#homebrew
1 messages · Page 81 of 1
Awesome, not balanced.
I think you can just leave it without the initiative, give it a Survival prof maybe or something out of combat
or a way to find traps
Also, best taker of this is a fullcaster. They love initiative boosts, and often lack a good bonus action.
Which is horrible flavour
Disagree, I think the first 2 parts are decent but TRAP MASTER WILL WREAK HAVOC ON THE FORGOTTEN REALMS.
the DC to see the traps should be 8+PB+WIS if you wanna have it that way
It doesn't stun though? It restricts movement to approximately 3 feet without inflicting any conditions, so it doesn't affect attacks or anything
instead of 10+PB+WIS
Realistically speaking, mechanics like this are often resolved by using a bit of common sense.
is that special feature traps or just actual item traps?
3 feet is less than 1 tile so they’re basically grappled, but they don’t have the grappled condition, which means creatures immune to the grappled condition will still get grappled.
I assumed the feat has its own trap system
The traps are real items (this being 2024 rules)
You can give a party of 5 this feat and watch as the boogie around a Tiamat in A WHEELCHAIR.
yeah, idk if I would make those BA 
I know they exist, but I didn’t think that’s what it was talking about
It just buffs those traps
you could have them be able to set it from range if you wanna keep it as a mid-combat use
Say goodbye to ever having a fair boss fight.
but BA for any damaging thing gets very dangerous when you don’t cap it
I've already said I'm probably gonna strip the initiative feature
THATS NOT THE PROBLEM THOUGH
Wow this got controversial fast I can hardly keep up
This is mostly just a "me" thing, but doom and gloom homebrew criticism is something I see just as bad as toxic positivity.
All of it is the problem
that’s still a problem
Positive feedback doesn't refine and improve features
ok, it’s not that bad, it needs reworking
the basic idea is fine
the mechanics need to be worked on
The biggest question here is;
Do you want in-combat trapping?
"Doom and gloom" is a very specific type of criticism.
Have I been doom and gloom, or the others?
i think this qualifies as doom and gloom
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.
It's specifically the idea that allowing Traps as a BA will break the world.
It would tho?
Considering we have similar items as this that Thief can use as a BA, it very much does not break the world, no.
Gotcha. My main objection was around the flavour of in-combat trapping though
Heck, Thief can use this as a BA.
Wait really?
yeah
Thief can use the Utilize action as a BA, yeah.
but that’s kinda why you don’t want it to be there
fast hands > tiamat confirmed
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
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
c) if an enemy sees you set the trap they have advantage to escape it on the attempt.
That's because rogues (as a pure class) need all the help they can get
Fr
If an enemy sees you set the trap, they step over it
this is a 3rd level feature
The homebrew background I wrote it for already gets survival prof. I'll probably replace the initiative with a way to make your own traps
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.
Oh right, the good ol' 3 levels in rogue
lol, you can be a Hunter’s Mark Ranger with 3 Rogue levels and just get 5 attacks that proc HM
not that this is the build you would wanna use
but just pointing out you can use it anywhere
CME build
(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)
crafting
Bag of holding. 🤷
Who has a bag of holding at level 1 lol
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.
Artificers have one at level 2
👍
feedback is contextual anyway
thats why feedback that suggests solutions often doesn't work
On top of this, traps aren’t magical, crafting them is easy and buying them is generally cheap.
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.
A hunting trap is also 25 lbs.
Pretty light considering other things.
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
Aye, but potentially too big to fit in a bag of holding.
it only matters if the item fits in the top of it, otherwise it’s 64 cubic feet
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
Whoah whoah whoah if you have a dm that’s banning an artificer because its mechanics are a little funky that’s a whole other issue lol.
True. Forgot they made it a weird geometry nightmare.
And that. If I had the feat I would abuse it like shit but some people are just in it for the story.
Loads of DMs ban them just because they don't fit their fantasy, not because of mechanics
I think level 2 Artificers are most likely to get a bag of holding and replace it later once they get a Heward’s, if you have someone with a build that requires it, even more reason to grab it
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
taking items out of a bag of holding is a Utilize Action though iirc
You can have a medieval artificer easily. Steampunk is the norm but you don’t have to use it.
you have to carry the traps you wanna use during a battle out on your person
I view it as "unreasonableness begets unreasonableness" in a situation like this. If a player is trying to "abuse" hunting traps, then mitigating that abuse by upholding an oft ignored rule is entirely fair.
I'd push back and say that if your balance hinges on people ignoring the rules, you have a different problem
sure but if your goal is balance at the table, thats the reality you get to live in
Heward’s has a bigger opening
if your goal is balance in this channel, then you have more luxury to say that >_>
Portable Hole as well
🤷♂️ can’t do much abt that. Best thing to do is make a balanced feat that can’t be abused, but also won’t be underused/forgotten about even by people that take the feat.
I think the debate rn has nothing at all to do with the feat
I mean yeah, I've made the same argument but about 30% of the DMs I've seen on Reddit ban artificer because they think they're "too steampunk," which is a misunderstanding of the class, but a pervasive one. And if we're arguing that we can't rely on the rules of a bag of holding being followed, why should we assume artificers are available?
the issue with BA for traps is that it steps on Thief and also removes that synergy there
I would personally say this feat can only contextually be abused, by my standards.
My own concerns are more about the gameplay patterns than anything.
if someone wants to be mid-fight trap-setter they can already grab thief, so how can you upgrade the thief build
and the other uses with trapping you wanna use?
I think it takes a special kind of mind to even think of abusing game mechanics that way, one I probably wouldn't want to play with anyway
at the table there's nothing stopping the DM from having mobs just step around the trap
Saying “misunderstood” means that you can just tell people the truth and re-align their opinion on the artificer with factual information.
or jump over the trap
you made it a Bonus Action, surely you assumed they would use traps in battle
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.
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 >_>
it’s not at all that they take an action to set up I would say
Yeah but you're also clearly a huge jerk so idk
This is also interesting because although usually original feats USUALLY give general buffs, the use of an origin feat is that it was “obtained in the characters backstory.” if someone has a history of being a master hunter that means they obtained this ability in their backstory, technically qualifying it at an origin feat.
Lol what country do you live in? Facts don't change minds
I wouldn't go that far. Nonmeaningful feedback isn't a moral judgment.
🍿
Yeah but the caps lock was severely uncalled for. Along with the general tone
Origin feats also tend to be less combat damage oriented 
look at how crappy Savage Attacker is
Skill issue. If ur DM is saying no artificer that’s a vice on their part there’s nothing you can do abt it and that sucks but that constitutes “bad DM” territory.
I agree with all of that. The feedback isn't meaningful. I just don't think that being emphatic about feedback speaks about someone unless they make it directly personal like you did by calling them a jerk.
Also, Savage Attacker (in addition to being absolute garbage) is just slow to play with.
I don't want to roll damage twice every roll
it’s only 1 die in 2024
it’s pretty crap
Technically you can only do it once a turn lol
or I guess 2 dice if you’re using a Great Sword
Hahahahaha I am very done with you now
Oooooh
But with how probability curves work, it's even worse with a consistent damage weapon like a 2d6
I just allow my players to use 4d6 drop lowest 2 if they were unfortunate enough to grab Savage Attacker
Aye, though I'm more focusing on the actual gameplay pattern, as opposed to anything aside from that yet. I think once that gameplay pattern is solved, stuff can be addressed more easily.
??? Is that not like a core trait of every bad DM? Banning smth bcz “me no likey” is toxic and rips away player agency
Ok, that's a more interesting solution
short answer, no
with Piercer, it actually gets better
No. This is what (parts of) the community wants to be the case because it allows them to exploit the game without resistance, which is why this feat is only truly problematic when the DM is a carpet that can be stomped all over.
but that’s grabbing a second not great feat to cover for your first not great feat
I prefer DMs who gatekeep vibes. Like if I'm playing Curse of Strahd or something, I don't want certain builds running around, as a player or the GM
I guess Champion archers may like it 
No, it was the "skill issue" nonsense. You're being a prick and I'm done with you. Stop pinging me
If content is only unbalanced when the DM doesn't set boundaries, the issue is not the content, but the lack of boundaries.
This is technically valid but also creates another problem, that if your DM is banning artificer because they think you’ll step all over them then that’s a bad player, who’s bullying their DM with broke game mechanics.
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"
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.
Yeah I've never seen an artificer banned for mechanical reasons, it's always a misunderstanding of the vibes
Which is the easiest problem to fix
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.
it is, with a fairly universal solution--- you be the DM
It's also just generally valid for a DM to say "I don't allow this in my game because [reasons]."
I have a friend who plays an artificer pirate. Steampunk is overused and is a cliche
If a DM has a valid reason then 100% sure, but one is yet to come up.
"I don't like the aesthetic." Done.
I'll think on it
Which is easily changeable
Sure, but that doesn't mean the DM has to concede to that change.
if we agree to the aesthetic before session 0 it aint gonna change during session 0
As both a DM and a player, I think banning a class outright is never the right answer.
Aye, which is why it's a matter of opinion.
well, you be the DM and show us how its done
Bet
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."
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".
make your game unique, ban something and then ask the table "what would happen"
I don't "ban" artificer. It's extra content from an expansion book, and I just don't include it.
what if no third level spells, what would happen
This is also true, yeah. The term "ban" is often subconsciously considered bad, and framing something optional not being allowed as "banning" allows framing that lack of allowance as a flawed decision.
“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
i dont think "what if I bring in a homebrew subclass" is really a reasonable suggestion to bring to the DM >_>
The thing is, not everything needs a compromise, nor does everything inherently have one.
If you write it to be balanced then why not
Because the DM has set boundaries, probably.
Realistically, it’s DND, you can bend the fabric of reality in order to compromise
You can, yes, but you don't need to compromise for everything.
Bro what statistics? 😭😭
Statistically speaking, most homebrew is very bad.
what percentage of homebrew subclasses do you think are balanced >_>
But you could which is the entire argument
if you are jeremy crawford okay maybe you could suggest that compromise
you've demonstrated the capacity for professional game design, and the DM should take that into account, then sure
Ones written by reasonable people who know how DND works.
one?
You could, absolutely. But nothing means you need to. "Could" doesn't mean "should". We learned this from Jurassic Park many years ago 
Which is why if you try to compromise and use reason and all you get is a brick wall “no” that would be considered unreasonable
That's not necessarily true. That presumes that all disagreements inherently need compromise.
All DND <—— (very important) arguments are easily compromiseable
Lines and veils would disagree with that.
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
veils are things you don't want to see, but they can happen behind a 'veil'
I see.
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.
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.
10/10 take. Walking away from an unsolveable argument is a good thing to do. Speaking of, Hank left lol. Uhhhhhh what r we arguing abt?
I’m trying to speed run making a magic item for one of my players before next session
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.
What level is the party?
Level…?
they’re level 5 rn 
This is called the blink spell.
But a lot stronger
Blink doesn’t work during your turn
Which is why I said that
But 1/3 chance of working
ok?
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
I’d say it’s slightly weaker than some other magic items.
because this is a new character, they won’t have any magic items and would have to buy this for 4k
Something fun is a “tampered
Wand” homebrew item I made a while ago.
they have no other items while the rest of the team had since level 1 to pile up
What class? Spellcaster I’m guessing?
this is an Archfey Warlock
Hmmm, a few things:
- I think it has one too many charges.
- I think the Disadvantage from the next attack should instead be limited to a single turn after you reappear on the Material Plane.
I agree with too many charges, I wanna have it at least at 2
the second part has the issue of Blink
how should it interact with Blink?
does the disadvantage refresh every teleport or does it only happen the first time you blink
and what if you blink back out after the turn you came back in
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.
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.
this one makes it so it’s only once per spell being cast
it’s also a 1 round flight at half speed
I think both are gonna be the usual uses
the PC also has Spiderclimb as one of their main spells, so jumping through floors and ceilings
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.
it’s also a Blink if used in battle, but likely won’t be happening unless it’s a huge boss
I guess I do agree with the charges being too high
at 2 charges it’ll be impossible to use for combat, but maybe that’s actually a good opportunity cost to throw in
I think 3 charges is fine, personally.
3 charges but 1d4-1 charges per dawn maybe?
instead of 2 charges with 2 charges per dawn
what about the disadvantage part?
I think if it's one per spellcast, it's fine.
the spells I can think of here are the Etherealness from itself, Misty Step, and Blink tbf
Blink is the issue I was having with making it once per teleportation
it makes Blink equivalent to Blur + Blink
I've updated my previously posted dnd 5e(2014) class called the privateer if you want to check it out https://docs.google.com/document/d/1oyt5B88zAVir-f0cb-p9Q34CjVXz9ScEULJOMQpGNt0/edit?usp=sharing
I tried making a curse/disease:
https://docs.google.com/document/d/1AgszDumo8at58_HXzPgAHtOZzO4ySh9aLHltxt15vWk/edit?usp=sharing
Is it okay?
I think it's quite cool, actually
Sweet, thanks. I was worried it might be to game-breaking.
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
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.
That sounds pretty simple to understand. You basically meant:
"It can find the location if it's within 60 feet and just knows it's there if it's within 120 feet" right?
Yep!
Okay, it's pretty easy to understand then!
I would probably mention what spell it’s acting like
is it Locate Object level pinpointing or Find the Path
or you can mention they know the distance and direction of the gold
but yeh, it seems fine otherwise
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.
———
the BA spell might be too much, I might make it a separate level 5 option or just remove it completely
no one's gonna give opinions until you send the items
ok
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.
Thoughts?
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
Conceptually I like it though
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
All the people that failed the d20 would get the same wild magic surge effect that could limit the rolling plus the enemies have to be in range like 5-10ft forcing you towards enemies every turn.
That's a pretty clean solution
I was thinking of making them squishy due to the idea of them being a melee mage. That would make them easier to kill from range while making them dangerous up close.
Just for balancing purposes I might make it a (casting-stat) save to be affected by the surge instead of a flat 25% chance
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
What about wisdom? I feel like its in line with the madness part.
Wisdom seems fine, I agree
hello?
How could I homebrew a candy that can give random status effects?
Your items seem fine, I wouldn't say the hairbrush sword is powerful enough to need attunement
Like a red cherry candy could give you increased stamina or even heal you
ok
what about the bag
does the switch sword shoot out as a projectile or like a lightsaber? also i like the lair bag, but why would someone buy it over a bag of holding?
It also seems fine, it's just a bag of holding with an increased volume
oh shoot i forgot the bag of holding had a limit
like a lightsaber when it's retracted you can put the end to someones chest then have it extend and pierc right through
and you can breath when in it
First look to just reflavor potion imo. After that decide what effects you want the consumable item to have, then decide how you want to represent those effects mechanically
i gtg bye
The bag of holding already has some breathable air. Again if it has more breathable air then it just seems like a bag of holding but with bigger numbers
How would you represent this mechanically? An instakill or effectively instakill effect is usually very overpowered and thus hard to trigger with specific limitaitons (e.g. a Vorpal Sword)
maybe you could just make it an automatic crit?
so i made a subclass for the first time and would like some opinions about it to know is its at least somewhat balanced. https://www.dndbeyond.com/subclasses/2744759-warrior-of-poison
That seems VERY powerful
yea im guessing the lvl 11 stuff kinda makes it a very strong
That, plus auto exhaustion, plus another stunning strike/a petrify.
Plus this is somewhat similar to mercy monk
But yes, the level 11 feature is a big part of it
i based it off mercy somewhat. i was also thinking of toning down the exhaustion to a 1 on fail and nothing on save.
That would definitely be more balanced
for wild magic sorceror?
-# forgetting the 8
im homebrewing a feat that would make you and enemies roll a save or have to roll on the wild magic table
whats a solid save
Ah yes you right
make it based off charisma
im making it wisdom i just need a solid save number
stares at wild magic sorc
especially since its being rolled twice lol
im giving sorc a melee based rage mode
and its a dex caster
low, mid or high lvl?
it comes with the subclass so it needs to work for all levels
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
ig so how would i word it?
its gonna happen twice once upon mana surge start and once upon ending it
mana surge lasts 3 turns
8+prof+chosen stat(whichever one you want it to scale with) but could always just use spellcasting dc as well
if its a spellcaster
does dnd have electric/lightning damage?
yea lightning is a damage type
if i tweak fireball dmg could a caster theoretically survive one?
Depends on a lot of factors. Level, hit points, turn in combat, dex save, etc
a level 1 sorceror is not the same as a dragon or high level wizard
i need a big kaboom to end the mana surge centered on the user
i was thinking 15ft
And the caster would be affected?
yes
Why would the caster use the ability if it was strong enough to potentially kill them?
everything in 15ft including the mana surge caster
its a blitzkrieg last man standing ability im also making mana breach a more toned down safe version of it
What's the full ability text?
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
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.
maybe an innate half damage for the caster?
i like that idea
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
that way there's a chance to survive and not guaranteed
thats just me being bad at wording things
mood right there
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
What's the class hit die?
It's hit die, not it's casting stat
thats not hit die
Why would it be a dex-caster (which is op) when it's a sorcerer subclass?
... suiciddal d6 class
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.
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
i dunno dnd beyond gave me the option to make the subclass a dex caster
thats basically the idea of the class feat yes
go crazy, kill everything or die trying
Why would a character take an option that would kill them?
ever watched gachiakuta?
blood hunter is less suicidal and it is already bad becase of it
Read and watched yes
i should pick it up...
But that doesn't have much relevance to ability balance
think of it being used by a jabber style character
I wouldn't say it invokes Jabber as it is
what would you recommend changing?
the burst damage and chaos is what makes it fun imo
thats base sorceror
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
oh right i totally forgot im adding action surge and letting the lightning claws be both an action and bonus action
That still wouldn't offset imo
make it not suidcidal
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
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?
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
im the type of player who uses fireball in melee range
ok, thats your choice
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?
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?
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
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):
- Make non-heavy proficient weapons finesse when used by subclass holder & make all proficient weapons into possible spell foci.
- Make subclass action activate buffs/modifiers for the duration of its effect: +2 AC
- 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)
- 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.
- 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.
- 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.
- 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.)
Check #ddb-support they should be able to have you punch it into the website without too much issue
ah, aight thx!
Does anyone have non-magical homebrew classes they would recommend?
https://docs.google.com/document/d/1-UXynzJpy77QgxUiVLDFTweG_bt9O-7hOJHA8P4PHJ0/edit?tab=t.0
hallo im out of inspiration can any one help me?
I don't know how helpful this is, but have you seen early 5e's attempt at a Rune Scribe prestige class?
https://media.wizards.com/2015/downloads/dnd/UA_Rune_Magic_Prestige_Class.pdf
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?
Can I get some feedback on this 2024 sorcerer subclass I made? Trying to make sure the main 3rd level features makes sense.
It’s a devil focused sorcerer but more focused on the trickster deal making side of devils rather than generic evil themes
https://docs.google.com/document/d/1Pg4X2PUHi0dJrM6dRiwSZc8H6wEDt15ckgsy3V89E9s/edit?usp=drivesdk
Charisma Save makes more sense, 2024 phased out all contested checks
Oh wait
I just felt like a contested check was more flavorful
insight check, Wis save
If you want that, I suggest a Deception Check against their Passive Insight
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?
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
Then yeah, "as if under the effects of the Zone of Truth spell" is the best way to force the player to do that then ig
Infernal Presence is pretty weak. Have you considered making it a Reroll with Advantage or Disadvantage?
Maybe then it's worth a Reaction and a Sorcery point?
That’s a good idea
Let me make that adjustment.
Also, level 14 is rly busted because technically
"As an action you target one creature you can see within 30 feet of you that can hear you"
A) PLS SPECIFY WITH INT 3 OR HIGHER.
B) On top of that, it can target Beasts
Which are fairly likely to be swayed by a piece of meat
And obvi often have around 3 or less Int
maybe specify with "that understand you"
At least then they have to burn a slot on Speak with Animals
and tongues
Btw, the Find Familiar option should just cost 1 tbh, the Fear/Charm matchup if far stronger in comparison.
Altered 1st level spell versus a literal 3rd level spell with a Charm Person sub option
That should cost 2
But yeah, add a cap that says "once you choose this option, you can't choose it again until you Finish a Long Rest" for the Sorcery option.
Maybe then they'll be a lil more conservative with their Contract spam.
Because again
They can do it to literal Beasts
Sorcery Point Farm 😭
Well you can only contact a max of 5 creatures total no matter what from the 3rd level ability
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
Wait, just checked, why does it say per day?
Per LR I assume it's supposed to mean?
“You can only use this feature a number of times per day equal to your charisma modifier. You do not expend a use if a creature is not contracted.”
In the 3rd level feature
Why per day?
The coins only show up 1 = creature contacted
One use back per Short Rest seems in order too. Unlike that one Rogue with Soul Coins, this doesn't get a feature to get more later
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
Yeah, at most it’s just +5 Sorc points back but you are giving up getting to use the other things the feature does
And then 18th level is standard sorcerer super Saiyan mode
NGL. I'll note. Doesn't the Charm/Fear immunity Aura kinda invalidate the 6th level feature a lil lol.
Because you can get more Innate Sorceries
By spending Sorcery points
I don’t disagree. Any ideas on what I should change it to?
Or change the effect to?
I feel the Capstone deserves it more tbh
So for 6th level . . . Hmmm. Name is hard coded to that feature
How Abt making level 6 any Wisdom Saving Throw?
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
Oh I meant, should I change the capstone effects to something else?
Nah, like I said the capstone kinda deserves it more
Hmm…
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.
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 🙂
When it comes to homebrew is it possible to get feats/perks/abilities
Of other subclasses
Anything is possible with homebrew. The question primarily is "will your DM be willing to accept what you bring to the table"
Is it possible on DnDB
Like for any example getting devil sight from warlock fiend pact
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.
Ahh ok
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 ^^
can anyone help me with this? :D
Sure.
what cr do you want them to be?
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
how many players?
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?
I'm playing with 5 now! But I think will usually be between 4 and 6
Maybe smaller boars? I don't know the stat block of a boar if it exists
Like he's the "alpha"
okay so one "commander" and a few subordinates.
Yeah!
2014 or 2024 rules?
I'm playing 2014 didn't read 2024 yet, is it that different?
not too sur, im not too familiar with 2024 yet. i stick to 2014 since its what ive run for years
It's at least 90% the same. The primary differences are wording updates for clarity, increasing player options for scenarios other than combat, and reducing huge single-turn damage burst options for players
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
bet the fighter loves it though,
Oh yeah he does
tbf Casters are still leagues better. AOE multiplies caster damage, so high single target damage I feel isn't a big ask for Martials/half-casters
Oh yeah! I said the fighter cause at the moment I don't have a caster in the party!
Dangerous minions to make casters feel useful is a good offset if you don't want Martials having all the turn one glory
gonna dm you
I won't be able to reply right away as I'm eating but feel free to do so!
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
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
Hairbrush Sword: not bad. Very similar to the Common magic item "Veteran's Cane".
Lair Bag: this one is interesting, but will probably cause way too many problems in game. Far too exploitable.
ok
i was thinking you could have a house in it
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.
Lol, so like, Galder's Tower spell, but in a void?
That actually sounds cool
the switch sword is an uncommon and the bag is a rare
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
The Spell Dragon's Breath exists
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
15ft cone on a Dex save, half damage on a success, and if you want a lil smth extra, how if they fail the save by 5 or more the target begins Burning?
(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)
It does but it’s a spell
Read down
🙏
Brilliant
Also, note Burning ain't a condition, it's just a hazard
Really?
In case the DM is confused where in the PHB it is
In 2024 ye
Guess that makes sense
I actually made a weapon that's basically Dragon's Breath stuffed into a Rocket Launcher. Do you want to see it?
Lol is this an artificer weapon?
It can be.
Here's the link:
https://docs.google.com/document/d/1P1OoIKPei7k6Xy8D0kYuUYShe-Mq6wWahjSgGYUkfKg/edit?usp=sharing
There's some bonus elements outside of the standard for Dragon's Breath.
Is this subclass for paladin ant good in y’all’s opinion https://docs.google.com/document/d/1uv8Kgbpvip0UM2VQlTaiczSn_nXIzVhRhKsyMyK3jcw/edit?usp=sharing
I wanna play but idk if it’s good or how to optimise it
The Paladin Level cap seems too much, they already get to save at the end of the turn. Just within 15ft seems fine.
Especially since Dissonant Dirge isn't very good. No damage on a Save and if you don't use it immediately the enemy saves against it at the end of every turn? And it's Reaction? And it's only half the damage they dealt with a bad damage type (so a worse Oath of Redemption CD)?
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
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.
Very interesting indeed
It's a pool, so don't mind that it's so much Temp HP. Glory Paladin gets less, but they don't need a save to bring it up
So instead of after divine smite , Devoted dirge is a bonus action of its own and a change to how the hp works
Yeah, basically like more risk-reward Glory Paladin because costs action economy and needs creatures to fail a save to get it off
Lemme write this down hol up
Aura of Mourning should just be Necrotic damage resistance, probably not Psychic. And that's still pushing it tbh.
Also, instead of can't, make it so, "they cannot be Grappled or Restrained unless they are willing."
Ok ok ok
I say because sometimes you want a Monk to taxi you across the battle
I see
Snapping Benediction conflicts with Dissonant Dirge. I'd replace it
Either make it a buff to both options or smth else entirely
For a buff, maybe just add Paladin level to both options
The Temp HP pool and the damage Reaction
?
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
D8? Not d8's?
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
I mean, I think that's fine to add level to.
I still wanna figure out how to make the haunting tones stick
I understand
Just a minute, repeat saves is prob fine. That way you debate saving it for a damage opportunity or just spending it on Temp HP
So that it's balanced and not just straight better Glory Paladin
I mean the creator did say they wanted a “use it or lose it” theme with it
Ack gotta go. Before I do, I think the Capstone is kinda bloated, but not unbalanced. In other words fine.
Wdym bloated?
Btw thanks for your help
Just a lot of features
No prob
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
that is so niche that I'm curious what it looks like (I've got borderline no player experience, but it genuinely sounds so interesting)
Am i okay to drop you a dm ?
Yo that's a good idea for a campaign
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)?
I would say that it's largely incomplete information, considering they provided an extremely generic class as an initial comparison point.
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
I love it!
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
That’s already a thing
really?
Mhm
Shadows drain strength for example
ohhh i thought you meant the madness effect
Oh no I meant the stats
dont they only do the base stat total?
Mb, should’ve clarified
I tried making a spell kinda like that:
https://docs.google.com/document/d/16k_CqSfielgCuy569CxzgKOA3QlkKlvyFfOSevZXCa0/edit?usp=sharing
I failed.
1d4 per hit yeah
At least I think
holy shit this is sick
yeah, no, the thing im making doesnt touch the stat total, it actively attacks just the modifier
I see
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)
There’s a Madness table in a niche book somewhere, but it kinda sucks and is almost entirely flavour iirc
as long as its not a straight up condition, im all good
Oh
yeah dude, i read the whole thing, its a little op, but its cool as hell
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
well whats the basic concept of the background?
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
that seems fairly balanced, but there is a cultist background already that includes ex-cultists if you wanna use that
oh?
yeah, i have a link to it if u want, i just googled it lol
Madness build when hmm? /j
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
within the month if i write enough lol, im making effects, monsters, spells, and maybe a subclass for this thing
Enough... I have endured more than enough...
new question, is restricting cantrips too op
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
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
ive never been in a campaign that has a combo of both, but id just make a copy of the character with the 2014 spells and use both
Scholars of homebrew, i offer you this
Wololooooo
it's good
idk what else to say
i suck at homebrew creatures
I feel its a fun creature
welp im going to bed, but i'll leave yall with this
https://docs.google.com/document/d/11cZKj9IQbdSHsEU5q1w7WehYgzZeIvFJQxzQ46bdZac/edit?usp=sharing
the monsters are teasers for now, as i havent gotten around to doing anything with them yet lol
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
Is impact an automatic hit?
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
You can use both. Though you should definetly used the most recent version of spells.
I use old spells for my homebrew all the time
(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
you're going to have your players stuck in a 4x4 metal tank and sit around for a big fish to eat them?
Anyone willing to take a look at my AoE fighter subclass ? https://homebrewery.naturalcrit.com/share/QsKT-dWaVvHr
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.
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
Feel free to post it
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
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
I'd suggest grabbing another item and modifying
Well, you can try making a copy of the freely accessible paladin subclass to see how they did that one.
also, DDB homebrew can take a bit to update the cache.
Like Arcane Trickster
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
@amber hollow Tell me mooore
You may have just saved me a lot of time and stress, thank you so much
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.
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.
where can i read about pit viper ?
I guess to me, Helm lets you cast a 7th Tier spell, and mine lets you have access to a sidegraded version of a 2nd Tier Spell
But maybe I'm underestimating my item compared to Fortune's Favor
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
That's true. But my ability can also only be used 2~3x per week
is that a DLC ? and is it for 5e or 6e ?
It's homebrew. I made it. There's no 6e.
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
oh i see...
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
thanks for that, i actually may be make a campaign soon so that would be helpful
Feel free to save it and playtest it. Perhaps contact me with how it goes 
ofc!
thank you again
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
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
https://www.reddit.com/r/DnDHomebrew/comments/1r8xfi6/school_of_hedge_magic_wizard_subclass/
This is a link to a homebrew wizard subclass i made. Is the conserve arcana feature too unlikely to happen?
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
does anyone know any fun Nature or Druidic themed sorcerer subclasses?
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)
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
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?
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
Nah
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
The remove your joints martial arts
I want to do some kinda subclass about grappling
I think it'd be best served as a monk subclass
Hmm
In my dojo "tap or snap" is literally a saying
I've said that to people before
BUT
I'm getting sidetracked
Youd probably have to make some concessions in building it
Well ofc
BJJ is busted I'm well aware
Such as making the damage mostly be from unarmed strike bonus actions
BUT
Instead of the actual grapple mechanic
The idea I have is pretty simple
Well I'm thinking of incorporating that
wut did i miss?
I'm getting community help on building a monk subclass based around grappling martial arts
okay
So
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
The idea is this, in irl martial arts, grappling sequences and techniques are often described in "steps"
It's very ok any feedback would be appreciated
okay!
So my idea is having this class be based around the grapple feature
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"
Monk subclass
okay
wait can you explain to me how grappling works rq then i might be able to help you a bit
Monks can already do this, though?
Basically we want to give this character every opportunity possible to grapple a creature and make said grappling as easy as possible
They don't gain modifiers?
Or is this for the outdated rules?
Maybe I read wrong
They add their Dex instead of their Strength to grapple DC, yeah.
It might be I was looking at 2014 addition
Alr forget everything I said
Onto the next thing I was going to say
You could do like maybe they get a plus outside of whatever stat they use in attempts to grapple?
like an extra plus
Nah the monks as are already have everything I want for this version of grappling so it's fine
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
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
oooh
A lot of this class will be based around messing with enemies ability to attack and defend
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
Starting at level 3 you gain probably only arm bar and throw
ok
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"
ok
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)"
oh yeah btw
ive made a few cyberpunk/edgerunners inspired implants for dnd could you tell me what you think of them?
Could kinda be a bit strong, since fighters equivalent needs a save
And that one only disarms
Hm maybe the enemy could make like a DC 10 strength save?
Make the dc the monk dc
I mean it's using 2 ki points
Monks have an innate dc they use after all
It should be rather strong
Gimme a minute
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
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
Yeahhhh
Idk it works either way
It works flavor wise too,
Wis could be like "your knowledge of martial arts"
Mhm, true
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
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
Make em saving throws
Pretty much solves your problem
Monk sucks later on so a slightly strong monk subclass doesnt really change much
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
Hi guys i would like to share some homebrew stuff ive made so uhh these are cyberpunk 2077/edgerunners implants for dnd https://docs.google.com/document/d/11LXQc08Nb8GXnb8xANa58SI8LBdXugdNRmQXF-hHLW0/edit?tab=t.0
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
This sounds like a nightmare to calculate and keep track of.
personally im not an experienced dm but i think thats super cool, althougy dosh is also correct
What… level is this
This feels really strong. If they need 6 people, have them upcast the spell.
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.
Yet to decide
That’s what matters here
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
That's a TPK with a fireball.
Where's the reward? 
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
Reward is everyone has 20 in all abilities.
wait imagine this gets used and your bbeg throws out a PARTICULARLY strong hit lets say theoretically enough to kill the average PC
It seems like an out of combat spell at this point.
Ignoring the additional nightmare of calculating health changes with temporary Constitution increases, that's not doing much for anyone
Ah
Let's say 120 dmg, Everyone will take that much whoever has less health will go down
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?
Hey, I have a weapon that I think could work relly well. The basic premise is that the wielder can think of a weapon (doesn't matter if it's conventional, unconventional, exists or doesn't exist) and it will take the form of that weapon. The only thing is that it initially looks like a busted sword hilt. Here's the link:
https://docs.google.com/document/d/10-jRqLd4aWMiVPyVNqAUxD-YD7gjMSV3V5afExTv_fs/edit?usp=sharing
Can I please get some feedback?
So would dividing the dmg be better
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
but it gets split among everyone
Without looking at the document, and guns aside, that sounds like a pact of the blade, and probably an uncommon weapon (assuming no magical bonuses).
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)
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.
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]
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.
.
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
Looks like a Artifact/Legendary+ item with those attack and damage bonuses.
I have it as a legendary right now. Should I up it to artifact?
I mean this thing could be a sword or just a big old brick.
Probably an artifact, yeah.
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
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."
I don't see any saving throws, and no concentration, so I would reduce the damage to something like magic missile damage. Maybe 1d4+1.
So, I've been reading the book series Dungeon Crawler Carl and just attempted to recreate one of the weapons. Could I please get some feedback? Here's the link:
https://docs.google.com/document/d/1Wo8dKZvwuq7hfQFnFmqlPEHIlr1OUBjY97tnXbp9m-o/edit?usp=sharing
a saving throw would make sense, true
i'll do that, ty
it now takes a dc 14 intelligence saving throw
Is there a reason you used a static saving throw? Saving throw DCs usually scale with the caster's ability.
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.
its a condition available to both players and monsters, the players can give it via spells and monsters give it via idk yet lol
I mean the spell as a whole, not just the condition.
ohhh, yeah its a mainly player spell
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.
-# oh
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
Yooo thats my homebrew monster!
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.
-# oh oops
yeah this is a post-level 20 item for sure
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
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
Well, I'll prune it later.
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
Anyone have a good Barbarian subclass with a defense or protection theme? I already know World Tree.
It's up to you what you want to make. If MTG is Magic The Gathering, you could start with stuff like "Defender" or "Trample" and try to make those common traits of monsters.
Anyone ever played a one piece homebrew
Yeah i dmd one
I know of a few fan made modules
Does anyone have a good homebrew kraken?
There is an official kraken statblock
I know but I’m wondering if there’s a stronger homebrew one
Just take the official one and modify it if you need it stronger
Fair enough
Should be easy enough to just crank up the damage and hit points and such
Good point
ChainsOfAsmodeous has a Fire Kraken
Ooo
Do u know where I can get the modules I’m gonna dm a campaign
I’ll dm you the ones I know of personally
Sent them your way
Honestly maybe a good idea would also be to make it almost like a "pirate" thing where you can collect different items from the moon while trying to track the monster. Maybe it'd give the party more freedom to decide if they want to head to the specific points or if they want to explore. It already isn't going to be one to one to the game since that'd be incredibly boring
The same series also has something called a Krakaren that is basically the fusion of a Kraken and a Hydra
Okay, I've scaled it way back. Can I get some feedback on the revised version please?
https://docs.google.com/document/d/1Wo8dKZvwuq7hfQFnFmqlPEHIlr1OUBjY97tnXbp9m-o/edit?usp=sharing
Is there a list of homebrew items/firearms for a rdr2 era campaign?
So like, 1890's basically.
Hows this really basic item:
Walterberry
When eaten, gain +2 AC if enemy has disadvantage
Lasts for 1 hour
Looks ok.
Would probably change the titan's grip to give exaltation when a grappled target dies, instead of having the BA trigger though.
Also a note; you added that Momentum now drops charges, which also means that Sentience doesn't punish for running after 3 turns.
should it also occur for advantage
I imagine this generally favors spellcasters, where Martials have may have less reliable ways to impose disadvantage on their enemies.
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
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
that feels a bit too strong for a very rare but i could be crazy
so it's a legendary
I think legendary would make sense for a common immunity. Otherwise make it resistance.
Also, that immunity also means they take no fall damage.
i figured that out about a half hour after i thought of it
and attunement is required by a ranger
I think it’s on the weaker end for a class-specific legendary
Does it have the normal Warhammer statistics?
decent legendary item for sure but consider also making it a +1 weapon and giving some proficiencies
to make it worthwhile
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.
it does 2d6 one handed 2d10 for 2 handed
Otherwise the same range, mastery properties, etc?
the ranger has the fighting style dueling and they have the horde breaker feat
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?
yes it does
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
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.
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
Okay, I just fixed it. Here's the revised Doc:
https://docs.google.com/document/d/1Wo8dKZvwuq7hfQFnFmqlPEHIlr1OUBjY97tnXbp9m-o/edit?usp=sharing
What’s a good way to figure out the playable stats for a species that’s already in the game but as a monster?
Honestly, what I do is take a preexisting monster and mash it up with the species I'm using to get the new stats.
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
Anyone have a defensive Barbarian subclass?
No, but I have something that could turn a barbarian into a heavily armored tank.
I’ll give it a look
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
Your turning a monster race Into a player race, or a player race into a monster race?
Not really
I also have this but it's more stealth oriented:
https://docs.google.com/document/d/1tu09rwGq6S6Idf1bsOdtOK8AsYUOqPzsEeEQEHA1VLQ/edit?usp=sharing
I appreciate the offer though
Not what I’m looking for. It’s alright
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.)
Woah, let’s not get crazy here. What are you, some kind of min max maniac?!
This might be overkill but:
https://docs.google.com/document/d/1xAi3m1I2zyVZgtF-2OW9U8fwpMCg-kd7BCmoP15Z9tU/edit?usp=sharing
lol wow that feels like it could be an entire subclass! It’s cool but not what I need
Can I just DM you a link to my 36 item folder for homebrews to see if that helps?
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
Okay, sorry I wasn't much help
Not a problem, they are not bad items just not what I need
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.
Not bad!
A monster into a player
Pretty sure tashas cauldrin has custom race rules in it.
I’ll make sure to check that out thank you
Hey, what theme do monk subclasses follow?
Wizards are schools, Paladins are oaths, but i cant really figure out what the theme for monks are
Its just "Way of" and then some random bs
There doesn’t necessarily need to be a specific overall theme. Monks whole thing is that they are physically magical being who focus their own energies in unique ways
So however you interpret that
I’ve seen them described as martial sorcerers basically
oh, so it really is just some random bs
Yeah it can be whatever you want basically
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.
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
-3 Armor Class means nothing to me 
Namely looking at Mantidrake, Dracimera and Dragon-kin
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.
———
might allow it to mimic a voice heard recently to push it into the Uncommon area
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
Feel free to post your idea
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.
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
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
Almost like the definition for fiends using necrotic damage for its damage type, in my world aberrations might use corruption instead.
Is this a dumb thing to convolute my world or am I actually making sense to anyone..?
No I get it, I think it’s fine to have a special damage type
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
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
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
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
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.
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.
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)
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.
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.
Trinket
- A Lead-Lined hat that "Protects the mind."
- A necklace of sharpened coins that "Ward off evil."
- A defaced coin you swear resembles a monster.
- A cracked magnifying glass that "Reveals invisible ink."
- A document in an "Ancient Language" that holds "Shocking truths".
- A rock that apparently contains a mysterious fossil.
- Your lucky pen that's out of ink and can't write.
- A broken compass that "Leads to the truth."
- A pile of mish-mashed theory papers-Half of which are smudged, defaced, or you know are wrong.
- A Pen drawing of an elusive creature you swear lurks in the lands. (Drawn by you.)
this is my first BIG homebrew background
i think it turned out pretty well!
I mean, having him be the next incarnation of it could be a better fit.
Like, this "Corruption damage" being a force that has acted through all those mediums, but has only just shown it's true face through your villain
Always been there, testing waters, melding with these clashing forces, and has decided now is the time to invest in a true heir
That’s kinda how he Came To Be, sort of.
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.
If Necrotic is decay damage, Corruption could be Transmutation damage (more specifically, what happens when the old parts of you don't work with the new corrupted parts of you . . . )
Exactly
Seems kinda cut and dry then. Atp it's not as much a difficult thing anymore as it is a tedious one
Picking and choosing what gets it and what doesn't across all of DnD's content
Anything that seems difficult to you still?
This is where the bulk of my worry resides, I was thinking of just adding some spells to the known phb as alternates for my new damage type but not only damage spells but as you put transmutation spells that could also work through story building and role play use as well
This tedious process is my writers block
Honestly, given how you're better at flavor than mechanics, this is pretty clean. Well done.
Oh, so spells? That's it? How many do you need?
For it to feel substantial I mean?
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
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.
