#homebrew
1 messages · Page 79 of 1
you can use Augury or a modified Speak with Dead I guess
you can like detect the different chemicals the plants release and make sense of them to ask 5 questions
probably only yes or no answers
so kinda like Contact Other Plane but Contact Other Plant
Does anyone have a water-based sorcerer subclass for 2024
what do you think I should have instead? I think they should probably have some sort of centeral ability too, but I cant think of one.
I think the plant contact is very powerful already if they’re playing around plants
if you want a flashy feature, tree stuff generally have Restrain and/or Difficult Terrain
the first 2 are pretty strong
A at level 1 should only affect the user’s attacks and B too strong for a level 1 feature
C is also really strong for level 1
yeah ik now lol
1st levels arent fun to make for classes lol
ig i could just make it the HM effect only then the effect at 5th
yeah probably
the fear one would still be strong I think
if you have Extra Attack as well at level 5, I would also suggest moving it back more
single target Frighten is closer to T2 power
I believe T3 is where you get most of the AoE frightens
advantage on all attacks from all allies is very powerful but also since it’s to the start of their next turn, it’s very unreliable and prone to RNG
those effects generally last until your next turn afaik
my issue with this being an effect for ending it is idk how easy it is to apply
but if you can just reapply as BA next turn, the advantage to all allies is def too strong
Help is an Action and it gives advantage to 1 ally once
this would be overpowering that multiple times over
yeah im working the whole idea
now it works like a mini sneak attack (just half scaling)
the class is just now a ranged half rogue lol (really the only thing they kinda share, maybe some BA actions but idk about that yet)
I feel like the photosynthesis is explained badly, what would be the proper way to do it in the dnd conventions?
I think 2024-style, you’re probably looking at flipping it
instead of no food and drink, exhaustion if no sunlight
it would be no food and drink if you are in sunlight
if you wanna dip into Photosynthesis even more, you could give them once per LR free casting of Goodberry
2014-style, I think your current thing is fine, I just don’t know if exhaustion every 3 days is impactful at all
I think you wanna use the starvation rules
everyday past the first 3+CON days you gain 1 exhaustion that is not removed by a Long Rest
you can give 2 1st level spells
Ok
just have them use the starvation rules but with Sunlight instead imo
Yea, that’s what I’m doing
if you want Speak With Plants, you might have to go for level 1/3/5 spell combo
Is 4h/Day a reasonable amount do you think?
with level 5 as Speak With Plants
I’m not sure, there’s a couple Sunlight feats
maybe look at them and decide if you want them to work or not
?
Target Practice
Starting at 1st level, you can brand a creature with their injustices. As a bonus action while holding a weapon with the Ranged or Thrown property, you can cause a creature within the range of the weapon to gain a Target. If this creature goes beyond your weapon's range or you lose sight of them, they lose the target.
Once per turn, When you damage a creature with a Target, that creature takes extra damage equal to the dice, which increases as you level in Vigilante, as seen in the Target Practice Die column of the Vigilante Class Table.
You can spend one of these damage dice to use the Disarm, Shove, or Search actions as a bonus action, regardless on range, targeting the creature with a Target. Doing so causes the Ability Checks made by these actions to be replaced by an Attack Roll made by a ranged weapon, the DC of these are changed to the target's AC. the next Target Practice that deals damage to deal 1d6 less when you use this.
okie, the 1st level for this class, i think it works well enough (class has mini sneak attack, half progression, 1d6 per 4 levels)
does anyone have any sorcerer (24) subclasses they wanna share? im on the hunt for a good one
define good
as i have one, its abit old and was my first 2024 sub, but i think its ok
Working on a list of awakened constructs for players, this one is inspired by he Professor Orb from RotF book, I really like the Frostmaiden book and could not get the professor out of my head as a player idea.
This is an attempt at 2024 player (subspecies) of the Professor Orb so please give me critical feedback
Awakened Construct - ORB
You are a senciant mass of magic with an enchchanted Orb at its core.
In addition to your awakened construct traits, you gain the following traits.
size: small (you may count as tiny if is binifets you to do so and are considered to have a weight of 5 pounds if carried)
Proficiencies: in common and 2 other lengueges of your choice.
Expertise in one intelligence skill of your choice.
Cantrips: you can cast mage hand, choice of 1 other cantrip frim the wizard spll list.
Speed: 30ft (Hover) - your innate hovering movement is no more than 5 feet off the ground. (description like the hover muck like the floating disk spell.)
Innate spell focus: An Orb counts as an arcane spell focus for it’s own spells, additionally the orb can be used as a spellbook to record spells if the proper Inscription cost is expended.
Unseen Force: An awkened orb may manipulate, interact with, and use objects in a radius of 5 feet of its self as normal for its phisical atributes, however you do this by a shapeless invisible force that shares your size, centered on the Orb.(description much like unseen servant)
Enchanted Attunement: You can cast the identify spell once per day without expending a spell slot. When you attune to an item you have identified in this way, you can spend a magic action to disenchant the item and incorperate its magic into your construct nature. if you do this the item becomes non magical untill your attunement ends and returns the magic to the item. Artificats cannot be disenchanted in this way.
a lot of this is on the more powerful side
Unseen Force kinda does nothing
Enchanted Attunement either does nothing or does too much depending on what you meant for it to do
Monk Orbs with a Flametongue would go insane
The language needs to be refined, and I still need to edit the power with the core spices architype like “you don't need to eat or breath”
Okay, I've gone through like 5 different versions of this now and I think this is the most interesting one, what do we think chat
Assonancy
Level 2
Casting Time: Action
Range: 60 feet
Duration: Concentration, 1 minute
You empower the Weave with vocalic Pictomancy.
Choose either yourself or an ally within range. For the duration, they get a +1 Bonus to their Spell Save DC and Spell Attack Modifier.
After a spell is casted with this Bonus, add the amount of vowels in the name of the spell to the Bonus. If the Bonus reaches 10, this spell ends early.
Using a Higher-Level Spell Slot. The max Bonus increases by 1 for each slot above 2nd.
Are you gust trying to get more spell save dc?
I'm the DM :) I just want a vowel-based spell for the sake of the puns.

In the reprint of Dhampir, Ancestral Legacy was dropped for Necrotic Resistance. I like that better for balance. Anyone have thoughts on what you might replace Ancestral Legacy with for Hexblood?
Psychic resistance
Reborn can just share necrotic resistance with dhampir
Yeah, that wouldn't be the worst, but I was hoping for something a little more Hag-flavored. Vampire's get Necrotic Resistance, so it feels pretty on-brand for Dhampir.
Well if you want more hag, go acid or poison
I don't think any Hags have Acid or Poison Resistance, though. But it doesn't have to be a Resistance. Just some small thing to compensate for losing Ancestral Legacy (which I think was probably overpowered anyway).
Hey lads making some monsters for my first ever campaign i have given the level at which the monsters can be encountered and how many per encounter i am awaiting any feedback yall got :3 https://drive.google.com/drive/folders/16utTkx0Hd7Kp4j7KD6J0Jfd1IhGh1LXW?usp=sharing tell me if the link works
Yeah tbh i didnt put a lot of time on this cuz it was pretty late in the night but if yall like the idea i think i could make it better
I would love that
(what is a pet subclass, imma dummass)
A class who pawns familiars?
Imma search abt how to properly create classes/subclasses and balancing i think ty @true forge and @wintry wave
Hey, so idk if anyone's familiar with Jujutsu Kaisen, but this is made as a cursed technique for a campaign set in that universe. Idk how it would translate to normal 5e (literally everything in this campaign is homebrew), but here's the technique
Stack Up [Passive] (2% Cursed Energy) -
Every time the user lands a punch on a living creature from when this technique is activated, they gain a temporary +1 to one ability score out of Str, Dex, Con and CA (Intelligence). Keeping the technique active requires using cursed energy even when the effects of the technique aren't there. Depending on which is increased, the following effects occur:
-
The user gains "for every unarmed strike landed, the target makes a DC (10+Str) Dex save or be knocked back +5ft" and "creatures gain -1 to grapple checks against the user" for every increase to their Str
-
The user becomes able to make unarmed strikes as a bonus action, and gains an extra reaction or bonus action for every increase to their Dex
-
The user gains +Con (original) HP maximum and -1 level to any existing levels of exhaustion for every increase to their Con
-
The user gains +5% CE output for every increase in their CA
All stats reset when technique is released
Anything to do with Cursed Energy can be ignored if you don't understand what it's for lol. I'm wondering if I could get some opinions on this
thanks for the idea! my main goal was that the spear would be like a normal sentient "creature" like say, sumarbrandr from magnus chase, or something along those lines
like, a weapon with a mind and will of its own, that is loyal to my character due to being his go to weapon up to this point and giving it sentience
Now that im thinking this is better as a spell/mechanic not as a subclass
So have been running this house rule for a while and wanted some opinions on it.
Crit rule: double the modifier of the crit as well as the dice
So 2d6+5 becomes 4d6+10 instead of 4d6+5
how this effects each arc type
potent cantrip like users get a slight buff
eldritch blast is overall buffed as long as you have agonizing blast
basic martials wielding a shield and weapon or twf are buffed and with twf being better after the feat by a decent chunk
Rule for gwm/sharpshooter
it is not doubled unless you choose to increase the -5 penalty to -7 and crit dmg is 2.5x instead of 2x if the creature is below half
This leads to very cinematic moments where character already have a very low chance of hitting and choose to lower them even more in hopes of landing that big hit
Why do it this way?
Long range has overall been slightly nerfed by comparision but with the large amount of magical ammo I give out and the better scaling with magic items I would say it balances
Spellcasters are mostly unchanged leading to martials having more dmg
increases the minimum dmg so it is more aligned with the popular perkins crit (1 max 1 rolled)
Example 4d6+5 19 average 9 minimum 4d6+10 is 24 average 14 minimum while 12+2d6+5 is 24 average and 19 minimum
Another reason why is the fact that adding dice to each attack as typical always been better then adding flat this gives flat the upper hand on cits while dice is better consistent
change is nice, especially for martials. never worth it to use it on power attack though
assuming you have like, cbe archery with 50% chance to hit using power attack with a hand xbow and 16 dex
expected damage per hit is 8.6ish
if you decide to take the -7 instead for the boosted crit dmg
expected damage per hit is 7.4ish
it is a very hefty downside
overall it doesnt make that much of a difference in the long run
I did not think of any of that, I'll probably fix it to use the preexisting damage mods for size as for move speed and cover I'll puzzle that out later. Thanks for the feedback!
would you recommend me keeping at a -5 instead? cause I did notice crit fished builds hit very hard with it
crit fishing isnt a good strat overall
so they hit really hard 5% of the time, isnt that a good thing?
not early game late game criting with a 15% chance with 3+ attacks
Eh. It's still an entire mechanic that lives and dies on die rolls
late game hitting for +10 damage with a 5% chance each attack is fine isnt it
given crit extender item it get a bit strong is my only concern
like critting on a 19-20 magic item?
lets say theyre a lv11 subclassless fighter, archery fighting style with crossbow expert and sharpshooter
if they have a 50% chance to hit with sharpshooter, 4 attacks per round
theyre hitting for 38.5 damage per round
if they have increased crit range, from 19-20, this doubles their chance to crit
increasing their dpr to 42
thats less than a 10% damage increase with that type of magic item
lets say they somehow get adv on all their attacks, increasing their chance to crit
their dpr goes from 59.3 with no magic items, to 65.8 with the 19-20 crit range
crits make up a lot less damage than you think
even with this homebrew rule
need some advice on this feat im making for a monk subclass
way of the desperate: supposed to mirror how the people from those lands go there needing warmth but also are always at danger of mortal peril, needing to adapt to survive. the implication is that this subclass was developed by the necessity of always having to be quick to scrounge after the rain fell
Autotomy
When you reach 6th level, you realize that being hurt is always preferable to being dead. As a bonus action you can force a WIS saving throw against an enemy. If they fail the saving throw, they will feel compelled to attack you. Whether they hit you with the attack or not, double your speed for your next turn.
for a very squishy class (low hp, low ac, forced to be in melee), taunts will feel bad, especially when they take up your ba that you could have otherwise used on an unarmed strike/flurry
im really not sure how the flavor text pairs with the actual ability
how does this prevent you from dying?
what does this have to do with autonomy?
getting hurt to gain a speed boost to get further away from an imminent threat was the concept idea
sacrificing hp for movement much like sacrificing a limb to not lose the entire body
fairs
thats not what autonomy is
autonomy is independence
but monks can already spend their ba to dash
au·tot·o·my
/ôˈtädəmē/
nounZoology
the casting off of a part of the body (e.g. the tail of a lizard) by an animal under threat.
ooh i misread the t
anyways, its not like youre sacrificing anything to gain more movement to run away
if you can already spend your ba to dash, why not do it now rather than wait in melee?
i feel like there is potential with the base idea
like maybe after you get hit, you can use a reaction to move up to your movement speed
fair point, i thought about changing it to something like regaining ki?
like maybe you'd fish for the possibility of getting hit if you were low on ki? but i thought the gamble idea was kinda stupid
do you think itd be fair to make it so its after an attack (as opposed to an attack action) or would it be too strong since it would neutralize multiattack?
having defenses to multiattack at 6th level is okay
if anything, you can make it a resource
make it cost ki if you hate monk, make it recharge wis/sr to be reasonable
would be interesting to support a skirmisher playstyle in a system that doesnt really support one
im trying to build this subclass off the concept of scraping basically
I think I got a good idea going for an item for Iron Man.
https://docs.google.com/document/d/1Ohnllw5Rs0IZL9IiuEwpDD_KY7maNwhEoHqfg0HvHAs/edit?usp=sharing
Can I please get some feedback?
Is this feature alright for an artifact?
Your repulsors are designed for controlled projection — but at direct contact, control stops mattering.
Melee Weapon Attack: reach 5 ft., one creature you can touch
Attack Roll: Uses your chosen ability (Dexterity or Intelligence)
On a hit, the target takes 3d12 force damage and must succeed on a Strength saving throw
(DC = 8 + proficiency bonus + chosen ability modifier) or suffer the following effects:
• Is pushed up to 20 feet directly away from you
• Falls prone
• Cannot take reactions until the start of its next turn
If the creature collides with a wall, object, or another creature, it takes an additional 2d8 bludgeoning damage, and the collided creature must succeed on a Dexterity saving throw or fall prone.```
It's part of an Iron Man item.
Choosing Monk is kinda and odd choice then, seeing how they're meant to skirmish.
Maybe smth tankier
But if you wanna stick to Monk, maybe let them improve their Deflect Attacks feature?
(I mean, Monk is kinda meant to skirmish lol)
indeed, but the system doesnt particularly encourage skirmishing
Maybe smth to boost Crit range later to encourage hit and run?
the fundamental problem is that theres no real payoff once you approach
see here on why crit range isnt actually that good
anyways, two different problems
I mean, ik that lol, just as a side thing.
Hmmm
Smth offensive to work off first is a good idea, maybe akin to Reckless Attack but scaling (and damage focused), fits with the desperate vibes. And then everything else is trying to work around mitigating riskiness.
Wait a minute…I know you.
You do?
Must be my imagination/j
Alright then
I see you a lot in the paleo games discord server.
Yeah I'm active there
Rn for this I gotta figure out a good way to have the copper and silver's breath weapon work and a feat for only the chromatics
and a good way to have a feat for "detect" work
Maybe for copper, a breath-weapon effect similar to the Slow spell?
i do have something similar to that
Hysterical Strength
Starting at 17th level, due to your experience with struggle you have learned how to exert all of your might to survive. You can choose to do a feat that would be physically impossible for you and gain exhaustion up to the amount determined by the DM or forgo rolling an attack and damage die to roll an immediate max damage critical hit for a physical attack, giving you two exhaustion at the end of your turn.
whoa monk gets a button to deal 29 bludgeoning damage and then die at the same level spellcasters get 9th level spells
yeah, do you like it?
no
Love how the wording implies they walk up, deal 29 bludgeoning damage and then collapse dead
Can someone take a look at a custom class i made
That could get very broken very quick...
Sure
elaborate?
Does it work with weapons?
ahh i see
yeah i need to scale this more against other monk final abilities
wording and all
Love when I only need to ask one question and someone understands my point immediately
Bump
If it does work with weapons one of my homebrews would deal:
576 damage (288 force and 288 radiant) if they decide to forgo rolling an attack and damage die to roll an immediate max damage critical and since I deal with crits by saying it's just double damage that would be 1152 damage (576 force and 576 radiant)
And that's one turn
@midnight zinc
"this homebrew is op if you combine it with an entirely separate and overpowered homebrew item" sounds like a non-issue
Fair enough
its like saying fighter is too strong if you give him a homebrewed intercontinental ballistic missile
scary
yeah i have a bad track record w the wording of shit in my homebrews.. you're right though
i gotta rework a lot about this subclass :p
But other non homebrew weapons could be an issue. A non magical one like a maul or greatsword does 2d6 damage, maxing at 12 without a crit and going up to 24 on a crit.
okay? thats still 29 damage
Well, looking at a Redbrand Ruffian from the lost mines of phandelver campaign they have an average of a mere 16 HP
this is a feature you get at level 17
im assuming these are enemies you fight at level one or two
why is this a comparison?
Okay, my examples have been garbage but I'm simply trying to point out a mild flaw.
the flaw isnt with the strength of the feature
the flaw is that it is very, very weak
in 2024, two points of exhaustion is a -4 to all d20 checks
youre hitting a lot less, getting hit a lot more
for all intents and purposes, you may as well be out of commission until a long rest
if you use this ability 3 times, you just die
and for what, 29 damage at lv17? at the same level you can turn into a dragon? reshape reality? become a god?
Say someone has a +4 modifier for the stat they are doing a check for and roll a nat 20, that's still a critical success despite the penalty
what? a 5% chance to crit succeed doesnt justify this at all
I'm not saying it justifies it, just pointing out that it doesn't exactly make it weak. If anything it helps balance that feature.
ngl, i am utterly flabberghasted by that argument and im convinced that theres nothing more to argue here
That's fine. Everyone has different opinions, you have yours and I have mine. We don't have to agree.
Goofy magic item idea based on the phrase “knock some sense into you”
Deals 1d4 bludgeoning, and the target’s wisdom stat goes up by one. Spam it on your cleric or druid before a big fight
Why tho?
to knock some sense into them
Hello! I am creating these "Blessings" for a campaign. I'll link the text below but can people tell me if they are of the same power level and if I should make any tweaks? https://ctxt.io/2/AAD47TDFEA (Expires in 1 hr)
Made Stormbreaker (Thor's axe from Infinity War and Endgame). Can I please get soem feedback?
https://docs.google.com/document/d/1jy1nZxw_RCFPc5ZJ-lyOuRi2y5tqIcacIkKVhLF8-cQ/edit?usp=sharing
Exactly! Prolly takes the form of a purse or chancla or something
me and my party have broken into an exotic magic item shop in our last session and the dm said we can each choose 2 magical items that we want to take. is there any cool or useful items that i could get out of this pls helppppp (homebrew is encouraged)
Hello all I created a 5 part Arcane dungeon and the first one deals with chains with skulls attached to them. When you touch them you take 1d4 necrotic. Im looking for undead creatures that either push via spellcasting or brute strength. Any homebree creatures yall have fit this criteria? Would be greatly appreciated!
I'm creating an important NPC using the Blackguard from Mordenkainen Presents: Monsters of the Multiverse, reworked as a CR 9, Level 13 Eldritch Knight (I need level 13 to access 3rd-level spells like Haste).
Instead of the Blackguard’s Smite (Bonus Action) feature, I want to replace it with a Mark mechanic applied on hit with his War Magic attack.
Multiattack (3 attacks)
Magic Spear +1 (+9 to hit)
Damage: 1d8+5 + 2d8 force
On a hit as a Bonus Action, he can apply one of the following Marks:
- Explosive Mark – If the target willingly moves before the end of the Knight’s next turn, it takes +3d8 fire damage (fire fits the theme better than thunder).
- Blinding Mark – DC 14 Con save or blinded for 1 minute (repeat save at end of turns).
- Crushing Mark – DC 14 Str save or pushed 10 ft and knocked prone.
I’m unsure how strong the movement-triggered mark should be. Since players may simply avoid moving, I’m considering:
- Letting the Knight trigger it himself by pushing the target.
or - Increasing the damage (maybe 6–8d6 fire, like a small fireball) and adding spells like Command or Suggestion to force movement.
Other Features
- Bonded Weapon (can’t be disarmed; bonus action recall)
- War Magic (as a Bonus Action applies Mark on hit)
- Eldritch Strike (disadvantage on next save vs his spells, including Marks)
- Indomitable (2/day)
- Brave (advantage vs frightened)
Spellcasting (5th-level Wizard) (lvl 13 Eldritch Knight)
Spells: Haste, Cause Fear, Shield, Mirror Image, Jump, Hold Person, Misty Step, Dispel Magic
Cantrips: Ray of Frost, Prestidigitation, Booming Blade(replacing Booming Blade due to Mark mechanic)
Stats
- 127 HP (15d8+45) — possibly 165 if maximized
- AC 17 (considering +1 splint armor, no shield for flavor)
He’s a named NPC and temporary ally whose goals may eventually conflict with the party. If that happens, he should be able to put up a solid fight against 5 level 9 PCs (not a final boss, but dangerous with few minions).
So trying to make a feat for my half dragons fitting the abilities of real dragons and one I'm trying to figure out a good way to work is detect. I've got this so far
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- When you fail a Perception check to locate enemies, you can reroll.
What do you think? I don’t mind if it’s a bit complex since he’s a unique NPC, and personally I’m fine managing that.
I want him to really capture the Eldritch Knight flavor, which is why he uses a spear that he occasionally throws, even though his core combo is the classic “War Magic.” However, I find it more interesting to design a homebrew magical feature instead of giving him Booming Blade or Green-Flame Blade, since those spells feel more player-oriented than NPC.
I'd give limited uses of the mark. Though the crushing mark seems to be effectively just achievable with a shove as a bonus action.
Big issue with player classes slapped onto monsters:
Lots of damage, very low HP.
This thing could get blasted down very quickly by focus fire. More HP and AC is a good idea.
Choosing not to move is a dangerous play with the right minions. Just let it be based on when they choose to move.
165hp Split armor +1
Dmg (i thing 1d8+5+2d8 its fine for a Cr9 its like the blackguard just diferent flavor) avrg 55.5 with 3 attacks
Them Mark 4/Day or LR
- Blind: Is okay CC ? I think so
- Explosive: 3d8 but he can trigger himself with spell (I ll put command on his list) or Shove
- 3er option? Cc, Dmg maybe... Mobility?
Booming Blade + Push Mastery for example
Pike has Push mastery 😄 a Loooong Spear can be a pike right? 😛
give him conjuration spells
Sure, why not (also, no need to actually give them Masteries, just put it in the attack description)
flaming sphere + Dont move mark is too evil?
Now you're getting it! No need force the explosive Mark with their own attack when letting it loom with conflicting options builds tension.
I mean hey, enemy is evil, not you . . . /J
Okay but:
Them I need to change something
He can:
Attack 3 times and use a spell because he need put the mark (that in booming blade duration last until next turn start) or Mark lasts 1 min nah. He ll use Attacks + spell in 1 turn
Ok no my bad, the combo is: Turn 1 Flaming Sphere > turn 2 attack with mark
but he ll need to concentrate 1 round
Maybe an Alteranate Multiattack combo: 1 attack (mark) + spell
Like this:
Multiattack:
Knight can do 3 attacks
or
1 attack + spell
or
2 attacks + cantrip
I think this is the right version.
What class/subclass are you and is there a limit on rarity?
Also, too situational, maybe Blindsight + reroll any failed Perception check?
Blindsight is definitely a Dragon thing. 10ft of Blindsight, increase by 10ft if they already had it could be epic in combo with "Blind Fighting" fighting Style.
vengance paladin and no
Enspelled Weapons. They're rly busted, more than a lot of homebrew most DMs tolerate
Trust. Armor too. Shield Spell armor particularly.
Alright (they do get a base 10)
So far this is it
Cheesy option or cool option?
(Mordenkainen's Faithful Hound plus Wall of Force is the cheesy option, it's a microwave and can be flavored as a punishment cage)
Gonna give the half chromatics an ability to attempt to give a target damage vulnerability
lol, probably leaning toward the cool side
Realising I got aired so hard 🥀
Hmmm. I'd suggest temporary damage immunity instead. Feels less cheesy and more impactful. Whether or not it actually is more impactful.
Does anyone know a good guide (homebrew, of course) for creating magic items with spell-like abilities or “enspell” effects? I’m not a fan of the 2024 rules — giving an item 10 uses of Shield feels more like a Legendary item than an Uncommon one.
I usually limit items to 1–3 uses of a spell, or I give them charges that players can manage — stronger spells cost more charges, weaker ones cost fewer, etc.
But I’m curious if anyone knows a solid guide for designing this kind of item balance.
Chromatic Dragonborn used to get that lol
We do not need this to be just chromatic warding
They only have 6 uses, but I recommend 4 and recharge 1d4 at Dawn if it feels like too many.
Also it is a whole group vulnerability
So say a red half dragon can force fire vulnerability and then burning hands
I mean, it doesn't exist in 2024e anymore right? What's wrong with it?
you might wanna read the title of the race
Yeah . . . But then could also just Scorching Ray + CME. Which is way too good for just a feat.
Its for 2014
Ah, didn't open it yet lol
Still, definitely oversteps for a feat
Flashback to the time I made a weapon capable of dealing 1152 damage in one hit:
https://docs.google.com/document/d/1-3WdJ9PASAWQDqhSqwBXuGLbBwKatdsUneGt8MIkj5k/edit?usp=sharing
Back you btw srry. Hmm. Looking at spells lol . . .
Anyone know if it's possible to balance this or should I scrap it and move on?
Steel Wind Strike is always fun.
Making it an Artifact is a good start
And then making it run on Charges
...conjure minor elementals?
Doesn't need to reload but does need to restore itself, as noted in the description
It's already an artifact, runs on charges and has a massive cooldown for the ability that deals that damage
(ignore that, if it's 2014 now)
Oh
I mean potentially 3 attacks on your turn is scary
Read down, ic.
"Even if you expend all cores, the cannon always regenerates:
1 core immediately
+1 per round
Fully restored (12 cores) after 2 minutes of peace or a rest of any type"
Too fast. Next Dawn and it should be fine.
Okay, Thanks
Though I guess a fireball with vulnerability is...
Next dawn it has a new core or new dawn and is fully recharged?
It's like 8 dice above a 9th level spell, so crazy, but an Artifact, so it's expected
1d6 Cores
So max half, if you're unlucky 1.
Yeah, 8d6 x2. Worse if you say it's group Vulnerability. And only gets worse as you level
So something like:
After all cores are expended regain 1d6 cores at next dawn?
Also copper half dragons getting earthen grasp is fair right
Yeah, sure. Maybe include some self damage, or even the effects of a spell that does Psychic damage/conditions to make max charge a lil more risky, but that's just my suggestion. . .
Oh, totally, make the uses scale, let them get to use that a ton.
Basic way it works
Metallics: utility
Chromatics: combat
For example
Red: Fire bolt, Burning Hands, Scorching Ray
Copper: Viscous Mockery, Tasha’s Hideous Laughter, Earthen Grasp
I think that's fair ye.
More like this?:
Roll a d20 after the shot:
1–15: The cannon tears a rift in space; gravity fails around you for 1 round, take 3d6 psychic damage and 3d6 fire damage
16–20: No side effects, damage halved```
Though uh... Bronze dragons get branding smite and thunderwave
Because their effectively paladin dragons
That would work perfectly with one of my weapons
Bronze dragon are effectively oath of devotion paladins. They just larp as humans 90% of the time and can do a nightmare breath weapon smite officially
Belt of Storm Giant strength is solid, spellguard shield if your dm likes using casters against you, deck of many things if you like chaos lol. Theres lots of options now that im looking without limits.
Up it to 5d6, lower the backfire to 10 or lower
Like, the breath weapons damage but instead its through a weapon their about to whack you with
Thank god bronze dragons don't kill people typically
Found it:
https://docs.google.com/document/d/1IgNGtiy8GXoFbet2AgUiUYi6WSDZKsxLrKV3bUD5KDs/edit?usp=sharing
It's part of a larger hb thing but there's a lot of lore and stuff so I made a copy that's just the one I mentioned.
Alustriel's Mooncloak is another great spell btw, if you wanna be a way stickier martial and not care Abt CC/wanna be way tankier. Supportive, but still great even if you wanna be selfish.
I dont do initiative
I have a timer on my phone which says that the monster attackd every ____ seconds, makes it more tense
This reminds of Hyper Chess, a game that's chess but without turns
Well I mean the players still take turns, they just shout at me what will they do while sweating like crazy
It makes combat fun
And not just math
I wanna try a dynamic iniative system myself
Yeah do it
Its wayyy more fun when they have no idea what to do next, but they have to think fast before the creature catches on
Makes it more realistic you know?
And in the spark of it all one of my players just say "I USE THE SPELL "CREATE OR DESTROY WATER" TO MAKE A WATER SWORD AND ATTACK THE BOSS WITH IT" that was the first time they were creative yet
By "dynamic", I meant shifting. With certain things delaying your turn next turn, or moving it up.
(No soft locking ofc, doesn't work until top of the round and you obvi can't move a creature past last in iniative).
Yeah
With this context, it's more like timing player turns fused with "enemy versus ally iniative", but more pressurizing. Which doesn't sound as bad as you put it lol.
Enemy turns versus ally turns is common enough already tbh
So this isn't a stretch
Yea
...what
Sorry for the ping, but I really want to know how the breath weapon smite works
A cool thing they used to have in older editions. Since bronze dragons spend most of their time polymorphed as a humanoid they sometimes pose as humanoid warriors like paladins and can just use all the breathe weapon into a massive blow
Granted still nowhere near as terrifying as the plasma spear purple dragons had where it was a breath weapon that ignored cover, targeted a single person, and removed max health and ignored fire resistance
Kind of surprising gold dragons can't do that, what with all the strict good stuff
I am so using this if I run a campaign, tysm!
Gold dragons do have one cool polymorph trait.
They can fly regardless of the form having wings
Silvers can make clouds be as hard as stone
And copper dragons can turn a region of terrain into mud
Coppers also are the least active flying dragons interestingly enough
They can climb very well
Oh, so like a Fire damage version of Raulorthim's Psychic Lancem
Hmm. Wait.
Changing the damage type of Psychic Lance . . .
And taking Elemental feat . . .
Purples also caused a save or or be blind
Yes . . . Very interesting character idea. . .
Everytime they use the breath
Comes out like a welding torch
They also can choose to have it be either a cone or line
The plasma spear btw if it crits it cuts off your limbs.
-# this is a real thing from older editions
There's a difference between a nice summer's day, and the full, concentrated power of the sun!
Crazy coincidence guess whos playing bg3 rn
I think aside from that, I could totally build this tbh, maybe I'll make some homebrew on the side to make it easy, particularly the Blindness part, otherwise this totally doable.
Another old edition dragon was the Grey dragon
It had original no breath weapon but instead its bite reduced your max hp
...you couldnt cure it btw it's just lowered until you kill them
Also the Grey dragon can mimic voices, has a very strong tail attack, and if it kills someone with a bite attack they cannot be revived
Sounds like something similar to a false hydra, doesn't it?
...no not really
No . . . ?
I don't see it?
Ok, just me then, nvm
Mimicking voices is a pretty weak link tbh
Several monsters have it
Thanks for the dragon tidbits btw, you gave me a lot more concept ideas
I already have the aoe penance stare for gold dragons, still working on stylized breath weapons for the others
There also used to be the really cool Ferrous dragons
Tungsten dragons are freaking awesome
What edition was this? Purple Dragons exist in 5e, but they're tied to Underdark currently (spore themed)
They had the ability to change the properties of metal causing it to be heavier
I can't remember which dragon magazine it was in (I wanna say 3e) but it was apart of rhe dragon color theory series
Okay, lemme look into magazine instead, Purple Dragons have been Underdark tied for a while, yeah.
Since 2e looking at it
Can I please get some feedback on this?
https://docs.google.com/document/d/1Ohnllw5Rs0IZL9IiuEwpDD_KY7maNwhEoHqfg0HvHAs/edit?usp=sharing
It's essentially an Iron-Man inspired artifact/weapon.
Seems cool.
Idea though, add Friday or Jarvis
I have a Hulkbuster variant as well but no Jarvis or Friday yet.
@lethal cedar found it. It's a Blue Dragon/Red Dragon hybrid: https://dungeonsdragons.fandom.com/wiki/Purple_dragon
Yeah that one
Hybrid Dragonborn would be the HB direction I'd need to take then
...probably should've said that in hindsight
Dw I am not doing the others for the hald dragons
@lethal cedar Here's the Hulkbuster if you wanted to see:
https://docs.google.com/document/d/1xAi3m1I2zyVZgtF-2OW9U8fwpMCg-kd7BCmoP15Z9tU/edit?usp=sharing
Though arguably browns may be fun because of the challenge
Dirt Dragon
Yeah that kinda sums up brown dragons
Granted their sand dwelling Gordon Ramseys
Also, note on Dragon related awesomeness, Eyedrakes are the best unhinged monster that I would think is homebrew if I didn't learn Abt it from Fizban's itself.
You ever heard of the Adamantine dragon?
Just speed read it over, noice
Gnomes huh?
Also am slightly sad Kara tur dragons are odd
I'm working on adding a Friday or Jarvis sorta thing.
Can I ping you when it's ready?
Odd? Whats odd about the Lungs?
Guys, I am homebrewing a class, called gambler
I made a silly little feat for my own TTRPG and was thinking about adapting it for DnD
- Butterfly Effect
- Once per session, if someone rolls one or more dice, you can invert the result based on the total sides of the die (1 becomes 6 on a d6, 2 becomes 19 on a d20, etc). Must be applied to all dice at once during that roll, without exceptions.
And it is based on a lot of chance
you might like to take a look at another feat I made ngl
So what should its top 2 abilities be
If it is luck based
- Entropy Gambler
- At any point in a session once a singular die has been rolled, you can choose to Double or Nothing. You roll a die of the same size. If the result is higher than your original value, double that original value. If it is lower, it's set to 0. If you roll the exact same value, you repeat. There is no limit to the number of times you can do this during a session, but you can’t do this twice on the same roll.
Updated Iron-Man homebrew (now with Frida/Jarvis):
https://docs.google.com/document/d/1Ohnllw5Rs0IZL9IiuEwpDD_KY7maNwhEoHqfg0HvHAs/edit?usp=sharing
I'll take that, make it a feature, and have limited uses
make sure you credit me :)
nah, do nesquikira
Ok
I share that name over many socials and its my discord user
I'm only Nesquik.wav cause I do music lol
Opinions
They look weird man ones a lion
@lethal cedar Could you take a look?
Opinions
You should probably list the stats, alignment, and personality of the ai
Like you can use the wand of orcus as a frame of reference
Help
Ent Homebrew Race DnD
Size: Medium or Large
Creature Type: Plant
Bark Armour: Your Armour Class equals 13 + your Constitution Modifier. You cannot wear any kind of armour.
Camouflage: You have advantage on stealth checks to hide amongst foliage.
Photosynthesis: You do not need to eat food, though you can if you wish at no nutritional benefit, instead if you have had less than 4 hours of contact with sunlight you become Malnourished (see: Malnourished, Hazard).
Guardian Magic: You know the spells Entangle, Daylight and Speak With Plants. You can cast them as normal using spell slots if you have them, and you can cast them each once per long rest at no spell slot cost.
Converse with Foliage: You can take an action to spread down your roots, after 3 minutes you enter a state where you can hear the ambient chatter of all plants within 10ft and you can interpret their natural signals at the DM’s discretion. You can also send signals along your roots to the other plants. From when you take the action you are considered incapacitated. You can take an action to exit this state at any time.
I’m not sure about the last ability, any thoughts about it?
I think u should have it give you entangle to start, speak to plants at lv 3, and daylight at lv 5
wondering if anyone has any homebrew magical temporal watch type of item or if one exists
What about the Commune with Foliage feature?
It's good
Tryna think of Heracles piety traits, mostly a 3rd level spell for the 10+ trait. I picked enhance ability as his +3 trait, but I'm at a loss for the +10 one.
Hi all, so (like everyone) I'm working on a homebrew tweak for Ranger. I don't want it to be a massive overhaul of the entire class, just a handful of features, mostly that interact with Hunter's Mark. I have two different versions, based on two different ideas I've seen online. I have my preference between the two, but I'm curious what y'all think.
version 1: https://homebrewery.naturalcrit.com/share/sk-UBA5ba1pI
version 2: https://homebrewery.naturalcrit.com/share/71FSopiNuw5e
Haste feels appropriate for a heroic demigod (also comes from the Oath of Glory subclass)
The only issue with Haste is that I already gave it to Ares
They could share it, I suppose, but they're already kind of similar
You could give Ares Elemental Weapon instead
Level 14 feature
Scripted Plays
By 14th level, you've become a master of writing and bringing your words to life through mere ink alone.Manifest Script. When you cast a Bard spell while holding a Writing Focus, you can replace any Verbal components with Somatic components. If the spell already has Somatic components, you ignore the Verbal components.
Written Fate. When you cast a Bard spell that requires a saving throw while holding a Writing Focus, you can choose one target of the spell, roll a d6 and subtract it from the total.
Why might he have that?
Is this subclass capstone balanced?
As the god of war, Ares would be all about buffing your armaments. Unless you're going really detailed and also including Hephaestus
It's moreso the elemental aspect that I don't think fits
Seems pretty neat I think. I'm not totally sure what the Written Fate die is subtracting from
Thanks for the catch, it's from the creature's saving throw
That's up to your interpretation, then.
For Heracles, you could instead do something like Beacon of Hope. Or maybe just Heroism but cast at 3rd level?
I figured as much
I think the issue is that the gods have too many overlapping attributes to make them all entirely unique mechanically
Several already have heroism
Heracles with Ares and Athena for reference
I suppose it doesn't have to be a spell
I keep thinking your pfp is Power
From chainsaw man?
Does anybody have a good app where I could make some cool monsters based off of Jujutsu Kaisen
yes
I have no idea how you're seeing that but it is amusing
Hello! I am creating these "Blessings" for a campaign. I'll link the text below but can people tell me if they are of the same power level and if I should make any tweaks? https://ctxt.io/2/AAD4GcGiFw
Talos' Ritualistic Space
6th Circle, Conjuration (any spellcasting class)
Casting Time: 7 days (8 hours of casting per day) (ritual)
Range: Touch
Components: V, S, M (a space that has components and elements related to your type of magic)
Duration: Unlimited, until dispelled or cast again.
Many spellcasters need an area to practice their magical practices, whether divine, esoteric, mechanical, or any other type of magic. When casting this ritual in an enclosed space, an area with a 12m radius from where you cast it radiates constant magic, stopped by walls, doors, or windows. While under the effects of this magic, this area grants the following effects to its caster:
Interconnected Senses. Your room is directly connected to your mind; you are aware of it and its alterations, such as items present or missing, magical or spiritual energies (although you don't know their specific type), people entering and leaving it. You can concentrate to speak, see, and hear through the space of the room for 10 minutes, and can only do this again after a long rest.
Spatial Control. While in the magical area of your room, or concentrating on the effects described above, you can telepathically move objects no larger than 50cm² and weighing no more than 15kg that are present in your space.
Magical Familiarity. While in the area, you gain advantage on magic-related checks, such as studying a scroll, identifying arcane writings, contacting deities, etc.
Allocate Object. By spending 10 minutes, you can teleport an object no larger than 50cm² and weighing no more than 15kg to your room. You can only send items this way, but cannot retrieve them (times equal conjuration modifier per Long Rest).
Teleportation. By concentrating for 8 uninterrupted hours, you can teleport to your room, and you cannot do this again for a week.
What do you guys think of my homebrew ritual?
Ranged Fighting
Starting at 2nd level, you learn a particularly way of fighting from range. Choose one of the following options. You can’t take a Ranged Fighting Style option more than once, even if you later get to choose again.
Firing Line. Once on each of your turns when you make a ranged weapon attack with a Two Handed ranged weapon, you can make another ranged attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Fan the Hammer. When you make an attack roll with a Light ranged weapon and no other weapon, shield or object in your other hand , you can make an additional attack roll.
Stealth Shot. When you deal damage with a ranged weapon while you are hidden, Invisible or otherwise unseen against the target, you deal the highest roll worth of damage against the target. This can happen once per turn.
Warden. When a creature ends their turn within 30 feet of you. You can use your reaction to make an attack roll against the creature or move up to your movement speed without triggering Attacks of Opportunity
Reach for the Sky. When you target a creature with a Ranged attack roll, you can instead force them to make a Wisdom saving throw (DC equals 8 + Proficiency Bonus + your Charisma modifier). On a fail the creature is Frightened until the start of their next turn.
do these look balanced for class unique fighting styles?
idea for the class is a ranged weapon user with access to ranged control options and the like
Fan the hammer seems a lil strong
Being able to pretty much double your damage feels very strong
Few things that caught my eye
Fan the hammer: When you say "you can make an additional attack roll", does this mean an additional attack with the same weapon, or an additional attack roll for the same attack?
Stealth Shot: Does this include any potential added dice, like sneak attack, or a magic weapon with extra damage? Could be potentially pretty strong
Reach for the Sky: This doesn't really do anything if the frightened ends at the start of the target's next turn? Meanwhile, if buffed to work until the end, or in a way where the frightened actually affects them, a free frighten with potentially massive range that doesnt even require sight is pretty strong
(Especially
/specifically with weapon juggling)
same weapon, kinda like nick from 2024
stealth is just the weapons damage die
ig so about massive frighten, ill just make it a 30 foot one until end, that should be good i think?
I mean nick moves a bonus action attack with several limits to be a part of an attack action, this is just a free extra attack at level 2 with no downsides
And while the fear is not necessarily busted, its still a potential free fear each round, especially if you have multiple attacks to attempt to apply it to keep a target permanently frightened
well the Light weapons limit yourself to lower dies and ranges, so like d6s
and with the class, you can have multiple attacks, but its more of a choice (between extra attack and lower crit range, maybe just the crit range, cant deside lol)
[edit of last version i posted to flush out the subrace mechanics]
Ancient Construct: Awakened Spellorb
Creature Type: You are a Construct. You require no air or food, but you need sleep and dream as normal.
Size: Small. You may count as Tiny when it benefits you. If carried, you weigh 5 pounds.
Speed: 30 feet (Hover). Your hover speed keeps you no more than 5 feet above any surface. You move in a smooth, silent, level manner.
Languages: You can speak, read, and write Common and two additional languages of your choice.
Arcane Insight: You gain Expertise in one Intelligence based skill of your choice.
Ancient Cantrips: You know Mage Hand and one additional cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for these cantrips.
Innate Spell Focus: Your Spellorb functions as an Arcane Focus for your spells and can serve as a spellbook; spells may be inscribed into it by expending the standard scribing costs.
Unseen Force: You can manipulate and interact with objects within 5 feet as though using your own physical attributes, without visible appendages. This shapeless, invisible force is centered on your orb and shares your size. It cannot be restrained unless your core is restrained or incapacitated.
Enchanted Attunement: You can cast Identify once per day without a spell slot or material components. When you attune to a magic item you have identified this way, you can expend a Magic action to absorb its enchantment into your construct nature, suppressing the item’s magical properties until your attunement ends. You are considered to be holding or equipping the item for game purposes, cannot be disarmed of it while attuned, and do not need it nearby to use its magic. Artifacts cannot be affected by this trait.
whats weird about that? some asian dragons have lion features, and are related to koi?
https://www.reddit.com/r/DnDHomebrew/s/JRqRHaSNKd
this is a link to a homebrew lineage I made, how does it look?
Here’s a home brew race for my campaign. Needs a lil fine tuning if anyone wants to help.
Description:
You are a small cat like person that is sand colored.
Claws:
As a melee attack you may make a 1d6 slashing attack with your claws
Cat Scratch Fever:
Your melee attacks impose cat scratch fever. initially you scratch imposes cat scratch 1 which does 1d6 poison over the course of 3 turns, unless you scratch again in which the die value goes up to 1d8 and caps out at 1d10 poison. As damage goes up the amount of time the poison lasts goes down by 1 turn.
Small:
You are 3-4 ft. Tall
Quiet Footed:
You make little to no sound when you walk
Quick:
+2 to DEX
This poison part sounds needlessly complicated to keep track of. There's a reason DnD has no bleed or DoT effects.
Everything other than the poison just sounds like normal Tabaxi.
i mean, we do have start of turn damage effects
Sure, but those are continuous and reliant on concentration. The concept of a 1-3 turn DoT is functionally non existent
tat is also fair
So what you’re staying is it would be a hassle to keep track of?
aye
What
aye as in yes
So I attempted to make an AoE damage fighter subclass. Honestly not sure if it’s OP or UP https://homebrewery.naturalcrit.com/share/QsKT-dWaVvHr
I'm once again dabbling in my homebrewing, and this subclass is designed to be a Sorcerer Spellblade that gians its powers from the Astral Sea. It doesn't follow the regular 'gish' subclass chassis, but it does take notes, and then adapts features to be specific for a Sorcerer of the stars! Feel free to have a look for yourself, and please leave any feedback or criticisms. I enjoy tweaking my homebrew in order to balance it - so please, help me balance this!
I'd say that you should remove the large, as according to the DMG, if you are large you roll double damage die with an appropriately sized weapon, it wouldn't be to hard to find a large weapon
The large thing is specifically for my server where we have rules for that
You do realize the Shifter exists? Adding a "Behemoth" option that grows Large and has resistance to one of the three options (chosen when you Shift) should work perfect no?
Wait, read down. . .
Fair
Yeah more Shifter options seems to be an alternative route you can take
No i think that's good
I was actually looking for a were-race
Rat is busted, Advantage on all Dexterity saving throws/checks for a minute is too much even on a creature without the free Barbarian Rage once per Long Rest 😭
Maybe make it a 1d4 . . .
Problem is shifters only make sense if a human becomes a lycanthrope, it doesn’t make sense if basically any other race gets cursed
At least then it's on par with Harengon, but without the caveats
You could just turn it into a lineage like Dhampir? Should have been one if you ask me
Beastial Instincts and Darkvision are suddenly folded into the lineage rules
This was my attempt at making a lycanthrope lineage
Mb, this implies if Shifters could be things other than Humanoids it'd be fine
(Btw, they explicitly don't need to be humans, just Humanoids)
Also, their description describes them as that, why I bring it up
If I used the shifter for it instead imagine if a triton became a shifter, would they just lose their ability to breathe underwater?
Looked around and yeah, it is strange, but a issue with the Lineage thing itself imo. Choosing 2 between a Speed, a Sense, and the Amphibious trait seems like a fair compromise
No aquatic were-options screws with me too tbh
Maybe add an aquatic option? Turn it into a lineage, and then add Razor-fin and Behemoth Shifter maybe?
I personally like what I have created, it feels more like you actually are a werebeast in my opinion
Alright. But Rat is still too strong
I probably won’t make the shifter into a lineage because I’ve already made the lycanthrope lineage. The problem with adding an aquatic option is that getting a swimming speed for just one minute feels kind of pointless
No i mean it's a lion with bird wings and a human face
What if I made it advantage on just dexterity checks?
ok, which Lung is that one specifically
Believe its Li Lung
oh, its the manticore looking one. Yeah, that one is weird
The Yu Lung i kinda get though gotta admit it does look a bit surprising
fish dragon
That's perfectly fine, yeah
In Japanese folklore koi if they can scale a waterfall can become dragons.
This was the inspo for Magikarp
Tiger is also, like, weakest by far. Just make it a Wisdom Save until the end of their next turn.
I always love that lore
For my setting I had made up an additional lung that are effectively the strongest of all the Ron lung. Which exist as divine messengers and wish granters
For the campaign I had with one the main goal is tk assemble a tablet that can summon one
I would say it’s alright if you have the right proficiencies
Also forgot if I shared it here but I figured out a cool feat for the half chromatic dragons.
Basically they get a divine smite ability
I am back homebrew with my revised version of the cold curse
Whenever somebody strikes the holder of the curse she can make a reaction to release the binding on her curse and make everyone in a 5 feet radius take 1d6 plus her proficiency bonus worth of cold damage. This frost lingers around her for 1 minute or until the start of her next turn and deals 1d4 damage to enemies after they deal any physical damage type towards her and is within her melee range. After using this reaction and her next turn is up she takes damage equal to half the initial damage of her reaction if she fails a DC 16 constitution saving throw and can make her reaction the amount of times equal to her proficiency bonus.
Inquisitive Rogue says otherwise
Ofc it has more draw backs but for not I’m focusing on the reaction part
Almost missed this. Bear has the same issue with Advantage on Strength saving throws is a touch too much with the AC.
If you reduce AC boost to 1 maybe you can keep it
I got rid of the strength save advantage
How many monsters have proficiency in insight?
It's mostly because it causes needless complexity. 2024 turned all contested checks into Saves, which also makes sense (Would any Saves you can think of rly be simpler as a Contested Check?)
And Humanoids. If you have an intrigue campaign, or more humanoid centralized campaign, this would be much worse
Problem is, what modifier would I use for the save DC?
8 + Cha. + Prof. Bon. Same effect basically.
As if you had Proficiency in Intimidating
Without needing it or needing to roll
would a magic sword that gives +1 to melee and spell attack rolls along with saving throw dc's for spell for a level 7 valor bard be too strong? It's a two shot CoS module
that would be a rare imo
what do you think would be the best thing to take off it to make it uncommon?
I'm giving everyone a free uncommon magic item, and a rare magic item or a feat
either the sword bonus or the spell stuff
I'll ask my player which part he would prefer as he's already taking resilient con for his free feat
a +1 weapon on its own is considered uncommon. The additional effects you add pushes it to Rare levels
I was just comparing it to uncommon rod of the pactkeeper, which gives additional effects besides the +1. But maybe that's a bad baseline to compare it to?
numerical bonuses are stronger than the bonuses they tend to give
"While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity."
It's not a weapon on its own really. This weapon is strictly improcing the spell attacks + spell save DC for only Warlocks
it also lets you regain one Pact slot
yeah exactly, but maybe too good, which is why it's potentially not a good item to compare it to? but that's why I wasn't sure if I had too much on the sword for an uncommon item
I think the item you showed should be fine. Idk if the rarity matters too much. I would definitely require attunement though
it'll definitely require attunement
put a version of my homebrew race over in #dnd-arts-and-crafts
still refining the lenguege and balencing for gameplay.
but im done with fitting it on the page.
on to the next awakened construct subrace.
hey does anyone have experience with dnd beyonds homebrew?
i urgently need to copy a png stat block for a paladin oath
so i can import the dnd beyond subclass to foundry vtt
but its difficult and theres no guides
It's under the L.E.T.I tab in the doc
Making a gambler class, which gets a magic tarroka deck. Any suggestions
I need 4 cool suit names
And replacements names for jack, queen, king, and joker
I've tried to make something based off my world's interpretation of entropy, https://homebrewery.naturalcrit.com/share/7aS4GOHB4EQc
was wondering if I could get any input on this, whether its balanced compared to other barb subclasses, or any other things to note 
Made a weapon inspired by Jason Grace from the Heroes of Olympus books.
https://docs.google.com/document/d/127r9bWT4RxdNun_zovKq7mGvq27j4UEFla-QnxUfjp4/edit?usp=sharing
@naive root Casino, Fate/Fortune or dark/gothic for the theme?
Or more Mythical and arcane?
God sent cards, perfect for gambling your soul
Sent by a god who runs a interdimensinol casino with his twin
Seraphs — judgment, holy fire, righteousness
Thrones — authority, divine law, celestial rule
Seals — oaths, contracts, binding fate
Ashes — sin, damnation, fallen grace
Face Cards:
Jack → Apostle
Queen → Archon
King → Dominion
Joker → The Witness```
Just a cruddy little quick idea.
How do you get the black box
triple backtick
This character 3 times back to back with no space at the start and end:
`
Thrones
Seals
Ashes
Torch
Jack - Apostle
Queen - Maiden
King - Dominion
Joker - Witness```
And the end of the text
Edit version
There ya go
I might use a real deck, to simulate the tarroka
I have a feature that the charcter gets at 5th lv, were once per long rest you can change a nat 1 you roll to a nat 20, but that seems to strong
I can design some cards for you if you want. Are you open to DMs?
No
Anyway to make it less powerful
The charcter has a card attack that allows u to throw 3 cards, making a separate roll for each, dealing 1d4 damage, at 17th lv it becomes 1d6
Making it once per long rest is a good start, I would also make it so that instead of a crit fail automatically becoming a crit success I'd make it more like legendary resistance where if you fail a roll you may choose to succeed instead.
To make up for their lack of extra attack
I have 3 subclasses, card, dice, and shared luck
Sounds solid so far.
I'm working on a homebrew monster (boss fight) and I have some actions and lair actions for it, but I'm struggling to come up with bonus actions, reactions, and legendary actions. I just need someone else's brain to provide me with even vague ideas about what to do. Here's some monster info:
- It's vaguely eye themed (really high perception, tries to steal peoples eyes to give them the blindness condition, etc.)
- The fight is in the sewers, so the lair actions are acid dripping from the ceiling and giving people disadvantage on perception because it smells so bad
- The monster is a rotting corpse person, so some attacks inflict the poisoned effect (after a con save)
- The monster has really long nails, which is mainly how they attack (and they can grapple a creature by sinking their nails into them)
- The monster has low strength, high dex and con, and medium everything else
- Themed around the sin of envy
I would love if someone could give me some feedback on this Fighter subclass. https://homebrewery.naturalcrit.com/share/QsKT-dWaVvHr
tried to make a AoE Martial and the balance is tough
This looks really good to me! I might make it so these actions can only be taken a certain number of times per day, because currently there is never a reason to attack normally, and I think adding something that forces that choice would add a lot to this subclass, but besides from that it's very good!!
thanks, my reasoning is that normal attacks would still be better against single or spaced out enemies and I kinda wanted to be mostly resources less but if something is too strong I might make it limited
Maybe whirlwind do less damage than single attacks? Because the volley attack has the tradeoff of costing more ammo, but there's less of a tradeoff for the whirlwind attack
hmm, maybe using a reach weapon could give enemies in 5 ft reach advantage on the save? then it would be harder to get lots of enemies in the whirlwind and reach isnt a no-brainer?
That sounds good!
thanks for taking the time
Seems cool, but I think these need some damage scaling at the later levels.
At least in cases where there are only one or two creatures in range of your aoe, it’s more effective to make attacks
I'm working on a homebrew monster (boss fight) and I have some actions and lair actions for it, but I'm struggling to come up with bonus actions, reactions, and legendary actions. I just need someone else's brain to provide me with even vague ideas about what to do. Here's some monster info:
- It's vaguely eye themed (really high perception, tries to steal peoples eyes to give them the blindness condition, etc.)
- The fight is in the sewers, so the lair actions are acid dripping from the ceiling and giving people disadvantage on perception because it smells so bad
- The monster is a rotting corpse person, so some attacks inflict the poisoned effect (after a con save)
- The monster has really long nails, which is mainly how they attack (and they can grapple a creature by sinking their nails into them)
- The monster has low strength, high dex and con, and medium everything else
- Themed around the sin of envy
Actually, it's any spell slot in 2024. Which means one level dip into Warlock means you can get 9th level spell slot back on a Short Rest by attuning to a Buncha Pact Rods you can craft for dirt cheap.
(I had to nerf this myself lmao)
Seems like a monster that benefits from isolating and mauling single creatures. Give it a climb speed a Scuttle reaction, so if it gets hit it immediately moves its speed away, dragging anyone it’s grappling with it. Then on its turn it moves even farther away and sucks the eyes out of its victim. If it’s theming is Envy, maybe the blindness it affects is special and actually makes it so the victim to whose eyes were stolen can actually see from the perspective of the monster. Maybe it’s bonus action is a fear effect that causes creatures who see themselves to make a Wisdom Save or become Frightened and take psychic damage. And this implies a weakness: if the players find the monster’s original eyes they can use this same bonus action against it.
Thanks! That's very helpful :>
The idea was that the damage scales with stuff like great weapon master and magic weapons
it's still going to do the damage of only one attack, which is significantly less than the average fighter damage distribution
Ideally, most good AoEs are going to do less damage individually than spending your turn focuing fire, but not that much less
A level 15 fighter is going to use only a third of their damage per turn on one of these AoEs, whereas another martial AoE like elements monk's level 6 will be doing damage in a similar ball park as the action and focus they couldve taken to make melee strikes. I get elemental burst uses some resources, which this fighter seemingly doesn't, but it's still scaling 3d8-3d12 from level 6-17 damage instead of 2d6+3-2d6+8 from level 3-20
hope that made sense
I have designed a Kpop Demon Hunter Bard subclass since my daughter has been obsessed with that movie and the music.
Can I get some general and balance feedback?
https://docs.google.com/document/d/1N5FQPjL-pUv8A1Mm_vOSzqgtLCcOlXJ5kEHgk84fgE4/edit?usp=sharing
this tastes like a monk subclass masquerading as a bard subclass
How so?
mostly the flow of play being expressed, the level 3 feature encourages you to hit things with weapons that do damage that scales with your level (and is radiant damage), favors your primary stat, and gives your main attack a lil buff
thats the monk flow
the bard flow isn't that
I could drop the using Cha for your weapon attack/damage rolls if needed
im making an entire new way to play dnd
dnd: but its a roguelike
whicy has probably been done before but it FEELS like im doing something new
Which is a nice feeling
Hmm, at what level do think I need to increase the scaling ?
in my mind, i imagined itd be dice based on half PB, round down. So 2 dice at level 9 and 3 dice at level 17
My group kinda did that for a short bit when we found a city stuck in a time loop. We didn't want to linger too long on it though, so we only spent a handful of sessions there.
Main thing is we had to hit a few specific locations and plot a course for our final run.
For me its a whole system where like
Ok
This is a bit of a wild concept, my campaign is VERY homebrew.
My players accidentslly summoned The Almighty (the supreme god which was sealed away), causing the world to rupture into shards, and they weren’t strong enough to fight it so they jumped into The Abbyss, in which the met the personification of the universe and are going through tests/trials to regain their levels and get strong enough to take it on
So I made a gladiator Monk subclass:
-# 3rd, Pit Fighter: Whether your win streak has seen better days, or is alive to this day, you refuse to go down without a fight. Your hitpoint maximum increases by 3, and increases by 1 more whenever you gain a level in this class.
-# You also gain proficiency in weapons with the Thrown property (which count as Monk weapons for you), and Shields. You can wear a shield and still benefit from your Unarmored Defense and Unarmored Movement feature.
-# 6th Champion’s Challenge: Saving face is a part of your job description, and you use it to create false openings to exploit. If a creature makes an Opportunity Attack against you, it gains a penalty to attack rolls against creatures other than you equal to one roll of your Martial Arts die. And whenever you hit a creature with an Unarmed Strike, you can choose to provoke an Opportunity Attack from them. When you do, you can force the creature to make a save against your Monk save DC, forcing them to make the Opportunity Attack if they fail.
-# 11th, Crowd Pleaser: Put on a show and hit hard, until the very end. What you learned in the arena is a part of you, more than you’d like to admit. Whenever you gain a level of exhaustion besides your 6th, the only penalty you gain is a -1 penalty to ability checks, saving throws, and attack rolls for every level of exhaustion you have, and when you finish a Short Rest you can reduce your level of exhaustion by 1.
-# Additionally, whenever you use your Step of the Wind, Patient Defense, or Flurry of Blows features, you can take the other 2 as part of the same bonus action (spending ki points as normal). If you use this feature again before finishing a Short or Long rest, you gain a level of exhaustion.
Anyone got ideas for a capstone?
I'm having trouble
what makes it a roguelike...?
Dungeon crawl + lose most resources when you TPK, progression between "runs" is prob more linked to smth outside of the dungeon than dungeon loot itself.
uhhh
I mean, it definitely can work.
If your party is combat heavy and is up for it
progression between runs is unroguelike >_>
Sounds like a different system tbh
Wait, Rogue Like*? Not lite, ic
I mean you could have just used the Glitch character rules.
Which literally works perfectly for this
i think the sub needs features to spend focus on, seems like it doesnt get enough active features
Or even stuff that keys off spending Ki
Yeah, I was wondering Abt that. Level 11 has a little with being allowed to spend Points all three main options at which.
Which obvi eats through points if you do
But they prob won't do all 3 every turn
Oooh, that might be better actually.
Each “run” or expedition as ive been callingthem are generated via dice rolls, and all progress made translated to rewards at the end of the run. There is a base location where you can spend money and PP (used for upgrades), which over time make you stronger snd you can go further
i also think level 6 needs to be clarified if the penalty is dice based and rolled every time, or if its a flat bonus for the duration. Seems like kind of a roundabout way to make semi-aggro IMO
Right, I'll add that, lol.
You unlock new things at the base through differentt encounters during runs
Whats that?
Basically Roguelike rules. When you want a player coming back constantly. Characters come up with a Nexus (basically canon events from Spiderman), smth that is always the same, but otherwise characters come back slightly different each time.
Glitch characters are meant to be a glitch in the universe, and for reasons you decide won't die for good.
You also decide how much time elapses between death and return
See that would work but with how my campaigns story is, that wouldn’t work because of lore :(
Roguelike with a K is where you might get the contentiousness with how much time it takes to play D&D and wiping all the progress is painful
Roguelite with a T is much more amenable for people in my experience proposing the idea. It's how my group has tackled the idea of making a Slay the Spire supplement with floor ascension and route rules, etc - so for any TPK, in a game "mode" designed around increased difficulty to make TPKs expectable, it isn't an end to the campaign or all progress, let the players keep levelling up over time as they gain XP and keep a few magic items across 'runs'
Oh wait theres a difference??
Yeah, so yours is a Roguelite*
Why not?
(It's meant to reward skirmishing btw)
in ddb homebrew, im making a channel divinity ability with two options that uses the same charges for channel divinity, so you cna use either the one or the other ability at for example early level, or use them one each or one twice at level 7 for example. How do i make that work in ddb? Im really stuck/unsure
The term Roguelike comes from the game Rogue, in which you keep a grand total of genuinely nothing across runs, period.
Many games taking from the procedural generation 'run' idea are roguelites - you get to improve at least something over the course of multiple runs, instead of having literally no save data.
Hades, Returnal, Slay the Spire's levelling of characters and winning new Ascension levels, the Binding of Isaac unlocking oodles of items and donating to the shop and unlocking new floors, etc. All of those are roguelites, there are differences between a fresh save file and one that has played a thousand runs.
Its hard to explain, but the universe itself is alive, and glitches in it just wouldnt happen
Oh huh!!!
I mean that could be the reason. The universe just doesn't want the characters to die for good
which seems kind of contradictory to me because the point of skirmishing is that you don't wanna be hit by opp attacks
then yeah, Roguelite
The thing with that is that i alr set it so they dont die, they just fail and the test restarts
And also im having fun making this LMAO
You could ask your party, but if neither of you is keen on it, that's fine lol. Just letting you know there are rules for it technically.
If you ever try again
I'm having trouble compiling a sense of what you're going for throughout a conversation I've only just jumped into - mind catching me up to speed?
(Sounds interesting from what I've gathered so far)
Can I DM you as to not clog up the channel?
Basically, Roguelite DND, Universe is training their* party. They don't die, instead reset on a fail.
(ain't that complicated tbh, it doesn't clog up much and this is still on topic)
are you using his to refer to me
The entire campaign isnt roguelite, just a portionAlso i should be clear
Why did that type like that
(mb)
its her, ur fine
Ah, so it's genuinely the world itself selecting a designated few and rewinding to save them in order to train them efficiently
Honestly that's kinda similar to the premise of my group's take on our D&D StS supplement.
Neow (the ancient of resurrection) keeps resurrecting a group of adventurers from a variety of walks of life in order to send them up the spire and slay it - each time they die, Neow just resurrects them, and they go up again. Incidentally, one could gain a lot of experience if they got to come back from the dead...
But yeah, ik it is a little, but I was thinking forced Reaction wasting would be much if I didn't include a chance to be hit
Sorta, the lore is a bit different than that but in rssense yes
Honestly it gives me an idea, like a +20% multiplier for XP for an encounter that killed you, in these roguelite campaign formats...
My campaign is based on a completley nondnd passion project ive had for 9 years, so alot of it is very convoluted lore
It's linked to fighting in the Abyss, yeah.
My talk on Neow and the spire is specifically my group's StS supplement we're working on, which I reference due to the similarity in the format. Some kind of supernatural force keeping the party alive and sending them on an arduous path again and again.
Oh?
open hand monk has opp attack disabling earlier and free with flurry of blows
Ok so basically The Abbyss is the space inbetween existences,, injabited by Voidavia (the universe itself)
True, I'll let them benefit too then.
Oh, like Wildspace basically?
Ic
Never heard of that
Im pretty poorly versed in anything related to
Well
Related to anything
It's exactly as you describe, except more stuff lives there. DND's space setting. Trigger Happy hippo people, Giant Hamsters (or, regular hamsters by lore, since the tiny ones we think are normal are actually magically shrunken), and Psionic Bug people. There's lots of cool stuff there
Ooo
The space between existencs, you get around Spelljammers, ships powered by force of the mind.
Voidavia describes it as “The gap of space between atoms”
Voidavia is also a void golem (sorta)
Ah. This is more magical in nature then. To get to Wildspace basically you hit the atmosphere while on a Spelljammer. Otherwise you're just in space lol.
(Custom Spelljammers are so fun)
To get too The Abbyss, you have to fall through the Void Rifts which form when the world is on the brink of collapse
Such as the almighty reallearing
Can I give you a spell later lol?
sure!
im ALWAYS open for more stuff to add!!!
Unless it involved Ethereum. Or whatever the currency is called.
I have a few spells leftover from the boss rush which was a test of mortals with Aberrations captured at the start of existence (which a mad God started early)
Sure
Oh also is a boss summoning enemies that raise the bosses AC too overpowered?
I jsve it so the boss has an AC of 6, but each eye jt summons adds 3 AC
ac of 6 is abysmal
Ah, where's the fun in 6 AC? What level are they gonna be when they fight them? A range?
The boss summons eyes every turn
not every one of ITS turns, EVERY turn
And i have 4 players, and it starts with 10 eyes summoned
17
Even 15 AC is basically an Auto hit, so it seems a little too swingy
The boss also has a ability where it takes 25% damage
25 percent of what
However much damage it would be taking
If an attack dealt 100 samage it would take 25
75% damage reduction
This is also a megaboss
reasonable at level 17 honestly
Also its low AC is punishing to the players too, as any attack roll under 6 is a critical fail
Oh, that's a good feature, I plan to add that to my Rogue rework lol.
If you want smth more standard and yet more impactful, resistance to all damage and a flat damage reduction on top is probably better, because then they can actually reduce small attacks to 0 damage
Punishes small multi hit damage and big damage
idk if thus is hoe it normally is, but with my campaign a critical fail results in the attack hitting the player or a different players character
Apologies for rhe spelling errors btw im a little duslexic
I personally don't do that just because it punishes martials more than casters, and the Martial/Caster Divide is already massive
But to each their own
Thats fair
(also, don't worry bout it, we get what you mean and that's all that matters)
I normally wouldnt have done that if i had mostly casters, but everyone in my party includng the worlock is mostly physical attacks
My warlock player Actuslly primarily uses guns
"I may be out of Slots. But I ain't out of slugs."
EXACTLY LMAO
her character also wasnt even a warlock to start with, she was an artificer turned warlock after making a godly shopkeeper her patron
which was certainly a decision of all time
M, the uncanny god of Mayhem and Mendacity.
Are you playing Eberron, a homebrew setting?
Homebrew.
Im playing Cabin Fever, a original setting made by yours truly
based on Cabin Fever, a story 9 years in the making by yours truly
ahhhh I see
Sometime I want to port over Bloodborne using DND mechanics- probably during the summer
entire new god system, and well
One of my players has described it as “you took dnd and made your own TTRPG based on dnd”
Funnn, I love completely invented hombrews
I have an entire new monster system, includng my favorite ever, Stalkers
pure manifestations of hatred and rage, stalkers are truly a force to be reckoned with
With a speed stat of 150ft in the light and 300 in the dark, and incredible strength capable of making even the strongest warrior second guess fighting them, they are very very strong. Thankfully they stay to their habitat, except for when they go out to get new meat. They spread by biting snd infecting people, turning them into stalkers.
Oh also they dont die until their head is cut off, otherwise all their body parts can function without a host body
Vorpal Sword be mandatory ig lol
There is technology developed to combat these strengths, but nothing sees to be perfect
one of my players js half stalker actually
They have a unique Shade meter that builds up when they use special stalker related abilities
the higher the meter the more feral they get, eventually making them attack the nearest entity to them instead of their foe
Ah, Enemies Abound meter. Noice
Is it a feat?
Or a Dark Gift?
I suppose, its more of just a stat they have
So Dark Gift, ic
Or do you mean being half stalker
Because thats just because of their shitty luck
h they also have reversed sanity
Look up "Dark Gifts" in Van Richten's Guide to Ravenloft if you have access to it (basically, drawback features just like this. I love them in concept).
i dont have it sadly
All I have is a monsters manyal, player handbook, and tashas cauldron to everything or whateber
I dont even have a dms guidebook
(Bumping up my Gladiator Monk. Some ideas for DP spending options/capstone would be welcome)
Ahh I see,
So when reaching 0 hit points are they temporarily incapacitated and you must attempt to decapitate, or do you have to roll in order to attempt decapitation during combat?
Some other method?
When they are knocked to 0, a body part falls off
Roll 1d6 - 1 to see which?
They can also be looted in very particular ways to get unique items, including thr strongest whip in my campaign
My player has a die with different body parts on it, we hse that!
I love unique props
So do I
I also made an entire board game for the casinos
And got a real mini slot machine
My dude, your players must love your table.
The whip deals 20d20 necrotic damage and 1d100 pure damage (homebrew rype of samage) but the attacker takes half damage
NGL now I'm thinking I should put more effort into my minigames
As in if they deal 100 somehow, they take 50
Thank you!!! I put a LOT of effort into making them enjoy my campaign
Did someone say gambling?
I also have a weapon that uses the slot machine to determine damage output
Its still in development
im gonna have to figure out the odds of each different combo
Oh this isnt super related to that, but its still sbt this world
I have a new plane of reality! The Flipside! Manmade on accident, the flipside is the opposite of everything.
Not the upside down from stranger things, I made this before I heard of stranger things.
Its also kinda my way to punish my players for being insane
They like using levitate at the worst times
So in the flipside, you get shot 20 feet jn the air and then smashed into the ground
. . . What could your players possibly have used Levitate for to make you make an entire Dimension with a rule against using it
They, instead of going through the front door, used levitate to fly 600 ft into the air at a government building to break through a window.
So Bizaaro basically? Sick
They then threw everyone inside of that room out the window, casting Ray of Sickness on them before they got out the window.
Sounds like average shenanigans tbh, so your course of action is entirely reasonable
This building is where the leader of the government was. They then burnt the buildng down (unsuccessfully), fell down an elevator, ragebaited the god of dark and light, and then died by ragebaiting someone who cannot die.
M revived them in a new world after that
a much more punishing version of the one they knew.
My player says “tell them I used math”
Much funnier context
We could prob go to #dm-world-building atp
Smart
greetings
hello scholars of homebrew
i was wondering...
College of culinary bard?
seems like a cool concept to make up
I keep forgetting to go back to this
Gah!
(Kicks chair)
ive awoken an ancient scholar
as in you want to do this concept?
Yes, but currently chipping away at the Martial Caster Divide plus like, 3-4 subclasses. Not even sure where to start.
Maybe as a heavy turn economy costing buffer?
As in a full round for the buff to be ready
hmm
"Let him cook!" Ah thing
let me cook now
Smth or other
(Level 3) Know your tools: Gain proficiency with a cook's tools. Use a cook's tools as a spellcasting focus.
(Level 3) Mise en place: As an action, you gather materials for cooking, either from your backpack, or roll survival with advantage to do so. This takes one turn to complete. Next turn, you roll a 1d4 to cook up to 4 Dishes. When you use this, choose an area within 5 feet of you. that becomes your station. You can not move outside of 10 feet of your station while cooking.
(Level 3) Dishes: A dish restores 1d6 of health and gives the consumer +1 to their next roll.
(Level 4) Watch the stove: Radius of your station increased to 15 feet. If an allied character is within 10 feet of your station, they can allow you to move out of range without breaking the ritual for cooking.
(Level 6) Greater skill: Dishes now restore 1d8 of healing.
(Level 6) Power of the forge: Learn 1 spell from the artificer spell list and one cantrip of the wizard spell list.
that a good start?
There is a College of Cuisine Bard from Heliana’s Guide to Monster Hunting.
Just making it magically happen as an Action is fine, with the caveat that you can't move more than 10ft from your "Station" before the Dishes are complete.
After that, making it on the roll of your Bardic die in dishes and being healing equal to one roll of your Bardic Die should make it work. (Rolling dice to let people roll dice sounds very fun).
(what's it like?)
too late. ive already made my own
added that
now ill add more
Updated
It’s basically, you gain proficiency in cooks utensils, you can swap or add ingredients to a food (cooking rules are new to the book), you can make treats if you expend a bardic inspiration that do different things based on the treat you picked, and you can command a creature to move or make a weapon attack when they eat a treat you’ve made.
Replying for later, I gtg now, but ty!
alright, ill keep cooking
Why Artificer?
(Level 3) Know your tools: Gain proficiency with a cook's tools. Use a cook's tools as a spellcasting focus.
(Level 3) Mise en place: As an action, you gather materials for cooking, either from your backpack, or roll survival with advantage to do so. This takes one turn to complete. Next turn, you roll a 1d4 to cook up to 4 Dishes. When you use this, choose an area within 5 feet of you. that becomes your station. You can not move outside of 10 feet of your station while cooking.
(Level 3) Dishes: A dish restores 1d6 of health and gives the consumer +1 to their next roll.
(Level 4) Watch the stove: Radius of your station increased to 15 feet. If an allied character is within 10 feet of your station, they can allow you to move out of range without breaking the ritual for cooking.
(Level 6) Greater skill: Dishes now restore 1d8 of healing.
(Level 6) Power of the forge: Learn 1 spell from the artificer spell list and one cantrip of the wizard spell list.
(Level 8) Seasonings: when you cook a dish, optionally expend a bardic inspiration to "season" it with one of the following.
Dragon pepper flakes: Gives the consumer +2 to attack rolls for 1 hour.
Serene Soul shavings: Gives the consumer the ability to concentrate on a second spell once.
Dusting of the ancient: Gives the consumer +2 to AC and advantage on constitution saving throws for one hour.
(Level 10) Head Chef: Dishes now heal 1d10 +1.
(Level 12) Artisanal ingredients: Spend up to two turns away from your station without breaking the ritual, you can now make 1d6 dishes.
Because i like artificer
its actually because artificer and college of culinary both have to do with magical creation
but i do like artificer
Maybe you could have a feature which replaces the required material component of spells with any food item 👀
ooooh i was thinking that actually
Replace a diamond with a baguette.
I cast true resurrection using a starbucks iced chai latte
i cast heal wounds with cyanide
So I am updating Fathomless warlock but i dont know what to give it for the level 10 abillty
Any help would be much appreciated
I am back homebrew with my revised version of the cold curse
Whenever somebody strikes the holder of the curse she can make a reaction to release the binding on her curse and make everyone in a 5 feet radius take 1d6 plus her proficiency bonus worth of cold damage. This frost lingers around her for 1 minute or until the start of her next turn and deals 1d4 damage to enemies after they deal any physical damage type towards her and is within her melee range. After using this reaction and her next turn is up she takes damage equal to half the initial damage of her reaction if she fails a DC 16 constitution saving throw and can make her reaction the amount of times equal to her proficiency bonus.
Any thoughts?
for reference is this on a statblock
Wdym?
what else would I mean?
I literally do not know what a you mean by statblock 
Idk if this needs a statblock does it?
1-3 does nothing
4 disavnatage on dex str or con saves (chosen by dm
5 all attakcs have a 1d4 effect
1 graze only deals half dmg
2 break the weapon breaks unless special or 1st grade
3 1d6 pshycic damage
4 1d6 ce lost
6 3d100 on 300 to instant dies roll ever turn
Only if it's going on an NPC i guess. If you plan on making it a Feat, just say its a lore related feat and I'm sure they'll get what you mean
any one have ideas???
Oh okay because otherwise I would have said that I didn’t know a curse needed a stat block lol
What’s this for?
a custom mechanique to deal with a custom status
Yeah, classifying random homebrew stuff as "feats" intended for specific purposes is the best idea if you don't know what to call it.
I see, any thoughts on wether I need to balance it or not?
Pretty hard to understand what that all means lol
well its for a diffrent system kinda sorta diffrent system
1-3 does nothing
4 disavnatage on dex str or con saves (chosen by dm)
5 all attacks have a 1d4 effect
1 graze only deals half dmg
2 break the weapon breaks unless special or 1st grade
3 1d6 pshycic damage
4 1d6 ce lost
6 3d100 on 300 to instant or a crature inflicted dies
ce stands for cursed energy
I’m just confused of the numbers since at first I thought the numbers were dice rolls but they went from 1 - 5 - 4 - 6
I mean, I recommend looking up "Dark Gifts" in Van Richten's Guide to Ravenloft (I literally was talking abt this earlier lol)
no thats the count they have
Noted
example 4 is 4 madness points
They're basically drawback feats.
Ahhhhh
and then the numbers under 5 are the effects
There are madness rules yk? Have you glossed them over?
dont fit
its for jujutsu kaisen
Maybe try tweaking them a lil instead of replacing them completely?
sorry but no i like to make my own stuff
cause i need to balance free healing any time
and they can just heal each other like 60 times per day
This almost seems like Exhaustion, but for Madness. Try comparing it Exhaustion, but making it Mentally focused instead of physically maybe?
ill give an example of why it affecst those
say you got 4 madness points it corrupts your vision and movment making you slower and its hard to react
Wow, and dark gifts are official?
also im great at making not balanced stuff
Secret move from river of burning blood
Domain explosion
The user uses all the blood from the river and keeps cooling and making it burn everyone with in a 500ft radius for 50d12 but the user takes double the damage and stunned for 5 rounds
example 1
so its bassicly a last gambit
fwi i dont give the players limits on there technqiues
they could just make there lv 1 ability deal 5d12 if they want
wonder what he is cooking
Holy crap that’s like lvl 20 stuff
lv 30 actually
not really again diffrent system
Aha
dont blame them
im scary lv 4? nah get a lv 12 npc whos now your non blood brother and fight a cr 21
(fwi they get help with b;ack flahses which deal 4x dice
Made a whole jjk system
How abt smth like:
Penalty to Concentration Saves equal to twice Madness level
1: Disadvantage on Initiative Rolls
2: Disadvantage on saves against spells from the School of Illusion
3: A minus 1d6 to Wisdom Saving Throws
4: Lose resistance to Psychic damage if you have it
5: (Your d4 method)
6: Fall under the effects of the Feeblemind spell until your Madness level fall below 6
theres no spells
That last one is basically becoming a jibbering madman
me nah
i use them
i made a dbz and demon slayer and thats it
You didn't keep the Concentration mechanic?
no
Hm. I don't rly have context for your system, so I can't rly help then
ima send a whole technique from lv 1 abilitys to lv 20
Perfect dark variation: Raven king
Lv 1 copy
Copy 1 cursed ability that the defender has and he takes it
Lv 1 dark katana 25% aoe 10 half circle 2d8
Lv3 body manipulate
Turns you body into one of these
body dark body +2 ac reaction
Arms sword arm 2d8 ba
Lv 6 copies 3 abilities the user has
Lv 6 dark katana 100% 5d8
Lv 9 spike max output
Makes 3 sharp spikes that deals 7d6 for 200ft sphere and blinds people with in 100ft out of range
12body manipulation upgraded
Dark body +5 ac free action
Arm sword 5d8 free action
15 copy maximum you can copy a full cursed technique
18.A domain expansion: deep knowledge of the king
Copy ANY cursed technique but you gain an extra 200% also while in domain
18.B spike 200% 500ft spear 1 spike 20d12 bonus action and a extra one for an action
20 dark wave (dark katana 200%) 13d8 200ft 19 dc dex
this is on the weaker side
its bassicly haxs
Free action is technically infinite damage unless it spcifies once per turn
I mean, this still gets soloed by Chronurgy Wizard. Like obliterated
no it doesnt do the attack only deals the buff
whats about sukuna with 2070 hp (i didnt make it)
Oh, then yeah, a max level wizard Meteor Swarms for 40d6 and outpaces this completely
that doesnt 1 tap tho
its really about who one shots first
and counter spells dont work cause this isnt a spell system
its kinda like a subclass
fwi this guy witht he technque has 1253 hp
I mean, you are running a whole new magic system basically since you are doing cursed energy stuff
im using bits from the supplment
So it’s difficult for us to balance and give advice since it’s that different from core DnD balance and such
yep
I mean, what can they hit a Wizard with he can't just blast from 120 ft away and avoid behind Shield?
15 domain expansion: devaluation of madness (non lethal barrier)
Effects this domain works kinda like idle death gambit where it follows a jack pot system for 3 turns
3d4
No matches nothing
Matching 1 quarter jackpot instant 90 cursed energy
Matching 2 half jackpot instant 120 ce and has 3 attacks and 50 extra feet
Matching 3 ¾ jackpot instant 150 ce and extra 60 feet and reversal deals 5d extra damage
Matching 4 full jackpot infinite cursed energy automatic fire aura 3d6 30 feet and when ever hit with a attack roll 1d6 for an effect and is unkillable
expssially 4
theres a couple ways to counter act 4 tho
invertered spear of heaven
miguels black rope
split soul katana
1 and 2 disable cursed techniques
3 hits the soul not the body
wait 1 more jacobs ladder
and the player fighting them have isoh
I made a magic item for my Cleric player to let them loot off the antagonist’s (demon/dybbuk possessing a Sunite clergywoman) body as a reward for the end of the current arc. She’s playing an Abyssal Tiefling who’s struggling between her “demonic nature” and a desire to prove that she’s good, so I kind of wanted to reflect that by letting her pick between consecrated and desecrated versions of the same mace with divine and abyssal themed abilities respectively.
https://docs.google.com/document/d/1gZ2zk5giF7qP1J4YJh1e7gXI6-XLuhZW0aF9qH-S19I/edit?usp=drivesdk
Would love any feedback y’all can offer to try and improve the item
https://www.dndbeyond.com/sources/dnd/br-2024/how-to-use-a-monster#StatBlockOverview
A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block, Vampire Familiar: (goes on to show the statistics of a vampire familiar)
I ask if it's something that is for monster/npc/enemy statistics, like making a... ice witch or something. Since it refers to a 'her' using that reaction, how often 'she' can use it, and so on.
Finally got a good version of the Ent race I'm making for my friend, thoughts?
Ent Homebrew Race DnD
Size: Medium
Creature Type: Plant
Bark Armour: Your Armour Class equals 13 + your Constitution Modifier. You cannot wear any kind of armour.
Camouflage: You have advantage on stealth checks to hide amongst foliage.
Photosynthesis: You do not need to eat food, though you can if you wish at no nutritional benefit, instead, if you have had less than 4 hours of contact with sunlight in a day you become Malnourished (see: Malnourished, Hazard). Drinking water applies as normal.
Guardian Magic: You know the spell Entangle, in addition you know the spell Speak with Plants from level 3 and Daylight from level 5 and can cast them for free once each per long rest. When casting these spells using this feature, treat it as if they were cast with the minimum level spell slot required. If you do not have a spellcasting ability and a spell requires one, use your Constitution.
Converse with Foliage: You can take an action to spread down your roots, you become Incapacitated and can use chemicals to ‘speak’ to any plants whose roots lay within 10ft of you. These plants may give information at the DM’s discretion, but will not take orders, and tend not to be helpful. Plants communicate at a speed 5x slower than Common and tend to be very roundabout. You can take an action to uproot yourself and end this state.
Minor point about Converse With Foliage; while incapacitated, you can't take any Actions, so you can't actually end the state as written, so potentially change it to a Restrained condition
Also, maybe something to clarify what happens if forcibly moved from the spot you're rooted in, because that's 100% the kind of thing that's gonna come up 😉
Might also wanna include a speed and language
But otherwise seems like a fun race, and can't see other major issues
oh yea, forgot about that lol
I've just specified that the action is an exeption, I think that's ok.
i want to play a self taught wizard (also called a hedge mage). What are some of the best hedge mage subclasses you know?
Is a once per round effect that triggers from hitting a target with an attack roll which gives you twice(2x) Stat modifier in THP too good?
I should add it comes in at level 6
what is the overall balence line for custom races in 2024 rules?
because that "strong" to "broken" ratio for homebrew is a hard line to gage for me being from older editions, the modern 5e seems to have some quite good options...
https://docs.google.com/document/d/1RX7fhg6YpPgAjrFq5aedKhjT19Gmo1Le0gmBnSwCdX0/edit?tab=t.0
This is a link to a google doc with a wizard subclass i made, how does it look?
Anyone?
Hang on, let me take a look
At a first glance it seemed kinda worrying, but honestly going over it, seems like a fun subclass focusing on lower level spells, and I don't immediately notice any major problems
It looks good to me!
Second opinion, maybe make the d4 into a d6 for the 2nd level feature, its a bit too easy to proc the feature
Fair, I’ll do that
Actually I have a bit of an idea
How about instead you roll a D12, and if the number is equal to or below your proficiency bonus you save the spell slot?
Or would that be too broken?
Ok, making a vampire boss fight (again)
General lore- vampires in my world can only be killed if the heart is destroyed, or the link to their heart is cut off. For normal vampires, this heart is in their resting place (coffin)
For Vampire Lords, heads of the bloodline, they can place their heart onto whatever fits their weakness in life (their sin)
Currently making a vampire of lust, with a focus on “desire”. I think what ill do is have a gambling aspect, where you can declare a gamble- “this character will not move” and if its true by the end of the round, you get a buff
More difficult gamble, higher buff
This will be the “lair” action, i think. Thoughts?
Would the D12 idea be too broken or is it balanced?
I think I figured it out after deep diving into the math. One extra 1d10 at fighter 5, 11 and 20 each keeps the scaling up to the same height as in tier 1
I'd keep it a simple die than that since it can lead to confusion
Fair
So I reworked some aspects of my AoE fighter subclass, most notably the damage and save DC scaling should match single target attack progression better now https://homebrewery.naturalcrit.com/share/QsKT-dWaVvHr
I need thiughts on how i could do thus
Elder Blackrazor
think blackrazor but stronger
im making another class of magic items, Mystic, which are every legendary ktem but stronger
I've been making some changes to Artificer Infusions to allow them to scale by Level (2, 6, 10, 14, 18). I've also got an aquatic Artificer intended to make underwater exploration and combat less of a drag (no pun intended). Right now, I'm struggling to think of a Level 15 Infusion on par with some Very Rare Magic Items that gains some bonuses when use underwater. Only thought I've had is an item to crush creatures with water pressure. Any other ideas?
You guys, I don’t know if this is homebrew or not, but I’m trying to come up with an idea for the last combat of arc 2 for my homebrew campaign. I don’t know if it’s a mechanic that I’m trying to figure out/create, or just explaining some dice rolls. This message might be long so I appreciate anyone who reads it 🙏🏼 Essentially, the party is in a combat on a map shaped like a U. There are three important NPCs on the map, two at the ends, one in the middle. Currently, the players are in the middle with the mini BBEG and one NPC. At one end of the map with one NPC, there is a second minor BBEG (not really the biggest bad, but he’s a big antagonist). At the other end of the map, there is the third NPC but no additional “main” villains. The NPCs at the ends of the map came in late to the combat and after the party was ambushed by more enemies (combination of bandits/pirates/dark elves). The “mechanic” I’m trying to figure out is how to give the players a choice for who they want yo save. I was thinking, with each round of combat, I would roll a die for each NPC that is NOT within range of the party (the two that just showed up, or the one in the middle, should they leave him). Each die roll for the first five rounds of combat would need to beat a DC of increasing difficulty. If the NPC fails 3/5 they are overwhelmed by enemies. If two players come into range, then the NPC will rely solely on their hit points (they will lose a predetermined amount based on their failed roles before players came into range). If the NPC saves all 5 I think thy might make it through the enemies to the party. If they fail all 5 they die.
If it works right, the players should have to prioritize and strategize who they want to save, risking the lives of abandoned NPCs or their own lives by spreading too thin. Not an entirely impossible situation, no forced loses, just consequences to decisions and bad dice rolls.
Any thoughts? Does it sound flushed out enough? Is it fun or fair?
I like the idea, but I would change rolling a dice to see who they're close to. I would make it so you have a map (this could literally just be a sheet of paper that you draw a U on) and use something like bottle caps to keep track of where each person and npc is. That would make it make more sense to the players and avoid situations where you were close to a npc one round and far from them the next which would be confusing. That's just a suggestion though 🤷
Update, im makikg a new kind of magic item
Elder Magic Items, stronger than artifacts and stronger than legendary items
im excited to get started with the Deck Of Elder Things
There is a physical map! I’m not 100% sure what the “in range” distance will be, but the dice rolls would just be done as long as two players are not physically within the distance from the NPC. The dice rolls are specifically to decide whether or not the NPC could hold their own for enough rounds.
Ah okay, then everything looks good to me :>
i really like this actually
i would tweak the d4 thing a little cus its really powerful + you get it at such a low level
make it so you have to roll 1d6
if you use a first level spell you conserve the slot on a roll of 4 or higher
for a second level spell you conserve it on a roll of 5 or higher
3rd level you conserve it only on a nat 6
i did that
This is basically that new Epic Boon of spell recall but better for level 2
At the very least making it mimic that Boon might be a good start
which part?
Conserve Arcana
i made it so it is on a roll of a D6 instead of a D4
In case you were curious, the Boon works is rolling a 1d4 when you cast a spell of 4th or lower, and if the roll matches the spell's level, you don't spend a spell slot.
A d6 probably works, but a 15% chance to get a free 1st or 2nd level spell is definitely a little on the weak side early on
so d4 is too strong but a d6 is too weak?
D4 if it's "equal to or lower". If it's at least like the Boon, where it's always a 25% chance for all 4 levels of spells, then it's prob fine
did u make it so its easier to conserve a 1st level spell on the d6 though?
if you wanna keep it for unlimited uses, it has to be a d20
and Cantrip Savant is very strong
if its a D20 it becomes practically useless
yeah, it’s a 3rd level spell
what do you mean?
and the other feature is already too strong
this is a high level feature you’re giving at level 2
Vro, that is next to useless because you can only cast one spell per turn, and most combats last at most 2-3 rounds
15% chance per combat to get a 3rd level or lower spell is not good
from a probability standpoint yes
but dnd combats dont last that long
Even later
you can cast spells out of combat
you’re a wizard, you have so many spell slots under level 3
https://www.reddit.com/r/DnDHomebrew/comments/1r8xfi6/school_of_hedge_magic_wizard_subclass/
This is a link to the updated school of hedge magic subclass
why are y’all so focused on combat
also, it can’t be that it doesn’t expend the slot
you gotta make it recover the slot
there are very specific things that change there, it makes less case in this situation
Out of combat Wizards are as busted as they have prep time, it's hard to staunch that.
It's still hard for me to think of a 3rd level or lower spell that they can't already Rest Trick abuse or be held back by Material Components where this would be an issue
This is a good suggestion tho
2024 unexpended slot is good because it gives you the ability to dual cast, which is why the boon doesn’t let you expend it