scale with perception?
but maybe theres no way to do that in dndbeyond
yall i need yall's opinion on this:
Im tryna make a ooze creature called a Trollblood Ooze. i want it to be a CR 11. Its main gimmik is that it can regenerate hp and has the split property. But if it regains a certain amount of hp when it has split, it will increase its size by one category (so it will be back to its normal size)
does that sound interesting or nah?
that sounds hilarious
so yes it sounds interesting
we gon have an army of them
hell yeah
I have a homebrew campain I'm working on, and these are like Elite Secret Service that serve the crown. "Blood letting opera" They use a special kind of casting that consumes HP, but allows spells to be cast enhanced. I'm worried they are too difficult and unbalanced. I used other creatures of similar level as ref, but they didn't have the enhanced casting. Or special abilities. Player Levels start at five, and go up from there.
Are they too dificult?
This is a "Bloodletting Grunt"
HP: 82 Armor class: 12 (15 with mage armor)
Blood Blade:
Caster focuses their blood into a thin blade, that can either be held or propelled forward.
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d8 + 3) piercing damage plus 10 (3d6) slashing damage.
Bloodletting Casting.
Sacrificing 1d8hp per spell slot level, this creature can cast the following spells with no components, halve it's casting time, and double it's duration. Spells cast this way do not consume Hit Dice.
At will: Shroud Blood, Mage Armor, Charm Person, Alter Self.
2/day each: Sense Lifeblood, Bloodletter, Silence.
1/day each: Haste, Synaptic Static.
Multiattack:
The Bloodletting Grunt makes two Blood Blade attacks.
CR 5
So its probably too flexible to let an artificer or artificer-themed subclass just make a generic enspelled weapon right? Do you think making an enspelled weapon with a pretedtermined spell with it would be fine?
Current standard for vitality burning is hit dice if you wanna try tinkering with those
So the limit is clear, when they run out of hit dice
(Seeing the "don't consume hit dice", I'm guessing some of those use Hit Dice anyway though, so it would even out if this feature did when it makes those spells not cost Hit Dice)
Yeah, some of the spells are supposed to use hit dice. But I don't really know how to determine the hit dice?
Like I know player hit dice, and how that works but not how to apply it to a monster.
HP is usually the average of the Hit Dice, so making HP first is working your way backwards.
Average of a die roll is half plus 0.5
OH
Yeah, so multiply Hit Die average til you get the HP you want, usually the Hit Dice are bigger the chonkier a monster is
So that'd be 8 d20 for this grunt.
And when it says hit dice, does that mean I like roll a d20 and subtract the number rolled from hp?
right?
Probably d12s/d10s, d20s are rly big monster usually.
When you spend a hit die, its just gone if the feature says you do nothing with it (unless it does specify you do smth with it)
Ok! Then, I think I'd just rather use HP then. Cause I want them to actually be like harming themselves to cast spells that way.
I mean, you can say to roll the expended die and take damage equal to the number rolled
Like I said, features can tell you to do things with the expended dice.
That could work!
Thanks for all the input! I appreciate it :]
How do you feel about the difficulty?
For level 5? Shouldn't be too bad. Action economy is king after all, as long as there ain't like more than 3 or 4 before a Long Rest there shouldn't be too much an issue.
Alr, gtg
Thank you again! 🙇♂️
is this good: You may use Bug a number of times equal to your proficiency modifier. Your charges recharge after a finished short rest. Bug lasts until the end of your turn. When active, you have advantage on one melee attack you make. Your fly speed increases by +5 feet per 2 character levels (rounded down). Once per turn, you may ignore difficult terrain while flying. On your next turn, you have disadvantage on the first saving throw you make.
this is only for users with wings
Hello everyone hope yal are haveing a wonderful day
Is this a feat? Or a subclass feature?
Seems pretty balanced depending on context and level
This is good then so far. I like it.
Only difference is usually items have their own charges rather than using your proficiency bonus.
So you can just have the item have like… 5 total charges the player can spend to use the feature or something
If there is an item that uses proficiency for its charges I’m not aware of it off the top of my head
I wonder if I should make my item a subclass because it has a lot of level based scaling and it’s about the same amount of features as a subclass
A winged race exclusive subclass
You can make magic items that scale with a players level. Usually they are unique and specific to a character for some reason
That’s a type of magic item I have seen before. Have it scale from being weak early on and grow with the player as they level up. Usually as a narrative part of their character
Are there like “rules” for making homebrews
Or is it as long as it’s balanced and doesn’t steal spotlight/change campaign too much
Depends on the type of homebrew I suppose. Best thing I recommend is to look at existing official material that is similar to what you are wanting to design and balancing/designing mechanically around that
So if you are making a subclass, you'll want to look at other subclasses of that class
If you are making a magic item, you'll look at items of similar rarity and type.
etc.
Balance is definitely a big one. But that really depends more on your table.
Imo, homebrew serves two different purposes.
- To fill niche's or fantasies that do not exist in official rules
- To uplift the narrative and fiction of your campaign or character
K
I mean, I don't think there are any golden rules. I would just say, to be as familiar as possible with official material as you can be so you don't accidently overlap with stuff or break any sort of design philosophy or soemthing like that
So it’s fine to make a entire physics engine based off of dice?
Cause I kinda did
I dooo actually have a checklist that I think encompasses almost all homebrew, here: #homebrew message
I mean, if your campaign would benefit from realistic physics, works within the general rules of DnD and works for you and your dm/players then more power to you
Truly at the end of the day, homebrew can be anything if your table is cool with it.
If you are asking the public they are going to have opinions and feelings about it
K
You can make a class that lets you be a god and nuke planets or whatever if that's the kinda game your table is running
daredevil monk incoming in like 10 minutes once i finish the last feature
and now the D2 jewels...
https://www.dndbeyond.com/magic-items/11211871-socketable-jewels-wip
dndbeyond says i dont have the proper class features at the proper levels for some reason
THERE WE ARE
probabaly a tad overpowered? but monk also kinda needs it
oh damnit
Is there a complete guide on how to homebrew subclass Arcane Trickster?
https://www.dndbeyond.com/subclasses/2735055-way-of-the-devil okay i messed up a bit of text so this is the real one
I’m not sure what your question is. A guide on how to play the Arcane Trickster Rogue subclass?
Or designing another similar subclass for another class?
I’ll read over this tomorrow. I will say in a general overall standpoint though; a subclass shouldn’t force you to have a debuff like Blinded even if it fits the fantasy of Daredevil. That would be more of a player character choice
No. I wanted a copy of Arcane Trickster so I don't have to create it from the scratch. Do some changes about it
On DnD Beyond?
Or for like Google docs?
the features, especially the utility ones, become way too strong if the character can see on top of them
Yes. I don't really understand the homebrew dnd beyond but I'm getting there
Then you’ll probably need to scale accordingly because generally speaking you don’t ever want to just straight up make a subclass that forces debuffs. Think how negatively people felt about 2014 berserker barbarian
Check #ddb-support they should be able to help you out. They can probably walk you through making adjustments. Generally if you are trying to get the subclass into your stuff though you have to buy the book the subclass is in. But check with them.
the problem is its supposed to be just a blind monk, i mean, maybe i could make it to where you arent forcibly blinded but dont gain the benefits until you blind yourself for like a minute with a blindfold or just closing your eyes but otherwise letting you see with this just doesnt work in any sense at all ever
Feedback on this homebrewed feat would be appreciated!
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Professional Netter. When you use the Attack action to throw a Net, you can target a creature you can see within 30 feet of yourself and you can turn it into a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) instead of a Dexterity saving throw.
Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.
Cunning Trapper. When you use Ball Bearings, Caltrops, or Hunting Trap to trap a creature, add your Proficiency Bonus to the DC to the trapping effects of Ball Bearings, Caltrops, or Hunting Trap.```
Idea here is to be able as a Str or Dex user to make use of certain adventuring gear with more surety.
"Street Justice" feat gave me the initial idea, the "Sturdy Knot" is the same feature in that feat.
"Bomber" feat was the inspiration for being able to throw your Net farther. And i felt being able to make it into a Strength Save with DC based on your Strength gives more options for Strength based characters.
anyone think they could look over this fighter subclass i made, tell me if its balanced for just a standard campaign and what to change? https://docs.google.com/document/d/1IRoBgtv8HfDgTkpRmyqgvtrOGq4l_hj8IXvsnU--14M/edit?usp=sharing
i think its "relatively balanced" but than again i dont play all that much dnd so idk
Just saying a stance based and a BM type subclass is alot for one sub, so i would honestly do one or the other
https://docs.google.com/document/d/1wWsjcDz3f_k9krq8XAyIQUH02v3tl5k7kQ7AotcZ70w/edit?tab=t.0
well updated this subclass, mainly making the capstone better, thoughts are welcome
hmm tempered talons is gonna be a bit of rolling
also maybe im blind but it doesnt have a duration listed
correct
its basically a delayed smite
(which i should have something about it only being able to have it once so you dont spend all points and unload alot of damage)
just say if u use it again it only keeps the most potent version
seems fine
My party of 4 lvl 4 PCs just encountered a Mind Witness. This creature is a remnant of an attempted illithid infestation in my world. I read this in Mind Witness lore:
If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs (see the Monster Manual) and planar beings such as demons, shifting their worldview and alignment to match those of their new masters.
One of my PCs (sorcerer) has been leaning into telepathy (took the Telepathic feat). Could she potentially control it?
Would a human telepathic be the kind of creature a mindwitness seeks out to tell it what to do?
Other context is that an Elder Brain is trying to break a seal between dimensions to get back into this world and the seal is starting to break
does it have sight or is it blindsight?
cause if it evaluates status based on telepathic ability and not looks etc then any powerful telepath could do it
How much HP should you give a rare magical item that can be turned into an animated object?
Gotta make boons from hell
Well depends on how rare the item is, what kind of animation it's getting, what the item itself is, and how it's become animated in the first place
Or you could just scale to player health in some way
It is a rare item. A magical viol.
Scaling to player health sounds good.
I can show you what I have so far.
Viol of the Fire Dancer, Rare (Requires Attunement by a Bard)
<Insert description of the item here>
Fire Magic. This instrument has 3 charges. While carrying the instrument, the creature attuned to it can cast the control flames, dancing lights, fire bolt or fireball spell as an action. Whenever you cast control flames in this way, you can create intricate shapes that are up to 5 feet in size. As an action you can use these flames to lash at a creature that is within 5 feet of them. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. Additionally for 1 charge, you can cast the fireball spell. The instrument regains 1d3 expended charges daily at dawn. If you expend the instrument's last charge, roll 1d20. On a 1, the instrument fierily explodes and crumbles into ashes. Each creature within 5 feet of the explosion makes a Dexterity saving throw (save DC 15), taking 4d6 fire damage on a failed save or half as much damage on a successful one.
What I want to do when it's animated is to give a 1d4 bardic inspo or deal 2d8 fire damage (the player has to spend a bonus action to animate the item and another bonus action to switch between support or damage).
It doesn't look like it has any kind of site. So interesting... It has a big eye in the middle, but I wonder how it sees anything then.
Mindwitness
Large Aberration, Typically Lawful NeutralArmor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 20 ft. (hover)Saving Throws INT +5, WIS +5
Skills Perception +8
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Telepathy 600 ft., Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Oh wait no
It's right there - Darkvision 120ft
Since it has been known to ally not just with Abberations but also Demons, it doesn't appear to be married to following its own kind
then maybe its just a psionic presence
lowkey have a persuasion or even deception role to amp herself up to seem more psionic than she is and let her do it with a good enough roll? i would 200% allow it cause thats awesome for her if she can realise its an option and pull it off
plus we make the rules
This is actually a pretty nice item
Is there a particular level a player that would use this is expected to be at?
Indeed! Agreed.
I like your approach. My next question is: What would this Mindwitness do if she controlled it? They essentially act as a wifi router for telepathic messages in mindflayer colonies, so it could also be a liability if the ElderBrain came back.
if it has absolutely nothing to do with ur main campaign, then you can have it be in a location specifically closed off to long range psionics, like a place between realms that is naturally occuring or in a deep cave,
also very easy to just have this be an abandoned and disgraced servant
so they have no connections cause they messed up in the past and were shunned (could have a telling injury to sort of hint at it)
Thank you! The player is going to start at level 3 but I do like the idea of making the health scalable, making the item useful in the long run which is what I wanted in the first place.
I like this a lot - I can help with wording this afternoon if you like, to help align it with the WOTC style guide / mechanics grammar
I would gladly take the grammar corrections!
I have made a google drive file where you can comment the changes when you got time.
I am in GMT+1 (CET) time so i get the feeling i will be asleep when it is afternoon for you.
Here's the link:
https://docs.google.com/document/d/1FyDzZ2e48b8nvDkrB-WGwaLU23H4MFjkQXSxfkKMTaA/edit?tab=t.0
I had this exact idea, but for an inmate Rogue feature for a rework I'm planning. It's pretty balanced with how niche it is, but allows a very cool way to play.
Yo guys I need to make a false hydra that has been mutated by mind flayers. Thinking about just adding mind blast and tentacles for their actions but I would like you guys insight. I'm calling it the False Illithydra
Yo I found a homebrew class can someone help me tweak it a bit and scale it to modern dnd standards cause it was made 5 years ago ?
sure
Can any1 help me with a summoning class
sure
y'all know you don't need to ask if someone will help, you can just post a thing and ask more specific questions
It was more a lead question to ask if I can dm the person offering to help
So can I DM u
Planning on making a homebrew race thats like a shadowy being, resistant to phyical attacks but weak to magic or holy attacks
But its kinda unbalanced as it seems
Home brewing races is one of the easier homebrews. What's unbalanced about it?
I feel like the res to physical attacks is kinda unbalanced
Considering most enemies use physical attacks
yeah it would be, most races that get res is only one type of damage, so you can balance that buy taking a page out of the goliaths book and have it be a reaction that uses resources to proc
so for example
Essencially, as of now, summoner has 1d6 dice, summon the same HP as the summoner. The summon has the spells the summoner would have, but only 1 attack , 1 utility and a 1d4 chaotic one. Total of 10 summons with a lot of versatility but limited by spell variety per battle basically (increases as levels increase). I am worried if the HP is appropriate or not.
You can turn partialy incoporial to reduce harm. When you take damage, you can use your reaction to gain resistance to physical damage
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
it still more powerfull than the racial trait im basing it off of because the trait its bassed off of makes you roll for the damage reduction. but way more balanced than strait resistance
no worries, you could make it more balanced by giving them a racial resource equal to their proficiency modifier then adding other effects they could chose forcing them to be more resource cautious. like since they're a shadow person they could also use the resource to blend in with the shadows and gain advantage or add a bonus on stealth checks in dim light, and darkness.
I don't have enough context to know if the hp is fine
What are the summons?
What does "1d4 chaotic one" mean?
Does the class have armor? It'll probably be good defensively through an armor dip if not or a shield dip (or magic initiate in 2024) if it doesn't have the spell.
I'd need to see the class features to know how to answer the question.
What does the summon total do?
Sorcerers and wizards are perfectly fine with d6 hit dice
No armour, summons are random contracted people previously made by previous class holders, the summoner for now no, the summon yes. This is a class not a subclass, the summoner only has bonus actions to try be creative with.
I would probably need to see a full class document to give a proper response to. Put it all in a Google doc and send it over and we can help
Put it all in a Google doc and send it over and we can help
I got the doc, dms?
https://docs.google.com/document/d/1L_CITlYwgUphClOJFtimrC2xoqX5p_JuuxS8PKUHlgg/edit?tab=t.0 (the summoner)
https://docs.google.com/document/d/1WK7lafTs6aINiOHD9sQ0Ec09g72eJl4x9nyet7AFxrE/edit?tab=t.0#heading=h.brhel1l63oi6 (an example of a summon)
focus on helping me with the low levels. This is a quite ambitious class to balance so don't cook me too much
More eyes is always beneficial
I'm going to assume this is a class designed for your campaign/table?
yeah Ik it's not a subclass, I was just comparing it to other d6 classes
So i'll ignore most of the flavor
Yes
Do you have a "spell casting" modifier in mind for this class?
Or whatever the relevant modifier is supposed to be?
I assume wisdom or charisma?
why is the save DC a d8+mod+pb and not 8+mod+pb
So for a cold caster but-for-fire feat, would "-1d4 from the targets next attack roll" be on par with cold casters "-1d4 from the next saving throw"?
I'd probably make this a d8 class with armor since it doesn't have spellcasting
It's more so set spells. So summon-max till the summon dies, then throw hands?
I am looking for a pouch that is about the size of a deck of cards. It can only be opened by the owner. I am not sure whether it exists.
It is for storing whatever small thing the player wants, but it is for me to give my BBEG the Deck of Many Things to have it looted from them when they hopefully die
If they choose to get rid of the cards, they still have something cool
Would it be a thing or will I have to homebrew it?
homebrew it with arcane lock as the starting point id say
I don't see any spells here?
I mentioned spells because of the shield spell.
And also absorb elements
A bag of holding is uncommon, could see this being uncommon too. Especially if it's able to be thinner than its contents would indicate.
Book of Binding: "immune to conventional damage." probably want to be specific here since like, one way to beat a Wizard is by destroying their spell book. I would specify if the book is truly immune and can't be targeted or not.
Pact Tokens: I would probably just change the name to avoid any flavor or verbiage conflict with Warlock. 1 token per kill up to prof mod is fine but I would change it to... When a creature within 30 feet of you dies you get a token, this way you don't have to be the one to do the kill.
Missing a lot of the basic info of course like armor, weapon, hit die, skill, saving throw prof
was thinking that too but i think they are looking more for security than spatial distortion/pocket dimensions.
I think a lot of this class is going to be dependant on how strong these summons are?
BEcause I assume they are going to be preset summons
Currently the class doesn't feel that strong without knowing the power of these summons
I sent one of the summons
Where?
here
Oh I see it
The warlock confliction won't be a thing with my setting, changed the book of binding to what I had in mind.
Maybe rare for both then?
Enough extra dimensional space for a deck of cards, and it's permanently under the effect of the arcane lock spell or something like that.
So this summon has a lot going on. I know these are supposed to function a little differently than normal summon spells but I would still probably balance or adjust them based off normal stat blocks and summonings spells if you haven't.
This one summon you sent has a lot going on. If every summon is like this is may be a little overwhelming but maybe its fine at your table.
I would make your own hitpoint die a 1d8 and leave it as that.
Make the summons have different scale differently. Like... Some have class level number of 1d6's or 1d8's worth of hitpoints + your modifer or something
If I were going to do this, your summons are basically your spells rather than having traditional spells.
So you want different summons for different niche's and purposes.
So any thoughts? Too powerful, still too weak, just right?
Yea that is really the idea going into this
depending on when that summon becomes available its also VERY strong if summonable at low to medium levels.
Very ambitious to balance yea, though I think the clients abilities are progressively gained as it levels and I just slot in higher level spells as it happens.
Do you have the summons cost different amounts to summon them?
And additionally, can you only get access to some of them at specific levels?
All summons are at lvl 1, but at the start they dunno what they do until they act on the actions. The spells that reflect their abilities increase in cost as they level up and basically are higher level spells that are thematically appropriate
How many summons are you planning?
thats part of what im saying, its stats and ac are on par witha cr 10-15 creature. having acess to that at lvl 1 will be.... very ambitious to balance.
I already have 10 done but balancing them is an entirely other story. Like, Imma focus on them later as of now I wanna know what the HP distribution between the summon and summoner should be.
Oh yea I realised that too late and am just trying to brute force myself down this cursed rabbit hole.
So in a weird way, I think the more comparable class to this is going to be Druid and their Wildshape.
Rather than becoming creatures you are summoning specific creatures custom to this class.
If you are going to give all the summons up front at level 1, they probably need to be simple and grow more complex over time.
Or
You give weak/simple summons at first that are cheaper to use and get better ones at higher and higher levels.
honestly for hp you should be looking at what other classes can turn into/summon at those levels. most creatures are balanced around a hp-ac-damage per round formula. so since your ac is sooo high and your damage per round is realy high, the hp would have to be VERY low for low level balancing.
A big issue people have with Druid is the fact that a player has to go scrolling through the monster manual every time they wild shape to pick out what to become
And have to juggle all the different features they may want
Beast Master Ranger solves this by just giving 3 generic statblocks
Yeah, compare to the Beast Master/Drake Warden Ranger Subclass, or Summon spells for higher levels.
Oh dw the recipient of this class is a huge nerd who likes to overanalyse the SHIT out of my summons
Tbf, Druid mains like that.
I've asked lol.
They do but it is also a common complaint too
There are two halves of the people
yeah i think druid would be the best option for finding balanced summon statblock starters.
I personally like the idea of getting access to all the statblocks up front but they each grow more powerful over time in different ways
Also these are meant to be stronger a snidge than average classes which is yet another things to mess this balance
Lock specific statblock features behind certain levels or costs
This is exactly what I am attempting to do xd
yeah thats why you start with druid transformations as the base and build off. unfortunately i think you've overshot the smidge bit XD
I respect the drive
i have my fair share of obsurd homebrew, but i always start with an official base and upscale from there based on the setting.
just a bit
oh i cant paste images here, rip. was gonna post a boss i made for my players one year point boss fight.
thoughts on a homebrew feat for our party's "Three kobolds in a trenchcoat" gimmick?,
Stacked Tactics: When three small creatures join might they unify their levels & stats, allowing them to add the other's modifiers to their own.
Choose one creature to "control" the stat block, with their given class(s) & abilities which can choose to add the other two creatures modifiers to any roll.
To switch stances between the creatures, the creature in control must commit to an uninterrupted Action to do so.
When hit, make a Strength Saving Throw and if failed set all to three individually again & knock prone.
Roll a 1d4 if damage will target any of the three creatures, or the equipment they disguise themselves in. If in combat when formation fails, roll initiative for all three.
Tbh, when they're hit rolling a d4 and choosing who's hit that way is probably a safer way to do being attacked
Having them all take seperate turns is part of the fun
skip the Temp HP?
Yeah, maybe just let it be Strength Save
Whenever they're hit or be knocked from the stack
HP% gets strange
I actually like this a lot more, plus the idea of not combining them and letting them all be seperate is really great
Makes for funny moments like the guy in charge of movement rolling low initiative and lagging it while the other two need to keep fighting from where they are
I think this works! thx for help :3
Are there any videos or pdfs people could recommend for someone trying to be a dragoon in 5e
Oh this is nice
What is a dragoon
Dragon knight
calvery that wields polearms and rides dragons. and jumps good
Sooo....
If archeologists are necromancers and be able to speak to the dead
How much more screwed are we with history lessons?
what do you mean?
Well
Like talking to people that go way back in the past using their skeletal remains
Finding more details in the fall of this kingdom
Discovering lost dishes and recipes
Even medicine
I'm not sure it would make that significant a difference in the dnd world. There are lots of long lived species who would be relatively good at keeping accurate records of history. I think the only real way to lose that information would be an extintion level event for the society the information was relevant too. Or if the different species all kept to themselves in the settings.
How overpowered (if at all) do we think giving a cleric access to paladin spells would be? Assume Find Steed isn't allowed.
How would magnetosense work in terms of using it in gameplay? It wouldn't be able to do the same things as tremorsense, right?
Depends on how strong you want it to be. Realistically they would just always know which way magnetic north is. Making them really good at navigation.
If you want to go a little more crazy they might be able to sense metals and certain magics x distance away.
I think potentially very strong. Do you sense all magnetic materials? You know where almost every humanoid is, especially bandits and the like.
Yeah. So kobolds in my setting have eidetic or nearly eidetic memories for places that they've been before and their horns are filled with a magnetically sensitive fluid. It's at least strong enough to be able to feel naturally magnetic objects in the environment, electromagnets, and in lack of any overpowering magnetic pull they are indeed able to tell magnetic north and south and have perfect orientation. Local magnetic fields can throw them off if they're strong enough, causing them to perceive it as a false north/south and this can disorient them and make them question their mental map. I don't think it's sensitive enough to be able to pick up the subtle magnetism of a body's nervous system, but they'd be able to perceive things which cause an unusual or sudden magnetic disturbances and so would imo at least be able to detect some kinds of fey and anything that passively uses lightning.
They like to collect and hoard natural magnets in their lairs both because they like the feeling instinctively and because it helps them find their lair easier if they're having to travel an unfamiliar path.
The sensing magnetic materials thing is about the metal they carry. Buckles, straps, weapons, arrowheads, coins, rivets...
Humanoid clothing and gear is full of metal.
Unless they're magnetized, I think they don't sense that. For certain, coins they wouldn't because most coin-metal is only magnetic when it's carrying an electric current. Iron is a bit difficult to say. In raw form, iron's magnetism tends to cancel itself out by default and has to have magnetism applied to it to realign iron's crystal structure enough to make a magnet. Which is why ferromagnets lose their magnetism if you overheat them because it scatters the magnetic alignment in the metal. I think that such scattered magnetism is too low to feel in iron or steel objects unless the object is either magical or was intentionally made to be magnetic. Stronger magnets made of rare metals they could detect. And I'm going to say for the sake of practicality that very small magnets like those in a compass are undetectable. It's gotta be at least a a child's palm worth of magnetic material. They're not broadcasting, they're only receiving. Does that make sense?
Sounds like you have your answer then 😉
I would then ask how the sense works from a physiological standpoint - because if their horns aren't magnetic (thus sensitive to magnets) then how do they sense other magnets?
That being said, "magic" is a fair enough explanation, and you answered your question.
how do u guys make a homebrew campaign?
First time?
first time making a full one from scratch
And what if 'our' archeologists could speak to the dead
Archeology would become less about figuring out what happened and more about figuring out who's lying.
...
Ah
Do you already have a plot figured out?
Okay, so picture the inner structure of an ear where there's a shell shaped organ full of fluid and sensory "hairs" that takes the vibrations from the eardrum and converts it into the perception of changes in pressure. ( sound ) Now imagine instead that it's a long hollow tube filled with ferrofluid instead. That's basically how it works. It's a biofluid they secrete into this structure over their early development that isn't magnetic per-se, but it moves in response to magnetism and that movement is picked up by the sensory hairs in it and converted into a perception that they intuitively and instinctively understand but can't really "explain" to someone who doesn't have this sense. Mainly this perception is used on an instinct level similar to how our sense of balance works and so unless something is particularly overstimulating ( like gluing a neodymium magnet to the kobold's forehead or something ) they "just do it". Magnetic concentrations and the orientation of a space is encoded automatically along with sights, smells, and sounds as part of their understanding of a space they're in and it's why they're such keen navigators and have a special degree of memory for places they've been. Places that have fluctating magnetism are confusing to them in a similar way to how optical illusions are confusing to us, so you can camoflauge a space from a kobold using magic that influences magnetism and get them lost.
going to, but like how should i organize and stuff. i know i should think and write every little details, but like how much? and how detailed in general
So for that I use obsidian as my notes/story building app. It let's me link notes, and put anchors so I can jump to different things.
Campaigns are collaborative story telling between players and dms, so you don't need all the details, you want a lose story.
What you want to get flushed out is the region lore relevant to the plot, and the motivations of the characters relevant to the plot. Everything else can be flushed out as the players interact with your enviroment.
When you get to the "world building" part of your homebrew it helps to go to a story writing reddit or discord server and post what you have, then ask then to ask you questions about your world. Coming up with the answers will help you fill in alot of the stuff you didn't think about.
If you already have your players you can also ask them for their backstories and incorporate that into the world. One of my homebrew campaigns had gods and nations added into it from the players backstories.
ok thanks!
I wanna make a human character that has lycanthropy, but I’m low-key stuck with the werewolf form stats
I thought there was official content for that.
Yeah the monster manual has official rules for pcs with lycanthropy.
I have a campaign im building. Just been writing notes and picking at it for a bit now.
A witch who controls a carnival. She is the ringmistres. She wasnt always a villain. For there is an ancient entity, the ninth bell. Older than time itself, absorb and eats fear, joy, memeories, etc. The witch used to be a hedgewitch who made a bargain with the ninth bell "Mor'Vel" to spare her villiage. Mind you The Ninth Bell travels to different realms, universes, timelines. She made a bargain and she would remember everything but be his tool, his construct to draw in what I feeds on. She figured what better way than a carnival. Simply put, it apesrs every 9 years, put of no where where it chooses it can gain the most. No one knows how it come or that it even came they just go to it. Its all normal at first, until people start to slip, repeating, doubling, malfunctions, confusion, as the first bell tolls illusions drift. Carnivals slowly changes. You can imagine how this goes. I wont dive deep into how I've scripted it all, but there's a ticket system because coins dont ha e part to play in this. Thisnis meant to be a long campaign, 9 acts. Tons of side quests. Multiple plot twists. Its a mystery horror adventure. For any type of pc. Many nps, plenty of areas, especially that some take you into other realms, minds, visions, dream and such. Multiple endings depending on choices, actions and outcomes. All up to the Adventurers how it pans out. Many ways to play it through. Just wanted thoughts and insights.
this is a homebrew item that i previously made. I reworded it and made a couple changes. idk if i should keep it as a item or as a subclass. If i should make it a subclass, what class should I add it too? This is like a flying speed based item. It mostly multiplies speed and converts speed into damage. A optimized build can go mach 4 if they wanted too in 1 turn.
https://docs.google.com/document/d/1c9owHVPVCdmjE7KUazwPmilxKUAdssls-Vd04uBfD9g/edit?usp=sharing
i might've done 1 or two words wrong btw
That is a cool concept. I do wonder how a being older than time would have survived without starving to death if it needs to eat emotions and memories every 9 years though.
So this definitely is pretty complicated. I think it’s fine as an artifact since artifacts are pretty wild in general.
With that said, a lot of the physics stuff is going to be dependent on your table. I think there is some needless complexity here but if your table runs like that then by all means
DnD doesn’t have in the rules stuff regarding real physics so that’s all going to be dependent on your table and campaign of course
Ok
Designing a ~CR 7 swarm of Hook Horrors… anybody got suggestions for fun abilities that it could have?
what does this even do
ill add that i forgor
well
oh I see now
any magic item that needs 7 pages is too much for me, I saw sin and cos and noped out of there
ok so what does a d360 look like
use online die 🗿
you're never actually planning to play with any of these are you
my gambler class is 8 pages+4 page for 1 subclass
I keep falling for this bait lol
i am actually
im playing with gambler already
u could also roll a 6 and then multiply that by 6 and then roll a d10
that's got a different probability curve
ik but it doens't really matter
I keep seeing "the target makes a DC save of 8+prof+Str/Dex." what kind of save?
you're asking me?
no
it's been said before, I applaud your creativity but this is simply... not D&D. I don't know what else to say
well I am, but this is definitely not relevant to the rules of D&D at this point
and that has been said before, haha
homebrews are allowed to make new rules, no?
In the kindest of ways, why play dnd when it obviously doesn’t fit the kind of rules you want to play?
idk
There are some systems out there that are a lot more complex and such
this is lighting a cigarette with a cruise missile
i'm just making what i want a reality inside of dnd. and to make it balanced it needs a lot of things added.
this removes all balance because it does not adhere to the rules of D&D, it's contradictory
But logically speaking, DnD is a game about literal dragons and magic not realism. Why not just seek a system that focuses on realism?
it's balanced inside campaigns though. except for the part about execcive speed.
then i would die
there's nothing balanced about this
wdym
inside campaigns it is, iplayed it once
mach 4 kills ppl irl
It’s balanced only if a dm is bending rules
that's automatically not a normal campaign then
As I said before, a lot of the homebrew you have presented is very table dependent
ok
So as long as your dm is chill With it then ignore us
If you want to. If it calls to you
yeah totally but I don't know what you're going to get out of us, there's no way this would work at any table except the one you're at
But we aren’t going to be able to help you
I would work with your dm since they seem to be chill with your homebrews
i dont stay with 1 dm permenantly. i switch dms every campaign.
what do the other players think? are they making similar characters? because that's the only way I can imagine this being fair
no. normal characters. thye're fine with it.
one of them made a optimized barb thingy.
I think your DMs need a stern talking to if you're telling the truth then, haha. Giving one player godlike powers at low levels just because you homebrewed it is super unfair imo
you're rolling numbers that are orders of magnitude higher than what any player would ever roll in a normal game of D&D
it doesn't correlate to damage though
i'd say at a 0.000000000000000000000000000000000000000001% chance you could get a 90d6 bludgeoning damage at level 20 once?
tho ur basically ded after that
I can't even tell because this is too complicated
Low key you should check out the game system Gurps. I feel like it would fit your play style
what is the setting you're playing in where you even have room to do all this movement in one turn unless you're like clipping through walls
or having to worry about trigonometry
u specifically cannot clip through walls.
it's just a couple bits of math using dice rolls as numbers
it's jsut plugging stuff in
not the point haha
ok
again, have fun with it, I'm just trying to grasp what's even going on here
ok
trigonometry is relatively easy. It takes like a minute with my system.
- Direction Roll
Roll 1d360 to determine miss direction:
0° = above
90° = right
180° = below
270° = left
Like whatever this is, this could be a 1d8 roll on a D&D Battle Map
D&D combat isn't that granular
Not on a battle map
You have 8 directions you can move
Unless you can fly then I guess some more
like does this artifact turn you into a plane or something?
it multiplies your fly speed by a lot.
it just determines the placement kinda, not really the movement
but like what's all this structural integrity check and stuff? For something with so many pages for rules, there's not actually a lot that seems to be explained
i know
Everything in DnD is balanced around measurements of 5 feet and squares. Weather something was 1 additional feet or degree closer or otherwise is irrelevant unless its in the relevant tile
So why even include it?
it's rounded to the nearest square thingy
oh yeah i gottta add that bit. i forgor
So again you can just roll a 1d8 and accomplish the same goal with less complexity
don't take this the wrong way, did you use chatgpt to write this?
no
And without need a 1d360 dice
it could make it less balanced (slightly less balanced in terms of damage and like combat stuff)
How?
like 2% less balanced
How?
You’re just making up numbers lmao
if the enemies are on like a very specefic placement and you someone get one specefic placement from that d8, it could kill every enemy, and there's a higher chance to do this with a d8 because there's less of a tiny couple feet variable that could have savd like a couple guys
which is why i said like a 1% less balanced
because it's so specefic
But specifics on that level doesn’t exist in DnD
It doesn’t matter if there is an inches difference
A 5ft tile is a 5ft tile
the farther it is from the target, the degrees get less and less close together
You should really check out Gurps
At this point you’re playing a different game than everyone else at the table
It would fit your design philosophy
the amount of space between 1 degree could be like 10/15 feet or smth (im not sure, i gotta calculate) if it's like the farthest amount possible from the target
actually, i think it's 1,400 feet apart from 1 degree off
math might be wrong
at the farthest/worst possible rolls and stuff
This is what I mean though. Everyone else is playing a normal game and suddenly you’re a quarter mile away from everyone else, this just seems a bit selfish in a group play environment. Plus your dm has to plan for like every possible direction you can fly off in
it's like once every 10 sessions or smth late game tho
i was wrong. it was actually about 800 feet apart. my bad
@umbral umbra right here
Alright to continue off brain storming my DnD x backrooms campaign
I have considered the idea of adding in the backrooms factions
(This would make the UN cannon too)
Anyone got ideas if yall know the backrooms
Currently I have considered that the entire species of the average DnD world
(Devils, humans, demons, angels, half lings, dwarves, etc) would be in conflict with the backrooms
All of a sudden their world got merged with this... depths of reality
The mortality rate would be off the roof
I mean, not from the get go
Long term maybe, short term? Not alot of deaths
Holy damn this is a late reply
Dw I don’t have a life, I got it
Though, forgive if I’m wrong, but isn’t an aspect of level 0 and a few other levels that you can’t meet others?
It’s been a while since I’ve read up on backrooms lore though
Oh that was VERY old backrooms lore
As I said, it’s been a while
Like incredibly old, and besides those are just the GUIDELINES not the litteral rules you need to follow
So don't worry
Noted!
Another thing tho, and I’d be surprised if this changed, but if I recall a lot of backrooms stuff is “you make the wrong decision and you’re effectively dead”.
It would prolly be a lot like those animes where you have to go level by level like sword art online if I'm feeling this correctly
Like each level having a diff challenge
Idr backroom lore rn either so
For the mortality rate, it won't be noticeable since I plan to make my fantasy world a backrooms level
Idea is that random species at a unknown number per day keep dissappearing after a event
(This event was the supposedly red meteor that makes dragons insane, but instead it was a bright flash thst everyone even the gods have felt but couldn't intervene nor forsee)
And I've decided that the PCs would be one of the first waves sent to find missing people
It's still that mostly
But only for later levels
I feel like most people will make the wrong decision tho
You quite forget that most backroom entities can be dealt with basic competent adventurers
Lvl 2 to 4 to be precise
I think it could definitely work, just might need a specific demographic of players
That would be unless the players themselves know alot about backrooms and thier creatures
True
To add to the chaos
Backrooms factions are cannon
And alot of stuff doesn't work temporarily
The gods have lost some of their power temporarily
Chaos in the Overworld, underworld and the abyss
And the entire world is experiencing connection errors with the weave
(As in my overworld, underworld, abyss etc)
Too add to even more confusion, entites are leaking into all realms since uhh
Idk what to call this, I would say world but there are multiple realms involved so I can't say world
Anyone got a replacement?
There is so much I want to make before starting a session
I have a replacement since different realms are overlapping upon one another you can call those areas as rifts or knots where enigmatic creatures leak throu
Alr thx
I'd say the weave would be heavilly affected due to the transportation of an entire rift to the backrooms
Yeh that can work I suppose
My personal campaign that I've been building it's more inspired by Pathfinder 2e than DnD 5e and yeah I've put a lot of work in designing races since I am prolly the guy who hates "meta" As most stuff in the campaign follows a philosophy of situational benefit and power with a cost type stuff like making Death once and for all and with the only race that can self revive cannot be healed through magic or potions reliably
I need thoughts if this is good or bad
First off, obviously your going to want to find players who are ok with that
But other than that I think that's fine
Atleast warn them of such restrictions
I still think it’s way too easy for even a level 2-4 character to survive the madness that Is the backrooms
All you’d have to do is use the spell good berry and find some almond water and if you get into a fight with something it’ll most likely be alone assuming your on level 0
Which most dnd characters are pretty good at
I know solutions to prevent it from being easy
Like what?
Sanguine festivus, Flicker, etc
Any rogue is more of a backrooms entity then a backrooms entity
These are extremely deadly events, and viruses
That can adapt to any phenoma and by then the sanguine festivus virus has probably adapted to low tier magic
Oh your telling me paladins or almost any construct would be the best at surviving the backrooms
Also my characters will be lvl one
Wait wait wait, I'm still at the beginning process of the campaign Chill, I just need ideas in the first place
I’m saying making a thing that’s super hard core survival in dnd is niche
Unless you ban certain races/spells
Most of the backrooms are just guidelines
Ans I can find ways to make it harder
Hell a thri kreen rogue is a hella thing because you can give your self advantage on stealth and also obtain expertise later on
And I can take some stuff from the hellhole that is the backrooms freewriting wiki
What do you suggest?
I feel like most characters would be able to face down almost any backrooms entity by level 3-5
I can make stronger versions
That are like like Cr 10 to 20
Especially that some entities did kill low level adventurers absorbing their info and knowledge
Not to mention alot of factors I can buff
That you could but still a well prepared level 7ish could take down most backrooms entity’s because of one thing
all of them do only physical damage
I’m gonna grab an example out buddy here the smiler loves to strangle people n such
Also what's stopping me from letting other factions of my world still being hostile to the PCs and taking advantage of the backrooms
Since not all empires are united
Some might have their own ambitions
However the smilers main way of attack via constricting around a persons neck works wonders in our world taking around 3-5 minutes
An entire reality free from the gods and abyss, ripe for the taking
However in dnd terms that’s 30-50 rounds
Alright let’s cut it back a little bit and do breathe holding rules much better with a 10 in con allowing you to hold your breathe for 1 minute aka 10 rounds
I can like add a new form of attack to the smilers like bite (not lore accurate though)
What do you suggest, if my campaign is going to work
Meaning our little friend here is gonna have to strangle our dnd adventurer here for 10 whole rounds which isn’t the best means of attack especially when the “prey” can fight back
That’s not even taking into account of our little adventurer can teleport or has another means of escaping the “hands” of the smiler
But then let’s stop with the smiler talk and go to something more dangerous and devilish bone stealers!
Uh not exactly fair if something can just look at you and poof your bones are gone
I would make it strictly target humanoids that have bones because dnd has like a handful of races that just straight up don’t have bones..
I saw your point
While yes this can happen,
The backrooms does have its way
From using blackouts, random no clips
Entity hordes
And of course entities adapting to the adventurers
Not to mention other backrooms factions thst are hostile
We’re talking strictly in level 0 which almost none of those things happen and an adventurer that’s corrupted by the backrooms is less then likely to leave anything it finds alive
I case can be spoken up against about a level like RFYR
which in any case is a level where only running in the only real option you have
And I plan to buff the entites SEVERELY as lore reasons the backrooms is a entity so its going to feel threatened by the transportation and it will evolve more to counter the adventures
Remember that entitles are used to dealing with regular people like you and me not a guy that’s can lift 240 pounds
Oh, then yeah they can wreck almost everything
But, level 0 is meant to be like the tutorial
Like a barbarian with access to food and water would you decently well in the backrooms
Or a monk who can just choose not to fight
Not something like RFYR ofc the characters will have not to fight any large entity hordes in level 0
I expect life threatening danger at level 3 and above
Rouges are the best imo cause they can run hide them strike
And there’s not much you can do against the hidden condition
Some entities can smell and have 360* view
Even so the hidden condition trumps that
Unless they active use that enhanced smell which would just give them advantage
And like I said the thri kreen for explain can use there carapace to blend into anything giving themselves the jump on anything that’s relays on sight
Even blindsight doesn’t help cause you can still hide from a creature with blindsight
And don't get me started on some areas in Level 0 being in dark having larger and smarter entities