#homebrew
1 messages · Page 78 of 1
Or again thri kreen blending into the wall for example
Or if your race just gives you teleporting
They could also take the disengage or dash action as a bonus action as well making them pretty difficult to catch up too as well
I can find ways for that
So to give the entities a chance... I will have to make alot of lore reasons and back story lore
And also buff the entities heavilly in later levels
Currently The lore reason would be that entities keep getting stronger due to the rising deaths of adventurers in the backrooms and them breeding causing A large population boom of more stronger entities
Which would piss of the MEG ans many backrooms factions
I'll take your points
And reflect on them to make stronger entity variants
Each class as a different way of surviving the backrooms either be through strength or magic but trust me most entities will struggle to kill a player character if they player plays their cards right
Even dnd humans are made slightly different
Also, I will have to give alot more entities the red virus
New idea for why the hells the entities are supercharged
Is because the backrooms is reacting violently to a entire realms being sucked into the backroomd and turning it I to a level
War forged being the prime example
this kinda feels more a convo for #dm-world-building no?
But it's still homebrew
I still think a war forged Paladin/ barbarian would do numbers in the backrooms
Early and some later levels
But I want to be also other threats rather than entities
Human factions and factions from the realms trying to take control in the backrooms
Food water sanity
Those too, but I think my party can manage
Since many empires and factions from the realms are giving many supplies for adventurers to explore
The real problem is the fact that chaos is springing up in the world of Croatiax (My realms)
Not like demons invading shit, but more like panic similar to satanic panic
Even the devils and demons are getting bad feelings on what happened
Or a thri kreen rogue
I'm focusing more on lore part before gameplay
I’m gone
?? Huh
Disappearing rogue build
I'm trying to make a horde statblock with a multi attack that depletes as it loses health, but I'm struggling to find the correct wording. This is what I've got at the moment:
"The [MON] makes five Bite attacks. Decrease the number of Bite attacks the [MON] makes by one for each 1/5th of it's maximum hit points that are missing."
the math of this will be annoying to track once you start playing
the way i'd go about it is
you make 5 stages of the fight
each stage has a certain amount of HP (1/5th of the total HP of the horde)
each stage has access to different abilities and multiattacks a different number of time
id make it go off hydra wording, then have something to reference instead of the normal heads
No you can't, if a creature "finds you" Hidden condition ends
Including through Blindsight
Ah yeah the hydra would be a good basis
(Banning is not the only way to make Survival in DND possible. Magic worlds have magical problems)
i do say, im starting to resent how much dnd just gives players tools to cut away at the other pillars
"Cut away"?
Niche ways to mitigate non-magical obstacles doesn't seem unfair when you can always make magical variations
would a second level spell that causes the target to take 1D4 additional damage from all sources and be critted on a roll of 19-20 on a failued charisma save be balanced?
Yes.
This is basically UA Hexblade, which doesn't even have a save for personal 1d8 (or is it 1d6? Lemme check). Adding a Save almost makes it weak (almost lol).
Seems completely fine at 2nd level
okay good thank you
does it? 1D4 from all sources? what other second level spell comes close to that?
One of many items in a shop of homebrews I made for the campaign I homebrewed:
🐔 Chicken Sandwich of Absolute Destruction
Legendary Improvised Weapon (+3) — Requires Attunement
💰 Cost: 5 GP
Grease Strike. On hit, deal +2d8 bludgeoning damage. Target must make a Dex save DC 16 or fall prone from slippery sauce.
Extra Crispy. Once per turn, add +1d10 fire damage as the sandwich magically reheats itself mid-swing.
Snack Break. As a bonus action, you may eat the sandwich to heal 3d10 HP. The weapon reforms in your hand at the start of your next turn.
Sauce Cataclysm (1/day). Throw the sandwich in a 20-ft line. Creatures in the line take 6d10 bludgeoning + fire damage (Dex DC 18 half) and are covered in glowing sauce, granting advantage to the next attack made against them.
Spike Growth Cheese Grater
Ungodly amounts of d4s
infamous examples:
- Goodberry
- Tiny Hut
Again. . . Hunger is the least interesting way to make DND survival when you can make magic problems.
And Tiny Hut only being a Dome means burrow monsters can get through and casters can drop it easily.
If they want to short rest that bad and you don't have a good enough reason to rush them, that's a plot issue
If someone wants to run nonmagical survival, there are better systems for it and the best way to adapt them still should let characters with niches to combat them should still be able to shine
1 billion goblins is a good survival obstacle I think
Timo casually getting DoMT-pilled.
Alright so rough idea for playable half gold dragon (human)
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to fire damage.
Innate Spellcasting. You know the fire bolt cantrip. At 3rd level you learn the spell burning hands, at 5th level you learn the spell scorching ray. You can cast one of these spells once per long rest and you use your charisma modifier for the spell
Might swap out the spells with like, sleep and bless
difference is spike growth only works if your opponent has an intelligence of 3 or less. anything smarter would know better than to just keep walking in the ouchie sticks, in practice its more of a cc move than a damage move. it also doesnt allow for all of your friends and their firends to do extra d4s and also crit 10% of the time.
In what way is a half dragon different from a dragonborn mechanically?
In this? Spellcasting
As in why not just use dragonborn
Vro, cheese grater method. Have a martial like a Monk Grapple, stay on the safe side, and drag it through back and forth.
Turns Movement into damage
1d4 to every hit is not as problematic
Well yeah, but is that necessary just to define it as it's own thing?
Lorewise? Yes thats dragons main thing their innate spellcasters
I thought their main thing was their fire breath
You know draconic sorcerors?
The spellcasting class?
All dragons are sorcerers. Though golds dip into wizard
Yeah the whole way it works is they have draconic blood granting them the magic
str check + 1/2 movement conditional 6d4/round is pretty problematic, but so is nD4 + 10% crit per round, where n is the number of damage types its exposed to. if your attack does more than one damage type and god forbid you have multiattack or two weapon fighting.
Heck, strongest red dragon in dnd lore has 10th level spell spots
Canonically, Half Dragons are usually direct children hybrids dragons have for utilitarian purposes.
Dragonborn have distant heritage that goes back a long time, and have split off as an entire race.
I know, but I don't think that inherently means the half-dragon race needs it. If you wanted to explore the innate magic of dragons, you could simply pick the draconic sorcerer as your class
Yeah but then you gotta dip
Could maybe make a Draconic themed origin feat?
Also I just processed your pfp thought it was power
I know the lore difference. I'm moreso saying that I don't think theres a meaningful enough mechanical difference to differentiate them. You can if you want, but if you're going to I'd design a trait more unique than some innate spells
Vro, let's say worst case scenario, 3 martials get off 10 attacks total.
10d4 damage is on average 30 damage, most definitely not worse Cordon of Arrows.
Which is 8d4 damage
I blame you
What would you suggest
im gonna say this is a little strong for second level. you could make it more balanced by having it be a D4 per attack instead of per damage type. and have it be concentration.
It's prob better off as some feats., latent magic awakening your direct relation to a Dragon.
i do plan on making it concentration
Upgradable feats for example
Oh yeah, if it's Conc it's already Cordon of Arrows level or worse, it's fine.
Not sure, cause looking at the half dragon statblock it just seems like a dragonborn, other than perhaps it's Leap bonus action
Oh and blindsight out to 10 feet. Could do something with that
Maybe a temporary blindsight effect?
Wait, BA or Action?
action
and my issue in the first place is that DND hands them out in the first place, and needs the DM to play around them or to make them obsolette in some way. My point is that it undermines the pillar at base
What damage is the extra damage? If you make it smth weak like Necrotic it'll prob be more reasonable to some
Dragons do got that detect presence ability i suppose
True
your mis understanding that the way its wordered its not per attack, its per damage type, so if those three martials coat their weapons with poison first, then its 20d4 not 10, then if the three ranged dps also have abilities with multiple damage types, then even if they only have two damage types thats another 6d4 for 26d4, excluding the fact that some classes can do 3 or 4 types of damage per attack, now.... lets add in reactions to that. if those three martials get oportunity attacks thats 32D4 per round and 16 attacks meaning 1 or 2 of those were actualy crits so we get to add 4 more d4 for 36d4 + the bonus crit damage from the attacks that may not have happened....
for a second level spell.
Nonmagical ones*. DND is meant to be magical, and expecting a DM to ignore that when they play a survival campaign is when you're absolutely entitled to say "just play a different system at that point"
Survival in DND should account for magic
Including any magic the party has. So yes, DMs should be forced to play around the party's magic when it comes to survival.
Yes, and spells that just cut out a large part of the fantasy of survival (getting shelter or food) is still a feelsbad moment
Im not saying players shouldnt have magical ways to survive. Im saying what DND has at base just. Hampers the ability to indulge in the survial fantasy
It's not per damage type, it's per damage instance, right @native grove ?
yeah
wrong reply i take it
Do NOT know where you got this assumption lol
Ye mb lol
Also doubt the weird lore of gold dragons semi prehensile whiskers can be used
So to this I need to reiterate. Make magic storms if you want shelter to be important. Make curses/monster that make eating difficult if you want that to be important.
For example: a creature that attacks and curses you with the inability to gain the benefits of eating or drinking water (so that it can later come back to eat adventurers when they die of malnutrition)
With a minimum spell level to be dispelled
Either force them to burn resources that are more important to get around it
needing homebrew kinda also undermines it
Or make them deal with the consequences
but i dont think we're gonna see eye to eye here, nor am i interested in arguing further, so im just gonna leave it at that
I dunno what you could possibly do with that mechanically but if you can come up with something it could be fun. I typically just like to pull from the statblocks for racial traits based on existing monsters
More monsters that interact with things like naturally are a good idea I agree, but this just a homebrew example.
There are existing mechanics that work like this, like monsters affecting the surrounding area from the book that gave us mythic bosses (iirc that book?)
Regional effects are a thing in the base MM, no need for Theros
I think Theros had some more on it tho, could be wrong lol
But surely you understand what I mean right?
As far as i remember, only Hythonia and Arastea have Regional effects anyway. Tromokratis, as a Theros Kraken, wanders the seas
Admittedly, I know I've said that the easy solution is "dis b& for campaign."
Dragons also have several in Fizban's
Fizban adds more options, thats it
and most of those have been kinda mashed into the 24 MM regional effects
One of them, Sapphire dragons iirc, is so funny (makes it's favorite food, Giant Spiders, super common)
I would say the largest part of the issue is that 5e depowers DMs from banning stuff they feel like, as people think most bans are unjustified or unfair.
The problem with banlists is that they're often reactionary, excused with "not in MY setting"
If it's preemptive at least that makes it hurt less, yeah.
I would say a ban like this is proactive as opposed to reactive, especially if it's before the game start.
ban lists needs to come before character creation.
Even so, I don't see proactive bans as problematic, as one can just choose to not play in that game.
Let me be more specific:Banlists are reactionary in regards to something circumventing a DM's prized puzzle
Or something equally not the players' faults
I still don't see that as a problem, I suppose.
not necisarily, i find alot of ban lists are the resault of dms with poor improvisational skills and limited understanding of the spirit or mechanics of the system.
The players don't have a right to circumvent stuff.
Which is what someone was complaining Abt, giving the players those anti survival tools to begin with, which makes it not their fault
Anyone got any interest in a random roll table on a barbarian?
https://www.gmbinder.com/share/-Ol5Bg4t4KcGQJ78MEAq
I'm looking for input in general, but most specifically on the roll table effects. I used 1d12 because it's "the barbarian die," lol. Their hit die, a bunch of their iconic weapons, etc
But anyway, I worry I stretched myself too thin trying to make too many effects.
(Have you ever seen wild magic barbarian by any chance?)
thats exactly the point i was making yeah.
DMs banning flying: understandable for newer DMs, a DM banning goodberry and other survival spells in a survival based campaign, a lot more justified for all tiers
I have lol
But I was going for mostly nonmagical
See, I still disagree with this (it not being the PC's fault) because it infantalizes players such that they aren't seen as responsible for their own decisions.
And it was created for a specific player who had a theme in mind
that goes back to understand the mechanis and system id argue, dnd isnt really designed to be a survival game. so much so that most tables ignore the survival aspects of it because they are so haphazrdly and slopily thrown in as an after thought.
Giving more tips on banlists in the DMG would have been very helpful tbh, for the game's intentions.
But all in all, if you want survival in a low magic setting, or smth that makes a canon reasons survival spell don't work, that is the only time I think it justified.
Otherwise it would make no sense you can cast massive balls of fire and can't keep yourself dry from the elements/make a day's worth of food.
Thing is, DND isnt made for low magic though
I've been in a game where Levitate was banned because someone circumvented a stepping-based puzzle by simply going up to the edge of the tight spiral the puzzle was on, bypassing the whole bit, & securing a piece of the macguffin. The person who did this wasn't even IN the game
EXACTLY. Why the "just play smth else" answer works specifically here because if the DM wants an unconventional campaign style
They should expect to need homebrew to fix the issue.
Which I don't get why you don't agree with
When you say the game design doesn't support the only settings where I say it makes sense
im specifically referring to two specific spells
right, and in a world where a man can level a town with the snap of his fingers, or summon a castle using a peice of marble, it also doesnt really make sense that the novices cant creat food water and shelter with the lower tiers of that power.
it doesnt make sense to have to "survive" the elements in the dnd world. the survival is against the creatures.
(or the easier solution, magic survival components)
at least Create is a higher level spell that competes for your fireballs :V
- "Sustenence is uniquely difficult to create with magic."
- "Low level barriers don't last a long time."
Fixed da logic. Ban da spells.
and i dunno why im back here
would be great if clerics werent able to just cast spells for free because they have a tatoo of their god on their thumb DX. but i get where youre coming from
See, this I'm fine with, banning spells without canonical reasons is what bugs me lol. At least then you're guaranteed to have them before you start playing.
In this case, the canonical reasons are moreso justified via the bans. They could be whatever.
You can even have soft bans.
Meant magic survival in the campaign, but yeah, components are also a good method.
for when im not interupting
yall familar with nightcreatures from castlevania?
If bans were normalized, it wouldn't be something that needs much of a discussion, even.
like bluefang?
ayee
what about em?
im thinking about making an entire little book thing to create custom ones (cuz i hate myself apperently)
since each one seemed to be different and different abilities
you think itd be better to turn the traits from 162 to a 200 rolltable or decrease that to 100?
i think they are pretty normalized tbh. every time i go to a public game everyone asks the dm "what books can we use and are there any bans"
i think alot of the bad blood around bans is because alot of them are explained after the players spent time making their characters. and they feel blindsided/targeted
What I've found is that banning individual things leads to more resentment than, say, banning builds with zero in-game reason to work. Banning Coffeelocks after realizing that they shouldn't even work in ANY realm was a healthy choice that I communicated clearly & calmly in my 2014 era.
& I've found that a clearly communicated blanket ban on social media/blog/content creator-promoted "builds" helps with preventing a lot of the problems associated with banlists.
and 2nd question, is there a certain number of traits a cr level monster should stick too?
Looks good, though the instead of saying you cast Guidance, why not just say "When you enter a Rage, and once per turn when you start your turn in a Rage, you can choose a Willing within 5ft. They fall under the effects of the Guidance Cantrip for a minute."
(Just so you don't have to break the rule of casting spells while Raging, but it's not too problematic)
also bypasses the no concentration limit
No Conc Cantrip is kinda cool, infectious Luck flavored support feature. This class isn't particularly strong enough to worry Abt it tbh
i like this, its also more inline with how an official ability would read.
I will say that I think bans should have reasonable justification, even if that justification is itself very simplistic like "[Spell] enables gameplay habits I have found detrimental to my games."
Players don't always need a 'good' reason for a ban, because the above reason is itself a very good reason.
anyone know this? owo
This is EXACTLY what I'm referring to. I find using named builds showboating & metagaming, which is not allowed at my table.
Personally, I'm not a fan of species-based flight because it ruins the difficulty of verticality if one is caring about exploring the world outright, and actively trying to account for it can result in the player with it feeling singled out.
I allow if if players concede that, unless your species explicitly can hover, you're going to need to land at the end of your flight
Solves a LOT of issues to bring up that
Flight works round-by-round, so there's no issue with that, if I'm understanding what you mean.
Coming back with another anime/game inspired weapon to see how viable it is for dnd
A giant metal tessen fan that wheb folded can act like like a bo staff/quarter staff
so like temaris fan?
Exactly. She is my favorite
honestly id use tf out of that for a wind/air based person
def have to be magical tho
Yeah, i was thinking it would be able to use Gust of Wind
Air Genasi could be a cool way to get that then
If you don't wanna be locked to a caster
Feat in progress: Synoptic Stratagem Sylloge
Purpose: Give Martials some class.
Does it look like 4E? I dont know, I never played 4E.
FOR THE SWORD, FOR THE SHIELD!
FOR THE SPEAR, AND THE BOW!
It couldn't be used as a Monk weapon?
Meant for Gust of Wind
The spell
Staff is absolutely a Monk Weapon
It could scale off the base quartersaff bludgeoning damage when closed (1d6, 1d8 two handed) or when opened to fan mode, it can can 1d8 to 1d10 slashing damage
With a strength modifier
Ayeee and maybe 1d4 charges reset at dawn
It a a vestige would definitely make it more fun
Hai
I know d&d and all but I still haven't played it yet but soon I'll definitely want to play it :3
Yeah!
Wall of wind could be a second spell at the first level if you made it a vestiage
not the channel for it
#dnd-newcomers
Thanks
Wall of Wind is perfect. Its a good spell that fits the theme
Ayee also maybe magic missle but slashing damage?
Hmm that could work. Probably scale it up to 4th level to escale past Wind Wall
Mmm?
Doesnt the amount of Magic Missiles you send out increase with each level?
It should be six missiles at 4th lvl right?
Ohhhh aye that could work
Tho magic missle, gust of wind and wind wall at a rare magic item wouldn't be too bad to start off regularly
I had a player recommended me some proposed 5.5e ranger changes, and they seem decent. Thinking of implementing them but want to get other thoughts:
Lv1 Favoured Foe
Now when HM is cast with this feature has the option of being cast without requiring concentration, and with the ability to retarget whenever you make an attack, but with an only one minute duration.
Lv2 Deft Explorer also has the benefits of lv6 roving
Lv6 new feature that makes Hunter's mark spells you cast apply to the attacks of all allies within 30ft when you cast the spell.
Lv10 Tireless now needs a bonus action for the temp hp and has unlimited uses
Lv13 now allows wis mod extra targets for hunter's mark whenever it is cast, and increases damage to 2d6.
Lv17 also now increases damage to 3d6 and works with lv6.
Lv20 now increases damage to 4d6 and once per long rest when you hit a marked target, you reduced it to 0hp instead of dealing damage.
Anyone know of any DND-esque or derived systems that are Star Wars? Hopefully one that lets you play as Sith. I'd be incredibly interested in trying that, and if there's a discord server for games using such a system I'd love for anyone with info related to that to DM me. (Didn't know what other channels to ask this in)
Would need more context on how these interact between each other, but quite a few could be problematic by the entire party's power centralizing around the Ranger.
(Level 20 is definitely something you probably want to veto, though, as it's a de-facto boss-killer feature.
SW5e exists, which is basically 5e but Star Wars.
Rereading it, I see the interaction, and oof, that's not gonna bode well for your encounter balance.
It does make ranger a strong support character for martial attackers.
The lv20 was honestly my favourite part. It's lv20 and called foe slayer, and can be stopped by anything which stops first level spells.
Any idea if theres a SW5e server somewhere? Hopefully one that's active?
SW5e is pretty well known and well regarded
To elaborate, one of the problems with the damage boosts to HM is that you effectively introduce multiplicative scaling with no further investment.
- Level 3: No concentration is used.
- Level 3: There's no "real" action cost to swapping targets.
- Level 6: The bonus applies to all attack of all allies, which means that a Monk or Fighter (technically all martials but these two will most benefit from it) effectively has HM against that target.
- Level 13: Adding targets means that now a Monk or Fighter effectively has HM against every target and the Ranger does even more damage.
- Level 17: Now the Monk or Fighter has that bonus damage when they make even more attacks than a normal character.
- Level 20: The Ranger just kills the boss.
Now, if HM shifted to 1/turn and you couldn't mark multiple enemies, I think it would be a more positive and interesting dynamic.
At that point, the Ranger has a "soft" party-focus benefit that makes the Ranger's decisionmaking on what to mark a very tactical decision.
I like treantmonk's solution about making Favored foe about all the ranger exclusive spells
instead of doubling down on HM
Another interesting but simple design space I haven't seen people brew around with HM is Ranger providing effects from upcasting it and the free uses being able to be expended as pseudo-"charges" in lieu of actually spending a higher level slot.
yeah upcasting to remove the BA or conc is also fine
Like, I'm actually fine with the basic part of the Favored Foe rework stated above, though I'd limit the retarget to once per turn when you make an attack.
The upcasting things I would envision are moreso benefits similar to the above, but written in a way that they are more intentionally martial-support, as opposed to flat "classes that do a lot of damage now do more damage."
I believe that is the idea. It makes ranger a force multiplier for martial characters, like circle casting is a multiplier for having a large number of Spellcasters.
And it requires plenty of levels, surely that's quite a bit of investment.
I'll have to look at the wording, but I'm pretty sure that the retarget is specifically meant to only be an option once you kill that enemy.
That does kinda change things if that's what they intended.
The downside to this is that if it is a better option than other ranger spells, a full caster can take ranger 1 and then get all the benefits before an actual ranger.
I should have been more clear, oops. I mean that the upcasting benefits would be included in Ranger class features at the appropriate levels for upcasting (5, 9, 13, 17).
This is a link to a homebrew wizard subclass i made, how does it look?
I will also say that my own main complaints with this style of HM is that it doesn't actually add anything interesting to Ranger, when there's so much space. It truly is just a damage increase, which aims the features in a more brute-force direction.
Oh ok.
That does seem interesting.
I'm not sure if I like tying it into spellslots as a resource as opposed to something separate, especially when there are free castings.
Maybe you make the free castings scale with level?
On that topic, any thoughts on the Tireless change? (BA to gain temp hp and unlimited uses)
It's the one I'm probably most scared of.
That's why I mentioned the idea of the free castings being usable to upcast it, aye.
I wouldn't make the free castings actually scale in level, but you get more as your Ranger level goes up, which means you technically can use more at once to upcast HM, similar to how Sorc has metamagic to upcast spells.
I kinda ignored this one, but yes, I would say this is very much not bueno.
hmh,, i'm working on a spell, and i'm wondering, , , , how should i interpret 'prevent nighttime ambush" into an actual like, mechanic,,?
Would a combo system work for a subclass? Each weapons have their own unique attacks with a few of them having different effects, you can chain these attacks potentially infinitely for air juggling but the caveat is that same attacks will build less meter and stops the combo
D to A rank does nothing
S: +5 to damage rolls
SS: +10 to damage rolls
SSS: Unlocks special moves, unique taunts(Might actually be a mechanic) + 20 to damage rolls
a +20 to damage rolls is insane
i hope you are aware of that
Yeah i know, im reworking Battlemaster to not be mundane
battlemaster is anything but mundane 😭
Hey everyone 🤗
compared to other subclasses except for champion, its prety mundane
I mean I find it really fun to play
i assume by "mundane" they mean nonmagical
No no, I mean ACTUALLY being superhuman
The conan barbarian level stuff simply does not work with dnd's high fantasy setting
fighters are alreayd pretty superhuman
yeah they are. Battlemasters are really good.
i used the battle master as the base for my fighter class remake thats how good it is
Current battlemaster is what should've been accessible to the base martial classes barring Monks
so in pathfinder.. /j
okay ive fixed all the typos and done a few tweaks, thatll teach me to say rough draft is final draft, anyways this is a blind monk subclass, are the sense a bit too overpowered? or maybe is the downside not mitigated enough by the senses? maybe the way the subclass interacts with actually being blind should change a bit, tell me what you think https://www.dndbeyond.com/subclasses/2736359-way-of-the-devil
Dammit man lol
They initially did this in the 5.14 (not 5.24, but 5.14) playtests and found it didn't really work very well for what they wanted from Fighter.
well, it didn't work really well for the zs / rpgpundit playtesters who wanted to remove all non basic attack functionality from fighter
Did you at least change BM to fit? Or did it just get folded in. . .
I detest just folding certain certain subclasses into base class, like Thief into Rogue
in my 2014 fighter redo, fighter got maneuvers and dice, but a smaller pool of both, the battlemaster got access to a way bigger pool (including homebrew maneuvers) and bigger/better scaling on dice + more refresh mechanics. I also gave a very small selection of alternate maneuvers to all the subclasses to expand out what they did
:fridge:
Can you elaborate on what you mean by this? I've read it a few times and I'm unsure if you're referring to 5.14 Fighter, 5.14 UA Fighter with maneuvers, or something else entirely.
5.14 during initial playtesting
fighters (and other martials) had maneuvers and dice, though it got stomped early on, there were forum posts from big time bloggers
Tbh, throwing in a unique way to use a Maneuver would also have been cool (such as letting an ally use a Maneuver by sacrificing an attack), but this is prob the best gesture you could do if you did this.
the kind who get removed from credits and/or sign their posts with the type oftobacco they're smoking
So I'm trying to adapt the Hydra head effect to work for horde statblocks, where the horde can make a number of attacks, using it's multi-attack, equal to the number of creatures in it. The part I'm struggling with the wording on is how each creature within the horde correlates to a certain ammount of hp within the total hp of the creature, as in one creature has 11 of the total 55 hit points, and depleting those 11 kills one of the creatures. This is what I have so far, but I think the wording is still unclear:
"Horde. The pack includes five hounds. While it has more than one hound, the pack has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
For each increment of 11 hit points the pack loses, one of its hounds dies. If all its hounds die, the pack dies."
"Whenever it takes 11 damage or more in a single instance . . . " Could work. Less than that in multiple instances being described as pelting different pack members.
Basically needing to killing blow one or it'll be lost in the horde
my 2014 fighter evision fyi, no masteries of course beacuse it's 2014
https://www.gmbinder.com/share/-N6L7BpgnmMYMl6mFXl1
Wait, ic
Hm
Oh, I was aware of that, though I do need to fully go back and read all of the packets again. If I remember correctly, the dev reasoning was something like it didn't accurately represent all of the Fighter tropes they wanted to have it represent.
I suppose, but if no attack deals more than 11 damage by the time the whole pack is killed, one attack basically explodes all of them. Which could be cool in it's own right, but I think seeing the pack get progressively weaker throughout the battle is better
Oh, wait. How Abt:
"Whenever the pack takes 11 damage or more in a single instance, one if it's hounds dies, and for every 11 damage the pack takes past that another hound dies. If all it's hounds die, the pack dies"
Hmmm, yeah that might work
I bring a gift to martials.
it could be overtuned
it could be undertuned
but its a gift, so are you going to look a gift horse in the mouth?
https://www.dndbeyond.com/feats/2258667-synoptic-stratagem-sylloge
ddo you think i can ask for an opinion on a mechanic of a system i'm working on in this channel , , , ,
or server at all, frankly
could I DM you rq?
ssure 😭?
The next designers didn't have the luxury of being picky about fighter identity like that :v it was 100% feedback driven
sorc got the same treatment
I'll have to go look to find which one it was of the 100 packets, but I thought I remembered them mentioning that as well as the feedback.
I think that a designer always has the luxury of being picky about class identity.
when they decide to throw it out for feedback and ignore what they were going for we end up with 2014 fighter
Made a very basic roadmap idea for a new subclass I thought of! Path of the Masked Warrior Barbarian.
To give a basic summary, I've been on a bit of a Kamen Rider Kick Lately and wanted to make a subclass based on it/that gives fun Kamen Rider Vibes, and I thought that the Barbarian's Rage and feel gave a good baseline for a lot of that Rider Feeling. I decided to lean into the idea of them Manifesting Magical Armor/Items to feel a little Artificery. A Big thing for Riders is being able to pull random new equipment and weapons out of nowhere so I thought that was how I could do that.
Barbarians who walk the path of the Masked Warrior let their rage create various forms of Armor and Weapons for battle. Often times the unwilling subjects of Magical Experiments, their rage Echoes through the weave allowing them to form the tools needed to destroy those who created them.
Combat Enhancement
3rd level Path of the Masked Warrior Ability
You gain either the Unarmed Fighting, Dueling or Defence Fighting Style Feat.
Masked Manifestation
3rd level path of the Masked Warrior Ability
When you activate your Rage you can create one of the Magical Items from the table below according to your Level. When you reach level 6, 11, 15 and 18 in Barbarian you can create one additional item. If that magic item requires attunement you are considered attuned to that item while your Rage is maintained, and if a Magic Item lets you cast a Spell using it you can cast that spell while maintaining your Rage.
This magic item dissipates into nothing when your Rage ends.
Evolving Transformation
6th Level Path of the Masked Warrior Ability
Do something with helping enhance the magic items you make with your Masked Manifestation using Con somehow, or do something with a general power increase or Reckless Attack?
Mechanical Steed
10th Level Path of the Masked Warrior Ability
Maybe give the Find Steed Spell as a Ritual and only a ritual and the steed is always a construct? Also give some benefit to riding on this steed like being able to take an allied creature with you, or some attack bonus after moving like 30 Feet in a straight line?
Finishing Blow
14th Level Path of the Masked Warrior Ability
Give the ability to expend unused Charges on your Magic Items to give your hits more power. Give the feel of a Rider Kick/Finisher! Maybe add on to the Brutal Strikes feature?
What do you think of the idea behind each ability, think it needs a tweak from the idea stage right away? Do you think it needs to be less magic item-focused? And would this kind of thing spark interest for characters for you?
I totally forgot that D&DNext PT Fighters basically didn't have a subclass in the 5e sense of the word.
Hmm
I can't seem to make this work in DNDB Homebrew
But I have a spell that starts off with a base damage of 2d8+4; and scales +1d8+2 per spell slot level used.
but it doesnt seem to want to scale that extra + 2 properly
like in balance terms or website terms
website
then it's a website problem
I have it set for Higher Level Scaling Type - > Spell Scale
and at Higher Levels -> Additional Points, 1d8, and Fixed 2
DDB's homebrew works off official examples. I dont think theres something that does all three
You might be better asking in #ddb-support
dndb continues to be the most lousy thing in existence
its spaghetti code
it doesn't have homebrew classes either
The system isnt made for people to upload their own homebrew classes. It already takes effort for Pugilist, Monster Hunter, and the other third parties to be on there
the system COULD be made that way
Just like it could be made to have more ways to modify charges, or uses by profiency in weird increments, or just better customization of everything in general
Admittedly, I think people underestimate how difficult it actually would be to allow the same amount of creativity within a website as there is with words.
Easier said than done
it could, but its not feasible/wotc isnt willing to put in the effort
DDB is sphaghetti, no doubt, but actually supporting homebrew with automation is not an easy task, because there's always more that could be added.
im just asking for Fixed Value to be added properly
it somehow works with Base damage level 1 spell
but not scaling
That is a bit strange, to be honest. Have you tried making the fixed value something like 4?
I've tried a lot of stuff
i dont know what i did, but somethings working
its just...screwed up a little bit
i got the +2 per level to work... but now it took off the +1d8 per level
so ... you can have either one, or the other, but nto both
so...now i need to probably cut my loses, and figure out a combination of dice without a +dam rider that still roughly is the same.
maybe dndb needs to much time to update on the backend, but im going to try splitting the 1d8 and the +2 off, and scaling each individually....
I guess either do d10 (slightly below original damage scale,) or d12 (slightly above)
a single target spell (30 foot range), that deals Lighting Damage that scales, with spell slot level. And at spell slots 7, 8, or 9 can be lighting, OR radiant.
CON save for half damage. And secondary affect: on a fail CON save (dc8+prof+ability mod), releases a 20ft wave from the target that deals 1dX damage to all undead and fiends, and heals all other living creatures for the same amount.
option 1:
2d10 (11), scaling to 10d10 (55)
or option 2:
2d12 (13), scaling to 10d12 (65)
The original 2d8+2 (11) (+1d8+2 per level), topped out at 10d8+18 (63.)
wait, it is showing the extra damage! just NOT on the actual spell list screen.
but when it rolls, it does
🙃
i literally make ppl roll a d360
a homebrew that lets u get a class feature from a higher level is fine, right?
What do you mean?
How what when?
In what context?
when i use a item feature to grant 1 class feature that you would gain from gianing 3 levels from a class you already have or a new class
with a hell lot of restrictions
Probably too complicated unless it’s like an artifact. Is this the item you showed the other day?
Artifacts can be pretty nutty so maybe? I think the deck of many things has a card that just straight up gives you an extra player level automatically.
im asking if it'll one shot a boss or smth
Any item or feature that let's you have other class's features is kinda unbalanced
i dealt with the unbalncedness
with offsets
What’s the rarity of the item?
Why are we making magic items if we don’t know item rarities? 
artifact
Artifacts are pretty nutty so I think it might be okay. But I would read existing artifacts to get an idea of similar power scale and formatting
@severe trellis So this inspires tons of transformation style characters, like pulling out a cursed sword that corrupts me in battle, or invoking Druidic runes on items to let me fight with reckless abandon. That is an easy Barb thing to do already, but this lets you add items to the fun for it.
I'd add that using a Magic Item Charge keeps your rage going, so it doesn't make a bunch of utility magic items that use BA useless.
For level 6 what abt being able to add restore a number of charges to a magic item equal Rage Damage Bonus? A number of times per Long Rest equal to Con. Mod? (Smth smth "Rage Infusion").
And tbh, Mechanical Steed could be a secondary feature. Add smth else there yk? Let it be Construct and also benefit from you Barb Bonus Move Speed. If you do want it to be a lone feature, at least let it be cast at a level equal to half your Barb level, or give it unique options like Fey, Celestial, and Fiend options have. Maybe an attack for a change lol.
As for capstone, why not when you expend the last charge of a magic item, have it explode for an AOE of a number of d6s equal to Barb level once per Long Rest? Nothing says finisher like a buncha damage dice. If that seems like a lot, remember Berserker already get a number of d6s to damage equal to Rage dmg bonus every turn every turn in Rage.
*legendary
Change it to an Artifact
ok
And then go read the existing artifacts to mimic the formatting and general scale
A lot of them are very powerful
Generally speaking, this isn't something that's ideal in a 5e sense, as the game doesn't consistently aim for high highs and low lows, unlike some other games.
Certain games totally go for that and succeed amazingly, but it doesn't work very well in 5e's game design because there's a lot of things that can remove detrimental effects, and high-risk high-reward effects can end up way more convoluted in actual play.
ok
Anyone got cool potion ideas that mess with people
In more simple terms, 5e moreso aims for effects to not require heavy tuning just to be balanced, instead having them be balanced based on their own virtues.
Potion that gives the creature levitation but they are stuck floating in place like a balloon and can’t control their flight
Hmm I like it
Any more ideas
a potion that you drink and you grow a big poofy beard, makes you practically unrecognizable
probably check out Obojima’s Whimsical potions
if you’re using them in your own campaign, the rarities don’t match up with vanilla content
Anyone try Indestructoboy's Alchemist? I've been really interested in trying out a Fulminare but I worry about the classes crafting mechanic being too expensive
It augments the crafting rules by letting you craft items equal to your INT mod, as well as making them only cost 5gp for you to create. Is that not going to be wildly expensive over time? You're basically paying 5gp to give yourself a spell slots. I also worry that only being able to make a maximum of 5 just. Isn't a lot?
Even if you also get to make a potion as a bonus action, but that kind of just hammers in that it'll be expensive to run
Outlaw
A band of halflings begin their patrol of the town, making sure to keep out anybody or anything gets in. The sharp eyes of their leader caught something and he shot, killing a sneaking thief.
A wandering teifling makes their way to camp, until a group of bandits get the jump on them. Just as they got close, the teifling brandished their weapon and fired, killing them all within seconds.
Watching from high within a tower, a human looks out for the king's chariot. Upon spotting it, the human lies down, pulls out their weapon and breaths deeply, pulling the trigger.
Outlaws are the mercenaries, bandits and law bringers who bring the law into their own hands, either it be for good or for evil. An Outlaw's journey covered in gold and blood.
class flavour go brrrrr
(it could be a subclass, but i plan for firearm expansion aswell so gun class :D)
can someone look over my two homebrew spells for me?
i want some outsider perspective
my dms are open if you'd prefer to help one on one
This is a link to a homebrew wizard subclass i made. How does it look?
I think it looks pretty good, maybe add a final 20th level buff just for the campaigns that make it that far,?
you rarely do that with wizard subclasses from what im aware
oh, well in that case, it looks great!
could anyone give me some feedback on this fighter subclass i made for if its balanced or not, ik its a bit much since its battle master stuff and stances but i think it would work well https://docs.google.com/document/d/1IRoBgtv8HfDgTkpRmyqgvtrOGq4l_hj8IXvsnU--14M/edit?usp=sharing
hallo i made an artificer subclass can i get some help with the balancing? and your opinion on it 💪
https://docs.google.com/document/d/1ml3JBgrmipZm8x_sd3W8nZRHcy24JGYIOUiFpZrpVek/edit?usp=sharing
ignoring the work you need to do on wording, it’s currently also pretty awkward mechanically
is this meant to be 2024 Artificer or 2014?
2024
let’s go through the issues I have with it in general
- Tool proficiencies in 2024 work in a specific way, you should take a look at it
- I am unfamiliar with the spells, I assume they’re 3rd party, maybe Kibbles?
- you need to have a limit of how many runes you can have in general
- drop the ability to add more than 1 rune to the same object, people don’t have a limit to the number of objects they can carry, so why create more than 1 rune on the same object to begin with?
- durations in 5e in general are never either 1 Action or 1 minute+, very rarely is a number used between that, engraving imo should take 10 minutes, you gotta prep it beforehand rn anyway
- 2 levels above the slot is hefty price and the way the feature is set up
- the whole rune thing really sucks on Artificers, you are incentivized to take 3 levels in Arti and then go Wizard
- to activate an item, it should be in your hand, doesn’t make sense to allow enemies to use your runes as well and doesn’t make sense to allow allies to use someone else’s rune
- the next couple features are kinda boring and too much book-keeping for not much output
- too much dependence on the runes, the whole subclass has nothing else flavorful, you usually wanna have the level 5 feature be something completely unrelated to the main feature, and level 15 would probably only be half-related
- level 15 feature turns a supportive subclass into a selfish subclass
- keep in mind this whole subclass is not only Quicken spells, but also allow for dualcasting, the lowered spell levels from being an Artificer do help balance the low level of the spells if you’re running full Artificer is the only thing that keeps it from being broken, this also gives you extra spell slots
- arcane-based Artificer subclasses are allowed to have a single 6th level spell at level 15, you can add that but don’t use a combat spell
I would recommend probably allowing you to add the engravings to the magic items from Replicate Magic Item directly when you create them, and only allow 1 engraving on each that you can change by spending 10 minutes
Spell-Storing item does clash a bit with this feature, a better resource than spell slots to use in this case is destroying the magic item itself
that way it’s less spammable
but then you can allow it to hold any Artificer spell you have prepared
I haven’t balanced this, it’s just a jump off point for a direction you can head
an alternative way of doing it is using a similar blueprint to the Cartographer’s maps
thx
Do you have any tips for balancing home brew stats for enemies, spells and whatnot ?
Generally the best way is to compare the homebrew things to existing spells of the same level, or monsters of similar CR.
The monsters can generally be a bit tricky, but generally its the DM using them, so if you have ended up overtuning them, you can always have them act in a less optimal manner in a game, so the actual balance isn't gonna be as major of an issue. The DMG also has a CR calculator (and you can probably find a version of it by googling), and the CR is more of a guideline anyways, so in general monster balance you're gonna have lot more control over even beyond the numbers
For spells, most levels tend to have great spells with similar use your homebrew spell might be going for, so it's a good idea to compare similar spells, or the general damage / utility and limits they might have. It's a good idea to try and not make somethign that's just outright better version of an existing spell of the same level, or do basically the same thing as a higher level spell.
Lol responding days later, mb. But not in a game right now. More used to being a DM, but I was actually just thinking of making a library of suggested alterations to subclasses and allow my players a singular change (which they'd have to run by me and the table of course) which facikitates the fantasy of how they would like to play going forward. Offering this option to all players universally, but mainly targeting subclasses that are a bit less popular for one reason or another.
Another good example I loved was making the drunken master's tipsy sway able to apply to ranged attacks as well, in exchange for less control on who the redirected attack was targeting (ie. The player would make a dice roll to choose another valid, hostile target within range.)
there are some guidelines in the DMG
for spells I will probably use the most vanilla spell to figure out the basic damage spread
something like Fireball
Dungeon Master’s Guide
Could someone look over my spells and give me an outsider’s perspective?
You could find a fun supporty ability help as an enchantment wizard eith the rest of the party. Something like, "Attacks against creatures that are charmed or feared by you have advantage." Those kinds of synergies make moments with your orher party members really shine.
That's a cool idea!
it would be really cool if we could post images in this part of the discord. we can post images in most other channels here..
You can link to images following server rules but at this time we only allow image embeds in certain channels where it aligns with the channel's purpose (e.g. #dnd-arts-and-crafts) . Feel free to leave server feedback in #server-feedback. We may revisit what channels have image embed permissions at some future date.
Is there a proper formating way to describe the following effect.
"Emits a 20 foot wave from the creature (from the edges of its space, not the center)"
The Emanation shape from 2024 might work
“Creates a 20 foot emanation centered on the creature”
Chat should I make a Kpop Demon Hunter subclass?
My daughter is obsessed with the music and movie so I’m tempted
Currently this is mostly a concept but I wanted to share it just to get some thoughts.
Class: The researcher.
Concept: A class that focuses less on class remorse's and more on time as there main resource.
meant to be a wizard/artificer hybrid taken a bit more extreme.
Design: This is not meant to run in a standard dnd game this is made specifically for my style of heavy downtime and more realistic carrying systems. this class MAY also work in a standard with races with a "trance" like ability but it will not be designed for such situations.
Main abilities:
1 Draft
You can spend X time and X piece of parchment to create a draft. In order to make progress on a draft you must have an ink and quill or another form of writing utensil approved by the dm. Ink is used as normal. You have 2 Options of drafts you can make:
-
Spell draft. You create a spell based on a point system for each component. ei touch could be 1 while 30ft could be 3 either that or a multiplier system where touch is 0.5 and 30ft could be 1.5 for example. base on number of points determines the spell level.
Optional note: This could be combined with a spell writing system for extra flavor. -
Invention Draft: Similar system but for the creation of magic items.
2 Creation
DC X check in order to
Spell draft: use time to learn the spell adding it to your spells known
Invention draft: Use gold and more time while having the tools/at a workshop to make the item
You cant attempt a creation check without first spending x time refining your draft.
3 Spellcasting
prepared/known caster using int
I know its a lot of enters and I apologies but its not a lot of reading and would really like your thoughts.
I've a player who's playing a Kitsune- we essentially are just having them play a Lorwyn Changeling, but in particular this player is wanting to do stuff with the concept of the Tails
every time this character dies they grow an additional tail, but have no memory of ever having less tails, and as they grow more tails they gain certain mechanical buffs
all of my players are going to be getting some sort of buff over the course of the campaign that's seperate to the base character- for example, I have
- A Vengeance Paladin with ties to Glasya who intends to gain buffs similar to that of an Erinyes
- And a Berserker Barbarian learning to control her rages that'll start out having to make a wisdom save at the beginning of combat to avoid raging by default, but eventually will evolve into her gaining enough control to get some buffs akin to a Zealot Barbarian
I need some feedback on the Tail buffs though
my thought was that this Arcane Trickster Rogue might get some boosts to spell slots- gaining access to more or higher level ones at earlier levels, capping out at like.. 5th level spells
but I'd also thought about giving individual buffs- like at some point gaining the ability to use Kitsunebi, or access to some Enchantment spells,
Tbh, this feels less like a class and more like just a downtime system you could offer to players potentially
You could ideally just flesh this out into a downtime system and allow your spell casters to do this and benefit from it
Kinda similar in scope to the base system they introduced in 2024 DMg
I forget the name of them
I am probably not one to speak on this as I myself typically break some pretty fundamental rules of homebrew but here is my main suggestion to you. Unless every characters buffs are tied to death and its a plot device I would recommend not making it death based as that typically has a lot of unintended consequences that are a nightmare to work around or may not be solvable.
would you be willing to elaborate
distinctly on those unintended consequences
thinking it over, I'm a bit worried that purposefully trying to kill this character for the sake of their advancement has the room to make encounter balance messy, and to make encounters overall feel manufactured and more difficult than challenging in the face of the other players all for the sake of the one players advancement
even as it can be for a good plot related reason this incentivizes characters dyeing and the longer it goes the more likely character are to
1 die on purpose
2 take ridiculously risky plays
Overall it places a reward on dnd main penalty system
And based on how you worded it would effectively be X free revivifies before the actually benifit
I'm sure I could figure something out to fix those things, but I think it has the room to invite chaos in that the other party members might not be too invested in
What constitutes dying? Literally every time they hit 0 hit points or only every time they fail 3 death saves?
Because I feel like this is going to lead to the player just throwing themselves into danger all the time for free buffs
well right, this player in particular is wanting to play a character that's adventurous but a bit Naive, going into unknown territories, setting off traps by accident- but like I said I can see how that kind of play style can end up being problematic to the other players
that is the point of it yeah, which I don't have an issue with except for the idea that it would be throwing the other players into that danger as well
either 3 saves or double max HP
What class/subclass are they wanting to play?
Arcane Trickster Rogue, like I mentioned before
my main point next would be why is it triggered by death and why not trigger it by something else
Hmmm… was going to say, you could maybe have made a subclass for them based off the theme and idea but o think this is going to be more of a character narrative plot sort of thing
It's meant to work into the character's backstory, specifically the gaining of a new tail everytime they die- so having 3 tails at the start of the campaign because they've already died twice
I would tell them maybe that death isn’t necessarily the trigger for the buffs but rather specific milestones and that maybe you as the dm could tie to them getting into some tricky situations
but I did just talk to them
and I do think i'll try and make the advancement based less on deaths
Maybe they have to achieve some stuff before the death actually provides them anything
anyway, I'll figure that out, i've got it handled
what I need to figure out is what those buffs actually will be
Here is the main way I run death based powers in my games. (when only one player has it)
1 players have no idea it exists or have no idea its triggered by death.
2 have no idea if it will work again.(even if you do point one this wont be the case for you unless tails are also limited by level)
Bastions that’s what they are called
"not the center"
If you want it to be deaths this is my suggested system. it only triggers every X levels and player has no idea when it is. meaning you cant get 9 tails off the starts and player cant purposly die without them risking them not having a tail available. I personally would go a step further and have inconsistent tail scaling.(first every 2 levels then 5 then 3 etc) But its not necessary.
I'd ask why the tails have to grow from death. When a kitsune gets a new tail its representation of its age/wisdom.
Following that thread of lore you could have one of the tails with its power come from the experience of death. With the buff being related to the dead, death, afterlife, spirits, etc.... but the other tails could also come from other potential milestones. Since the character is niave it means they shouldn't have alot of life experiences. So there's alot of room to play that's kitsune lore friendly if you wanted too.
I’m confused what the effect is supposed to be. Is the effect a emination that remains present or a 1 time wave of energy sort of thing?
i dont like emenations 'from center' language because if you have a large, huge, or gargantuan ceature, they take up a considerable 'space' within that 20ft
Emenation from Edges?
I already have a separate downtime system for magic items and generic spell research. The point of this class it they aren't only researching available spells or even past spells but they are the ones advancing spell technology. In fact I was planning it they came up with a "meta" spell. other people begin trying to research/spy/steal it for themselves. or they could release spells in a research paper. allowing others to learn it.
That sounds more like a campaign setting thing rather than a class thing. What stops any wizard or artificer from already doing that?
Most waves are done in cones, moving lines, or square.
right, i see you mis the point
I havent read all the context but. As someone that plays a lot of tcgs and games where wording is pretty important I personally would just make it a radius excluding the caster. "in a 10ft radius not including yourself"
Emanations are from the edges of the creature
are they ? wording is weird, but ok.
im mostlystill in 2014*
Was about to say this as well.
An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.
same here
An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.
An Emanation’s origin (creature or object) isn’t included in the area of effect unless its creator decides otherwise.
well thats only a little horribly written
the fact its not included at base also suggests its not from center
it doesnt mention center at all
But it also has to adhere to Area of Effect rules wihch say they have a point of origin.
You could just say “creatures within X feet of you” maybe
yea, that works
thanks
i knew i was missing a simple way to say it
nothing specifically but the player wants to specifically focus on it and I feel like it would be a lot of utility to give every wizard/artificer. And if I give it to a class instead its a lot easier to make it a good focal point as a wizard already has a lot to focus on.
because thats how they discussed it in the background of their character- as a Japanese person I'm a bit iffy on the accuracy of it but I've already talked them down from playing an Aasimar and they'd made a whole deal of the character being "changed so much" last time so I'm just trying not to push much of anything else onto the character
but thinking about it now I think that it has the room to cause more harm than good so I did bring it up to them and I intend on changing it away from deaths being the triggering effect
All I’m going to say is that if you make this a whole new class you are going to have to go through class designing.
Unique mechanics, subclasses, balancing, unique fantasy, etc.
Not saying you couldn’t do it but I feel like it may be easier to just make a custom system in your campaign to let your player do that
By all means though, if you feel it needs a class then more power to you
The matter of it is this player is wanting to play a Kitsune who's related to some sort of greater Fox spirit, as she dies she grows more tails and revives, until she hits 9 and gets some sort of big boom
I just worry it’s gonna clash with the theme and flavor of an artificer and Wizard as is
Also in terms of a power budget it would be a lot easier to limit it to a class instead of allowing everyone to get it. as you then can make the argument that all classes can do the magic item section and all caster can do the spells and thats a lot of power budget unpredictability and utility to add to everyone.
They're using this character for Descent into Avernus so I can see the character dying fairly realistically I'm just not- sure now that I want that to be the triggering effect, but I'm not sure how to properly change it
Out of curiosity have you read the Bastion system?
Because the Bastion system has some mechanics in it that revolve around having your own research lab and base and getting benefits from those facilities and getting to set up in world stuff from that.
yes but I have my issues with it and how it fits into my world so I have made my own revised version
I would maybe consider making a specialized room in the bastion exclusive to spell casters to do a lot of the stuff you are describing maybe
Is this a reasonable balance level of damage for a single target spell: 30 ft range
Level 1 : 2d12 Lighting Damage. Half Damage if Con Save. +1d12 per upcast level. Caster can choose to deal Lighting OR Radiant Damage if using a level 7, 8 or 9th slot. Maxmimum damage, 10d12.
Secondary effect (IF the creature failed) all undead and fiends within 20 feet take 2d6, and all other living creatures (is that a term?) heal for the same amount. Which increases by 1d6 per every two levels upcast. Maximum addnt damage to undead/fiends 5d6 and healing the same.
action to cast
granted by an item
That seems like a lot for 1st level spell
Overall my systems are very homebrew and having more general power systems is something I am moving away from as its already a pretty overcrowded space in my system
Would the class be a martial or a spell caster?
caster
Full caster?
Awakening memories of the greater fox spirit could work. When x thing happens a memory is unlocked and power/tail gained.
That way you still have controll over the progression of the power ups through out the campaign.
it is granted a legendary/artifact item. And is a single target. as opposed to something like Thunderwave, ice knife, or other spells from suplemental products and 3rd party content I dont have
And they still get to slowly bring back the fox spirit.
yes
Also its worth mentioning I have already fully redone the artificer and it is no long a half caster instead only having first level slots
I would say its a bit strong but nothing unmanageable in a higher power game unless its an undead campaign
For sure, though this technically has already been solved/addressed within the 5.14 ruleset. Emanations are most simply what a Paladin's Aura of Protection is, and the function of that hasn't really changed at all.
i can drop it down to d10 instead
they're suggesting the concept of moments of great emotional upset triggering surges in magical power
Hello! I'm trying to balance different "Blessings" to buff the players due to the campaign being very hard. Can anyone help?
I low key would drop to 1d12 or 2d8 and have it be more more niche spell instead of a primary but this is mainly due to my philosiphy of: "if the creator didn't state it assume that this will be available in every campaign" so trying to balance it from that perspective I would say 1d12 but for specialized ig you could due 2d8 or if you want to be goofy do the 2d10 but that would be extremely strong given the right situation. ei the value of a 3rd level spell using a forst slot
Like a rage mechanic but for magic. Doesn't sound too bad depending on how it's done. But im not sure how'd you'd swing it becoming a permanent buff. Let alone it happening 9 times.
We can try.
This is the text:
Blessing of the Fey: The Blessing of the Fey draws on magic from the Feywild.
You have immunity to the Charmed condition
You have Advantage on rolls to ward off the Exhausted condition and cannot be magically put to sleep
Blessing of the Humanoid: The Blessing of the Humanoid is incredibly versatile as it represents many different types of creatures.
You gain Heroic Inspiration every long rest
Blessing of the Giant: The Blessing of the Giant draws on the power of kinship and endurance.
You gain resistance to fire, cold, or lightning damage OR when you take damage you reduce the damage equal to 1d20 plus your Constitution modifier
Blessing of the Elemental: The Blessing of the Elemental draws on the power of the Inner Planes.
Fire Elemental
You gain resistance to fire damage
Water Elemental
You gain resistance to cold damage
Air Elemental
You gain resistance to lightning damage
Earth Elemental
You can move through difficult terrain without expending movement and you have Advantage on rolls to ward off the Exhausted condition
Blessing of the Dragon: The Blessing of the Dragon draws on the power of duality of good and evil.
You have resistance to Acid, Lightning, Fire, Cold, or Poison damage
Blessing of the Fiend: The Blessing of the Fiend represents power and greed.
You gain resistance to Fire, Poison, or Necrotic damage
Without know how the campaign is hard it's impossible to help balance these.
One point right off the bat though is that these have the potential to step on the toes of any players that get these from racial or class perks.
Legendary, or Artifact (Or otherwise?)
[Itemname] (Mace) (requires attunement)
Good Aligned item, not sentient. Evil creatures only get the +1 bonus when wielding it.
- +1 attack and damage rolls.
- Deals an additional 1d4 bludgeoning to undead.
- Deals an additional 1d4 lighting to fiends.
- On your turn, as a bonus action, deals 2d4 lighting damage to all enemies within 10 feet. Each enemy who's CR is less than half your level DC10 Con Save, on failure they get Tasha's Mind Whip'ed (can only get one of their Action, or Bonus Action, or Movement on their next turn.) Usuable 2/day(?)
- you gain resistance to lighting damage.
- Grants the Spell Fist of the Heavens (what I asked about prior.)
Ok ty!
+1 +1d4 +2d4 +resistance +spell.
I'd add a minor detriment.
Depending on when they get access to it.
DM dependant...artifact/legendary or upper end of verrry rare?
its detriment, is that it isnt a +3 like most big items are
For the too hit sure. But it's a +1 +1d4 +2d4 to damage which even on all one's is still +3 to damage. And the 2d4 is to everything and a bonus action so it's free.
Not including the potential for the spells.
i could just take off the +1
I think it matters on when they get it tbh.
Lmao.
Next try of this:
Modified Very Rare Magic as the capstone for a Ranger subclass Capstone. There smth I should account for?
the fool clarify it doesn't scale with expertise
mocked just feels like a really awkward ability that feels niche at best
Comedic Timing using Uncanny Dodge means nothing as its not limited use. just say using your reaction. besides that its a bit strong in some situations and doesn't fully fit the vibes imo
Bread & Circus is a ruling and logical nightmare
Bravado is a mandatory activation and once per lr so its often wasted.
Also based on formatting and wording I am guessing ai was used in some part when making this
Overall rating: 3-3.5/10
Leave it as is as legendary then. Or if you want to put more work in, make it an evolving artifact where the abilities get unlocked when certain conditions are met.
going to avoid making it an evolving thing, i dislike those enough
I figure both the item, and the spell that go with it are balanced by the fact that A. If you give it to a caster, they probably have better CC, and AOE, and possibly single-target spell options anyway. So in reality, it's just giving them Lighting Resistance, 99% of the time. And in the hands of a martial character, they don't have the spell slots to really pump out a lot of damage with it, and it's generally weaker (imo) than a +3 weapon (I value the lost + to hit, more than 1d4 damage boosts.)
its really a falvor piece, I think.
(The modification is that it becomes Attunement, and forces a Save to stay attuned when you Short Rest. In exchange refreshes charges over Long/Short Rests).
I really dislike "if you already have prof in [X], you get expertise instead" features. They're crazy common in homebrew, and I can't figure out why. I don't think a single official subclass does that. But they incentivize you to take specific proficiencies at 1st so you can get the expertise at 3rd. They kinda railroad you into character creation choices.
"mocked" is basically swashbucklers rakish audacity but worse, because it requires you to use a bonus action to set it up.
"Comedic timing" is okay, but really weird in a couple senses. Not much in 5e uses 20 foot ranges, that I can think of. Generally you jump from 15 to 30. And also you don't need to invoke uncanny Dodge, just say you use your reaction to give that creature resistance to the damage. I'm also not sure the flavor works, but that may be a personal taste thing
https://www.dndbeyond.com/magic-items/11203603-stormeye
https://www.dndbeyond.com/spells/3195805-fist-of-the-heavens
I guess these are done, for now.
The 20 foot range comes up on "bread and circus" again. I'd just make it 30. Also it's basically a charmed effect, but weaker. Charm person also ends if they take damage, but at least it gives you advantage on social interactions. And it doesn't end if they see allies damaged. Overall, this is a weaker charm person, with the exception that charm person gives advantage on saves during a fight
And again, I'm not sure how the flavor works. How does "bread and circus" apply to an effect that makes people stop fighting? That saying referred to body gladiatorial matches that distracted the public from governmental overreach and corruption
"bravado" is weak enough that you could probably remove the limited use
It's overall a very weak subclass by power standards, especially in 2024, which I presume you're using due to the application of the "indifferent" attitude
It could use some power spikes, and the 20 foot ranges are just weird
Wired Smite
Charge electrical energy through your sword
1d3 charges per day
1d10 lightning damage
Roll a d10
1: Take 1d4 lightning damage
2-5: Nothing special
6-8: You gain an advantage on your next roll against them this turn
9: They are stunned for one turn
10: They are stunned and knocked prone, and thrown 10 ft away
A 10% chance to take damage is pretty steep I'd say.
Also the phrasing of 9. Needs to be redone. "Targeted creature is stuned untill the end of their next turn"
Being stuned for one turn means the stun ends at the end of the next person's turn after the attack is made.
Hey I'm making a homebrew Jurassic world/park races and classes but have no clue where to start and how to do it I have a list of classes I want to make but don't know how to make it balaced
First question is how are these classes are not possible within existing classes?
In combo with feats/subclasses/multiclassing?
If they are possible, maybe reconsider if they need a new class just to make them easier to get (unless they are in fact too difficult to make work normally?)
I want spell less ranger/beast master, engineer, field scientist/investigator,daredevil, medic, operative/solider
Ngl if you want that much I’d consider a different system
DND doesn't do low magic well, yeah
Fighter can easily be a no magic Soldier, or "operative" could be a flavored Rogue
Medic could be a cool subclass maybe, for "Daredevil" I'm not sure of your intentions, but maybe look at Monk?
(Also, heads up, you could just, yk, flavor Artificer as nonmagical? Easiest caster to do that for my dude.)
I legit think dinosaur systems exist already
hey i was curious on how to mess with the clerics divine charges in dndbeyond? im making a cleric domain and I want it to have one extra channel divinity charge when it gets its first one.
The domain is the scholary domain, and im making it entirely because i dont have access to the divine soul sorcerer content, so im making a scholary domain in which they expell charges to cast enhanced versions of their regular spells.
Check #ddb-support they should be able to help you adjust that
cool ty, could i also get ur opinion on the balancing of the enhanced spells?
(I mean, dropping homebrews here for people to throw opinions is what this place is here for . . .)
Depends on how the spells are enhanced?
Extra damage? Upcasting them? Etc.
Consumes a channel divinity charge
Guiding Bolt -> radiance (deal half radiant damage, rounded up, in a 10ft aoe around the original target.)
Revivify -> Resurrect (can be cast at a 10ft range, restores 2d8 health)
Healing word -> Healing whispers (becomes channeled, can switch targets.)
homebrewed basic spells
Holy Ray (A bright beam of radiant magic is fired at a target. Make a ranged spell attack against the target. On hit, the target takes 1d8 radiant damage and is blinded until the end of its next turn. has frost ray dmg upgrade rules)
i included a cantrip i made. i dont get to play often so im not sure how OP blind on a cantrip is. just thought it be cool.
All a lot of those are basically just existing spells.
Resurrection is a 7th level spell, so for 1 channel divinity I can exchange a 3rd level spell for a 7th spell?
I put blind on a cantrip once and all of Reddit gathered together to insult and belittle me
That might be too powerful. I think it might be better to instead give free upcasting
i checked the resurrection spell, and it is much more powerful. this would just be revivify with ranged casting and more healing when brought up. I can nerf the healing granted and change the spell name.
what spells are you referencing for radiance and healing whispers? if those names are existing spells already they arent meant to bare the same effects, just the ones listed.
What I more so mean is that there isn’t a 1 for 1 spell comparison but there are existing spells that potentially already fulfill the purpose of the “upgraded” spells you wrote. That’s why I suggested just giving the spells free upcasting to upgrade them but not have to deal with too much mechanical complexity
Redditors gonna Reddit
Sorry just got back from work! So what about this for the Capstone?
Explosive Finish:
When you reduce a creature to 0 HP after using your Brutal Strike Feature on the same turn, you can make that creature expode with magic. And every creature except you within a 20 foot radius of that creature must make a Dex Save with a DC=8+Prof+Con Mod or take 3d6 Force Damage. You can do this Con Mod times per long rest
Additionally, when you hit a creature after using your Brutal Strike Feature if you are Attuned to a Magic item with Unexpended Charges or Uses, you can expend any number of Charges or Uses to increase the Damage of your Attack by 1d6 for every charge expended
Explosive Finish seems pretty cool, but the damage is a bit low
I recommend 4d10 but reducing the radius to 5 ft so you don’t accidentally hit your friends
And add a clause where you can’t be damaged by your own explosion
i recommend making it 100 ft and make it a 100d100
so u can tpk
unless tpk is not ur intent
then don't do it
Well, any condition on a cantrip is way too much lol
TPK is almost never the intent
So I was pointed here
My homebrew is a curse of ice giants which causes my character to grow unusually tall, gains cyan skin, and gain both cold and poison resistance. This curse allows me to make 1d6 worth of damage onto the opponent when hit with a weapon(idk if it should have a modifier). In addition my character gets hurt by the curse due to her accelerating the curses potency onto her body to coat the weapon(idk for how much). She is a Paladin oath of the crown oathed to herself since she was an empress of a fallen kingdom. The curse also allows her wounds delt by slashing or piercing damage to swell up with ice and freeze over scarring the wound even if proper treatment is had to it(do with that information as either potential mechanic or flavor). But she is only able to be healed by half the amount others spells.
I was told to come here to flesh it out and I’m not sure what else to balance. Have any clues? Or suggestions would be insanely good
I don’t think they meant to use the name of an actual other spell
I think it’s just 10 ft. range + 2d8 healing directly
but yeh, Aura of Vitality already exists
I'm making a sourcebook just for fun adapting the DC universe for D&D. Would Speedster be a lineage or a class?
Anyone ever home brew a setup for doppelgängers would like for my player to engage themselves or maybe just a one to two in the midst of a battle with a psychic entity
Anyone know where I can get some cool ideas of stuff to add a base me and a few guys have in a campaign? Anything really. There’s the usual Pinterest but I like hearing other people’s thoughts so I’m hoping to find somewhere for stuff.
I got a monster that has an attack called "Skull Crush", basically they try to attack the head. I want to add a Con save, but what failure would you give it? headache? Stunned? a condition? -1 to d20 tests?
Stun might be a bit much, it's generally not fun to spend a turn doing nothing
Could so something like having disadvantage on any mental checks / saves (charisma, wisdom, intelligence) to reflect general disorientation, or maybe -1d6 or something to the rolls instead of disadvantage
What about stunned where you recover at the start of your turn? So it just gives debuffs for other people attacking them but not a wasted turn.
-1d6 to rolls sounds good though
I'm brewing up a custom monster. A burrowing crystal scorpion the size of an elephant that shoots lasers.
Looking for excting ideas on what to give it for bonus actions?
If it’s crystal how about placing a crystal that if it shoots a laser at, the laser splits into a cone?
I’m trying to make a Aarakocra grappler for a Spike Growth team.
I don’t mind if I use Str or Dex for grappling but I’m trying to work out in a 1-10 campaign how to get the most bang for my buck at each level for multi or single-class.
I’m considering the following
Lycan Bloodhunter (using Wisdom & w/ Cold Caster)
Elements Monk (w/ Cold Caster)
Square Circle Pugilist
And/or possibly Gloomstalker Ranger for Darkvision, initiative and speed
How would you build it from lv1-10… considering some strength is needed to pickup two enemies
I’m considering Square Circle 6 Lycan Bloodhunter 4
17str 12dex 16con 8int 13wis 8cha
with Grappler and Cold Caster feats
This would offer 17ac, or 19 whilst grappling (Pugilist 6) Resistance every fight and the ability to punch and grapple every enemy with their save being at disadvantage
That is more #character-discussion or #optimization no?
If I went in those channels they’d send me here because Pugilist and Blood Hunter are third party… I’ll try character discussion
#third-party maybe
Bloodhunter has been kinda just adopted as a thing you can talk in everywhere as well, its been here the longest (out of the dnd beyond classes)
My players love Spellcasters, and Counterspell wars aren't too uncommon. I made this mechanic to add a bit more spice to those moments--
_ _
Counterspell
If you cast a spell, and that spell is repelled by a Counterspell, you may use your own reaction to cast Counterspell as well.
In doing so, you initiate a struggle.
_ _ _ _ - In this struggle, each side may roll their Spellcasting Ability Modifier.
_ _ _ _ - If you win, you shift the spell one increment in your desired direction.
This makes Counterspelling a Counterspell against yourself a dangerous affair. If you lose out in the struggle, the spell will move back towards you.
In the case of Area Of Effect spells, your tile would be considered the center tile if your spell is successfully launched back at you.
--
In the struggle, the spell starts in the center notch.
_ _ _ _ There is are a total of 3 central 'notches' that the spell can be pushed down. If you succeed in the contested check, you decide whether the spell moves closer to its desired location or back towards the caster.
--
Of course, if you cast a spell and you are Counterspelled, and you don't use your own reaction to Counterspell, then the spell will simply fizzle as normal.
--
If one side casts Counterspell at a higher level, they receive the disparity in the Spell Level*2 as a bonus to their roll in the contested checks.
If Counterspelling a beneficial spell such as Haste, Revivify, Armor of Agathys, etc, then succeeding in that check would merely dispel the magic, rather than bouncing it back at the caster.
_ _
(Image to represent it- can't post images in this channel)
https://cdn.discordapp.com/attachments/1189975063630467114/1400584109033787455/image.png?ex=69942e59&is=6992dcd9&hm=4ffe3bc2dd16bee0d33e6b5ad619fffa55f761ca7427433bc373052264fb82e2&
It's basically to make Counterspell still work the same, but Counterspelling a Counterspell becomes a more unique interaction - Harry Potter my beloved.
Thinking of changing the Frenzy of the Berserker Barbarian. I could, obviously, use the 2024 version which is quite cool indeed. But I was thinking of leaning on the "Heroic RRoD" and "Post-Victory Collapse" tropes. SO WDYT of that:
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, you gain a number of temporary hit points equal to twice your barbarian levels. When your rage ends, you lose a number of hit points equal to twice your barbarian levels.
Thats, very boring
And doesn't really fir Berserker as a concept
IDK, over extending oneself seems thematically appropriate for a Berserker IMO. But I hear ya. 👍
Like, thata just gaining thp
No stakes, no other effects, sure 2014's one was bad/mid, that honestly makes it worse
I need a little help in making a charecter in a homebrew dnd pure fighting campaign (its record of ragnorok )
I’m basically using the abilities of a charecter called Leonidas (he has a mace and a sheild )
It’s player v player and I’m fighting reaper someone who has been playing dnd for ages and knows way more than me
I just need help bc we’re using standered array w any normal dnd abilities added on w class ect so it’s got me a little muddled
Everyone starts at level a 20 and it’s a team fighting kind of sessions so it’s 1v1 , first team to get 7 points wins
I would love to see a wizard subclass revolving around memory
hey guys, ive had this idea for a mostly chaotic good character being and wanted to ask for any ideas for lore or if i could get some help in some of this stuff:
so basically, i have this character im playing, a warforged battle smith artificer called "CL4NK" and as we get to level 3, i kinda want his steel defender to be his spear, now called "P01NT", made sentient.
i also wanna tack on the retreive weapon enchant on 2 or 3 javelins and gave them to PO1NT, so it would be kinda like a mini drone strike, where it could 'throw' the javelins and retrive them, it could also launch it self at enemies too.
but the main problems that im running into are related to health, stats, how much movement it has, its range, weather it should be treated like a homing weapon or not, if it would give my character an advantage to hit or not if he was actively weilding it in a fight (which i personallt think he should) and how (if at all) it would be affected by stuff that targets specifically living things and kinda the same stuff with its javelins.
any help or thoughts are much appreciated!
CL4NK huh?
ye
Sounds a lot like Clanker
it may or may not have origionated by one of my freinds playing a racist character calling me that when i was making him
Lmaoooo
but any thoughts on any stats for P01NT?
This may be a better question for #optimization unless you are trying to homebrew a unique subclass for this character?
Well you have basically created a living weapon. You are going to have to decide in when it’s considered a pet and when it’s considered a weapon because they have different mechanics.
I would say give the thing a “weapon” mode and a “robot” mode which causes the two different mods to be in effect and therefore the different rules
I think this may be my most unhinged hb yet:
https://docs.google.com/document/d/1iirt4ENnDmaBA6lhqVu1dkAKwKonaO0E497v4pwiXww/edit?usp=sharing
Ah
Ok mb
hello guys! can someone look through my "Religion/existence" which i made for my world? it is just 2 pages and it is worth reading. i just want to get the critics... what i can work on and what can i do better... thou i cant link it here so Dm is open so hmu and i can send the text. thanks!
is anyone willing to look through homebrew creatures and give some guidance while i create them? im a first time dm and need help with balancing. dms are open if anyone wants to help, but ping me in this server when you send it bc otherwise i wont see it.
hey
could some people help me out.
i m running arount with this group of misfits like so manny of us do, but in our last sesion our dm allouwd me to do something awsome.
for a little insight:
i m playing a lv 8 gigant barbarian mimic in our home brew dnd game.
he is called nibbler and is motivated by food, but dous not like suger anymore.
his motivation is to eat, collect small magic items, grow and split, to create a hive of some sort.
he is not smart but he is loial to the party.
now nibbler has ben lots of objects in the past including cloaths, and this sesion he became armor for one of the players.
we really liked this idea and want to build apon this.
i can not find anything on this subjkect, maybe becus its home brew.
could some people that are smarter then me dnd wise help us out.
my dm said that i need to come up with something and then present it to her.
this is what we did and what i want to build apon:
when nibbler became armor his ac is used instead of the other players,
he could still use wapons, altho he uses his seroundings becous of tavern brawler. but he can still use atleast 2 arms.
nibbler kept his own inisitive.
we wanted something like nibbler training to use the armor to his fullest potantial.
we are also making a improviced wapon for niobbler and i would find it fun if people hoe ware him can use the wapon.
i m reaserching mounted combat atm becous it sounds like that in reverse, in some way in my mind. but that feels limitid.
we are verry free in how we can use our actions and bones actions in our games, and other things we do.
not 100% rule of cool but not that far off sometimes.
hope you guys can help me out
Could anyone look over this fighter subclass I made. Just wanting to make sure it's balanced and clear about what not. https://homebrewery.naturalcrit.com/share/Z1BswvBHW07_
It is quite straightforward, though I will say it shares the same name as a monk subclass (Kensei = Sword Saint).
I guess it does 😆 , but does it seem decently balanced nth too weak to op?
It looks good to me, it may be a bit complicated for an average person but that is expected from a master of their technique. Though I suppose that makes two fighter subclasses based on Japanese culture...
I ain't even know Kensei was a thing till u just told me, been a fighter since day 1
I had started making this for my character based of miyamoto musashi
I made backgrounds based on past sourcebooks and other sources for 5e 2024.
LABORER (OneD&D Playtest)
Ability Scores: Strength, Constitution, Intelligence
Skill Proficiencies: Athletics and Survival
Tool Proficiency: Choose one kind of Artisan’s Tools
Feat: Tough
Equipment: Choose A or B: (A) Artisan's Tools (same as above), Blanket, Bullseye Lantern, Handaxe, Light Hammer, Oil (3 flasks), Shovel, Traveler’s Clothes, Waterskin, 13 GP; or (B) 50 GP
In your youth, you spent your days working through excruciating shifts and late nights to make ends meet. To make your job easier, you taught yourself the fundamentals of crafting as well as how to endure the elements and to prepare for it. Even if that life is behind you now, you haven’t forgotten the hard times you have endured.
KNIGHT (Sword Coast Adventurer’s Guide)
Ability Scores: Strength, Dexterity, Charisma
Skill Proficiencies: Athletics and Persuasion
Tool Proficiency: Choose one kind of Gaming Set
Feat: Skilled
Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, 5 Spears, Tent, 27 GP; or (B) 50 GP
You spent some time serving as a knight for a kingdom, an order, or a faction. Knights are typically amongst the lowest noble titles in most societies, but it can be a path to higher status or a reward for a commonborn person. Knighthood can also be bestowed by many factions and orders typically highly martial organizations. Wherever your knighthood comes from, you are expected to uphold a sense of justice.
GLADIATOR (OneD&D Playtest)
Ability Scores: Strength, Dexterity, Charisma
Skill Proficiencies: Athletics and Performance
Tool Proficiency: Smith’s Tools
Feat: Savage Attacker
Equipment: Choose A or B: (A) Chain, Costume, Healer’s Kit, Javelin (6), Smith’s Tools, Traveler’s Clothes, 12 GP; or (B) 50 GP
Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable—all of them hardened warriors.
Is dandwiki.com a good website to find homebrew? If not, what is the best one?
no
then what's a better alternative
...eh that's hard. So muuch depends on you and your group deciding what would work well in your game/campaign.
Like even going through D&DBeyond's homebrew can be hard and challenging deciding on "would this fit in our game? is it generally balanced to the kind of game we want to run?"
Are there any experienced DMs that are willing to help me(a new DM) set up homebrew creatures and understand balancing, terms, and abbreviations?
Can you be a bit more specific?
If you're new to D&D I'd generally avoid adding homebrew until you've run a basic D&D game with just the core game rules and mechanics. That will help give you a gauge to review homebrew (or make your own) and make sure it's balanced and works well for your games.
But if you do want to try homebrew, I'd suggest taking an existing monster statblock and tweaking it.
Like give your goblins the ability to cast 2 eldricth blast beams instead of shooting arrows...
i would avoid homebrew, but thats the only thing that works for my campaign idea
ooh that could work
Yeah the easiest way to homebrew is to tweak what you already have with official materials.
Give kobolds a burrowing speed so they can dig under your players and create pit traps...
That's the best way to start homebrew yeah. It helps keep balance.
my other problem is that there might not be fitting attacks for my creatures. but ill see if thats the case before coming back here
ty for the help!
What do you mean by fitting attacks?
some of my creatures have abilities that might not be in the game without homebrew.
I might be missing some things but the big things for balance are damage per round, action economy, and hp/ac.
what type of abilities
That can be pretty easy to fix tbh. What kind of abilities?
like, one creature has the ability to either stun enemies with a sufficient roll, but if it fails, it loses the rest of that turn(might not be the best example)
you can slap that on its attacks
Give the creature the monk's stunning strike feature with so many charges to use. I wouldn't worry about the "lose a turn" thing unless it's essential to the flavor of the monster.
no, its not a passive, its an action
I'd change it to a saving throw added to one of its attack.
"On hit the target creature must make a DC x constitution saving throw or be stunned untill the end of its next turn"
Yeah, im saying you can add it as a rider
whats a rider
then just in general, when people use homebrew classes that they didn't make themselves, where to they find them?
additional effect that happens on top
E.g.:
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
okay that makes sense.
sorry, but im just now realizing that that wouldnt work. my idea is for the creature to screech(doesnt do any damage), and then with a high enough roll, it stuns the target(s)
Everywhere from reddit to Gm binder to their uncle Vinnys basement.
All cc effects in the system typicaly require a save on the targets end.
So I'd be more in system to do something like
Creature screeches in a 15ft cone, all creaters in range must make a DC 16 constitution saving throw or become stuned untill the end of their next turn.
If you wanted it to be potentisly detrimental to the creature you could add something like
"This creature roles a d20, on a 3 or less it is stunned untill the end of its turn"
But I don't think that would be necessary given how action economy worked. Since that ability would likely be an action or legendary action and use its turns resource anyway.
It's just that some sites seems to have a considerably worse reputation than others
Are there any that are particularily reputable?
I'm not too sure on that one sorry. Hopefully some one else has the answer for you.
hello guys! can someone look through my "Religion/existence" which i made for my world? it is just 2 pages and it is worth reading. i just want to get the critics... what i can work on and what can i do better... thou i cant link it here so Dm is open so hmu and i can send the text. thanks!
So, I've been making items for Marvel characters and just finished with Ant-Man. Would anyone be willing to take a look and let me know if it's alright?
https://docs.google.com/document/d/1gVLse07pGUG9l2jL35SIj0MHQ9NbHHfDPDpGRVrh7v8/edit?usp=sharing
There's already damage modifications for being large or huge. Do you intend for them to compound with the ones you've added in the item?
On other thing I'd comment on is do you intend to change movement speed for the different creatures? And do you intend to change cover rules for different sizes? For example you could have a tiny creature hide or take cover behind something a medium+ creature wouldn't normsly be able to.
So I was pointed here
My homebrew is a curse of ice giants which causes my character to grow unusually tall, gains cyan skin, and gain both cold and poison resistance. This curse allows me to make 1d6 worth of damage onto the opponent when hit with a weapon(idk if it should have a modifier). In addition my character gets hurt by the curse due to her accelerating the curses potency onto her body to coat the weapon(idk for how much). She is a Paladin oath of the crown oathed to herself since she was an empress of a fallen kingdom. The curse also allows her wounds delt by slashing or piercing damage to swell up with ice and freeze over scarring the wound even if proper treatment is had to it(do with that information as either potential mechanic or flavor). But she is only able to be healed by half the amount others spells.
I was told to come here to flesh it out and I’m not sure what else to balance. Have any clues? Or suggestions would be insanely good
what level are you getting this at?
its going to be a feature I start with at lvl 3 so I want to make it somewhat balanced but also find a way to scale it
This is rly restrictive. Reducing to 0 HP hardly ever comes up except for the Bag of Rats method of bringing a defenseless creature to combat (which is ruled not even work as per the PHB). Adding the low damage, half on a save, AND you need to have used Brutal Strike AND it's limited? Yeah, this is very low in terms of power. . .
The spending charges for damage could most definitely come in the same level as the Mechanical Steed unless you heavily power the Steed.
If you want it to be a finisher, make it strong dude, casters at this level are walking artillery 😭
It doesn't even compare to a fireball, which Artillerist Artificier can cast 10 of per day for free my dude. (Back at level 10)
im sure other people will be able to help aswell but one thing is that your detriment isnt really a detriment. mechanically speaking in dnd healing isnt really that usefull especialy at low levels. so only being heald by half isnt really doing anything. the difference is going to be one or two points of healing most of the time. the only time it makes sense to heal instead of attacking is when your healing a downed player. so even if you get 2 hit points instead of 4 your still up again.
I see
ill see what I can do for that part
I mean the detriment part
yeah so a better detriment will be key for balance, and for scalability you might give it a resource that it uses to activate equal to your proficiency bonus
" In addition my character gets hurt by the curse due to her accelerating the curses potency onto her body to coat the weapon(idk for how much)" this one is gonna be hard to figure out. becasue self damaging abilities dont normally feel good, and are hard to balance mechanically as you level and gain more hitpoints. the higher you get in hp the less this matters
i would instead add a voulnerability or two. since you already get two resistances
good thinking
Ehhhhh. Vulnerabilities are very debilitating
Yeah I can increase it lol I just thought it would be fun to have it litterally happenw hen you finish an opponent off. However the charges for is something I wanna include for sure its just I 10th levels for barbarians are primarily for utility stuff
Might I suggest extra damage whenever they take damage? Like if they had Hex/HM on them?
true just one then, it is a curse... and a vulnerability is something you can counter later with a magic item
ohhhh that does work
this could work aswell and i like that. not sure how to scale it though.
I think as a passive its strong enough tbh
I would just scale it with level kind of like a martial dice
It scales by itself technically, since enemies have more attacks as you level
actually yeah thinking about it, the higher you get in level the more attacks per turn creatures get so it would self scale
"The curse also allows her wounds delt by slashing or piercing damage to swell up with ice and freeze over scarring the wound even if proper treatment is had to it(do with that information as either potential mechanic or flavor)" i think this is fine as flavor and doesn't need to be more than that.
Yeah, ofc, but then it should reflect how rare it is. Since it would basically never be useful into bosses. Not to mention brings up "stolen kill" problems. D6s equal to your level is fine, tbh once per Short or Long Rest seems unproblematic too. Again, Berserker Barbarian comparison.
Anyways, Abt level 10, that is true, but the items provide a lot of that already, so having a way to top off overcap on charges yk you won't use by the end of your Rage seems fine.
"My homebrew is a curse of ice giants which causes my character to grow unusually tall" is this changing you size class or just making you the tallest possible while staying medium? @hardy wing
it just makes her a slightly taller medium than usual
mhm
its purely flavor which shouldnt change much other than roleplay
Maybe adding the "counts as one size larger for how much they can drag, carry, or lift" is smth that you could get, like with Goliaths
Small enough to not call the curse beneficial, but definitely flavorful
and since its a curse id add a social detriment like "has a hard time fitting through doorways or finding clothing that fits"
LOL
Iirc this is a Wild Magic roll? Enlarge Reduce everytime you walk under a doorframe lmao.
she doesnt take off her armor in front of others so it doesnt really matter. Shes ashamed of the scarrs which have accumulated over the years and her pale cyan skin caused by the curse which makes her wear a heavy outer armor to mask her appearence
but fitting through doorways will be a problem ill consider
it doesnt matter till i need to go to a formal dress ball and and 9ft tall golaith barbarian has to visit three tailor shops and pay twice as much for a suit
ouch painfully honest arent ya
hopefully there wont be a ball lol
but yeah lmao, it seems fine with those tweaks. without knowing the setting and what other people are bringing as home brew its hard to balance.
there's a list of detriment ideas in what ever book gives the guidelines for creating sentient weapons if you want to get some ideas of where detriments fall on the severity list and how to balance them with bonuses @hardy wing
Does anybody know any good urban/city themed homebrew ranger subclasses?
gloom stalker
I found one once but I found it confusing
immediately
Well, I suppose I could count a city as one of the areas I'd imagine a gloomstalker coming from
just a way better rogue
Actually, "darkest places" could definitely encompass dark alleyways of a city
Ty
But if anyone else knows any specifically urban themed ones let me know
Otherwise I'll just go with Gloomstalker
rangers theme doesnt really allow for that to be a thing lol
I can definitely imagine an urban/bounty hunter themed ranger subclass
Although I know that people online can never agree on what the theme of rangers is
multiclass into rogue and get the suprise attack dice and you have a fully built fast ender
lol a bigger one is how people still find ranger bad when tashas boosts them so much
It's always confusing subjective with objective, and the meme just sticking around
My rework hard commits to being Ian Inescapable Hunter. Sticky martial, yk?
That sounds pretty badass actually
do people still ban tashas? when it came out it was impossible to find a table that let you use it
nope I dont think so lol
People who still do are mostly afraid of power creep, that video game concept that gets into every form of competitive entertainment despite it having been disproven ages ago
People watch hyper optimization channels that rely on rules lawyering, and act like a headless chicken
Optimization is valid if it's done by table rules, not some guy/website
now we wait for monks to get improved lol. dont get me wrong monks have been some of the most fun ive ever played
but they still trash
Ummm...2024-wise, Monks got a HELL of a buff
Now it's Rangers that are the buttmonkey
I did heard that but I also heard monk is bottom of teh barrel now due to rangers incredible change
Who did you hear it from?
It's good numbers wise, still very flawed
Rangers are WORSE in 2024 because of the over-reliance on Hunter's Mark
Why? Because they don't have a big boom?
every time ive playd a monk i nonstop had the dm swearing and cursing. only time i made a dm more upset was when i did a beyblade cleric in an undead setting
we are getting off topic of the channel thoug lol
2024 monks are beasts
They can't beat the allegations to some people. To me and so many others, it's fine
Every single one of the main 12 classes are fine
To me at least
In terms of subjectively liking them or not.
No, they have no viable niche. Nothing they do someone else can't do better.
Don't say exploration, Rogue is better
Gotta eat now, cya
Hey y'all, deciding on loot for a Fighter 1/ Ranger 3 drakewarden. Do you think a flail that allows booming blade to be cast at will while wielding it would be fine? I think a light flail that controls the winds seems neat.
Added benifit of allowing them to stay on par at lvl 5, since they miss extra attack.
Dragon's Wrath weapon
I'd rather give the added utility instead of consistent damage I think. Thanks for recommendation though.
Is there any precedent what level of rarity a weapon that gives free access to a cantrip would be?
Going from the Enspelled weapons, uncommon
Those have charges though, so a bump up maybe for free casting?
For unlimited cantrips? no
Do you mean to say it should be higher? If uncommon is 1d6/Day, IDK how that would scale. I guess regardless of the level, it would just depend on how strong it is.
Im saying an item that gives unlimited casts of a cantrip shouldnt be higher than uncommon
Githyanki Commander
is a chef class and subclasss a good idea?
depends on the kind of game you want to make
it's a game called dnd 5e 2024
that game already exists
yeah it's a class and subclass for that game
... how are you imaginging it would change that game vs without this chef class ...
a lot. i'll also have to add an entire other thing that adds about 1000 more plant and animal and monster species and a lot more ingredients you can get from stuff
which would be like 100 pages i'd assume
and about 200 pages of recipes
it would give a couple buffs, depending on the food
i'd say it's better for dnd than my other homebrews i think
sound great to me
Gotcha so but the extra damage on a brutal strike down onto the level 10 ability, as well as Ritual CAst Find steed?
Oh hey Acid mind if I ask your opionion on omsething real quick?
sure
yoooo anyone here got a homebrew with 1000 different species of plants and animals here?
Ok so I am making a Kamen-Rider inspired barbarian who, when they rage can make Magic Items like an Artificer that last as long as their Rage does.
I probably am going to refer to the Replicate Magic item table from the Artificer to save myself some work but exclude the items that are artificer exclusive. To replace them do you think it'd be fitting to give the Barbarian Acess to a kinda...energy Pistol here?
Itd be a Magic weapon that uses the stats of a Pistol, but has the finesse property so Barbs can use it with strength and has some charges you can use to give it elemental damage+bonus damage if you want. Does that sound like a decent idea?
And maybe something that lets them increase their size for the kaiju battles?
it sounds decent to me but I would actually just skip the finesse part and just outright say "this uses strength for attack and damage" ... technically that's what the thrown keyword does but I'd skip that and just outright say it anyway
is doing 100d6 damage in 1 hit too much?
how many things can it oneshot
i'd assume it could oneshot a tarrasque if i'm lucky
Yeah, but ok.
I thought it would be good cause most Sentai/Kamen Riders have acess to some form of magic energy gun
i got no probs with a barbarian with an energy gun
If I am changing things anyways, I'm thinking of making the base damage type blugeoning? Or should I still use the pistol's stats?
Also growing big of course
is there no offical blood magic for druids or wizards?
no
fr? I though Circle of blood was official
chat im tryna homebrew a sorcer subclass, is 5-10 turns of setup(depending on if you use metamagic) and 5 sorcery points worth 10d10 force damage at level 18
not really 5-10 turns is a lot & at lvl 18, you probably already higher lvl spells that work better
no, you will never see round 10 at lvl 18
lemme post what ive written for the sublcass so far
cursed nail sorcerer
level 3: cursed nail spells
When you reach a sorcerer level specified in the cursed nail Spells table, you thereafter always have the listed spells prepared.
cursed nail Spells
Sorcerer Level Spells
3 Chaos bolt, guiding bolt, Hellish Rebuke, Mind spike
5 Call lightning, Bestow curse
7 Backlash, Blight
9 Immolation, contagion
level 3: straw doll technique
when you deal damage with a sorcerer spell you may implant the target of the spell with a nail, if there are multiple targets you choose one target to be implanted with a nail, a nail stays in the creature for 1 hour.
you know the direction of each creature with an implanted nail.
the maximum amount of nails you can have active is equal to half your maximum sorcery points (rounded up)
as an action you may expend a number of sorcery point equal to half the number of active nails (rounded down) and detonate all active nails, each creature with a nail then takes 1d4 force damage per nail implanted on them, all nails are then removed.
the damage of your nails increases at levels 6(1d6) 14(1d8) and 18(1d10)
level 14: life link
as a bonus action you may expend a number of sorcery points up to the number of creatures with active nails, for each sorcery point spent this way choose 1 creature with an active nail to link, for the next minute any damage dealt to one linked creature is evenly split between all other linked creatures.
everytime i see nail i can only think of ifrit from ffxiv even though i know exactly who your thinkin of lmao
I bet you could probably get life link at an earlier lvl without it being too strong, I rlly like the idea
it was originally the level 6 feature but i moved it to level 14, i might move it back
As others have said this would be an extremely weak feature. You could cast Meteor Swarm and do way more damage way quicker, and that’s only one option. You aren’t likely to be able to hit enough enemies with nails to make the detonation action worthwhile before combat ends.
Life link on the other hand is incredibly powerful. It’s a great defensive tool for allies, and it makes AoE attacks on enemies much more potent
spells that target multiple creaturs works well with the nail ability actually
i just dont know enough about sorcs to know what spells they have access to
i did put a thing that makes it so aoe spells only plant one nail but i could remove that definatly
defiantly
Yeah like I said any AoE spell will be more powerful since it allows creatures to be hit multiple times by the same spell
not even aoe, there are spells like ray of fire where you can specifically target like 5 diff creatures
is it called ray of fire? im so bad with names
Did you mean Scorching Ray?
yes!
Maybe consider adding debuffs/ side affect to make it more useful, depending how you see the spell working out
would maybe uping the scaling of the nail damage make it better? like making it roll 2 dice at base or making it progess like the monks martial arts die
Your biggest hurdle about the detonation is not (primarily) the damage. It’s the time it takes to set up
which allowing it proc on AOEs would help fix
I’m referring to Life Link when I’m talking about the issues with AoEs.
if you want more potential damage than more dice can help. like instead of a 1 d8 it can be 2d4 keeping the max the same but increasing the min
Not Straw Doll Technique. As before the better fix isn’t more damage, it’s making it easier to mark enemies.
Also question, how many items do you think the Barbarian should be able to make at level 20, I might go with 1/2 of what an artificer can do which is 4 and scale up in asimilar way, do you think thats a decent idea?
that I have no clue
so ive changed it so if the spell is multi target or aoe every enemy that takes damage gets a nail, i also swapped out hellish rebuke and bestow curse for chromatic orb and fireball
maybe i can give them a level 6 feature where when they implant a nail they can expend a sorcery point to implant one more?
That might run into the opposite problem at higher levels actually. If you aren’t careful with your AoEs you may accidentally end up marking more enemies than you have available sorcery points, making the nails effectively useless
you can choose wheter or not to mark a creature
That’ll be a lot better then
i still have two more features but im running out of ideas
I’d adjust life link a little bit then decide where you want to go with the central “mark” mechanic
its voodoo codded so you could look there for insperation aswell
Ah ok
Here is the big 3rd level feature for my new Barbarian:Masked Warrior. Its a subclass very inspired by Kamen Rider and Super Sentai, which lets the Barb take some stuff from Artificer and make magic items when they rage here is what I have for it. Though it probably needs some refining format wise but how does it look to yall?
Masked Manifestation
3rd level path of the Masked Warrior Ability
When you activate your Rage you can create two of the Magic Items listed in the Artificer’s Replicate Magic Item Feature or listed below except for a Manifold Tool, Repeating Shot, Boots of the Winding Path, Mind Sharpener, Repulsion Shield or Spell Refilling Ring.
You must be of the appropriate Barbarian level to create these items. If a magic item allows you to cast a spell, you can cast that spell while raging. The Save DC for any Magic Item you create will be 8+Your Proficiency Bonus+Your constitution modifier.
At level 10 and 18 you gain the ability to make one additional item.
3rd Level: Energy Pistol
6th Level:Gigantification Belt
6th Level:Elemental Gauntlets
Any magic items made by this feature disappear when your Rage ends
i see the vision
if you wanna go with rider/sentai stuff may i suggest taking insp from "my wife is the mc" on youtube
Maybe lol
Barbarian's Rage is very fitting already for a henshin and the artificer parts are kinda...whenever a Kamen rider or Sentai character pulls a "totaly not a toy" weapon out of nowhere
Maybe I should move the Barb's exclusive Magic items to the 6th level feature as part of the "suit upgrade"
I'm working on Piety traits for the gods of my world and I'm a little stumped on what sort of abilities I can give them for 25+ piety. I've copy-pasted a lot of the ones from Theros gods already, so I'd rather come up with something unique for Ares and Athena. Athena already has one here, but I'm thinking of changing it. Not only is it a tad bland, but it's also possibly too strong compared to other 25+ Piety effects.
https://docs.google.com/document/d/1x6ZxUAIDprLLbPvwhVvvAzj6xrF802ENODzaNqZxxOU/edit?usp=drivesdk
HELLO GUYYS! I want to get a critique about my work... its. 2 pages max and its really interesting. it is a homebrew religion/system of the journey of soul. so please DM me and CRITIQUE ME!!! what i can get better and etc...
I'm trying to make a strong root piercing spell, I already made other versions of this spell that were weaker so that it could be a 2nd lvl spell and a cantrip, but now I'm having trouble with the end game strong version. I want it to be single target spell that does a lot of damage kinda of like a final resort. How should I implement a draw back to it so that it seems dangerous to cast + damage that fits its drawback. Heres what I got so far: You cause thick, interwoven roots to erupt from the ground beneath one creature you can see within range, forming a massive wooden lance.
The target must make a Dexterity saving throw.
On a failure:
The creature takes 5d10 (or d8) piercing damage.
Its speed is reduced to 0 until the start of your next turn as roots pin it in place.
On a success:
It takes half damage.
Its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels: Damage increases by 1d10 for each slot above 3rd.
After casting this spell, your own speed becomes 0 until the start of your next turn as your magic anchors you to the earth. To use this spell, Caster must be grounded near a magical seed they recently planted (which takes 1 turn to do)
I really hope ya'll have some strong opinions on this & liked it, cuz I think it feels pretty bland for a homebrew mid to final spell
I'm currently working on my own variant of the Owlin species. If you could add or change 1 of its traits, what would it be?
So far I've added Proficiency with Perception checks, Advantage on sound-related Stealth checks while flying, and talons that deal Piercing damage instead of Slashing. I've also removed the Proficiency with Stealth checks and reduced the Darkvision range to 60 ft.
honestly? the darkvision made sense where it was because owls are like, the night hunters. but it's fine at 60'. the rest feels logical; no notes. 😛
Ah, Jujutsu Kaisen? I have a Wizard with the same general idea called the Doomcaller. Calling them "nails" is on the nose lol, but mechanically it ain't bad.
I'm writing a Kpop Demon Hunter bard subclass. Can I get some opinions on this feature? The other feature is the standard bonus prof giving martial weapon, medium armor and shields. I am trying to NOT give them extra attack at 6th level.
Level 3: How It’s Done
When you join the College of Idol Hunters, you learn how to conjure spiritual energy into weapons. As a bonus action, you can expend 1 Bardic Inspiration to summon a Spiritual Weapon for 1 minute. This weapon can take the form of any weapon you are proficient with and acts as your spell casting focus for the duration. When you attack with this weapon, you can use your Charisma score in place of Dexterity or Strength for weapon and attack rolls. The weapon deals 1 roll of your bardic inspiration dice worth of radiant damage on a successful hit. This damage increases by another roll of your bardic inspiration die at Bard levels 6 and 14. At the start of your turn while active, if your spiritual weapon is not in your hand, you can summon it to your hand, no action required.
Once per round, when you land a successful attack with your Spiritual Weapon, you can cause one of the following effects to occur:
- Golden: You target 1 creature you can see within 15 feet of you. Golden energy surrounds the target giving them a number temporary hit points equal to your Bard level plus your Charisma modifier. These temporary hitpoints last as long as your Spiritual Weapon is active. While the creature has these temporary hitpoints, they have advantage on Wisdom and Charisma saving throws.
- Takedown: The next attack roll against the target made before the end of your next turn has Advantage.
change the name of the weapon, as Spiritual Weapon is a spell
Oh yeah I forgot about that.
So, fighting the urge to not recommend an altered version of Spiritual Weapon that takes the shape of a weapon of your choice, I see this is supposed to be more Paladin esque.
Have you considered literally letting them "Smite" and giving them a Pseudo Aura at level 6?
I'll change it to soul weapon or something
Resonant Weapon maybe? Weapon empowered by music type of thing? smth or other, not sure.
eh, making bard a paladin isnt really a good idea
I think Whsiper bard does a smite thing already too no?
I mean, they aren't allowed to poach Paladin normally anymore, and swqords bard hasm't been updated
yeah but whispers is a weird subclass
Nah, that's a roll debuff
Wait. . .
It does. I just looked it up.
"When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level."
tbh, no smite, if they want one, they can pick one up with Magical Secrets
Yeah, it does, checked just now lol. Weird they didn't have it scale with Bardic die.
Hmm... Piety 25+ for Ares? What about something like this:
Warrior's Precision: Your critical range with all weapons you are proficient with, unarmed strikes, and ranged or melee spell attacks is now 18-20.
Warriors Ultimate Precision: When you hit with a weapon on your turn, you can replace what you rolled with a 20 on the die. Your critical damage for this attack is maxed. You cannot use this ability again until you've finished a long rest.
Maybe that's too much, but 25 piety no joke, and this feels like a champion of a god could pull off once in awhile.
I do like the increased crit range idea actually
So, moving away from Smites, an Aura is still up for grabs tbh. Also, maybe giving them Weapon Masteries could be a fun alternative at 6.
Instead of Extra Attack
is having the free somatics aspect of warcaster in a +1 magic sword for a level 7 valor bard for Castle ravenloft 2 shot too good?
are those the only greek ones in your world?
I'm thinking of giving one to the paladin and bard so they don't have to worry about somatics and can use a shield and a two handed weapon respectively
You mean "can use a weapon as a spellcasting focus"?
yes. Everyone is getting some sort of uncommon magical item, and either a rare magic item or free feat for storming strahds castle
No, just the one's I am currently working on. All ancient gods exist in my world, Greek or otherwise
has anyone ever made like an "Exalted" Weapon, that raised stats as they level up?
thats alot of effects lol
I don't think that's too good, but because Ravenloft, you need some 'lore' to go with it I think.
hmmmm
Weapon Masteries is a good idea.
just trying to get some ideas to balance them
They're an adventuring party from neverwinter who get lost in the mists (spell plague era) and end up in barovia for this 2 shot, so their equipment wont be from the area
Aye. A lot of the gods have overlapping effects, but that's alright so long as they aren't identical top to bottom.
Oh, rad. What a cool 2-shot concept. 7th level? Yeah that'd be a lot of fun.
Thanks! I hope it ends up being good. But I wasn't sure if that aspect is too good, but im worried theyre going to get clobbered as a 5 man group at level 7.
the party consists of a vengeance paladin, valor bard, artilierst artificer, some wizard, and some cleric
I'm not sure of any weapons, but the belts of giant strength could serve as inspiration
I would look at the existing ones and go from there, honestly. Have you unlocked any critical role content on D&D Beyond? There are many there.
good one thank you
They probably will, because Strahd. 😄 But you never know.
hmmm interesting suggestion actually, I'll see if I can get my hands on a critical role content
Yeah and I'm definitely going to use him annoyingly to an extent with hit and run tactics and surprise fireballs
I can add you to a campaign under my master tier, if you'd like access to check.
Unless it's a no no to be that direct about it, heh. DM me if you wish, no pressure.
ok chat, I've been homebrewing some whacky Pictomancy spells (magic of narrative, words and ink). How's the wording of this spell? Is it too ridiculous/OP? What's the best use case you can think of for it?
Assonancy
Level 2 Evocation
Casting Time: Action
Range: 30 feet
Duration: Concentration, 1 minute
You channel the power of Pictomancy to empower the spell of an ally. Pick an ally within range; the next time they cause damage via a Spell Attack or effect, it does an extra 1d6 damage for every vowel in the name of the spell. If the spell requires a saving throw to half or negate its damage, the result of the save also applies to this empowered damage.
After a successful empowerment, Assonancy ends, and the empowered spell cannot be empowered again until you complete a long rest.
Is the 'win condition' (if such exists) that they can get back to Toril/Faerun/Neverwinter by getting through Strahd and something something mcguffin in the castle can send them home? [I did something very much like this, but there was no spellplague in my version of Faerun, because ugh hated that time period in the game!]
I feel like this is a 10/10 excuse to name a spell Assomancy. Well done.
(you say assonancy, I say assomancy)
lol
ah, potato, patota
What format do you have the details of your class in?
Oh no, there's no way back except by defeating strahd. And Strajd think's he's figured out how to get out of barovia. He's been using his magic to turn the barovian fog into spell plague fog, which will kill or mutate everyone there (including barovia) that evening. They must kill strahd before he wipes out everyone and escapes to spread the spell plague to neverwinter
they are likely to die trying, as strahd very much wants to succeed and they're coming to him in his castle. If they die, the group might want to play CoS as a group
hmmmmmmmm, maybe for other greek ones, just some ideas of what could be done
Zeus: the Reaper feature from death cleric, but for lightning damage, making lightning damage ingnore resistances, stunning and slowing lightning
Hades: besides basic necromancy, maybe some invis (helm of darkness) and some spear/polearm stuff (cause of his Bident)
Poisidion: again besides some water stuff, maybe earthquke type stuff, maybe a free find steed?
woooow
That's not the best way to share it, honestly @dark hornet. Think you could PDF -> Google Docs that?
oh k, imma do that
Heh want a 6th player?!! 😄 (don't eat me, mods, I am making a joke... but, like, I mean... right..)
You could also upload the PDF to google drive and then send the share link
To allow it to synergize with the Champion fighter, I'm thinking of simply making it decrease the minimum roll needed for a crit by 1, but I know of no such official effect to base the wording off of
I'll try a quick re-write, sec.
done it, i think the class got pretty good
for my first one
where can i share the doc?
If this one goes well I might do it again, but online, at which point you can join! We're playing in person, but I still use foundry and dungeon alchemist for maps, along with physical mini's. I prefer in person, but DM'd for awhile from foundry
well, here, just make sure its set to public
Warrior's Precision: Your critical range with all weapons you are proficient with, unarmed strikes, and ranged or melee spell attacks increases by 1. If it was 20, it's now 19-20, if it was 19-20, it's now 18-20, etc.
It's a little clunky, but it gets the point on some level.
ty 😄
@dark hornet you can sharethe link once the timer allows you to.
This could work, but is "critical range" a term found in any official material?
Unhelpfully to our cause
"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20."
Basically what you did the first time
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
when the timer ends imma share it here, @wintry wave take a look, it prob have a lot of flaws but i think it was a good job
I plan to check it out, yep. What's the base class?
well
first questions, why not a subclass? what makes it unique to be a full class? how is it set apart from other fullclasses?
it is a subclass
for?
"The number you need to roll in order to score a critical hit is reduced by one" should work I think. Thanks for the idea Darius
but idk how to say it in any other way
Warrior's Precision: All attacks can now score a critical hit with greater frequency. If it is 20, it's now 19-20, if it was 19-20, it's now 18-20, etc.
@dark hornet so you made what you feel are some improvements to the standard Necromancer subclass of the Wizard.
It could certainly use it, heh.
more like an other "unknown" path for a necromancer, based on the monkey's paw
i just had the idea and decided to write it down
that's how all the good stuff starts! 😄
:').
@wintry wave https://docs.google.com/document/d/1U4kfOkp1ROURwsUek2V8IIZHeSJgCd8W_NMBN-q7blc/edit?usp=sharing
here is the dox, i would love if you/anyone had improvements to this sub-subclass, i only described the main mechanic and is not very polished, if any experienced class maker (is this a thing?) have any idea or if anyone have any idea dm me
imma sleep now
yarp, I j ust came back here to check
not public
ok
and bobbie beat me to that. 🙂
yep
ok, imma sleep now, cya
portugueese
bom dia, got it. 😉
well, its something, it is not really structured like other things and more just looks like words on a page
That it is, but there's a narrative element there that's kinda interesting. If he's gone to rest, I'll send him some notes on the "structure" of subclasses within a base class (level points for the abilities, etc)
It's basically a pet class
(subclass, ofc)
Hi, I’m very new to this but how would I write this properly with the dnd conventions. Also is this balanced?
Speak With Plants is a pretty high level spell compared to other species
plants in DnD aren’t sentient by nature
the spell specifically gives them sentience
try using another divination spell instead
iirc, firbolg can talk to plants
albeit they dont get to understand the plant back
Speech of Beast and Leaf
You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Firbolg can talk to plants, but they can’t understand them iirc
so it doesn’t require plant sentience really
also, remove fire vulnerability, that is one hell of a demerit