#homebrew

1 messages · Page 81 of 1

fierce dome
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Lol that sounds awesome though

vocal merlin
peak inlet
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I think you can just leave it without the initiative, give it a Survival prof maybe or something out of combat

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or a way to find traps

limpid zenith
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Also, best taker of this is a fullcaster. They love initiative boosts, and often lack a good bonus action.
Which is horrible flavour

vocal merlin
peak inlet
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the DC to see the traps should be 8+PB+WIS if you wanna have it that way

fierce dome
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It doesn't stun though? It restricts movement to approximately 3 feet without inflicting any conditions, so it doesn't affect attacks or anything

peak inlet
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instead of 10+PB+WIS

faint sonnet
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Realistically speaking, mechanics like this are often resolved by using a bit of common sense.

peak inlet
vocal merlin
peak inlet
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I assumed the feat has its own trap system

limpid zenith
vocal merlin
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You can give a party of 5 this feat and watch as the boogie around a Tiamat in A WHEELCHAIR.

peak inlet
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yeah, idk if I would make those BA meguDom

peak inlet
limpid zenith
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It just buffs those traps

peak inlet
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you could have them be able to set it from range if you wanna keep it as a mid-combat use

vocal merlin
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Say goodbye to ever having a fair boss fight.

peak inlet
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but BA for any damaging thing gets very dangerous when you don’t cap it

fierce dome
vocal merlin
fierce dome
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Wow this got controversial fast I can hardly keep up

faint sonnet
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This is mostly just a "me" thing, but doom and gloom homebrew criticism is something I see just as bad as toxic positivity.

limpid zenith
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All of it is the problem

peak inlet
limpid zenith
peak inlet
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the basic idea is fine

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the mechanics need to be worked on

limpid zenith
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The biggest question here is;
Do you want in-combat trapping?

faint sonnet
limpid zenith
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Have I been doom and gloom, or the others?

scenic urchin
vocal merlin
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Here’s what I would do: add proficiency bonus to initiative, and add proficiency bonus to DC to escape trap, which setting will take 1 action.

faint sonnet
faint sonnet
limpid zenith
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Gotcha. My main objection was around the flavour of in-combat trapping though

faint sonnet
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Heck, Thief can use this as a BA.

limpid zenith
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Wait really?

peak inlet
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yeah

faint sonnet
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Thief can use the Utilize action as a BA, yeah.

peak inlet
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but that’s kinda why you don’t want it to be there

scenic urchin
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fast hands > tiamat confirmed

limpid zenith
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Good point, though I hope the DM would rule that:
a) They're abundantly visible if set up in front of an enemy
b) You couldn't set them up in the space of an enemy

peak inlet
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Rogues already have a lot of BA options, giving them access to using 2 daggers as a BA and Action and giving them a Nick dagger still doesn’t make them break the game

vocal merlin
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c) if an enemy sees you set the trap they have advantage to escape it on the attempt.

limpid zenith
limpid zenith
peak inlet
fierce dome
faint sonnet
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For context, I am currently playing a 5.24 Thief as we speak in a Waterdeep -> Dungeon of the Mad Mage campaign. Thief's ability to do this stuff is great, don't get me wrong, but it's not at all gamebreaking, considering, well, you need to actually have the items for it.

limpid zenith
peak inlet
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lol, you can be a Hunter’s Mark Ranger with 3 Rogue levels and just get 5 attacks that proc HM

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not that this is the build you would wanna use

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but just pointing out you can use it anywhere

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CME build

fierce dome
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(also I don't think this thing is all that easy to cheese, the feat doesn't currently give any way to get hunting traps so they're a finite resource, and they weigh 25 pounds which really limits how many you can carry)

fierce dome
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Who has a bag of holding at level 1 lol

faint sonnet
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Going back to the "doom and gloom" aspect: For context, I'm historically ruthless when it comes to homebrew feedback. The reason "doom and gloom" feedback rarely provides anything meaningful is because it relies on both the assumption that the situation will come to pass, and that there's nothing that can be done about it. Both of those things are rarely true.

peak inlet
vocal merlin
scenic urchin
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feedback is contextual anyway

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thats why feedback that suggests solutions often doesn't work

vocal merlin
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On top of this, traps aren’t magical, crafting them is easy and buying them is generally cheap.

faint sonnet
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An oft forgetten part of the Bag of Holding is that it's a roughly 2ft radius cylinder that is 4ft tall. That's not very large.

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A hunting trap is also 25 lbs.

vocal merlin
fierce dome
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Artificers, which are expanded content and banned at a lot of tables, don't have a bag of holding at 2, they can have a bag of holding at level 2 but usually will spend their RMIs on other items like a manifold tool or a +1 weapon

faint sonnet
peak inlet
scenic urchin
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i'd push back and say if your balance hinges on people respecting the actual size of a bag of holding, your balance is in jeopardy cause that is not the norm at a table

vocal merlin
faint sonnet
vocal merlin
fierce dome
peak inlet
scenic urchin
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its likelier that a bag of holding has a small apartment in it rather than just a lil ol cylinder that a human couldn't hide in without doing some contortions

peak inlet
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taking items out of a bag of holding is a Utilize Action though iirc

vocal merlin
peak inlet
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you have to carry the traps you wanna use during a battle out on your person

faint sonnet
fierce dome
scenic urchin
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sure but if your goal is balance at the table, thats the reality you get to live in

peak inlet
scenic urchin
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if your goal is balance in this channel, then you have more luxury to say that >_>

peak inlet
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Portable Hole as well

vocal merlin
peak inlet
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I think the debate rn has nothing at all to do with the feat

fierce dome
peak inlet
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the issue with BA for traps is that it steps on Thief and also removes that synergy there

faint sonnet
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I would personally say this feat can only contextually be abused, by my standards.

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My own concerns are more about the gameplay patterns than anything.

peak inlet
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if someone wants to be mid-fight trap-setter they can already grab thief, so how can you upgrade the thief build

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and the other uses with trapping you wanna use?

fierce dome
scenic urchin
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at the table there's nothing stopping the DM from having mobs just step around the trap

vocal merlin
scenic urchin
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or jump over the trap

peak inlet
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you made it a Bonus Action, surely you assumed they would use traps in battle

faint sonnet
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Regardless of anything else, the specific issue I have is that this deviates from most Origin feats by providing a gameplay pattern that acts more like General feats than Origin feats.

peak inlet
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you could also make the traps usable as a thrown attack doya

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better Bomber

scenic urchin
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i mean there's a reason hunting traps don't get used often and it's not just because they take an action to set up >_>

peak inlet
fierce dome
peak inlet
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because you’re setting them up out of battle

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and in bulk if you wanna do it properly

vocal merlin
fierce dome
faint sonnet
limpid zenith
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🍿

fierce dome
peak inlet
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Origin feats also tend to be less combat damage oriented meguDom

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look at how crappy Savage Attacker is

vocal merlin
faint sonnet
limpid zenith
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Also, Savage Attacker (in addition to being absolute garbage) is just slow to play with.

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I don't want to roll damage twice every roll

peak inlet
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it’s pretty crap

fierce dome
limpid zenith
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Oh wow

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And it was bad before

peak inlet
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or I guess 2 dice if you’re using a Great Sword

fierce dome
limpid zenith
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But with how probability curves work, it's even worse with a consistent damage weapon like a 2d6

peak inlet
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I just allow my players to use 4d6 drop lowest 2 if they were unfortunate enough to grab Savage Attacker

faint sonnet
vocal merlin
limpid zenith
scenic urchin
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short answer, no

peak inlet
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with Piercer, it actually gets better

faint sonnet
peak inlet
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but that’s grabbing a second not great feat to cover for your first not great feat

limpid zenith
peak inlet
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I guess Champion archers may like it meguDom

fierce dome
faint sonnet
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If content is only unbalanced when the DM doesn't set boundaries, the issue is not the content, but the lack of boundaries.

vocal merlin
scenic urchin
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most of the time when i see artificer being shot down its generally a "i dont want this in my game", not a "I dont want player x to play an artificer"

vocal merlin
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Like a seasoned optimizer attempting to rip down a new DM by the lapels of icespire peak, sometimes the problem goes the other way around.

fierce dome
vocal merlin
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Which is the easiest problem to fix

faint sonnet
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Anyways, @fierce dome, I would try to figure out an Origin feat that works similarly to Healer where it relies on an item for part of its benefits but doesn't wholly rest on that item for benefits.

scenic urchin
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it is, with a fairly universal solution--- you be the DM

faint sonnet
vocal merlin
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I have a friend who plays an artificer pirate. Steampunk is overused and is a cliche

vocal merlin
faint sonnet
vocal merlin
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Which is easily changeable

faint sonnet
scenic urchin
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if we agree to the aesthetic before session 0 it aint gonna change during session 0

vocal merlin
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As both a DM and a player, I think banning a class outright is never the right answer.

faint sonnet
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Aye, which is why it's a matter of opinion.

scenic urchin
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well, you be the DM and show us how its done

vocal merlin
faint sonnet
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There's no "one size fits all". There is nothing inherently more valid in saying "banning a class outright is never the right answer" compared to "banning a class outright is the right answer."

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That's one of the fundamental things in cultivating games, and is extremely related to homebrew as well, considering that homebrew is almost always "opt-in".

scenic urchin
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make your game unique, ban something and then ask the table "what would happen"

limpid zenith
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I don't "ban" artificer. It's extra content from an expansion book, and I just don't include it.

scenic urchin
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what if no third level spells, what would happen

faint sonnet
vocal merlin
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“Hey DM can I play an artificer?”
“No, steampunk isn’t even close to the horror vibe of the campaign”
“What if I craft less mechanical items, and instead crafted some cool homebrew souls with a homebrew subclass?
“Yk what, if you do the work and write it, I’ll balance it”.

^being a reasonable person and compromising

scenic urchin
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i dont think "what if I bring in a homebrew subclass" is really a reasonable suggestion to bring to the DM >_>

faint sonnet
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The thing is, not everything needs a compromise, nor does everything inherently have one.

vocal merlin
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If you write it to be balanced then why not

scenic urchin
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because it wont be balanced

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statistically speaking

faint sonnet
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Because the DM has set boundaries, probably.

vocal merlin
faint sonnet
vocal merlin
faint sonnet
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Statistically speaking, most homebrew is very bad.

scenic urchin
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what percentage of homebrew subclasses do you think are balanced >_>

vocal merlin
scenic urchin
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if you are jeremy crawford okay maybe you could suggest that compromise

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you've demonstrated the capacity for professional game design, and the DM should take that into account, then sure

vocal merlin
scenic urchin
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one?

faint sonnet
vocal merlin
faint sonnet
vocal merlin
faint sonnet
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Lines and veils would disagree with that.

scenic urchin
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lines and veils are a safety tool where you state your lines at session 0, things you don't want to see in the game, not even suggested

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veils are things you don't want to see, but they can happen behind a 'veil'

vocal merlin
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I see.

faint sonnet
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It's not homebrew related, but it's one of many examples where compromise isn't necessary. Sometimes disagreements just show that people's styles of D&D don't match, and that they would be best served by finding tables that match their expectations.

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I'm extremely homebrew-focused, but that makes me especially aware of the negative behaviors that can come along with homebrew being used in games.

vocal merlin
peak inlet
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I’m trying to speed run making a magic item for one of my players before next session rhys_sip and I need some feedback

Dead One’s Cap

Wondrous Item, Rare (requires attunement)

This cap has 4 charges. While wearing it, you can expend one of the charges to cast the Etherealness spell using a Bonus Action without expending a spell slot. If you cast the spell in this way, it only lasts until the start of your next turn.
The cap regains 1d4 expended charges at Dusk.

After casting Misty Step or a spell that teleports you between the current plane and the Ethereal Plane, the next attack made against you within the next minute is made with disadvantage.

peak inlet
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it’s a Rare Magic item

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so whenever they have 4k gold to spend on it

vocal merlin
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Level…?

peak inlet
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they’re level 5 rn meguDom

vocal merlin
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But a lot stronger

peak inlet
vocal merlin
peak inlet
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Blink lasts for 1 minute

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this is once

vocal merlin
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But 1/3 chance of working

peak inlet
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ok?

vocal merlin
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I mean, it’s balanced ig? I don’t know the campaign theme but for level 5 giving the party a way to have a “safety” spell is fair

peak inlet
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Cube of Force is alaod a Rare Magic item

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my question is if it’s comparable to others

vocal merlin
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I’d say it’s slightly weaker than some other magic items.

peak inlet
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because this is a new character, they won’t have any magic items and would have to buy this for 4k

vocal merlin
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Something fun is a “tampered
Wand” homebrew item I made a while ago.

peak inlet
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they have no other items while the rest of the team had since level 1 to pile up

vocal merlin
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What class? Spellcaster I’m guessing?

peak inlet
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this is an Archfey Warlock

faint sonnet
peak inlet
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the second part has the issue of Blink

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how should it interact with Blink?

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does the disadvantage refresh every teleport or does it only happen the first time you blink

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and what if you blink back out after the turn you came back in

vocal merlin
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A tampered wand is a 2014 wand of magic missiles. This has 7 charges, and you’ll never guess: casts magic missile! However, it doesn’t cap at the level spell that they play has access to, so it can cast magic missile at the 7th level (9d4+9) once per long rest. Give them this… but make it so that whenever the wand runs out of charges they roll a d20, on a 1, the wand would usually break, BUT for this wand, it shoots the spell back at the caster.

faint sonnet
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From my own experience with Etherealness, the #1 use-case for this item would be going through walls, as you can walk through solid objects in the Border Ethereal.

peak inlet
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this one makes it so it’s only once per spell being cast

peak inlet
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I think both are gonna be the usual uses

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the PC also has Spiderclimb as one of their main spells, so jumping through floors and ceilings

faint sonnet
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Flight is definitely good, yeah, but this being a BA means that you're likely to pop it, and then Dash action through a wall/series of walls.

peak inlet
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it’s also a Blink if used in battle, but likely won’t be happening unless it’s a huge boss

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I guess I do agree with the charges being too high

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at 2 charges it’ll be impossible to use for combat, but maybe that’s actually a good opportunity cost to throw in

faint sonnet
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I think 3 charges is fine, personally.

peak inlet
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3 charges but 1d4-1 charges per dawn maybe?

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instead of 2 charges with 2 charges per dawn

peak inlet
faint sonnet
peak inlet
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the spells I can think of here are the Etherealness from itself, Misty Step, and Blink tbf

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Blink is the issue I was having with making it once per teleportation

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it makes Blink equivalent to Blur + Blink

weak hollow
midnight elk
noble lion
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I think it's quite cool, actually

midnight elk
noble lion
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So long as it's used as a primary focus of the plot whenever it's contracted, and, of course, can be cured, I think it could be quite interesting

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I've got my own query about a monster ability and whether I should change it's wording or function. Is it clear what being able to "pinpoint that object's location" means? Or is there more appropriate language

Gold Sense. The ant can sense the presence of any object containing gold within 120 feet of it, and it can pinpoint that object's location if it is within 60 feet of the ant. Creatures wearing or carrying gold objects have disadvantage on checks made to hide from the ant, and the ant has advantage on Wisdom (perception) checks and Intelligence (investigation) checks made to find the creature.

midnight elk
noble lion
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Yep!

midnight elk
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Okay, it's pretty easy to understand then!

peak inlet
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is it Locate Object level pinpointing or Find the Path

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or you can mention they know the distance and direction of the gold

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but yeh, it seems fine otherwise

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2024 Pact of the Tome can no longer copy spells into the book, is this too strong of a replacement for that? (Tomelocks only get a 9th level upgrade for their Pact and Chainlocks only get one at level 5, so I am working on ones for both at level 5 and 12 to better match Bladelocks)

Scholarly Gift

Prerequisite: Pact of the Tome, Warlock Level 5+

As a Magic Action, you can insert a spell scroll of your Pact Slot level or lower into your Book of Shadows, it can only hold one spell scroll in this way.

If the spell on the scroll contains a Ritual, you can cast it as a Ritual without consuming the spell scroll, and you can do this even if the spell is not a Warlock spell.

Alternatively, if the spell scroll contains a spell with a casting time of an Action, you can use the spell scroll as a Bonus Action.

The spell scroll cannot be removed from the Book of Shadows once it has been inserted. The spell scroll can only be replaced when conjuring a new Book of Shadows. If there is an unconsumed spell scroll in your Book of Shadows when you summon a new one, you can choose whether to copy that spell scroll to the new book or destroy the spell scroll.

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———
the BA spell might be too much, I might make it a separate level 5 option or just remove it completely

warped carbon
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hi

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could i get some opinions on the magic items i made up

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hello?

drowsy canyon
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no one's gonna give opinions until you send the items

warped carbon
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ok

scarlet terrace
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Ive had a eureka moment. Introducing the concept of the Magizerker. A sorcerer that rages like a barbarian.

Would act as a dex based high octane caster that focuses on close combat spells. (Less than 30 feet).

Their main feature is Mana Surge. Which puts em in in a rage-like state based on mana madness rather than anger. It would increase movement speed and add action surge but limit it's wielder to non spell/cantrip attacks. Which allows you to use the large lightning claws you now have. Also you and everyone near you roll a d20 anything less than a 15 and the person/dm rolls on the wild magic surge table.

You also have Mana Breach a more controlled version without the wild magic surge but less buffs and a better upkeep.

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Thoughts?

restive tusk
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I think you’d have to find a way to avoid too much rolling. If you’re triggering multiple surges in a short amount of time combat would slow down quite a bit

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Conceptually I like it though

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Make it use one of the mental stats for casting also. Dex is already a strong stat as is and making a SAD Dex caster would likely lean towards being overpowered

scarlet terrace
restive tusk
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That's a pretty clean solution

scarlet terrace
restive tusk
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Just for balancing purposes I might make it a (casting-stat) save to be affected by the surge instead of a flat 25% chance

warped carbon
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the first one is hairbrush switch sword it is a uncommon attunement is optional wen not attuned you haft to say extend and the blade shoots from the end and retract to retract the blade and wen you're attuned to it all you haft to do is think extend or retract the second one is the lair bag it is a rair magic item it's like the bag of holding except the space within is 30 feet deep 40 feet wide and 40 feet long

scarlet terrace
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What about wisdom? I feel like its in line with the madness part.

restive tusk
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Wisdom seems fine, I agree

warped carbon
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hello?

restive hare
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How could I homebrew a candy that can give random status effects?

restive tusk
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Your items seem fine, I wouldn't say the hairbrush sword is powerful enough to need attunement

restive hare
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Like a red cherry candy could give you increased stamina or even heal you

drowsy canyon
restive tusk
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It also seems fine, it's just a bag of holding with an increased volume

drowsy canyon
warped carbon
warped carbon
restive tusk
warped carbon
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i gtg bye

restive tusk
restive tusk
drowsy canyon
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maybe you could just make it an automatic crit?

floral creek
pallid brook
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That seems VERY powerful

floral creek
pallid brook
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That, plus auto exhaustion, plus another stunning strike/a petrify.
Plus this is somewhat similar to mercy monk

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But yes, the level 11 feature is a big part of it

floral creek
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i based it off mercy somewhat. i was also thinking of toning down the exhaustion to a 1 on fail and nothing on save.

pallid brook
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That would definitely be more balanced

scarlet terrace
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what is the dc saving throw for wild magic?

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10ish?

stuck raptor
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for wild magic sorceror?

pallid brook
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Prof+charisma mod

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For sorcerer

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I believe it’s prof+con for Barb

stuck raptor
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-# forgetting the 8

scarlet terrace
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im homebrewing a feat that would make you and enemies roll a save or have to roll on the wild magic table

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whats a solid save

pallid brook
stuck raptor
scarlet terrace
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im making it wisdom i just need a solid save number

stuck raptor
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if its a feat, it should scale with the place imo

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8 + wis mod + pb

scarlet terrace
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its a part of a feat

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it should stay static otherwise it would be op

stuck raptor
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stares at wild magic sorc

scarlet terrace
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especially since its being rolled twice lol

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im giving sorc a melee based rage mode

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and its a dex caster

floral creek
scarlet terrace
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it comes with the subclass so it needs to work for all levels

floral creek
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in that case scaling it would prob be best cause if its to low some high level fights it'll be difficult to get it to work if its static with no change to the DC

scarlet terrace
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ig so how would i word it?

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its gonna happen twice once upon mana surge start and once upon ending it

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mana surge lasts 3 turns

floral creek
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8+prof+chosen stat(whichever one you want it to scale with) but could always just use spellcasting dc as well

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if its a spellcaster

scarlet terrace
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does dnd have electric/lightning damage?

floral creek
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yea lightning is a damage type

scarlet terrace
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if i tweak fireball dmg could a caster theoretically survive one?

restive tusk
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Depends on a lot of factors. Level, hit points, turn in combat, dex save, etc

stuck raptor
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a level 1 sorceror is not the same as a dragon or high level wizard

scarlet terrace
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i need a big kaboom to end the mana surge centered on the user

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i was thinking 15ft

restive tusk
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And the caster would be affected?

scarlet terrace
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yes

restive tusk
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Why would the caster use the ability if it was strong enough to potentially kill them?

scarlet terrace
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everything in 15ft including the mana surge caster

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its a blitzkrieg last man standing ability im also making mana breach a more toned down safe version of it

restive tusk
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What's the full ability text?

scarlet terrace
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If you are able to cast spells, you can't cast them or concentrate on them while Mana Surge is active. Your Mana Surge lasts for 3 turns. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You must long rest before it can be used again.

Upon the activation of Mana Surge all creatures within 10ft (including self) must make a dc10 wisdom saving throw that increases by +1 per level.

Upon the deactivation of Mana Surge each creature (including self) within 20ft of the user of Mana Surge must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

Gain the following effects for the duration of the Mana Surge:
-Lightning Armor: A protective magical force surrounds you. Your base AC becomes 13 + your Dexterity modifier.
-Lightning Claws: Changes unarmed damage to 1d6 lightning + Dexterity modifer. You gain a bonus to the damage roll that increases by +2 per level.
-a bonus 10ft to movement speed
-You have advantage on Dexterity checks and Dexterity saving throws

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im tweaking the fireball effect so this is still being worked on:
Upon the deactivation of Mana Surge each creature (including self) within 20ft of the user of Mana Surge must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

floral creek
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maybe an innate half damage for the caster?

scarlet terrace
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i like that idea

restive tusk
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I'm not seeing how it's a last stand ability. I think the intent is that when the ability ends (either by death, manual ending, or running out the timer) the ability explodes, but so far it seems with the way it's worded only a manual deactivation will cause the explosion

scarlet terrace
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that way there's a chance to survive and not guaranteed

scarlet terrace
floral creek
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mood right there

restive tusk
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This ability already puts the caster in threat range for most monsters, the gameplay loop as is seems more likely than not to kill the caster after the ability ends

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What's the class hit die?

scarlet terrace
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dex

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its a dex caster

restive tusk
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It's hit die, not it's casting stat

stuck raptor
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thats not hit die

scarlet terrace
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sorry wdym hit die?

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ig that would be sorcerer since its a sorcerer subclass

restive tusk
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Why would it be a dex-caster (which is op) when it's a sorcerer subclass?

stuck raptor
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... suiciddal d6 class

scarlet terrace
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also is this wording better?: Upon the end of Mana Surge each creature (including self) within 20ft of the user of Mana Surge must make a Dexterity saving throw. All targets take 8d6 fire damage on a failed save, or half as much damage on a successful one. The caster of Mana Surge always takes half damage on a failed save or quarter damage on a successful one.

restive tusk
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And yeah a d6 hit die on a class that is forced into melee and has a self-damage will basically kill the caster on turn 3

scarlet terrace
scarlet terrace
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go crazy, kill everything or die trying

restive tusk
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Why would a character take an option that would kill them?

scarlet terrace
#

ever watched gachiakuta?

stuck raptor
#

blood hunter is less suicidal and it is already bad becase of it

restive tusk
#

Read and watched yes

stuck raptor
#

i should pick it up...

restive tusk
#

But that doesn't have much relevance to ability balance

scarlet terrace
#

think of it being used by a jabber style character

restive tusk
#

I wouldn't say it invokes Jabber as it is

scarlet terrace
#

what would you recommend changing?

#

the burst damage and chaos is what makes it fun imo

stuck raptor
#

thats base sorceror

restive tusk
#

The ability effects are not enticing enough to encourage going into melee.

  • 13+Dex matches mage armor which Sorcerer can already get
  • Lightning Claws do not do enough damage (especially since Sorcerer only gets 1 attack per turn)
  • Movement speed is relatively inconsequential
scarlet terrace
restive tusk
#

That still wouldn't offset imo

scarlet terrace
#

but what youre saying is

#

buff it

stuck raptor
#

make it not suidcidal

restive tusk
#

yeah I'm saying that it wouldn't encourage the use much more

#

Like it helps, just not enough

#

I agree that the removal of the suicide bomb at the end, or making the caster immune to it would make the ability a lot better

scarlet terrace
#

i feel like the risk should stay it shouldnt be used lightly during a fight

#

but i can most certainly buff the output

#

what do you think about action surge being every turn for 3 turns letting you do a total of 9 attacks per mana surge?

stuck raptor
#

you already run huge risks running a sorceror into melee in the first place

#

its a ranged blaster class, you put the gun in the middle of a forge

scarlet terrace
#

im the type of player who uses fireball in melee range

stuck raptor
#

ok, thats your choice

scarlet terrace
#

unfortunately it is not balanced for that so im making a subclass to fit my playstyle

#

how much damage should the claws deal?

#

2d6 or 4d6?

#

Gain the following effects for the duration of the Mana Surge:
-Lightning Armor: A protective magical force surrounds you. Your base AC becomes 20 + your Dexterity modifier.
-Lightning Claws: Gain large lightning claws that changes unarmed damage to 4d6 lightning + your Dexterity modifer. You gain a bonus to the damage roll that increases by +2 per level.
-You gain a bonus 20ft to movement speed.
-You have advantage on Dexterity checks and Dexterity saving throws.
-You can Action Surge once per turn every turn Mana Surge is active.

#

think this is worth it?

floral creek
# scarlet terrace think this is worth it?

the ac being that high is very powerful.
also how about giving temp hp on the initial activation like maybe 1d8 x sorcerer level for the duration or something to make it a lil beefier for that time?

thorny sable
#

#dnd-minis message

Hello!! I wanted to make 2 stat blocks for this miniatures I printed!

One would be a boar for a hunt of some sort or a bigger boar pet of an enemy

The other is sort of a snow golem, my initial idea was to make it use the golem stat block but to change a few things, for example the immunity to non adamantine physical damage to a regeneration blocked by fire damage or some sort (imagine it melting the snow and when it tries to regenerate it freezes into ice and can't fully regenerate

Or give it the ability to throw snowball instead of using Slow

tulip lodge
#

Ello!

I'm trying to put Kryand's Cleric of Eilistraee (Sword Dancer Domain) into the website so I can use it for our campaign, but I don't really know how to do half of it.

I succeeded in the domain spells, and adding proficiencies, but don't know how to handle much else.

Things to do (removing the names and stuff to make the logic clearer):

  1. Make non-heavy proficient weapons finesse when used by subclass holder & make all proficient weapons into possible spell foci.
  2. Make subclass action activate buffs/modifiers for the duration of its effect: +2 AC
  3. Make the same subclass action allow for a reaction to add <proficiency> to AC or DEX saves when subclass holder is hit/failes the DEX save (plus limiting the charges of this reaction to <DEX mod> per short rest)
#
  1. Custom Channel Divinity: Spellsong - Spend a Channel Divinity Charge and a spell slot of the appropriate level to cast any Class spell (of 6th level or lower) twice during the turn.
  2. The spell from 4 requires verbal, somatic, and material. If the standard material value is under 100 gp, subclass holder's sword/spell focus is valid instead and will not be consumed.
  3. If the cast time takes more than a round, reduce movement by 50%, and limit (re)actions + bonus actions to: Disengage, Dodge, Effect-specific actions, and the subclass (re)actions from 2 & 3 during the cast time.
  4. If the spell from 4 requires concentration, subclass holder enters an altered version of concentration: movement speed is normal, all (re)actions & bonus actions can be used, and concentration cannot be broken by taking damage. Altered concentration is instantly broken when subclass holder cannot continue verbal, somatic, or material.

The following are for levels beyond lv. 3:
8. Extra Attack & delayed "Divine Strike"-like mechanic -- Should be an easy job with access to any (sub-)class with the normal abilities, but I don't know how to do that (with only access to free stuff, maybe I could ask the DM who has a subscription).
9. Material limits of a "free" spell from 4 are increased to 1000gp
10. Reactions from 3 don't need the subclass action, using the reaction activates the subclass action automatically, and the reaction limit is removed.
11. Drow lose sunlight sensitivity.

(Also posting this on Reddit, and I'll be trying to work things out while waiting for replies.)

cerulean seal
tulip lodge
#

ah, aight thx!

tranquil agate
#

Does anyone have non-magical homebrew classes they would recommend?

tall shard
tranquil agate
tall shard
#

thats alot to read thx

tranquil agate
# tall shard thats alot to read thx

Alternatively, maybe take the Rune Shaper feat as inspiration, but scale it up? So each Rune grants an improved version or a higher level spell or something?

cerulean seal
frank leaf
#

Oh wait

cerulean seal
frank leaf
#

insight check, Wis save

frank leaf
#

Anything past that gets clunky

#

Also

#

Maybe specify that the information will be given under the effects of the Zone of Truth spell?

#

Because otherwise, players can just.

Not.

#

Nothing forces the player to give them any of what it says you can offer them

#

Or is that the point?

cerulean seal
#

That’s the point. You are forced to disclose the type of information. Weather the target falls for this or doesn’t is where the contest comes in

#

Otherwise you would never be able to use this on an enemy potentially l

frank leaf
frank leaf
#

Maybe then it's worth a Reaction and a Sorcery point?

cerulean seal
#

Let me make that adjustment.

frank leaf
#

Which are fairly likely to be swayed by a piece of meat

#

And obvi often have around 3 or less Int

floral creek
#

maybe specify with "that understand you"

frank leaf
frank leaf
#

That should cost 2

frank leaf
#

Because again

#

They can do it to literal Beasts

#

Sorcery Point Farm 😭

cerulean seal
#

Meaning a max of 5 coins to mess around with

#

Assuming you do contact a total of 5 creatures in a adventuring day

#

Those creatures could ideally be your own party members too

frank leaf
#

Per LR I assume it's supposed to mean?

cerulean seal
#

In the 3rd level feature

frank leaf
#

Why per day?

cerulean seal
#

The coins only show up 1 = creature contacted

cerulean seal
#

Fixed

frank leaf
#

Now that I'm looking at it, yeah, the Sorcery Point one does seem fine tbh

#

It isn't rly out of line with other Sorcery point recovery features

cerulean seal
#

And then 18th level is standard sorcerer super Saiyan mode

frank leaf
#

Because you can get more Innate Sorceries

#

By spending Sorcery points

cerulean seal
#

Or change the effect to?

frank leaf
#

So for 6th level . . . Hmmm. Name is hard coded to that feature

frank leaf
#

Those are kinda devastating

#

So a way to let allies reroll them or force enemies to reroll them is very strong

#

Particularly with the Adv/Disadv boost to back it up

cerulean seal
frank leaf
cerulean seal
#

Hmm…

midnight elk
#
Radiant damage:
Ignores all resistances and immunities


Prevents Mythic traits from triggering until the end of the Absolute’s next turn


Cannot be reduced or negated in any way


(If the party does not discover this, the fight is unwinnable.)```
I messed up, if you don't hit this with radiant it doesn't take much damage.
frosty bear
#

hey I need some thoughts on this kind of mechanic thing (I'm unsure how to describe it) i want to introduce to my player. If you are interested in assisting me with ideas or balances please DM me 🙂

acoustic merlin
#

When it comes to homebrew is it possible to get feats/perks/abilities

#

Of other subclasses

coral delta
#

Anything is possible with homebrew. The question primarily is "will your DM be willing to accept what you bring to the table"

acoustic merlin
#

Is it possible on DnDB

#

Like for any example getting devil sight from warlock fiend pact

coral delta
#

If you want to write that information in for a different ability, then sure.

#

I don't know enough about DnD Beyond to program the effects in the same way, but the description can be added if you and your DM agree on it.

acoustic merlin
#

Ahh ok

coral jackal
#

Made another subclass, although i'm not too sure if it's quite balanced or not, this one is for the warlock, it's kind of a little bit loosely based on the sins, and also has guns included
https://homebrewery.naturalcrit.com/share/yH4jkFp7zsu5
also wondering if i could get some input on the one in the message im replying to since i haven't gotten a reply yet, any help for either subclasses is much appreciated ^^

thorny sable
dusky aurora
#

Sure.

dusky aurora
thorny sable
#

I'm a not well versed in homebrew so rather than a number I wrote down what they are supposed to do, for the snow golem I would say around the same as the stone golem or a bit less, for the boar I would like it to be challenging for a group of level 4/5 characters

dusky aurora
#

and do you want them to only be fighting the boar? single target fights arent easy to run, would you be open to it being a pack of boars?

thorny sable
#

I'm playing with 5 now! But I think will usually be between 4 and 6

thorny sable
#

Like he's the "alpha"

dusky aurora
#

okay so one "commander" and a few subordinates.

thorny sable
#

Yeah!

dusky aurora
thorny sable
#

I'm playing 2014 didn't read 2024 yet, is it that different?

dusky aurora
#

not too sur, im not too familiar with 2024 yet. i stick to 2014 since its what ive run for years

coral delta
thorny sable
#

Ohh I see, it is a bit boring to see my fighter player dish out 100 damage in a turn at level 6 at the start of a bossfight

dusky aurora
thorny sable
#

Oh yeah he does

frank leaf
thorny sable
#

Oh yeah! I said the fighter cause at the moment I don't have a caster in the party!

frank leaf
#

Dangerous minions to make casters feel useful is a good offset if you don't want Martials having all the turn one glory

thorny sable
warped carbon
#

hi

#

is anyone there?

rain gyro
#

I'm not gonna work on this much for now but I have a very ambitious one shot idea in the future. I really think it'd be cool to make a one shot based off of the game/film Iron Lung. I would have to completely rework combat but I kind of have an idea for that anyways. Yes I know DnD isn't the best system for this idea but oh well it sounds fun

warped carbon
#

i have some cool magic items i'd like an opinion on

#

1st is the hairbrush switch sword attunement is optional when not attuned you can say extend and the blade will shoot out. say retract and it will disappear when attuned all you haft to do is think extend or retract. 2nd is the lair bag it is like the bag of holding. exept you can breath while inside. and the space inside is 50ft deep 40ft wide and 40ft long

coral delta
warped carbon
#

i was thinking you could have a house in it

coral delta
#

Sounds like a rare or very rare tier item at least, so nothing a low level character should ever have access to. Honestly probably not worth the headache any DM will experience with such an item.

frank leaf
#

That actually sounds cool

warped carbon
hardy wing
#

Oi, so I’m homebrew an improvised breath attack with everclear/oil and a torch or candle for my way of the drunken master monk and I wanted to get some ideas on it since I’ve pretty single target heavy right now and my dm said I should think about the homebrew and talk to him about it afterwards

I was kind of thinking of a cone attack in front of me probably doing something like 2d8 fire damage

frank leaf
#

It's 3d6 damage for a 2nd level spell

#

Would this be at will?

#

Then smth along the lines of 2d6, and being able to replace attacks from the Attack Action with them could be fine

frank leaf
#

(If this is 2024, then that's 1d4 damage at the start of their turn until they stop drop and roll by going Prone or drop them selves in liquid)

hardy wing
frank leaf
frank leaf
hardy wing
#

Really?

frank leaf
#

In case the DM is confused where in the PHB it is

frank leaf
hardy wing
#

Guess that makes sense

midnight elk
hardy wing
#

Lol is this an artificer weapon?

midnight elk
#

It can be.

midnight elk
lyric sedge
#

I wanna play but idk if it’s good or how to optimise it

frank leaf
lyric sedge
#

Yea I figured as much

#

How would you fix it?

#

I commented on the original yt video I would have liked to see more options for haunting tones and less capability on the enemies part to remove the tone

#

Also having 3 or 4 options instead of just 2 like the noble genies channel divinity

frank leaf
# lyric sedge How would you fix it?

It's just rly situational. If you want it to still be unique from redemption, then . . .

  • No save on Dissonant Dirge option.
  • Devoted Dirge as a BA, and is a number of d8's equal to the Haunting Tones removed, and you don't have to remove every Haunting Tone to use it.
lyric sedge
#

Very interesting indeed

frank leaf
lyric sedge
#

So instead of after divine smite , Devoted dirge is a bonus action of its own and a change to how the hp works

frank leaf
lyric sedge
#

Lemme write this down hol up

frank leaf
frank leaf
#

I say because sometimes you want a Monk to taxi you across the battle

lyric sedge
#

I see

frank leaf
#

Either make it a buff to both options or smth else entirely

lyric sedge
#

I see

#

What to change it with tho lemme think

frank leaf
#

The Temp HP pool and the damage Reaction

lyric sedge
#

?

frank leaf
# lyric sedge ?

So instead of just the d8's, d8's plus Paladin level Temp HP for Devoted Dirge.

And for Dissonant Dirge half the damage they dealt plus your Paladin level

lyric sedge
#

I see

#

I had sort of already changed the lvl 3 feature to be the d8 + charisma

lyric sedge
#

So damage was half + charisma for dissonant dirge and hp heal was 1d8 for every creature removed tone + number of creatures

#

So 3 creatures is 3d8+3

frank leaf
lyric sedge
#

I still wanna figure out how to make the haunting tones stick

lyric sedge
frank leaf
#

So that it's balanced and not just straight better Glory Paladin

lyric sedge
#

I mean the creator did say they wanted a “use it or lose it” theme with it

frank leaf
lyric sedge
#

Btw thanks for your help

frank leaf
frank leaf
lyric sedge
#

Ah ok

#

Tysm

stray jetty
#

Hey, ive been a dm for a year and im starting up a homebrew campaign based on Kameo and the elements of power and was wondering if anyone more experienced as a player would be willing to take a look at the transformations ive made based on the elemental warriors in the game and let me know if any are too op or too weak

I apologise if this isn't something that usually people ask for but im afraid of handing out transformations (everyone has unique ones and none are shared) and them being game breaking as im not a big fan of retconning or nerfing players as i think it spoils the fun a little bit

Some are definetly designed to be stronger than others but each have their own class kinda. so im not looking for perfect balance just more on the lines of no poopy ones and no godly ones

viral thunder
stray jetty
#

Am i okay to drop you a dm ?

viral thunder
#

ye :D

#

and ty for asking lol

shadow zodiac
rigid swallow
#

Someone asked me a head scratcher of a question about classes and I'm wondering if someone here might help me.

Wizard is to Warlock and Sorcerer, as Artificer is to what?

Like Artificers and Wizards are both typically on the "studious" end of the spectrum, having to learn and experiment their way through their craft. I guess a "warlock" of artificery would be someone who themselves can't build stuff, but has equipment given to them (that only they can use perhaps)?

faint sonnet
#

I would say that it's largely incomplete information, considering they provided an extremely generic class as an initial comparison point.

south wasp
#

DND homebrew vampire boss

Vampire of Lust
Armor Class 14
Hit Points 475 (50d8 + 250)
Speed 40 ft.

STR 12 DEX 18 CON 20 INT 16 WIS 14 CHA 22

Heart of Desire. As long as Lust's main desire is still achievable, or hasn't been achieved, she cannot be reduced to 0 HP
Aura of Devotion. All creatures within 30 ft have disadvantage on Charisma saving throws

Actions
Multiattack. Lust makes two Rapier attacks and one Bite attack
Rapier. +9 to hit, 1d8+4 piercing + 2d8 Psychic
Bite. +9 to hit, 1d6+4 piercing + 3d6 Necrotic
The target's hit point maximum is reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest
If Lust's heart remains beating, she regains hit points equal to the necrotic damage taken
Mirrored Desire (Recharge 5-6). Using her Mirrors, Lust can do one of the following

#

Mirror Drain: Line 60 ft from Mirrors. Creatures in the line of Lust's choosing must make a DC 16 Constitution Saving Throw against this magic, taking 32 (5d10+5) Psychic damage on a failed save or half as much on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Target cannot be hit by more than one mirror at a time

Reflection Trap: Creatures within 10 ft of a mirror must make a DC 15 Charisma saving throw or be trapped within a extradimensional plane. They remain there unless the mirror they are trapped in is broken

Legendary Actions
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Mirror Step. Lust may teleport to a mirror, and move half her movement
Charming Eyes (Costs 2). One creature within 15 ft must make a DC 16 Wis save or be Charmed until the end of Lust's next turn
Beguiling Invitation. One Creature Lust can see within 60 feet may use it's reaction to move up to it's speed, then takes 1d10 psychic damage for each 5 ft away from him it ends this movement

desert slate
#

question, do yall think its unfair to make a status effect that can reduce stat and skill modifiers? im making a madness effect for some cosmic horror type monsters im cooking up and some of the parts of it do that

pallid brook
#

That’s already a thing

desert slate
#

really?

pallid brook
#

Mhm

desert slate
#

damn

#

well this sucks

pallid brook
#

Shadows drain strength for example

desert slate
#

ohhh i thought you meant the madness effect

pallid brook
#

Oh no I meant the stats

desert slate
pallid brook
#

Mb, should’ve clarified

pallid brook
#

At least I think

desert slate
pallid brook
#

I see

desert slate
#

thank god the madness effect isnt a thing yet tho, ive spent this whole night making a seperate effect for each class not including blood hunter (cus thats technically homebrew)

pallid brook
#

There’s a Madness table in a niche book somewhere, but it kinda sucks and is almost entirely flavour iirc

desert slate
#

as long as its not a straight up condition, im all good

midnight elk
desert slate
# midnight elk Oh

yeah dude, i read the whole thing, its a little op, but its cool as hell

narrow quartz
#

If I was trying to create a custom 2024 background, what does it get?
I made a character for my friend with a custom 5e background I found online, only to realise it is extremely weak and making her underpowered compared to the rest of the party

desert slate
#

well whats the basic concept of the background?

narrow quartz
#

An Ex-Cultist
Her old one gives:
Deception + Religion
Poisoner's Kit
A language

#

Compared to mine of :
+2 and +1
2 Skills
A tool
A feat that fits my character

desert slate
#

that seems fairly balanced, but there is a cultist background already that includes ex-cultists if you wanna use that

narrow quartz
#

oh?

desert slate
#

yeah, i have a link to it if u want, i just googled it lol

narrow quartz
#

the only one ive ever found to do with cultism was on scribd, and its the one she's using
this all stems from the fact that my stats are SO high, everyone elses stats are balanced but they get more util, whereas she gets neither
yeah send the link please

desert slate
rain gyro
#

Enough... I have endured more than enough...

desert slate
#

new question, is restricting cantrips too op

bright terrace
#

should I include the list of 2014 spells that my class can use as well (it's a 2024 class) just if there are campaigns that have like a combo of both

plush atlas
#

Non-Newtonian Slime
Hp: 6d10+25
AC: 0
14 STR, 17 CON, 9 INT, 15 DEX, 12 WIS, 8 CHR
features:
Oobleck: When hit: This creatures AC becomes the number rolled to hit it for 2 turns.
Impact: attacks a player, DMG = Player's AC + 1d8

desert slate
plush atlas
#

Wololooooo

bright terrace
#

idk what else to say

#

i suck at homebrew creatures

plush atlas
#

I feel its a fun creature

desert slate
#

i copied the stat block template from the plants vs zombies stat blocks i made so dont look at the actions or reactions lol, theyre for a peashooter

restive tusk
#

It’s lacking a few key details compared to an official statblock, otherwise generally this is particularly punishing to melee characters and likewise very easy to beat for spell casters

cerulean seal
#

I use old spells for my homebrew all the time

rain gyro
# rain gyro I'm not gonna work on this much for now but I have a very ambitious one shot ide...

(I said this earlier but got no response so im gonna say it again while chat is empty)

I'm not gonna work on this much for now but I have a very ambitious one shot idea in the future. I really think it'd be cool to make a one shot based off of the game/film Iron Lung. I would have to completely rework combat but I kind of have an idea for that anyways. Yes I know DnD isn't the best system for this idea but oh well it sounds fun

fast cove
#

you're going to have your players stuck in a 4x4 metal tank and sit around for a big fish to eat them?

heady stream
amber hollow
# rain gyro (I said this earlier but got no response so im gonna say it again while chat is ...

I think you would genuinely be better off taking inspiration from it and utilizing... creative liberty.
You could just do "boat in spooky waters" instead of confining to a submarine. The waters kill, to confine them to the boat. It's very dark, they have only a sensing eye being dragged along under the water to see moments of what's under the water.
And the water is blood.
Perhaps in a different plane.

jagged stirrup
#

Hi all. Could I get some feedback on if my homebrew item is too strong or not?

#

My DM says it's extremely strong, and I just... don't feel it is. But I don't want to bring it up unless others agree with me

#

I have a lot of experience with board/video games, but not as much with table top

restive tusk
#

Feel free to post it

jagged stirrup
#

My Original Item:

Quill of Impossible Moments:
Reaction: When an ally within 30 feet of you fails an attack throw, saving throw, or ability check by 5 or more points, they may reroll with advantage. This uses two Bardic Inspiration.

My DM thought that was too strong, and made it:

Reaction: When an ally within 30 feet of you fails an attack throw, saving throw, or ability check by, they may reroll that roll. This uses two Bardic Inspiration.

#

Recently he agreed to change it to:

Activation: When an ally within 30 feet that you can see fails an attack roll, saving throw, or ability check, you may use your reaction to allow them to reroll it. This ability can be used a number of times equal to your proficiency bonus per long rest.

Which, again, still feels weak to me. The item was awarded to me for winning a competition, which my friend won as well. She chose a Helm of Teleportation, and that just... feels a lot stronger to me?

#

I was originally going to pick a Cloak of Displacement, but I wanted to make something more fun and thematic

fast canyon
#

Hey can I ask for some help on dnd beyond? I’m trying to manually make the oath of vengeance for a friend to use in our campaign but I cannot understand how to make a spell table of spells that become available? I keep going to the dummy character sheet and the spells aren’t granted what am I doing wrong

#

I’m pretty new to this and I’m just trying to get this to work

jagged stirrup
#

I'd suggest grabbing another item and modifying

amber hollow
jagged stirrup
#

Like Arcane Trickster

fast canyon
#

Okay lemme give those a go, I just really don’t want them to buy a whole book online just for a single subclass, it’s a bit dumb

native glacier
#

@amber hollow Tell me mooore

fast canyon
jagged stirrup
#

Of course! Glad to help

#

Hopefully I can get some feedback on my item soon, lol

restive tusk
# jagged stirrup Recently he agreed to change it to: > Activation: When an ally within 30 feet t...

The final version is already pretty good. Worst case scenario another fail comes up. I’d say the initial version was a bit wonky since “failing by X or more” isn’t a common 5e thing and rerolling a d20 test with advantage is fairly strong, but burning 2 BI on the reaction is also fairly punishing.

The Helm of Teleportation is as useful as traveling long distances matters in your campaign. It could be useful in combat, but again fairly situational.

amber hollow
# native glacier <@239687738050347019> Tell me mooore

https://docs.google.com/document/d/12ou7HtV8W_BBJbxSaS1W0kLnXeJBylk0-ujqq56R0BA/edit?usp=sharing
Pit Viper is here (Along with the other 3 Slay the Spire subclasses it's a part of)

Their main tools is Poison Sneak Attack (inspired by arachnoid stalker, but with limitations such as using a weapon and having a poisoner's kit), Flechette Spray (which requires a Flechette Bracer from the feature with that name), and Finesse Strikes, letting the rogue use Dex for Unarmed Strikes, and sneak attack with them. Flechette Spray uses sneak attack damage, but save-based in an AoE, but you can't spam it every turn since it needs a resource you need a full minute of work to prepare another.
At 9th they get an extra unarmed strike on top of each Attack Action or Opportunity Attack, they get Sap or Slow on each unarmed strike, and some cunning strike options for unarmed strike sneak attacks.
At 13th, they also gain Vex and Graze as options for unarmed strikes, and Poison Sneak Attack grows to d10s instead of d8s.
At 17th, they can cause a corpse to violently explode with a thunderous poisonous burst. And they finally get to do poison sneak attack on unarmed strikes, and ignore resistance to poison damage.

native glacier
jagged stirrup
#

But maybe I'm underestimating my item compared to Fortune's Favor

restive tusk
#

Teleport is a decent 7th-level spell but it also has a lot of caveats. Generally your ability will have much more day to day use, especially since it doesn’t come with a time limit or a (relatively) costly material component like Fortune’s Favor does

jagged stirrup
#

That's true. But my ability can also only be used 2~3x per week

native glacier
amber hollow
#

It's homebrew. I made it. There's no 6e.

jagged stirrup
#

I'm also at the point where I have 10k+ gold, so the material component for Fortune's Favor doesn't feel crazy to me. Not nothing, but nothing that makes me sweat

native glacier
amber hollow
#

Same goes for the other 3 subclasses in the doc, Fire Warrior, Channeler, and Way of the Flowing River.
I did have some help making refinements (a LOT of refinement on Fire Warrior especially), but I led the charge on making them, so to say
Full well admitting it wouldn't be in the quality it is now without that extra help

native glacier
#

thanks for that, i actually may be make a campaign soon so that would be helpful

amber hollow
#

Feel free to save it and playtest it. Perhaps contact me with how it goes dndLol

amber hollow
#

And of course ask me about anything unclear, every extra eye counts for figuring out unclear language. I'm biased towards innately understanding it as the primary author after all, I have preconcieved notions of how it works

viral patio
#

So im being given a choice to create a magical weapon to my choosing. My character is part goliath/part human. Barbarian/sorc lineage. I'm a wild barbarian thats currently stuck in an infinite rage until I roll 100 on the d100. Im thinking of it being a battleaxe that unleashes the magical properties inside of me thats trapped. How would you all go about making it? I want to showcase my mothers lineage side. So it would be like a wild magic battleaxe

#

Im thinking. If I roll a 20+ I get to roll on the magic index scale

native grove
frozen dove
#

Celestes chosen
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Celestes descent
At third level you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform you can’t use it again until you finish a long rest
Transformation- 4 translucent star-like wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

#

Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your spellcasting modifier (default to highest stat other then con str and dex) (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Astral Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation

#

Is this homebrew race balanced?”

#

Discodd destroyed formating so heres a doc

#

I basically just replaced aisimars resistances snd helaing with teleports

balmy leaf
#

does anyone know any fun Nature or Druidic themed sorcerer subclasses?

rain gyro
# amber hollow I think you would genuinely be better off taking inspiration from it and utilizi...

Sorry I was sleeping but the idea was going to be to make a much larger sub with very minor ways to attack such as a battering ram or harpoons. The hardest part would probably be figuring out how to keep it entertaining while also keeping the vibe but I think I'm gonna go with the idea of the crew being actively assigned to try and kill the monster therefore having to essentially find it on purpose

#

Also the fact any sort of combat would be completely different since the players essentially have to walk to different stations to attack
(Probably not going to be able to respond again till later in the day)

amber hollow
#

Which is why I say the concept isn't going to work for D&D without applying some creative liberty to the concept. A submarine won't mesh well, so make it a regular boat.
Regular boat wouldn't feel so confining, so make it feel confining, oppressive darkness, lethal ocean, cold winds.

#

The chains of change will simultaneously make it work and make it distinct instead of just a flat copy

native grove
#

Conserve arcana

At 2nd level, whenever you cast a spell with a spell slot of 3rd level or lower, roll a D10. On a 10 you instantly regain the spell slot you used. On a roll of 1-9, the threshold for your next roll increases by 1 (9-10 on the second roll, 8-10 on the third, etc). This threshold resets whenever you get your spell slot back or you take a short or long rest.

Would this be a balanced ability for a wizard?

silk compass
#

that look balanced yeah

#

but i think it should be at a higher level level 2 seems a bit low

#

for something that could instantly refund a 3rd level or lower spell slot

hollow shard
#

DMS

#

ASSEMBLE!/J

south wasp
#

Nah

hollow shard
#

So

#

Irl I do a martial art called Brazilian ju jitsu

#

For those who don't know it's pretty much every grappling martial art smashed together into a sorta specialized MMA

#

Basically every non striking martial art technique can be found in BJJ

#

SO

south wasp
#

The remove your joints martial arts

hollow shard
#

I want to do some kinda subclass about grappling

#

I think it'd be best served as a monk subclass

south wasp
#

Hmm

hollow shard
#

I've said that to people before

#

BUT

#

I'm getting sidetracked

south wasp
#

Youd probably have to make some concessions in building it

hollow shard
#

BJJ is busted I'm well aware

south wasp
#

Such as making the damage mostly be from unarmed strike bonus actions

hollow shard
#

BUT

south wasp
#

Instead of the actual grapple mechanic

hollow shard
#

The idea I have is pretty simple

hollow shard
silk compass
#

wut did i miss?

hollow shard
silk compass
#

okay

hollow shard
#

So

silk compass
#

im quite new to dnd so i wouldnt be able to help you on that part i mainly make like small extra things you can add onto your dnd campaign

#

sorry

hollow shard
#

The idea is this, in irl martial arts, grappling sequences and techniques are often described in "steps"

hollow shard
silk compass
#

okay!

hollow shard
silk compass
#

Mhm

#

class or subclass btw

hollow shard
#

So like for example "at level 3 you gain "superior grappling" which means you can attempt to grapple an enemy as an action or bonus action and you can use your dexterity add your dexterity modifier to the grapple check"

hollow shard
silk compass
#

okay

#

wait can you explain to me how grappling works rq then i might be able to help you a bit

coral delta
hollow shard
hollow shard
coral delta
#

Or is this for the outdated rules?

hollow shard
#

Maybe I read wrong

coral delta
#

They add their Dex instead of their Strength to grapple DC, yeah.

hollow shard
hollow shard
#

Onto the next thing I was going to say

silk compass
#

You could do like maybe they get a plus outside of whatever stat they use in attempts to grapple?

#

like an extra plus

hollow shard
silk compass
#

okay

#

that stinks

hollow shard
#

BUT main feature of this class is the special ki abilities

#

The idea is they can gain specialized ki abilities that only work when a creature is grappled

silk compass
#

OOOH

#

that would be cool

hollow shard
#

One of these would be say an armbar which would cost 1-2 ki points, would disarm a creature, deal a fair chunk of damage and permanently reduce that creature's attack modifiers

silk compass
#

oooh

hollow shard
#

A lot of this class will be based around messing with enemies ability to attack and defend

silk compass
#

maybe you could do like when grappled you make a competing ... check and if yfou win you deal damage if you lose they get out of grapple and can instantly attack you?

#

like a sort of clash

hollow shard
#

Starting at level 3 you gain probably only arm bar and throw

silk compass
#

ok

hollow shard
#

Armbar I think would be "use 2 ki points to make an unarmed strike, if the attack hits the enemy is disarmed, takes (insert damage number here that would fit the ki cost) and gets -2 to attack rolls"

silk compass
#

ok

hollow shard
#

And throw would be "use 1 ki point and make an unarmed strike, on hit the enemy is knocked prone and takes (insert damage a bit more than sweeping strike)"

silk compass
#

oh yeah btw

#

ive made a few cyberpunk/edgerunners inspired implants for dnd could you tell me what you think of them?

south wasp
#

And that one only disarms

hollow shard
south wasp
#

Make the dc the monk dc

hollow shard
#

I mean it's using 2 ki points

south wasp
#

Monks have an innate dc they use after all

hollow shard
#

It should be rather strong

hollow shard
#

So the save would be 8+proficiency+dex mod

#

Normally it's wisdom mod but because this is an attack and not a status effect thing I think it should be dex

#

What do you think?

#

So at level 3 this could be anywhere from like 10-15 depending on the build

#

Seems balanced for expending 2 ki points imo

south wasp
#

Id keep it wisdom since thats just the normal dc stat

#

Realistically, monk dc being wisdom doesnt make sense

#

But keeping track of 2 seperate dcs really sucks

hollow shard
#

Yeahhhh

#

Idk it works either way

#

It works flavor wise too,

#

Wis could be like "your knowledge of martial arts"

south wasp
#

Mhm, true

stray jetty
#

Repost :
Hey, ive been a dm for a year and im starting up a homebrew campaign based on Kameo and the elements of power and was wondering if anyone more experienced as a player would be willing to take a look at the transformations ive made based on the elemental warriors in the game and let me know if any are too op or too weak

I apologise if this isn't something that usually people ask for but im afraid of handing out transformations (everyone has unique ones and none are shared) and them being game breaking as im not a big fan of retconning or nerfing players as i think it spoils the fun a little bit

Some are definetly designed to be stronger than others but each have their own class kinda. so im not looking for perfect balance just more on the lines of no poopy ones and no godly ones

hollow shard
#

But yeah running out of time to talk rn but I was thinking of incoperating effects that involve stopping enemies from using magic and cripple them in other ways at higher levels

#

I'm just wondering how people in chat would balance an effects like that on a monk

south wasp
#

Make em saving throws

Pretty much solves your problem

#

Monk sucks later on so a slightly strong monk subclass doesnt really change much

hollow shard
#

Yeah why not

#

So something maybe at like level 5 could be "rear naked choke" which would allow you to take an action to stun an enemy and keep them stunned for as long as they fall the monk save

#

Every turn they fail they take increasing damage

#

However if you make any attacks that aren't against that enemy they're auto saved

silk compass
twilit trellis
#

My players want to make this homebrew spell, what do y'all think

Divine Soul Bond : Friendship is magic

Your unshaking loyalty and faith in your party members intertwines your souls to each other, amplifying your strengths and reducing your weaknesses. Standing together you are taller, stronger and more powerful than ever.

Upto 6 party members can create a bond to share their abilities. Each party member contributes their best ability stat(s) depending on the number of members in the bond. Armour Class is averaged. Damage taken by any party member shared among the bond.

#

I feel it should be among 4 people

coral delta
#

This sounds like a nightmare to calculate and keep track of.

rocky spear
#

personally im not an experienced dm but i think thats super cool, althougy dosh is also correct

south wasp
#

What… level is this

rugged cargo
#

This feels really strong. If they need 6 people, have them upcast the spell.

coral delta
#

Imagine a fireball that hits all the party members. Some have resistance. Some take half damage from the save. Some have evasion.

#

Now calculate that evenly across all players?

#

Unreasonable. 5 minute math sequence.

twilit trellis
south wasp
#

That’s what matters here

twilit trellis
#

Ok resistances and proficiencies aren't shared also we decided that everyone will take full dmg

#

So if one person gets hit for 29 all get hit for 29

rugged cargo
#

That's a TPK with a fireball.

twilit trellis
#

They want a high risk high reward

coral delta
#

Where's the reward? dndLol

#

Your wizard in the back is playing the game exactly like they did before the spell was cast, but is now taking damage every time the fighter takes damage

rugged cargo
#

Reward is everyone has 20 in all abilities.

silk compass
rugged cargo
#

It seems like an out of combat spell at this point.

coral delta
#

Ignoring the additional nightmare of calculating health changes with temporary Constitution increases, that's not doing much for anyone

twilit trellis
#

Ah

twilit trellis
silk compass
#

Ok

#

yeah but thats a bit insane isnt it?

#

that would result in VERY fast tpks

#

and in exchange you get a +5 to anything

#

that does more bad then good am i wrong?

midnight elk
twilit trellis
#

So would dividing the dmg be better

silk compass
#

do like maybe

#

you double the TOTAL damage

cerulean seal
# twilit trellis My players want to make this homebrew spell, what do y'all think *Divine Soul ...

The thing imo, is that outside of a players main ability scores (martials being dex/str/con, spell casters being their spell casting modifier)
This spell isn’t benefiting anyone enough to warrant the risk.
A wizard who suddenly has a 20 in strength isn’t ever going to do anything with that 20 strength. A wizard probably isn’t doing much with a 20 dex either since they have stuff like Mage Armor and Shield

silk compass
#

but it gets split among everyone

cerulean seal
#

A barbarian doesn’t need 20 int

#

Or cha

rugged cargo
wanton wren
#

Hey need an opinion, making lots of hombrew for a new campaign im doing based off the magnus archives and was wondering if I could get some feedback on what to do for this first new system, (this is my first time making homebrew)

midnight elk
# rugged cargo Without looking at the document, and guns aside, that sounds like a pact of the ...
1. Shape of the Mind (Weapon Transformation)
Bonus Action: Transform Eidolon’s Grasp into any weapon imaginable.


Damage dice, type, reach, weight, and properties match the weapon you create.


Nonstandard weapons: GM determines damage reasonably (1d4–2d12 typical).


Always counts as a magical weapon.


2. Unlimited Transformations
Transform as many times as desired, even mid-combat.


Previous forms do not restrict future forms.


3. Adaptive Balance
Gain proficiency with any weapon form, even impossible or exotic ones.


No disadvantage for using unfamiliar forms.


4. Attack & Damage Bonus
Character Level
Attack & Damage Bonus
1–5
+3
6–10
+4
11–16
+5
17–20
+6

5. Extreme Weapon Handling (Optional GM Rule)
Weapons larger or absurdly complex may require Strength or Dexterity check (DC 15–20).


Fail: attacks at disadvantage until adjusted.


6. Unbreakable
Cannot be destroyed by nonmagical means.


7. Mental Bond
Weapon knows what form you intend; verbal or visual commands optional.

Here's the base mechanics for it.

wanton wren
# wanton wren Hey need an opinion, making lots of hombrew for a new campaign im doing based of...

CORE MACHANIC: FEAR

All enemy's have fears, if you know what they are you can use it to your advantage.

[If you instill this fear in somone you will be in advantage, getting a advantage on a dice roll of your choice you pick at the beginning of the campaign (+2), example: strangeth, intimidation against them, or bringing their AC down for 2 BUT only against you. To instill fear you must role insight in wisdom, if 10 or higher you may know if they fear what you serve. You may use a turn to instill this fear. It counts as a bonus action and the creature must take a wisdom saving throw]

wanton wren
# wanton wren CORE MACHANIC: FEAR All enemy's have fears, if you know what they are you can u...

Rules set for the corruption:

The corruption feeds on the fears: Mysophobia (fear of germs)
Verminophobia(fears of bacteria, and diseases)
Bacteriophobia(fear of contamination)
Trypophobia(fear, or intense disgust triggered by clusters of small, repetitive holes, bumps, or patterns)

Power you may hold:
the swarm.
Player always has a few worms trailing them underground. And must keep at least 2 on them at all times in a jar or something. The worms numbers will determine how much damage they can do or how large something they can control. They may also be used as sort of a "Mage Hand" but can't float. The worms do have a max and a min amount and will be said from 100% to 1%. They will breed until at 100% but that takes time.

Worms will keep the % they are at and add on!
Times worms will replenish:
Short rest= ganretee +50%
Long rest= ganretee 100% [can not go higher]
Every 1 roll= +1% (yes, every roll)
(SPECIAL ROLL) 1 D20 may be rolled once after every battle to replenish worms by that amount.
After set amout of time dm believes is suitable.

Times the worms will dwindle:
After a battle if used.
[YOU MAY SEND MORE THEN WHAT IS BELOW! what below is, is the min amount you must send, there is no max if you have worms to spare!]
Small enemy = -10%
Medium enemy = -20%
Large enemy = -30%
**if not killing but taking over body the worms used is the graft above but -10% more. NOTE if a body is taken over by your worms, enemy will no longer be alive.
.

wanton wren
# wanton wren Rules set for the corruption: The corruption feeds on the fears: Mysophobia (fe...

A enemy must take a dex saving throw to avoid your worms if they win the worms you used to attack dwindle by -5%.

If player is on ground worms take 0 turns to emerge and may be used right away with the advantage of a stealth attack if still underground.
If player is in a buildings first floor the worms will take 1 turn.
And so on and so forth, every new level up +1 turn it will take for the worms to come to you.

Worms are used sort of like DOT (damage over time) and will attack once before your turn. And do not count to your own turn unless you are moving them to attack a new enemy (that will count as a bonus action)
20% or less do 1d4
21% to 40% do 2d4
41% to 60% do 1d6
61% to 80% do 2d6
81% to 100 do 1d12 + 1d4

rugged cargo
midnight elk
#

I mean this thing could be a sword or just a big old brick.

rugged cargo
midnight elk
#

Thanks

heady stream
#

Does anyone have any thought on this design or the math? I figured if I a single target takes roughly 60-70 % from an AoE compared to the damage a champion fighter can dish out, it should be fine? #homebrew message Its an AoE fighter subclass

desert slate
#

anything i should change for this spell? extra info can be provided.
"Poor, Unfortunate Souls
3rd Level Forgotten
Casting Time: Instant
Range: 30ft
Components: S, K (Target’s Family Name.)
Duration: 1 minute

You glare at your target as your eyes glaze. Your target begins to be mentally tormented by the false ghosts of their family. Target gains the Tormented condition and takes 1d12 psychic damage at the end of their turn until the spell is over."

rugged cargo
midnight elk
desert slate
#

it now takes a dc 14 intelligence saving throw

rugged cargo
desert slate
#

i did that as an average for me lol

#

its gonna be spell save dc for players

coral delta
#

If this is an effect that you don't reasonably expect your players to have access to, then it doesn't need half the information listed. It sounds like it'd be more appropriate as a monster ability on a stat block, in that case.

desert slate
coral delta
#

I mean the spell as a whole, not just the condition.

desert slate
#

ohhh, yeah its a mainly player spell

rugged cargo
# midnight elk Bump

I'm not familiar with the series, but this would be wildly OP in a standard setting.

I'd imagine you would be fighting CR 30s at this point.

This is significantly stronger than your sword you mentioned earlier.

fast cove
#

i like how all Pinterest homebrew is just

Cool Monster
Challenge Rating 18
Claw. Melee Weapon Attack. +11 to Hit. Deals 20d20+7 slashing damage

south wasp
rugged cargo
# midnight elk -# oh

Consider baseline that you are giving:

Grapple on every attack (grappler feat lets you get advantage those you have grappled)

Increased STR score (up to 30, which is a direct damage boost)

Resistance to all damage* (which becomes immunity later on)

4d8+ damage on every hit (and more once exalted, and which can crit)

Increased critting range

Gives between +5 to +11 to hit, basically guaranteeing hits on everything once you have advantage(grapple) from increased strength score, and exalted stats.

fast cove
coral delta
#

I dunno if I'd even call it that. If Rain's summary is accurate, the weapon is just not bounded for DnD play at all

fast cove
#

mate your gauntlet has more features than the entire wizard class

#

like it's well designed but not suited for play in any sense of the word

midnight elk
heady summit
#

Does anyone have any thoughts or suggestions for me making things from mtg in dnd. For example I might make abilities from mtg that certain monsters could have or make artifacts as magic items or something. Just a thought.. Open to ideas/help

vernal flame
#

Anyone have a good Barbarian subclass with a defense or protection theme? I already know World Tree.

rugged cargo
upbeat bison
#

Anyone ever played a one piece homebrew

stray jetty
cerulean seal
verbal lantern
#

Does anyone have a good homebrew kraken?

cerulean seal
verbal lantern
cerulean seal
verbal lantern
#

Fair enough

cerulean seal
#

Should be easy enough to just crank up the damage and hit points and such

verbal lantern
#

Good point

rugged cargo
#

ChainsOfAsmodeous has a Fire Kraken

verbal lantern
upbeat bison
cerulean seal
cerulean seal
rain gyro
midnight elk
midnight elk
deep cliff
#

Is there a list of homebrew items/firearms for a rdr2 era campaign?

#

So like, 1890's basically.

rocky spear
#

Hows this really basic item:
Walterberry
When eaten, gain +2 AC if enemy has disadvantage

#

Lasts for 1 hour

rugged cargo
rocky spear
rugged cargo
rocky spear
#

My players all have advantage to a different type of attack

#

nope

#

said that wrong
They all cause the enemies to have disadvantage on a different attack type

warped carbon
#

i made a very rare magic item called the rangers mini Warhammer it is 3feet in length it requires attunement and when attuned you have immunity to bludgeoning dmg

rocky spear
#

that feels a bit too strong for a very rare but i could be crazy

warped carbon
rugged cargo
#

I think legendary would make sense for a common immunity. Otherwise make it resistance.

Also, that immunity also means they take no fall damage.

warped carbon
#

i figured that out about a half hour after i thought of it

#

and attunement is required by a ranger

restive tusk
#

I think it’s on the weaker end for a class-specific legendary

#

Does it have the normal Warhammer statistics?

fast cove
#

to make it worthwhile

restive tusk
#

I agree, a single damage type immunity for a weapon a class normally doesn’t use isn’t going to make for an enticing legendary weapon. Especially at the tier of play a legendary weapon would be found.

warped carbon
restive tusk
#

Otherwise the same range, mastery properties, etc?

warped carbon
restive tusk
#

If a ranger specifically wants to make a strength-based melee build it’ll obviously be a better weapon for them. I’m speaking in general Ranger terms since a Dex-based build is how the class is normally inclined to play. Still just an extra d6/d10 damage is somewhat plain for a legendary quality item.

As stated before:

  • It should probably be at least a +1 weapon
  • Does the warhammer still have the same range, mastery properties, etc?
restive tusk
#

Alright then yeah it just needs to be a +1 or +2 weapon and then it’s probably good for a class specific attunement item

#

Decent for when characters enter Tier 4 of play

somber dome
#

I have started work on making a Revised/Reworked Ranger. And what I am starting with as I do with all the classes I rework for my games is I am trying to figure out what the core theme of the class is. And I am really struggling I feel like it has nothing in it that makes it unique.
Like it could just be a Rogue or Fighter Subclass and nothing would really change. I kind of just want to hear other people opinions so I can see if I am missing something or its just that ranger has nothing really special.

stray jetty
#

Repost :
Hey, ive been a dm for a year and im starting up a homebrew campaign based on Kameo and the elements of power and was wondering if anyone more experienced as a player would be willing to take a look at the transformations ive made based on the elemental warriors in the game and let me know if any are too op or too weak
Its essentially just homebrew wildshapes

ebon hound
#

What’s a good way to figure out the playable stats for a species that’s already in the game but as a monster?

midnight elk
ebon hound
#

Ok cool beans cuz I’ve had that character for a while, but when I made his stats I mostly just put what felt right n it’s probably not accurate to what he is

vernal flame
midnight elk
vernal flame
#

I’ll give it a look

midnight elk
#

If that doesn't work I have more

vernal flame
#

Not bad, though I’m mainly looking for things that are going to help me be a protector / interceptor of enemy effects and damage. Sentinel, shield master, interception, protection, feats like that.

#

Or a subclass for fighter or barbarian for that

dusky aurora
midnight elk
vernal flame
#

I appreciate the offer though

vernal flame
tulip lodge
#

Made a homebrew item:
"Broken Ring of Shield"
"Once per Short Rest, you can use a reaction to add 0 to your Armor Class and not gain immunity to magic missile until the end of your turn."
(One charge, resets each short rest.)

vernal flame
vernal flame
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lol wow that feels like it could be an entire subclass! It’s cool but not what I need

midnight elk
vernal flame
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It’s ok, I’m not ready to go digging right now, and the character isn’t needed for more than a month. Besides, I need a subclass considering that I’m building a character and I can’t count on getting a special item or something at a later level

vernal flame
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Not a problem, they are not bad items just not what I need

midnight elk
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Best I might have that could work is this:
Aegis of the Last Bastion
Legendary Full Plate (+3) — Requires Attunement
Unbreakable Shell. Resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Hold the Line. You cannot be moved against your will.
Bastion Pulse (1/day). 20-ft radius; allies gain resistance to all damage for 1 round.

vernal flame
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Not bad!

dusky aurora
ebon hound
blissful sun
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Hey, what theme do monk subclasses follow?

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Wizards are schools, Paladins are oaths, but i cant really figure out what the theme for monks are

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Its just "Way of" and then some random bs

cerulean seal
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So however you interpret that

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I’ve seen them described as martial sorcerers basically

blissful sun
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oh, so it really is just some random bs

cerulean seal
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I mean if you look at the existing official monks we have… shadow monk, a dragon monk, open hand punchy monk, astral self jojo stand monk, etc.

tulip snow
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Hey hey, I'm trying to "modernize" some of the old mobs from Cult of the Dragon but unfortunately have NEVER touched the system so I'm wholly lost on where they sit power wise. Anyone potentially free to help me parse this and get it down? Looking to make two or three CR4/5ish enemies

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-3 Armor Class means nothing to me Wheeze

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Namely looking at Mantidrake, Dracimera and Dragon-kin

peak inlet
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not sure what Rarity I should give this and if I should have it be attunement, I’m thinking Uncommon without Attunement rn

Verbal Box

Wondrous Item, Common/Uncommon (requires attunement?)

A chain necklace with 2 concentric rhombuses on the pendant resembling a modern speaker. This device allows you to build phrases and store them on it. It can hold up to 20 phrases of 25 words or less.
To configure a phrase, you must spend 10 minutes configuring the device, which can be done during a Short or Long Rest.
While wearing the necklace around your neck, you can use this item (similar to talking normally) to say the statement in your voice. A verbal component of a spell stored into this device works as if the component is provided regularly.

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———
might allow it to mimic a voice heard recently to push it into the Uncommon area

spare rain
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Here to see if I couldn’t have aid with building a damage type for my DnD, I have my rough needs for it but I struggle to feel free to homebrew against the “rules as written” crowd… I’d like to discuss with willing minds

restive tusk
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Feel free to post your idea

spare rain
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Bludgeon, Pierce, and Slash are the basic three physical damage types
While; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant and Thunder are the magical or natural hazard damage types.

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My main villain is corruption and as much as I know a lot of people might say well it fall under necrotic I have reason to say they are different

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I need necrotic to be more based in hellish or undead, where radiant is to celestial. But the corruption my villain creates isn’t acidic it doesn’t corrode. It isn’t based in undeath. It acts more like cordyceps (brain altering mushrooms-last of us game/show) if anything it build or enhances things it corrupts. Yes it does immediate damage but not expectantly deadly it wants to thrive

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Almost like the definition for fiends using necrotic damage for its damage type, in my world aberrations might use corruption instead.

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Is this a dumb thing to convolute my world or am I actually making sense to anyone..?

restive tusk
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No I get it, I think it’s fine to have a special damage type

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Mechanically you have a big hurdle to overcome. If you want it to be mechanically relevant you’d need to edit existing monsters and especially player options to give use of this damage type, or create new ones.

If it’s only for flavor you can largely ignore the mechanical legwork, since on that end of the field it’d essentially just be equivalent to force damage

spare rain
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Mechanically, my next task was to convert any existing member for vampirism and lycanthropy into corruption because my main rule for it is it takes from you only that which makes it stronger in you… might even flavor any curse bound objects this way

restive tusk
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Yeah that seems like a good idea. The best way to make a damage type relevant is to make it player-facing both narratively and mechanically

spare rain
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Narratively I fall short because I wanted my villain to be the OG spawn of this damage type into my world, but because mechanically it should be in vampirism, lycanthropy, aberrations and curses… he’s a young villain. I’m not sure how to spin it that somehow he made this damage type… idk “lethal” if you will

plush atlas
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Name: Conspiracy Theorist
-# Background
Description: "You are a normal citizen cursed with the truth... (or so you like to believe) you have shocking and undeniable proof of a horrible secret, you will believe this theory to the ends of the earth and must tell everyone."
Skill Proficiencies: History, Persuasion.
Tool/Language proficiencies: Forgery Kit, One language of the player's choice.
Equipment: 12 sheets of paper, a pen, three ink vials, A forgery kit, and a pouch of 15 gold.
Feature: "I know too much": You have an uncanny ability to find hidden connections and secret information. When you arrive in a new city or settlement, you can spend 1 hour researching local rumors, gossip, and hidden patterns.
Effect: Make an Intelligence (Investigation) check. On a 10 or higher, you learn secrets, hidden truths, or current conspiracies relevant to that location (e.g., the Mayor is actually a doppleganger, the Thieves' Guild is secretly funding the church, or the local water supply is enchanted). You also get some mixed truths, Rumors, and lies. (DC 15 to determine if a fact is a truth or a lie.) The facts, rumors, and lies in their nature and quantity are decided by the DM.
Drawback: People often find you eccentric or unsettling. You have a disadvantage on Charisma (Persuasion) checks made to influence authority figures who are part of the establishment you distrust.

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d8 Personality Trait
1 I don't trust anyone who wears a hat; it interferes with their brain waves.
2 I speak in a rapid-fire whisper to prevent "Them" from eavesdropping.
3 I connect every minor coincidence with a red string on a corkboard.
4 I am surprisingly charming, but only when I’m talking about my "truth."
5 I never use my real name when checking into an inn.
6 I take everything literally; metaphors are just a way for the elite to hide facts.
7 I have a nervous twitch whenever I see a member of the City Watch.
8 I believe that "birds" are actually clockwork surveillance drones.

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d6 Ideal
1 Transparency. The people deserve to know who really pulls the strings. (Good)
2 Logic. If you follow the gold, you find the truth. (Lawful)
3 Chaos. If I expose the secret, the whole corrupt system collapses. (Chaotic)
4 Vigilance. You can never be too careful in a world full of mimics. (Neutral)
5 Power. Once I find the secret, I will be the one in control. (Evil)
6 Discovery. The mystery itself is more important than the answer. (Any)

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d6 Bond
1 My mentor disappeared while investigating the same secret; I must find them.
2 I have a trunk full of "evidence" that I would die to protect.
3 I’m doing this to protect my family, who think I’m just "eccentric."
4 There is one specific noble I am certain is a shapeshifter.
5 I run a small, underground newsletter with three loyal subscribers.
6 I once saw something I wasn't supposed to, and I've been running ever since.

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d6 Flaw
1 I assume everyone who disagrees with me is "one of them."
2 I will abandon a quest if I see a "sign" that points toward my conspiracy.
3 I am prone to loud, public outbursts when I feel ignored.
4 My "undeniable proof" is actually just a collection of misinterpreted junk.
5 I have a crippling fear of a very specific, common animal (like cows or pigeons).
6 I am so busy looking for the "big secret" that I miss obvious dangers in front of me.

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Trinket

  1. A Lead-Lined hat that "Protects the mind."
  2. A necklace of sharpened coins that "Ward off evil."
  3. A defaced coin you swear resembles a monster.
  4. A cracked magnifying glass that "Reveals invisible ink."
  5. A document in an "Ancient Language" that holds "Shocking truths".
  6. A rock that apparently contains a mysterious fossil.
  7. Your lucky pen that's out of ink and can't write.
  8. A broken compass that "Leads to the truth."
  9. A pile of mish-mashed theory papers-Half of which are smudged, defaced, or you know are wrong.
  10. A Pen drawing of an elusive creature you swear lurks in the lands. (Drawn by you.)
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this is my first BIG homebrew background

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i think it turned out pretty well!

frank leaf
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Always been there, testing waters, melding with these clashing forces, and has decided now is the time to invest in a true heir

spare rain
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That’s kinda how he Came To Be, sort of.

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His background is of that from three different deities got bored and out of their malice for the mundane birthed him into the waking world.

frank leaf
spare rain
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Exactly

frank leaf
# spare rain Exactly

Seems kinda cut and dry then. Atp it's not as much a difficult thing anymore as it is a tedious one

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Picking and choosing what gets it and what doesn't across all of DnD's content

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Anything that seems difficult to you still?

spare rain
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This tedious process is my writers block

frank leaf
frank leaf
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For it to feel substantial I mean?

spare rain
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I would assume, at least a spellcasters expectancy of 2-4 cantrips, probably 5 lvl 1s, and a slowly tapered off set of progressively higher leveled spells. So probably close to 20 total

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And as I’m not the best well versed in the schools of magic as it is, I tried reading a lot of the spells and what they do. But I just feel overwhelmed and my party is waiting for the opening of this new campaign.