#homebrew

1 messages · Page 82 of 1

frank leaf
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(srry had to do a chore lol)
So, I can help you a lil here every once and while. How much time you got til you get the ball rolling?

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Also, is this 2024e or 2014?

spare rain
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I’ve got until March 7th. That’s our first scheduled Session 0 I guess. But most already have their characters , levels, and idea of most of my world.

frank leaf
spare rain
frank leaf
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No problem

spare rain
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It’s late here, I was thinking the same

proper prism
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Heyo! I was wondering if I could post two species ideas I have for my new D&D setting, and maybe get some feedback if they seem OP, underwhelming, or balanced?

proper prism
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Drakon
Creature Type. Humanoid
Size. Medium (about 6-7 feet tall)
Speed. 30 feet
As a Drakon, you have these special traits
Tail. You have an extensive tail that is practically like a whip. As an action, you may use your tail to hit a creature within 5 ft. of you, dealing 1d6+Dex Slashing damage on a hit. Additionally, Drakon tails will often reflect true prevailing emotions. Therefore, If your tail is visible, you gain disadvantage on deception tests.
Drakon Agility. You are extremely light on your feet. You may use the Dodge action as a bonus action. You may do this three times before needing to wait for a long rest.

Falcon
Creature Type. Humanoid
Size. Medium (about 5-7 feet tall)
Speed. 30 feet
As a Falcon, you have these special traits
Eagle Eye. Your eyesight is sharper than that of any other ancestry. You gain advantage on perception checks that require sight.
Curious Nature. You are fascinated with the world around you. Choose one from History, Nature, Religion, & Arcana to be proficient in. Additionally, choose one artisan’s tool. Whenever you roll a Skill Test, and you’re using that tool, add 1d4 to the test.
Darkvision. You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

dim hornet
proper prism
whole adder
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Testing the waters here, if I replace this trait here:

"You count as one size larger when determining the weight you can push, drag, or lift."

To a simple advantage on strength checks and saving throws passively

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Would this be a buff or nerf overall?

dim hornet
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Adding 1d4 seems underpowered if there is not any proficiency. (which could be obtained by background or class)

true forge
near rose
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Can I share my dnd campaign pitch with yall

frank berry
hollow shard
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Hi chat I'm back

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Idk who's on rn but I would like to keep talking about the custom monk subclass idea that I had

cerulean seal
hollow shard
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Yeah I'm just worried it'll get buried in chat

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But basically

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Irl I'm a martial artist practicing Brazilian ju jitsu

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I wanna make a Monk subclass that accurately represents what it's like being a BJJ practitioner while also being fantastical and fun

earnest veldt
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Two queries, answer whichever or both:

1: Suggestions for race/class specific items (magical or not).

2: Thoughts on allowing weapons with innate masteries/skills that carry over to other weapons (within reason) once the player has used that weapon enough (similar to fire emblem shadows of valentia combat arts/skills)? If yes, then suggestions? If no, revisions?

rugged cargo
earnest veldt
rugged cargo
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It sounds like a mix of the "Crusher", "Slasher", "Piercer" feats, and the aforementioned "Tactical Master".

Not too big a deal, but in my eyes you are just looking to reward players with a feat similar to the ones listed above.

rugged cargo
frank leaf
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@spare rain

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So I got some Spell ideas, 3 new spells and 2 tweaks to old ones

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The spells Life Transference and Negative Energy Flood are both perfect for Corruption damage

frank leaf
dim aspen
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If I homebrew a Dancer class, I have to do that as a subclass with monk as base for DnD beyond right?

primal osprey
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IIRC you can’t homebrew classes yourself on dnd beyond

dim aspen
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I already have the class made I just want to see if I can put it into dnd beyond, I know it has to be input as a homebrew subclass though 😭

primal osprey
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What? I am very confused

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So you’ve already made a class, and now you’re making a subclass for it on dnd beyond?

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No wait

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Your class is just the Monk, but with extra abilities?

dim aspen
primal osprey
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Well in that case, yes you can just make a homebrew subclass but it just adds the abilities of this class over it

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They don’t limit the amount of abilities a subclass gives iirc or what level you get them

dim aspen
hollow shard
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CHAT IM BACK

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And i can talk about the stuff I was gonna talk about earlier

hollow shard
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Basically the idea so far is that the class would revolve around grappling because BJJ IRL is a grappling martial art

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So far I've come up with 2 special attacks and a feature

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So the ideas so far are

"Way of mage slaying: Armbar:"
You can spend 2 ki points make an attack roll against a grappled enemy and if you succeed the enemy must make a DC 15 strength check and if they fail they take an additional 2d8+dex mod in addition to any other damage and they received disadvantage to attack rolls until your next turn"

primal osprey
dim aspen
hollow shard
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"Way of mage slaying: Omoplata:"
You can spend 1 ki point to make an attack on a grappled enemy, if you succeed the attack the enemy must make a DC 15 dexterity check and if they fail they cannot take actions until your next turn and attacks against them have advantage

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So chat before I say anything else what's the thoughts on these as like this monks gimmick

primal osprey
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Isn’t that stunning strike?

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I mean it’s slightly different but it seems like they both boil down to the same thing

hollow shard
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I mean kinda but there's some differences

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One does more damage and reduces their attack which allows for a defensive strat

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The other doesn't deal damage but does a mini stun

coral delta
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Amity means
"Isn't Omoplata just stunning strike?"

hollow shard
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Ah

primal osprey
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Apologies for my wording

primal osprey
hollow shard
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Honestly maybe, I was just worried about making it too good maybe I could add something else

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The idea is you put their arm behind their back in an arn tie

primal osprey
primal osprey
hollow shard
primal osprey
hollow shard
primal osprey
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Or maybe two rolls of a martial arts die at most but that’s just me

hollow shard
primal osprey
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I think now this ability is sounding pretty good!

hollow shard
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So yeah those were my ideas for the first abilities this monk subclass gets

primal osprey
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My humble request is the ability to throw your opponent after doing this to them for a few turns. Would be badass

hollow shard
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And I'm thinking at a certain level they could get a feat which lets them grapple people up to twice their size as if they were the same size

primal osprey
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Like a one handed throw after holding their arm behind their back

primal osprey
hollow shard
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Idk when I would wanna implement that

hollow shard
hollow shard
primal osprey
primal osprey
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Like “you can now grapple creatures up to two sizes larger than you (e.g: huge if you’re medium, large if you’re small, etc)”

hollow shard
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Yeah ok so we agree because my suggestion was that this monk can grapple someone who is up 2 sizes larger

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Yeah I think I just miss worded that

primal osprey
hollow shard
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But yeah what level do you think they should get that?

primal osprey
primal osprey
hollow shard
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Fair enough

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Ok so speaking of levels

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I was thinking of adding something to redirect attack

primal osprey
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-# *deflect attack but close enough /lh

hollow shard
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At some level they could get "redirect attack, hip toss:
When you reduce a melee attack's damage to 0 the attacker takes (whatever your martial arts die is) damage and falls prone"

hollow shard
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But yeah idk what level that should be at

primal osprey
primal osprey
sleek furnace
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I need some help making an illusion spell for a custom character, most of the current illusion spells don't really fit my characters vibe and illusion spells are really complex (for me at least) to make

hollow shard
vivid trail
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@dim aspen Heyo. So from the #dnd-discussion , the homebrew species I'm working on is basically the result of a Yugoloth entity from Gehenna who wanted to create a mortal species that he calls his own.

hollow shard
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They get to do a hip toss

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But I think what I really need help with is what else they could get outside of just attacks

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I do also think I need help with making a top end thing

dim aspen
vivid trail
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Thanks! My DM was showing me about them as it'll help for the context of not only my homebrew species, but their lore and even the entity itself

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It's the basis for this warlock subclass that's similar to the parasite subclass, but more "ethereal" than total control

hollow shard
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I gotta learn more dnd monsters

vivid trail
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Specifically, the entity is an Arcanaloth, and I have a modified monster stat block that I am finishing up because the stats on this modified Arcanaloth statblock will change based on the character's (their host) levels

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So that's the part I am trying to figure out and finalize: how do you do adjustable stats for a monster.

hollow shard
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I mean this could be a bad idea but just have different stat blocks at different levels

vivid trail
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I argue that's too much work, because then I'll have to make 20 different monster stats for the same monster 😭

hollow shard
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Like you could just have them have different tiers based on the tier of their host

dim aspen
vivid trail
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So maybe like the added info for spells, like how fireball says "add an additional 1d8 per level upcasted"

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My question is that would the code logic function the same since it's considered a monster, and not a player.

hollow shard
vivid trail
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Unless there is a monster who's stats changes that I can use as a model.

hollow shard
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I think there's a few

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Prob could look at the monster manual and see if there's any

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I know for a fact that there's a lot of homebrew stuff that does that

dim aspen
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@vivid trail You can try using formula scaling or proficiency bonus scaling?

vivid trail
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in theory, formula. But proficiency bonus scaling would be easier, but will set a hard limit.

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My main concern is simply the coding logic dndbeyond has

hollow shard
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Yeah that would be awesome

vivid trail
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I know you can scale with PCs, but idk if that's doable with monsters

dim aspen
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AC = 10 + Host Proficiency + Charisma modifier (Arcanaloth)

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something like this maybe

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idk I dont really know much about this stuf

hollow shard
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Yeah I don't know if anyone here knows about the logic of dnd beyond

dim aspen
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or if clean PB scaling something like this?

vivid trail
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I get that, but once again, as princess points out, will that translate into a functional AC that is present on the monster stat block that changes overtime without needing to manually edit.

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So yes, I will need someone who's well knowledged on dndbeyond coding logic

dim aspen
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Damage = Base Dice + PB

Temp HP = 5 × PB

Number of spell uses per day = PB

Legendary Resistance = 1 use at PB 3, 2 uses at PB 5

hollow shard
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Worst case scenario I have an idea

vivid trail
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not really a programmers discord, just someone who understands how the text coding for dndbeyond works in detail and if it's only limited to playable characters.

hollow shard
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You could just find a program that could run these calculations and just input the results for each level of the monster

dim aspen
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this is what hurt my brain in subclass homebrew

frank leaf
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They added it in 2024

vivid trail
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I frankly have no idea.

hollow shard
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Huh

primal osprey
frank leaf
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Was very interested in those

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I should play one soon

primal osprey
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I do quite enjoy them. And resistance to necrotic damage ain’t too bad

vivid trail
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Huh. Interesting.

dim aspen
vivid trail
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I'll speak to my DM about that and if I can maybe change my homebrew species to incorporate some of their aspects (even though the product is already finished, if I am allowed to make adjustments).

dim aspen
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I have someone thats playing a cthonic tiefling in the upcoming campaign too😭

hollow shard
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Also chat

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How do y'all think I should do a rear naked choke for the homebrew subclass?

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I was thinking of maybe having that be the like level 15 thing

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Their capstone thing kinda like quivering palm

dim aspen
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guarantees the death of any wizards

hollow shard
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I was also thinking about maybe doing a feature called "favored technique" where you can choose a technique that requires ki and do it for no resources from that level on

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Maybe also boost the attack's damage

frank leaf
upper token
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trying to figure out how to build a mounted turret grenade launcher. it can be mounted on be stationary on a tri pod

midnight elk
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@upper token Are you also a weapon/item focused homebrewer?

upper token
fierce dome
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Anyone done much homebrewing of origin feats? I've been trying recently and finding something broadly applicable at the right power level has been really tough

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I find hitting that sweet spot of "mild power" and "frequently useful" really hard

hollow shard
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Well what kinda origin are we talking about?

fierce dome
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Oh I have eighteen backgrounds for my setting in trying to create homebrew origin feats for

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And I've written all eighteen backgrounds and all eighteen feats, but I guess I'm just looking for more examples than the 12 origin feats I'm the PHB to try to balance power levels against

hollow shard
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ahhhhh

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Uhh if you just need more examples of feats you could just look them up online you could find them

wet bear
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Machine Oil
Potion, uncommon

A metallic canister filled to the brim with pitch-black liquid that has an earthy aroma. As an action, you can down the contents of the canister to receive 1d4 Poison damage. If you are warforged or an autognome, you will instead lose one point of Exhaustion, and have advantage on Dexterity Saving Throws for the next 24 hours.

south wasp
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Kinda hard to make balanced homebrew feats i find

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Better off thinking what niche youre trying to fill for an origin feat

hollow shard
frank leaf
fierce dome
frank leaf
rugged cargo
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Maybe class initiates?

Like magic initiate is an origin feat, so maybe "class initiate" where you get a piece of a level 1 class

Monk -> Dextrous attacks
Warlock -> Eldritch Invocation
Fighter -> Mastery/Fighting Style
Barbarian -> Unarmored Defense

etc.

hollow shard
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Ooo unarmored defence might be a bit powerful

frank leaf
hollow shard
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Cuz I don't think mage armor counts against that

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Nor does shield, so a wizard or sorcerer could very easily get like a massive AC

frank leaf
rugged cargo
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No, mage has different calc

coral delta
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AC calculations don't stack, yeah

fierce dome
hollow shard
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Ah nvm then

frank leaf
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The same way Monk/Barb Calcs don't stack

frank leaf
hollow shard
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lucky

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God my hand is so twitchy bleh

rugged cargo
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Any class already stacking ability scores for unarmored defense (see: martial classes) probably already has a similar same-level option.
But if a Wizard wants to pump 20 dex, then it opens up opportunities, I guess.

hollow shard
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I mean as a monk you could just get unarmored defence and shield from magic initiate so meh

maiden marsh
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Hey people, would you mind reading a 30-ish page document I made?

Its a ranger reimagination, designed with much much love and care.

It contains the base class, spell list, 14 subclasses (revised subclasses and original ones too), a couple of revised spells and feats + new spells and new feats

it also has a lot of awesome (i.e. non-ai) art I found around the internet (all links on the last page)

and it is very cool I swear.

This is the link https://www.gmbinder.com/share/-O7M9oyJma8c7miKbr5-

fierce dome
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fourteen subclasses

maiden marsh
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I got carried a lot.

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I'd like to post a sneak peek of one as an image, but I guess discord wont let me now

scenic urchin
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no pics in this channel

pallid brook
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Pictures are pretty restricted on this server

maiden marsh
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how unfortunate. Thats fair I guess

native grove
fierce dome
scenic urchin
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lots of things in this server are because the privilege was abused in the past, can't be helped

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the pain of a large server

maiden marsh
native grove
maiden marsh
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Well, I guess it achieved that goal! nothing seems out of balance nor weird to me at least.

-# (also please look at my Ranger I beg of you)

native grove
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Uh sure, let me try to find it

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Huh, neat, I also made a chef ranger subclass

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Personally I would make it so favorite enemy isn’t concentration, because then it would conflict with the rangers other concentration spells (such as conjure animals)

maiden marsh
native grove
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Then what is the point of concentration?

maiden marsh
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it was made so other spellcasting classes - cleric and druid specially - wouldn't abuse their spell slot progression

plus, it is very thematic

native grove
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Ah, fair on that

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Personally I would have just made it so you can’t mark more than one creature at once

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But your method works too

rugged cargo
azure needle
frank berry
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Alright, very stupid plans of a Homebrew race, which I think I've got it down, but would love to check if anyone catches some abuse I've missed with their main feature
Note: The actual text is way too wordy to fit here, since I had to account for a whole bunch of stuff for rules, so the following is more of a TL;DR

But basically, it's a Djinn / Genie race with their main feature being the ability to grant wishes

  • Each creature has 3 innate "wish points" specific to each genie, and these can never be regained once expended
  • To make a wish, a creature must be touching your vessel
  • You cannot grant your own wishes

At 1st level, a creature touching your vessel can use their Action to make a wish, which must be an Action you can take, which you will use as a Reaction to the wish. If you are not willing to grant the wish (such as an enemy has your vessel), the creature making the wish must spend one of their wish points to force you to take the Action on your next turn as your Action.

At 5th level the wish can also be to use a 1st level spell of their choice, even if you do not know the spell, or have a spellcasting ability. If you have a spell slot to cast the spell, and costly/consumed material to cast the spell, you simply can do so as a Reaction by spending the required slot / material. If you are unwilling, or you lack the spell slot / material to cast the spell, the creature wishing for it can expend a wish point to make you cast it without requiring the spell slot / material.

At 11th level the above feature is changed to work with up to 5th level spells with same rules.

At 17th level the creature can make you cast Wish, always expending a wish point, the 33% chance to never be able to cast wish again is on the creature making it, not you, and if a creature has become unable to cast wish ever again, they cannot have you cast Wish spell with this feature either.

azure needle
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Just suggest a commoner or someone you know will fail the save to wish whatever yo uwant and it'll work

frank berry
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Ah, I have in fact thought of that in my massive list of additional rules. Wishes cannot be made under effects of mind control such as Suggestion 😏

drowsy canyon
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what are the limitations to the actual wishes

azure needle
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What about just plain old coersion then? You could just Intimidate somebody into wishing for what you want

frank berry
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Basically at 1st level, it just has to be an action you can take, so an ally could forgo their action to give you another attack action as a reaction
After that each spell must have a casting time of 1 action, which is something I forgot / lacked space to include

frank berry
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Though yeah, thinking of one of my players, this is definitely something that could be abused
Pay bunch of commoners to make you wishes, intimidate someone, etc

But these options also do leave open the easy DM consequences

azure needle
fast cove
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I dont really comprehend what the fantasy this race is trying to encapsulate is

the wish system you'vs designed seems really fun for an NPC encounter but I dont think having that in your team would be too enjoyable

azure needle
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I have one in mind but it's specific enough for it to require specific planning

frank leaf
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At least set of a Racial Feats, smth like Genie Touched?

fast cove
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its a lot of rules and additional metrics to account for only to be at the mercy of your party members half the time

fast cove
frank leaf
frank berry
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In fairness the theme and fantasy of the race directly relates to the actual campaign, but yeah can't really go into more detail here
Was basically just looking to see if I missed any obvious flaws / abuse with this, major one which definitely seems to be getting bunch of NPCs to wish you stuff 🤔

So gonna think on that. Thanks for the feedback!

azure needle
# frank berry The Jafar way of doing things~ But at that point the genie is giving the control...

This is pretty circumstantial, but here's an example

2 Undead warlock / 7 Conquest paladin - Form of dread means striking an NPC reliably invokes fear (silvery barbs gained through a background or fey touched to rectify a passed save), and your aura of conquest would mean they're frozen in place, making it easy for you to retrieve your vessel if they end up not wishing the way you want them to

fast cove
hollow shard
azure needle
frank berry
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And yeah the 17th level is kind of intentionally busted, but also easy to just leave off the features. Might add some other limit, like usable only once per day or something, but als oI've never had a game go that far, and giving a commoner literal cast of the best spell in the game is again gonna be pretty easy to turn on a player attempting to abuse it (Though that might just be me, I can 100% understand many DMs not wanting to deal with that)

split bough
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Hey im pretty new to homebrew so this is probably not great but I wanted to see anybody's thoughts on my homebrew barbarian subclass

warped carbon
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what rarity should this be its called the jacket of snacks. the pockets are pocket dimensions that keep food in stasis. and it randomly creates random food and drinks. plus only the wearer can access the pocket dimension.

azure needle
# frank berry Is the NPC an enemy, like a bandit, in which case I can just have them act despe...

In terms of your first 2 points, I'd say that if you're willing to make concequences for abuse that isn't disallowed by the rules of the wishes, then yeah as long as you're willing to do that it'll probably be alright, albiet not suitable for widespread adoption by other tables

For that third point, if we were to go into the realm of optimization, it's a bit more nuanced than that. Assuming a sufficient amount of commoners, the previously mentioned level spread, and the mind sliver cantrip to subtract 1d4 from their fear save (which, by that point, you can pretty much guarentee all saves fail), the only expendable resource you're using is your form of dread which is PB/Long rest. Again, under perfect circumstances, that essentially means you can get 10+ wishes with one use of FOD, which means a conservative estimate of 10 1st level spell casts. suddenly, the fighter now has an initiative bonus of 10d8 for the next 8 hours if you decide to use all the wishes to cast gift of alacrity

while this example might be over-specific, i'm just giving it to show one of the ways it can be abused. as long as you're willing to give story-related concequences to abusers that transcend the RAW rules of the race, then yeah you could be fine

frank berry
# azure needle In terms of your first 2 points, I'd say that if you're willing to make conceque...

Yeah this is definitely a race meant for my game, rather than something I'd ever toss at another DM as it is currently written, with the limitations of the race leaning havily on the DM and appropriate consequences. The race is definitely very specific, and relies on the setting / theme of the campaign it is designed for

Like, let's say you do the whole commoner thing, getting bunch of randoms either by intimidation or persuasion to cast wishes for you. You'll get a bunch of spells cast (depending on the spells might not even be TOO abusable), but now also got bunch of people knowing you and your abilities, and plenty of more powerful beings would be happy to take that power from you or use it for themselves, and potentially knowing you are just willing to have anyone take your vessel and make them. Again, at least for me easy to punish these kinda of actions 😏

Also I realize this is just a quick example, but with my nitpicky rules lawyer side I do wanna point out that gift of alacricity wouldn't stack, and even then you'd need to be making the wish somewhere populated by bunch of commoners, risk any potential consequences forcing them to wish that, and then only if you havea fight in the next 8 hours will it be useful 😌

maiden marsh
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I don't know if that is what you were talking about, but there it is

hollow shard
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No that's exactly what I asked for thanks

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Tho if it's a situation like that then I'm shit outta luck

maiden marsh
maiden marsh
split bough
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i do wanna keep working on it tho

maiden marsh
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what in hell is @azure needle cooking for ages at their text-box tho

azure needle
# split bough https://drive.google.com/file/d/1sl8ze94_Trn7JIuClvEJIXqUtcJx-pqC/view?usp=shari...

This is very similar to the path of experiment barbarian from crooked moon, and the living cruscible fighter from grim hollow

A few problems from a mechanic standpoint I can see here are:

  1. "Your rage cannot be ended prematurely unless knocked unconscious" is something that the baseclass barbarian offers at a later level. Generally, you want to avoid subclass features overlapping with pre-existing baseclass features.

  2. The 15 AC clause overlaps with Base class barbarian's unarmored defense. Chances are, the average barbarian is already gonna have a higher standing unarmored AC if they allocate their stats correctly. Plus, since barbarians already have acess to medium armor and shields, it wouldn't be hard to surpass 15 AC from the start

  3. Generally, you want to give tool profficiencies in tier 1. This is just a general rule that most subclassses follow.

  4. A free 5d8 worth of healing potions each long rest from level 3 is very strong, and outpaces most cleric builds save for the most optimized configurations. Additionally, if you were to dip your weapon in Crippling Toxin, there isn't any indication on how long the extra damage would last for. This would also conflict and be stronger than the innate damage buffs that zealot barbs get.

  5. Advantage on con saves is pretty mundane for Barbarians

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That's the things I can point to off the top of my head, but for your first subclass it's not bad by any means

#

wording needs work though, I agree with pastel on that

maiden marsh
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there you go

hollow shard
azure needle
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Path of experiment gives 2 out of the 3 benefits of your 10th level rage ability at level 3

split bough
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might just use that then 😭 appreciate the feedback 💯

azure needle
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No problem, I ran a Vhuman path of the experiment and had a really good time with it so enjoy

hollow shard
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Ok guys

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How many subclasses features do you usually get by level 20?

maiden marsh
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the average i guess its around four to six. It depends on the class

hollow shard
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Ok noted

azure needle
hollow shard
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Then gimme a minute cuz I've been yapping about this homebrew monk subclass for a minute

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And honestly I think I'm getting close to something good

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Ok so I think I have the subclass close to figured out

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I'ma see if I can get it all on a Google doc rn

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But I need a feature for level 6 and level 17

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So far this has been a subclass based around the real-life martial art of BJJ and I'm open to doing some magical shenanigans but my top priority is giving some representation for the fighting style I practice

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I was thinking for level 17 you would gain a feature which allowed you to use 2 ki abilities of your choice for no ki cost what so ever

balmy leaf
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https://www.reddit.com/r/UnearthedArcana/comments/1retun0/verdant_sorcery_10_feedback_wanted/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Verdant Sorcery (1.0)

"Verdant Sorcery is a blessing bestowed upon those who make contact with great, primal presences. Perhaps you once consumed a fruit or seed from a sacred grove that was never meant for mortal palates. Perhaps you were once lost, deep in the wilds, and the forest itself, or dryad spirits, "repaired" you with its own essence to save your life. Perhaps your magic is an echo of the Feywild, a gift from a powerful Archfey. Regardless of its source, your Sorcery is a hybrid of innate arcane magic, and practiced, ancient druidic magic. Your spiritual connection to nature grants you both your magic, and physical attributes matching the source of your magic." (I have yet to make a table for this, but its a typical 'choose your flavor' table)

This subclass is fresh and new. I havent really balance-checked it and havent playtested it at all - first, I'd love some feedback on these features as they are! (And yes, I took a little inspiration from Insight Check's new Ranger re-write. DoggoKek )

All and any feedback, critcism, and ideas are appreciated!

bright terrace
#

is having access to 90% of spells too op or nah.

sharp furnace
#

Psionic Expansion

3rd-level Divination

Casting Time: :: 1 action
Range: :: 20 ft
Components: :: S
Duration: :: Concentration, up to 1 minute
Domain: :: Arcane, Divine

An overwhelming telekinetic force thunders from your mind as you violently expand your perception.

All creatures in a 20-foot emanation make an Intelligence saving throw, taking 4d12 psychic damage on a failed save or half as much on a success. Until the spell ends, you are blinded and gain blindsight out to a range of 20 feet.

:: At Higher Levels. The damage increases by 1d12 for each spell slot level above 3rd.

dim saddle
hollow shard
#

Ok I've finalized version 1.0 of my homebrew Monk subclass

brave patrol
balmy leaf
# bright terrace is having access to 90% of spells too op or nah.

depends on the class

wizard or sorcerer? hell yes. Wizards can cast spells more than any other class and sorcerers can mess with spells via metamagic.

On a druid or cleric, still probably. On a bard though? maybe a little more balanced.

On something like a 1/3rd caster like the EK or Arcane trickster it could be cool tho

brave patrol
#

yeah you can only have prepped a certain number of spells and even then can typically only cast one at a time, so a versatile series of options is not inherently op on it's own

#

the important thing is to not step on other classes toes too much, if it can do everything a druid or sorcerer can do and do it better, than you know you made it too op

#

as for sorcerer versatility is fine since you can only have 22 prepared spells at a time, not counting the expaned spell list which typically ads some extras that you already have prepared

jagged stirrup
#

If you were going to attempt to make this item go from rare to very rare, what would you change?

Quill of Impossible Moments

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.

Our long rest is scaled to 1 week

scenic urchin
#

"when you use this ability, you can also deal 3d8 radiant damage to a creature of your choice within 30 feet"

cerulean seal
#

Context is really what matters

azure needle
balmy leaf
#

on its own its not OP at all but with other features it can definitely break balance a bit

#

like a sorc with access to every spell is just straight up better than any other sorcerer subclass

so ye

brave patrol
paper belfry
#

ia this balanced
determination heart (artifact agument lore wise)
you can roll a 1d6 when ever you attacked with force and remove that number from the dice roll min of 1 but every time you use it you take 1d8 major soul damage

brave patrol
#

especially given some of the spells chosen effect damage out put

native quail
# sharp furnace ## Psionic Expansion *3rd-level Divination* **Casting Time:** :: 1 action **Ra...

Wording is a little off, since as written I'm certain it doesn't work as intended. Here's how I would write this:

You violently expand your perception, causing an overwhelming telekinetic voice to thunder from your mind in a 20-foot Emanation for the duration.

Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make an Intelligence saving throw. On a failed save, the creature takes 4d12 Psychic damage. On a successful save, the creature takes half as much damage. Additionally, you have the Blinded condition and gain Blindsight with a range of 20 feet for the duration.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 3.

sharp furnace
#

I more so used emanation instead of saying "centered on you"

#

That would be insane if it did, Spirit Guardians who

native quail
#

Oh, you meant it like that? That makes this spell a little more sensible, but it's admittedly a little worse than equivalent 3rd levels. That makes this... very niche, since it's worse damage and that Blindsight feature is only useful in rare situations

brave patrol
#

clearer meaning trumps number of words used every time in making things compatable with official stuff especially the rules

sharp furnace
native quail
#

It's less damage than fireball

brave patrol
#

also, i am fairly sure that part of the spell should make it clear the target is self is the emanation effect is centered on the caster, according the the modern rules, range would be self

#

"Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell.

If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise." to quote the 2024 phb

sharp furnace
brave patrol
#

this is where it is talking about range of a spell by the way

native quail
#

4d12 is 4-48, avg 26. 8d6 is 8-48, avg 28. Fireball is slightly better

sharp furnace
#

But fire is like one of the worst dmg types

brave patrol
#

and?

azure needle
# brave patrol given the base creature's CR on average already being so close, i'd say the spel...

It's a strixhaven campaign, so the justification is that the dragon was given the ability to listen in on quandrix (essentially the arcane physics and mathematics wing) lectures since even before hatching. There is precident of non-metallic dragons getting shape change (See Iymrith from storm king's thunder), and a variant rule in Fizbans allows dragons to gain the trait before ancient status

#

Oh, sorry for ping mb

sharp furnace
native quail
brave patrol
sharp furnace
brave patrol
#

but either way the main part that risks it's cr being unbalanced for the intended party level without becoming a sort of big gun of the party or being too strong, is more so those spells

#

as again, some of those spells effect damage out put

azure needle
#

Enlarge reduce is the only one that does, and that's only a static 1d4 increase with concentration, no?

brave patrol
#

so i'd at the very least loose the spellcasting and spells and should be fine, else adding the spellcasting is a whole nother can of worms

#

or should i say wyrms? 😛

azure needle
brave patrol
#

honestly, i feel your dm is the one who's opinion matters most, as you pointed out the one spell that effects damage out put by raw, is rather minor, but your dm can easily compensate for such a thing

azure needle
#

Plus, the DM will have control of the dragon as well for the most part, so he can play it in a way that works with his plans

brave patrol
#

plus if you are using the 2014 version of 5e, which the solar dragons came out during the time of, you should be able to calculate the math for their cr even with such a minor possible means of increasing it

azure needle
#

I'm in 2014, yeah

brave patrol
#

i am just not sure off the top of my head if the numbers make it's cr jump at all, i just know that the spellcasting trait adds complexity that can change things rather easily, if not now, in the future

native quail
# sharp furnace omg yes, so many monsters resist fire

46 monsters in the MM resist fire, 47 have immunity. 12 resist psychic, and 15 have immunity. To Lightning (a la lightning bolt) though... 35 resist it, and 19 have immunity.

So no, this does not make the spells equivalent. I'm also not necessarily saying that the damage is weak, I'm saying you're trading range for... something that most of the time you'll want to immediately turn off? The spell is trying to do two things at once

#

It would make more sense if the spell was a continuous effect, but at this point the blindness part is just kinda... there

azure needle
#

In terms of ability scores, does it look in the right ballpark? I did the math and found the BST was only 1 point above the Young Silver Dragon, which is also CR 9

brave patrol
# sharp furnace omg yes, so many monsters resist fire

why does that matter? unless the character creating the spell is specifically designing it to be the most versatile damage dealing spell possible, also the spell does not fit the school of divination, via the latest version of the rules, it seems more fitting to make an Evocation spell

#

the core of the school of divination magic is revealing information

sharp furnace
sharp furnace
brave patrol
#

then i would suggest tying it to revealing information in some way

#

for example, looking at the wording of mind spike, it makes some degree of sense "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you."

#

it is consitantly while in effect revealing the information of where the target is, in addition to the damage, it potentially is more useful for tracking especially when in cases where 3d8 just ain't gunna be anywhere near enough for major impact damage wise

sharp furnace
#

I mean Blindsight is basically see invis with a range

brave patrol
#

i'd perhaps, more so have it be the save and the damage are tied to you harming their minds by overloading it with information, the damage and blindsight just don't really make sense together, it feels more like making two spells and trying to merge them into one

#

kind of already exists, at least to a degree

cerulean seal
#

Chronurgy Wizard?

brave patrol
cerulean seal
#

Which one is that?

cerulean seal
brave patrol
# cerulean seal Which one is that?

it is from the "Valda’s Spire of Secrets: Player Pack" parterned content on dnd beyond, if you still want to make your own, that existing one would at least a good refference point

#

granted i probably should have mentioned that initially, as i imagine you thought it was in non partnered content i am assuming

azure needle
cerulean seal
brave patrol
#

i said it existed already at least to a degree

cerulean seal
#

Meh, I don’t concern myself with stuff like that. I find that people can have similar ideas but unique executions

brave patrol
#

to be clear i am not trying to discourage you from making your own, i am trying to point out someone has done a similar idea and that could prove a helpful refference point

#

though i would avoid using term chronomancer for the class, as that could get confusing, cuz many people in my experience call wildemount's chronurgy wizards for what they effectively are to the wider dnd multiverse, chronomancers reintroduced, so that could get confusion, i'd personally call them temporal spells, as despite being pact magic, the spells still are technically temporal, where as chronmancy is a school of magic and thus tied to wizards and thinking of a warlock as just a cheap wizard seems to be rob some of it's identity

sharp furnace
#

Fixes I deemed appropriate applied, I think it makes a little more sense, thank you for your guy's feedback

Psionic Expansion

3rd-level Divination

Casting Time: :: 1 action
Range: :: Self
Components: :: S
Duration: :: Concentration, up to 1 minute
Domain: :: Arcane, Divine

An overwhelming telekinetic force persists from your mind as you expand your perception in a 20-foot emanation, revealing all that is around you.

Whenever the emanation enters a creature’s space and whenever a creature enters the emanation or ends its turn there, the creature must make an Intelligence saving throw, taking 2d12 psychic damage on a failed save or half as much on a success. Until the spell ends, you are blinded and gain blindsight out to a range of 20 feet and cannot be flanked.

:: At Higher Levels. The damage increases by 1d12 for each spell slot level above 3rd.

brave patrol
#

fun fact, flanking does not appear in the 2024 books at all

sharp furnace
#

Oh really! they removed the optional rule huh

#

Shocked, cos a lot of people I know use it

brave patrol
#

yeah, now it is a house rule if anything, granted you can give an ally advantage by taking the help action, allowing to assist in an ability check or attack roll

#

"Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn." regarding the part relating to attacks

sharp furnace
#

huh funny

brave patrol
#

eh, doesn't stop people from using it if they want to, just means if playing by RAW, like in AL, some may be in for a surprise if they agree to play the latest version of 5e but only ever played 2014 prior

#

not too surprised honestly, given the various improvements they likely also made some things a bit more difficult in addition to making sure monsters more consistantly stand up to their CR, given how many people, be it justly or unjustly, said stuff like "5e is too easy" or "5e is easy mode" ect...

whole dune
#

I'm working on this homebrew Perk system for this low-level game I'm working on. Perks will essentially be functional achievements the players can mix-and-match, but only have a total of four active at a time. Perks can be leveled up three times, there's a specific milestone you have to reach to level them up, e.g; a healing perk, you have to heal 50 other creatures to level up this perk.

They're kind of like a replacement for optional Features on ASI bonus, what do y'all think?

brave patrol
#

honestly kind of just sounds like the 2024 version with extra steps and restrictions, at least in my opinion

whole dune
sharp furnace
brave patrol
whole dune
# brave patrol honestly kind of just sounds like the 2024 version with extra steps and restrict...

I'm not seeing where it says you're allowed to equip, unequip, and mix-n-match features in the 2024 handbook, unless you weren't talking about that part. I probably should've clarified how you get perks. Perks are gained at the end of a session for completing a specific achievement related to that task, for example: If Unarmed Fighting was made into a perk, you'd have to kill a certain amount of creatures with your fists during a session.

The idea behind this is that it'll encourage roleplaying how you gained the ability to do this feature, rather than just suddenly being able to during a level up. (or just saying your character practiced outside of a session)

brave patrol
#

that is kind of what inspiration dice is normally for

#

so just award these perks/feats instead, seems simple enough

#

though to me it just seems unnecessarily redundant and clunky, granted this is just my opinion cuz it is from the sounds of it just doing what feats already do but doing them via specific tasks rather than something that does not take up time or force you to play a certain way to even get the feature it offers

#

i feel this is one of those cases where you may be better off just looking for a different system rather than trying to make a new one to insert into dnd 5e

#

alternatively, the theros cross over thing did introduce something vaguely similar with it's piety system, so maybe model it somewhat off that, but having to do specific task might be a bit too hyper focusing on that detail, espeically if wanting to encourage roleplaying

#

cuz your example sounded like less a case of roleplaying and more so a case of gameplay

whole dune
# brave patrol i feel this is one of those cases where you may be better off just looking for a...

Honestly with the amount of homebrew I've written, I could just copy and paste it into a document and make it a new system 😂. I'm trying to make a good mix between D&D and GURPS, because I like the customizablity of GURPS but don't like the overly complicated abundent optional rules. I also like the simplicity of D&D but don't like how the classes kind of force you into a character archetype (even though there is a lot to choose from)

brave patrol
#

dnd does not force you into a character archtype

#

i feel you may be oversimplifying your view of the dnd side of things

sharp furnace
#

A playstyle maybe, but a character def not imo

brave patrol
#

besides classes are more so a source of mechanics and playstyles

whole dune
brave patrol
#

like you would not pick a barbarian to play a sniper

#

like you could, but you would not be doing anywhere near as well as you could be with a more suited class for the concept

#

as they say, "it's feature, not a bug"

#

your idea of perks, can't say anything about gurps cuz i flat out know nothing about it and have 0 personal interest in it, sounds like just trying to do a different version of feats

#

that said, if you are trying to blend two systems, you are better off making your own rather than trying to shove part of one into the other

whole dune
brave patrol
#

as i said, i have 0 personal interest in gurps

faint sonnet
whole dune
brave patrol
#

besides, if you are focusing on the mechanics you don't have to worry about the writing to much as long as you are consistent with what ever system you settle on or making, for things like writing you could see if someone who may be better at is willing to help

faint sonnet
#

That's not to say that it's bad to dislike D&D forcing archetypes, of course. Not every system can do everything, y'know?

brave patrol
#

one foot in front of the other, focus on getting your basics down before you start worrying about the advanced stuff

brave patrol
whole dune
# brave patrol besides, if you are focusing on the mechanics you don't have to worry about the ...

I'm pretty much just taking the D&D combat and D20 system, and then swapping out skills for GURPS skills (which is just a giant list of skills, they even got juggling in there 🤣). Then instead of classes I'm going to have perks, which can be mixed-and-matched during downtime to basically create your own build with the special perks you've collected along the way.

There wont be any character leveling, just to make it slightly more realistic (more towards GURPS and less towards D&D). Perks along with gear should make a noticeable difference in playtime to justify not having character leveling & max HP increases.

#

So it's mainly D&D, that's why I asked here

#

Speaking of D&D combat, are there any optional (or homebrew) rules you guys use? I usually say potions are a bonus action and have flanking on.

limber dagger
#

Amulet of Wild Magic

A character capable of spellcasting and is attuned to this object can infuse wild magic into their spells, roll on the wild magic table after each spell they've casted.

#

what's the thought on this 👆

sharp furnace
#

After every spell?

#

Also, pretty sure Warlocks cannot attune to this because they have Pact Magic not Spellcasting

sharp furnace
true forge
brisk holly
#

Going to try and throw the idea out again and hope it finds a different crowd. I want a summoner class. I don't want to summon a lesser demon or a horse or a barrel of water without the barrel. I want a character who is good at exactly one thing: making a very specific monster show up and do something cool for one to three turns.

#

Has anyone seen it done well?

true forge
#

summoner classes are, hard to balance

#

more bodies to hit are not fun for DMs and waiting even longer for turns as player not fun

azure needle
true forge
fast cove
#

find a D&D port of it and use that

brisk holly
#

I've mostly liked at r/unearthedarcana to no luck. Any recommendations?

true forge
fast cove
brisk holly
#

To be clear, I don't want the summoner doing anything but run away while the summon is out

fast cove
#

found a decent conversion

brisk holly
#

I've looked at this one

#

People have told me it has balance issues

hollow fiber
#

or do i need to upload

#

here wait

#

oh i cnat upload image

#

wah

fast cove
hollow fiber
#
BLAST OF BLINDING
VERBAL AND MATERIAL COMPONENTS [some combustive element]
The user consumes 1 unit of the Combustive Element to create a large, small-damage blast upon the impact of a projectile. The blast is summoned as soon as the projectile hit something of ANY kind, apart from the surrounding atmosphere. The blast does 3d2 Fire Damage upon a direct hit. Any Creature within 60ft of the blast radius and looking in the general direction of the blast is instantly Blinded. Anyone within 30ft of the blast must make a Dexterity Saving Throw of 10 or higher else be Deafened and Prone. Regardless everyone within that 30ft is still instantly Blinded and Prone. Anyone within 10ft or less of the blast is instantly Deafened, Blinded and Prone all at the same time. This may be used 3 times maximum per short rest. This does not do any more at higher levels.

What think

#

cool or no cool

fast cove
brisk holly
#

How long does that blind and deafened status last

#

And I appreciate the feedback. I'll look through the class again

hollow fiber
#

what do you think it should be

#

a few turns? [based on how close you are to blast?]

fast cove
hollow fiber
#

aslo nice V1 pfp

fast cove
hollow fiber
#

large blast small damage learn englese

#

respectfully

fast cove
#

also small is a dumb term to describe damage

#

"large radius, low damage blast"

hollow fiber
#

large, small-damage blast

#

ill change to low-damage

fast cove
hollow fiber
#

dex saving for the blind where

hollow fiber
#

ye?\

fast cove
#

yeah that works

hollow fiber
#

Anyone within 30ft of the blast must make a Dexterity and Constitution Saving Throw of 10 or higher else be Deafened [CON] and [DEX] Blinded.

#

better?

fast cove
#

10 is way too low

hollow fiber
#

which it should be..?

fast cove
#

a 5th level barbarian could easily have a +7 to Constitution saving throws

hollow fiber
#

wah

#

so like 16-18?

fast cove
#

spells are typically made against the caster's spell saving throw

#

which is 8+proficiency bonus+ability score

hollow fiber
#

yeah this aint the spell its the blast tho
the bad guy is the one trying to not get flashbanged

fast cove
#

this is the Command spell

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

#

see how it doesnt specify what the saving throw is?

#

cause it's made against the caster's spell save DC

hollow fiber
#

ahhhhhhhhhhhh i get thanks mb

#

so like this:

The user consumes 1 unit of the Combustive Element to create a large, low-damage blast upon the impact of a projectile. The blast is summoned as soon as the projectile hit something of ANY kind, apart from the surrounding atmosphere. The blast does 3d2 Fire Damage upon a direct hit.

Anyone within 60ft of the blast must make a Dexterity Saving Throw else be Blinded. Anyone within 30ft of the blast must make a Constitution Saving Throw else be Deafened. Everyone within 30ft is instantly Prone. 

Anyone within 10ft or less of the blast is instantly Deafened, Blinded and Prone all at the same time. This may be used 3 times maximum per short rest. This does not do any more at higher levels.
fast cove
#

yeah much better

hollow fiber
#

:D

#

thanks for big help big man

cerulean seal
#

I’m designing a 2024 time focused Warlock subclass. Opinions on this spell list?

Level 3: Chronomancer Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Chronomancer Spells table, you thereafter always have the listed spells prepared. In addition, the Foresight and Time Stop spells are added to the Warlock spell list for you.

Chronomancer Expanded Spells:
Blur, Fortune’s Favor, Hold Person, Longstrider

Haste, Slow

Divination, Confusion

Hold Monster, Legend Lore

umbral dust
cerulean seal
#

They can cast 9th level spells with that

umbral dust
#

Ah okay

cerulean seal
#

Same reason why Genie warlocks can cast the Wish spell

umbral dust
#

Wasn't aware of that my bad

cerulean seal
#

All good

umbral dust
#

It looks cool though

hollow shard
hollow shard
#

Yes?

#

It's meant to work with both but I designed it around the class features in 2024

#

I just hate the term "focus points"

jovial cosmos
#

Hey I’m making home brew healing rules using medicine for a play with no healing magic or real bonus actions or combat actions other than attack(using 3rd party class) I also plan to use this for all my games from here on. I was wondering if I could get some feedback back

Home rule

Healer background give you advantage when using healers tools in combat
You need to be proficient to expend extra charges
Spend an action to use or recharge healers tools
Possibly be able use bonus action to recharge too
During short rests you can let someone get a free hit dice to heal for every 1 or 2 they expend you can do this to that person a number of times equal to you Wis per long rest

Might heal 2d4+wis mod +1d4 per extra charge
Each charge increases the DC by one when used in this way

Stacks with healer feat if you get it

#

If this should be in a different channel please guide me to that channel. I’m new here

jovial cosmos
scarlet saffron
#

They sent me here to find answers

coral delta
#

Guns already exist in DnD. They use Dex, since they're ranged weapons.

cerulean seal
rugged cargo
jovial cosmos
#

I actually based it work like a reusable potion

rugged cargo
jovial cosmos
#

Hhhhmmmmm….. that’s…. Okay…. I didn’t think of that. But the problem is this is the main thing this one character wants to do and I wanted to make sure it wouldn’t take 2 thirds of party funds

rugged cargo
#

What was the "main thing"?

jovial cosmos
#

Medicine checks to heal

rugged cargo
#

Have them scavenge (nature check) to find medicinal herbs(or whatever), and make medicine checks to actually concoct medicines?

#

I mean, they can still make checks for medicine, but you don't have to make them BUY all their medicine

jovial cosmos
#

That’s kinda what the recharge function is for

#

But I can definitely make it an outa combat thing. But follow up question is there medicines in the game

#

Imma have to put a pause on this soon just a heads up

rugged cargo
#

I know of ointments:
Keoghtom's Ointment
Restorative Ointment

#

Oh, these are the same thing.

jovial cosmos
#

Oh

#

Well that save me a search

#

I like it it kinda feels like I’m making healing potions non magically

rugged cargo
#

That's essentially what it is.

jovial cosmos
#

But this would be given out. I want this to be something you do on your turn to heal them(but not replace magic)

#

Sorry if it seems like I’m being difficult btw

#

Gtg

woven zodiac
#

What would the stats of a cast iron frying pan if used as a weapon

coral delta
#

1d4 Bludgeoning?

rugged cargo
boreal rover
#

And 1d20 emotional

jovial cosmos
#

If it’s hot it can do 1d6 extra fire damage

acoustic merlin
#

When it comes to Homebrewing on DDB is there a way to get other sub classes abilities on the homebrew sub class

woven zodiac
#

Well my dwarf has cooking tools so I plan to use them

heady stream
rugged cargo
acoustic merlin
#

For an example fiend warlock gives a ability called devil's sight how would I get that on my HB subclass

coral delta
#

Devil's Sight does not come from the Fiend Warlock subclass. All warlocks have access to Devil's Sight.

rugged cargo
#

Yeah, it's an eldritch invocation, not a subclass specific feature.

cerulean seal
#

I’m designing a 2024 time focused Warlock subclass. Opinions on this spell list?

Level 3: Chronomancer Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Chronomancer Spells table, you thereafter always have the listed spells prepared. In addition, the Foresight and Time Stop spells are added to the Warlock spell list for you.

Chronomancer Expanded Spells:
Blur, Fortune’s Favor, Hold Person, Longstrider

Haste, Slow

Divination, Confusion

Hold Monster, Legend Lore

#

Does this feel like a “time” focused spell list?

coral delta
#

I like it. I assume you were avoiding the Wildemount spells on purpose?

cerulean seal
#

I would prefer not to use that spell but it is what it is.

upper tinsel
#

You could make a class feature that’s basically Fortune’s Favor

blazing dirge
#

how does this sound for a magic item?

Conch of Whispering Shores
wondrous item, rare

This gem encrusted conch shell can hold the names of up to 5 willing creatures inscribed on its surface. As an action, the wielder can use an action to hold the conch to their ear and send a message of up to 25 words to a creature whose name is inscribed. Doing so uses 1 of 3 charges per name; the conch regains 1 charge at dawn. The message reaches the target regardless of distance as long as they are on the same plane of existence. Inscribing the name must be done by the creature the name belongs to, which takes 1 minute; the wielder can erase a name as an action.

In addition, the conch can be held up to the user's mouth to amplify their voice drastically for one minute. This sound carries for up to 600 feet.

#

i feel like the wording is confusing, but its simple in practice, basically up to 5 ppl can write their name on it, and you can use the conch to ring them

upper tinsel
pure vector
#

Ive made a contract system does anyone wanna hear

blazing dirge
#

fair, its like 3am so it was basically a ramble lmao

hidden delta
#

Heres a slightly editied version

Conch of Whispering Shores
wondrous item, rare

This gem encrusted conch shell can hold the names of up to 5 willing creatures inscribed on its surface. As an action, the wielder can hold the conch to their ear and send a message of up to 25 words to a creature whose name is inscribed. Doing so uses 1 charge. The conch has 3 times as many charges as names inscribed, it regains 1 charge at dawn. The message reaches the target regardless of distance as long as they are on the same plane of existence. Inscribing the name must be done by the creature the name belongs to, which takes 1 minute; the wielder can erase a name as an action.

In addition, the conch can be held up to the user's mouth to amplify their voice drastically for one minute. This sound carries for up to 600 feet.

blazing dirge
#

that reads so much better lmao

#

ty

upper tinsel
#

You might also be able to simplify the phrasing by having the item cast the Sending spell with whichever willing creature as the target.
-# Less important, but it also really puts into perspective how useful the item is when you can see how many uses of a leveled spell it gives you.

blazing dirge
upper tinsel
#

True enough

blazing dirge
#

but yeah its basically 15 uses of a slightly worse sending lmao

#

though limited to who you can contact

cerulean seal
rugged cargo
#

Gentle repose?

#

Or also Misty Step and Mirror Image

upper tinsel
upper tinsel
cerulean seal
rugged cargo
#

I would agree that they do, but they're both illusion spells, and I ultimately don't think it's a huge deal.

glossy saddle
#

Heya. I don't talk much here, but I wanted to get some feedback on this idea of mine.

My main character that I'm using is a Lizardfolk Barbarian named Gerelt Mol. Due to how I envisioned him and the backstory of the tribe he belongs to, I had this homebrew idea in mind. They follow a different deity, one that aligns with their tribal code of honor and duty to family and clan rather than purely survival. They experience emotions on a more "human" level, if you will, due to generations spent away from other Lizardfolk and a blessing from their deity.

rugged cargo
#

From the way you worded that, this might better fit in "Character Discussion" unless you had ideas about any special abilities he might have.

glossy saddle
#

Would it? I thought it would fit in here better since it is a tribe that doesn't fit the "cold pragmatic" approach to life that Lizardfolk have.

coral delta
#

This channel is mostly for homebrew mechanics.

cerulean seal
rugged cargo
#

Yeah, species / character related background and histories are probably DM, Campaign, and settings reliant.

glossy saddle
#

Ah, okay. My apologies, then.

cerulean seal
#

All good! dndCheers

jovial cosmos
#

Updated

Healer background give you advantage when using healers tools in combat
You need to be proficient to expend extra charges to heal but not to stabilize(expertise doubles the dice rolled)
Spend an action to use healers tools to heal or stabilize someone as normal
You can make a nature(Wis) check to replenish your charges base on DC (15 is one and increases my one charge for every 2 higher you get on the check)
During short rests you can let someone get a free hit dice to heal for every 2 they expend you can do this to that person a number of times equal to you Wis per long rest(this takes a charge) (dc 17 medicine(Wis))
You can expend one charge you heal someone 1 of their hit dice+your Wis(without costing them any) and expending more adds 1 more dice for each charge
Each charge increases the DC by one when used in this way

If you have the healer feat or background
You can make a medical wisdom check during a long rest to make a number of ointments or medical drugs (you choose the type) equal to twice your wisdom bonus on a successful check. If you fail you waist the materials

Stacks with healer feat if you get it

orchid iron
#

im trying to homebrew a druid subclass where its the equivilent of like an oathbreaker where they abandon their cirlce for the purposes of using metal and more martial styled fighting style vs nature anyone have any solid ideas? this will essentially be the martial/gish version of druid

frank leaf
rugged cargo
#

For balance, because you are still a full caster, I would refer to Wizard Bladesinger as a baseline for power level (or valor bard).

frank leaf
#

Or UA 2024e Hexblade. . . Tentatively

orchid iron
orchid iron
frank leaf
#

And lets you choose between the three spell lists

#

(with different benefits depending on what you chose)

#

I call it the Promise Keeper

orchid iron
#

Eldritch imitator is the name of it

frank leaf
orchid iron
#

you can also only steal 1 ability at a time

cerulean seal
orchid iron
cerulean seal
#

Maybe you can cause things you hit to corrode

orchid iron
#

hmmm
First thoughts is give heavy armor and martial weapons
then instead of using wildshape for animal purposes, use it for debuffs or destructive capabilities be it martial or maybe spell?

cerulean seal
#

You expend WS and make debuff zone

#

Toxic area or something like that

orchid iron
#

I like that

#

or spend it to corrode armor or weapons (Im thinking rust monster type of stuff)

rugged cargo
#

Or wildshape summons something similar to a creation bard's "Dancing Item".

orchid iron
orchid iron
# rugged cargo First thoughts are: Level 3: Replace a wildshape with an attunement slot (could...

dont know how balanced it is but I was just getting concepts down

At 2nd level, as a bonus action you may expend a wildshape charge to adopt a brooding polluting form. You receive the following benefits for 1 minute.:

  • Packing Steel. You gain proficiency in martial weapons.
  • Toxic Skin. Whenever you are hit with a melee attack or a creature starts their turn within 5 feet of you, the creature takes 1d4 poison, acid, or necrotic damage. Furthermore you gain an unarmored ac of 12 + your constitution modifier. You can use a shield and still gain this benefit
  • Corroding Touch. You may use your wisdom modifier instead of your strength or dexterity modifier for your melee weapon attack and damage rolls. Furthermore whenever you hit a creature with a melee weapon attack, you may expend a spell slot to give them a penalty to their next attack or saving throw equal to the level of spell slot expended until the end of their next turn.
#

the wording is kinda messy rn but the concept is there

rugged cargo
#

I guess that's fine. The penalty to attack looks weak, but the penalty to saving throw could be dangerous later on.

orchid iron
#

i figured im gonna give them an expanded spell list since druids get 2 level 2 features in 5e

#

but the penalty/rust touch concept is what im struggling with here

flat adder
#

Can I post an entire stat block in here? I made a tiny construct to accompany my paladin but I want some other eyes to see if its balanced

cedar arrow
#

Hey so im looking for a monster that can transform from a amulet to a monster… I dont think this is a monster in cannon Dnd but i was thinking theres probably some home brew! Please ping me if you have any suggestions

flat adder
#

Loafiel the Unrisen
Tiny construct (bread), chaotic good-ish
Armor Class 13 (crusty exterior)
Hit Points 17 (3d6 + 6)
Speed 10 ft., hop 20 ft.
STR 3 (-4) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 16 (+3)
Saving Throws Wis +5, Cha +5
Skills Insight +5, Persuasion +5, Performance +5, Religion +5
Damage Resistances bludgeoning, cold, necrotic
Damage Vulnerabilities fire, acid
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 13
Languages Common, telepathic bond with Sir Thaddeus (30 ft.)
Challenge -
Proficiency Bonus +2

#

Traits
Spellcasting. Loafiel's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks).
Sentient Bread. Loafiel is fully conscious, extremely opinionated, and incapable of
remaining quiet. He communicates telepathically within 10 feet, though he prefers loudly
berating Sir Thaddeus.
Crumbtrail. Loafiel leaves a trail of crumbs wherever he goes. A creature can track him
with a successful DC 10 Wisdom (Survival) check.
Unholy Inspiration (Out of Combat). Whenever Loafiel insults any creature outside of
combat, each ally who can hear or telepathically perceive him gains 1 temporary hit
point, up to a maximum equal to that ally's level.
Aura of Warmth (In Combat). Allies within 10 feet of Loafiel regain 1 hit point at the
start of each of their turns. This aura has no effect on creatures at 0 hit points.
Cursed Companion. If Loafiel is more than 30 feet from Sir Thaddeus, he begins screaming
telepathically until they are reunited. This screaming cannot be silenced.

#

Actions
Crusty Smack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
bludgeoning damage. Loafiel shouts an insult whether the attack hits or misses.
Butter Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 40 ft., one target. Hit:
1d4 fire damage + Loafiel's proficiency bonus. Damage increases to 2d4 + PB at 5th
level, 3d4 + PB at 11th level, and 4d4 + PB at 17th level.
Stale Revelation (Cantrip). One creature Loafiel can see within 30 feet must succeed on
a DC 13 Wisdom saving throw or have disadvantage on Wisdom saving throws until the end
of Loafiel's next turn. At 5th level he may target 2 creatures, at 11th level 3
creatures, and at 17th level 4 creatures (all must be different).
Prophet of Gluten (1/Long Rest). Loafiel delivers a dramatic carbohydrate-laden prophecy
to a creature he can see within 30 feet. The target gains advantage on its next d20 roll
made within 1 minute.
Breadtime Lullaby (1/Day). One creature within 15 feet that can see or hear Loafiel must
succeed on a DC 13 Wisdom saving throw or fall unconscious until the start of its next
turn or until it takes damage. On a success, the creature is dazed and has disadvantage
on its next attack roll.

flat adder
stray jetty
#

Anyone Players or Dms ever played Kameo and the elements of power?

stray jetty
flat adder
#

Tbh he really is just there for comedy relief

#

Im trying to homebrew him into DnDB except I have no idea where to start

hollow shard
frigid tulip
#

I am homebrewing a magic item, a ring, with these benefits:
+1 to Perception (Wisdom) and Survival (Wisdom) while worn
Immunity to being Surprised in natural/wilderness environments

Should I make it attunement?
What rarity should I assign it?

azure needle
midnight elk
vocal tapir
deep cliff
#

Would it mess anything up to have a weapon that has a +1, for example, only to its accuracy and not damage?

unique parrot
#

No

frigid tulip
limber dagger
livid bay
native grove
burnt pasture
#

Anyone got any good sorrcer subclasses Ive been getting tired of the chosen one trope and would like to try something different do you guys have any subclass or flavor ideas?

fierce dome
#

I recently wrote one I'm really proud of, and am gonna be playing in a campaign starting next month

#

It's called the cosmic mind sorcerer, the idea is that through like meditation you achieve oneness with the universe and it enhances your senses and stuff

#

The theming is very "monk," actually

fierce dome
native grove
#

Huh, really?

fierce dome
#

Druidic initiate is really minor, barely more than a ribbon. The spell list is a mixed bag, including stinkers like grasping vine. The CD has potential...as a paladin CD, which are generally lower-power than cleric CDs. I know Twilight cleric is mildly overpowered, but its CD is stronger than your entire subclass, and that's the kinda thing you're competing against.

#

But those elemental damages, in my experience, don't show up often enough for this CD to really pull its weight. A cleric CD should be useful almost every encounter.

#

Especially at low levels, when you're fighting goblins and wolves, it's completely useless

#

Then at higher levels when you're fighting solars and liches...it's still useless because it does nothing against radiant or necrotic damage

#

The 6th level feature would be better if its duration were measured in hours so that it could affect your travel pace when going long distances.

#

But in my, well...pretty anecdotal experience, anyway, difficult terrain doesn't come up that much in combat. So it's as niche as the CD

burnt pasture
fierce dome
# fierce dome But in my, well...pretty anecdotal experience, anyway, difficult terrain doesn't...

On the capstone, well...it's kind of a mess. It relies on you creating difficult terrain...which doesn't apply to plant growth. So that spell ends up being kinda useless to you. Also, "hostile" isn't a game term that means anything. Should probably read "creatures of your choice." The healing you receive is also nonspecific. Do you regain hit points equal to cleric level for each creature damaged, or just if one or more creatures is damaged?

#

At least it still works with entangle, spike growth, and wrath of nature

#

The capstone is probably the best part, and it's at a level that no one plays

#

Also, it's really weird that you chose divine strike instead of potent spellcasting. Generally divine strike clerics are also heavy armor clerics, because divine strike incentivizes you to wade into melee, and heavy armor allows you to survive that. Plus, potent spellcasting boosts cantrips...which the first level feature gives you.

#

All 2014 clerics get either divine strike or potent spellcasting, and the thing that determines which one they get is usually a first level question: do they get heavy armor or do they get extra cantrips?

fierce dome
fierce dome
# native grove Huh, really?

I also don't get what the comment on that reddit thread is talking about. There's no summoning in the sub. And your reply mentioned proficiency bonus, which also doesn't appear in the sub

native grove
fierce dome
#

That's a boost this sub needs lol

#

If I were to rewrite it while trying to move as little around as possible, I'd add the 6th level difficult terrain feature to the CD, so they get the resistance and the immunity to DT, and let it last 8 hours.

#

Then write a new sixth level feature

#

Capstone mostly just needs clarifying editing

#

Spell list could use a little boost. Animal friendship and beast sense are flavorful, but both weak and of very niche usage. They won't come up much. I'd choose one or the other. And probably ditch grasping vine, maybe even speak with plants

#

Then get some weather spells in there. If you're going to grant resistances to acid, cold, fire, lightning, or thunder, you should have some spells that deal some of that damage

#

Cause nature is plants, animals, and weather

burnt pasture
#

It's kinda similar to the blood hunter class

native grove
fierce dome
#

It's not bad but so much of nature's power budget goes unused that I think you could go harder with it

native grove
#

again it was originally more summoning focused but i was told that was a bad idea

native grove
fierce dome
native grove
#

this idea is for 2014

fierce dome
#

2024 summoning is a lot healthier across the board

native grove
#

i have no intention to ever play 2024

fierce dome
#

But if you're sticking with 2014, I'd avoid summoning

native grove
#

fair, i suppose thats why i was told it was a bad idea

fierce dome
#

Maybe gust of wind or warding wind at 2nd, maybe control water or ice storm at 4th?

#

I just think some weather spells would do you good

native grove
#

i do think control water and warding wind are good ideas

#

alright i gave them those spells instead

fierce dome
#

I think that's a more well-rounded list

native grove
#

thanks for the help, the subclass should be more useful now

fierce dome
#

I'm just glad I could help. I don't get the time to dig into other people's homebrew much these days

#

But you got lucky, my kid had a doctor's appointment. Ton of wait time

upper tinsel
#

Was trying to make a feat that plays into a very specific gimmick but I can’t quite tell how useful it is. Thoughts would be appreciated.
-# This is for a general feat (level 4+)

  • +1 Constitution (might change to any mental ability)
  • Enlarge/Reduce spell prepared, plus a free cast on yourself per day (CON casting ability, for now)
  • You don’t provoke Opportunity Attacks from larger creatures
  • Smaller creatures have Disadvantage on saves vs. your Grapple/Shove
coral delta
#

The OA attack part is probably a little too strong, since it completely ignores OAs. I'd nerf it to disadvantage on OAs at least.

bronze patrol
#

Back in August of 2024, I made this subclass, and have always been pretty disappointed in it. The flavour I feel is on point, but the mechanics leave me wishing for more. There's nothing flashy. A couple of the features are just nothing most times. And the first feature, Burden of Knowledge is very...unintuitive, I'll call it.
I'm looking at overhauling this to feel a lot better
This is a Wizard Subclass for 2014 Wizard
https://docs.google.com/document/d/1NRL7JZbX0AgIm80Gjfq7zkrGaDF95WBVUrGlMv4YKhk/edit?tab=t.0

#

my favourite feature from this subclass is Eldritch Lore. I think it's funny

upper tinsel
#

Do you think ignoring Opportunity Attacks from creatures two sizes larger is better?

kind spruce
#

If it's specifically meant for anything smaller then making it "two sizes larger" would be adviced

#

Sorry, didn't see the part mentioning the Enlarge/Reduce spell lol. I still think it should be fine though since it's still a concentration spell

upper tinsel
kind spruce
#

Sticking with what's written

upper tinsel
#

Gotcha 👌

#

I might be biased toward giving strong buffs to incentivize shrinking because there’s almost no benefit to having a smaller size anywhere in the core rules

#

-# Besides mounts and fitting in smaller places

south wasp
#

There’s actually a good few benefits

#

Moving through creature spaces is a big one

kind spruce
#

How often do players move through each other's spaces though? I feel like that only happens when in tight spaces. At least, I've never seen it be implemented

upper tinsel
#

Still good for me to know though 🙂‍↕️

#

For those niche moments

kind spruce
#

True, true 🤔

upper tinsel
#

-# Gotta check both angles

kind spruce
#

Do you mean the Grapple/Shove?

upper tinsel
#

Yeah, sorry. Lumped them together in my head as Unarmed Strike options.

kind spruce
#

That's fair lol. I do think they make it worth it tbh. In my head they're a safe enough alternative to also incentivise casting Enlarge too

upper tinsel
#

Good to know. Thanks for the feedback!

kind spruce
#

Of course!

frank leaf
#

Dubhe’s Binary Fire
-# Druid, Sorcerer, Wizard
-# 2nd Evocation
-# Casting time: 1 action
-# Range: 60 ft
-# Duration: Instantaneous
-# Components: S, M (a gem statuette of a rainbow umbrella worth 2+ gp, which the spell consumes)
-# You bisect a superheated crystal, sending its unstable shrapnel flying at enemies. This spell must target 2 creatures within range. Make a ranged spell attack against each target, dealing 2d10 fire damage and marking the creature on a hit. At the start of your next turn, the marked creatures succeed a Dex Saving throw or take an additional 2d10 fire damage, or none on a success.
-# (At higher levels: For every 2 levels above 2nd level this spell is cast at, the both the initial hit and saving throw deal an additional 2d10 fire damage.)
How's this spell?

upper tinsel
# frank leaf Dubhe’s Binary Fire -# Druid, Sorcerer, Wizard -# 2nd Evocation -# Casting time:...

The scaling seems kinda crazy. It’s a total of an extra 8d10 per higher spell level if both the initial damage and the second round of damage are increased against both targets. Even 4d10 per higher-level spell would be wild.

You could probably get away with only increasing the initial damage by one damage die. But I’d probably change that die to a d8 and make the second round of damage only deal one damage die extra? Or go the reverse route of one damage die for the initial hit and two for the save since the initial hit could be upcast. I donno.

Overall, it feels like a higher level spell than level 2 as is.

frank leaf
#

Whereas Burning hands is AOE

frank leaf
#

So you can't 3rd level upcast, only 4th, 6th, and 8th

upper tinsel
#

Ah, I did misread that

#

Are you assuming at least three targets for Burning Hands?

frank leaf
#

And more than 2 and Burning Hands out damages it

upper tinsel
#

I see, I see

#

I do still think the increase per two spell levels should be one damage die, but having it upgrade every second spell level makes sense for both the initial and save damage being increased.

#

Or have a higher material component cost?

scenic urchin
#

whats a binary fire, why's this need a rainbow umbrella, and how does one bisect a superheated crystal

#

it all seems a bit peanut butter & potato pie

upper tinsel
#

It does feel like other spells could get the same job done, but I’ve also homebrewed things for a very specific archetype so I can’t judge too harshly

frank leaf
#

Dubhe is the clue in

scenic urchin
#

over my head then

frank leaf
#

Don't worry, intended, it's extremely niche.

#

Like, not sure you could find it if you tried

frank leaf
#

And this is a HIGHLY specific component

#
  • A) It says in needs to be Gemstone statuette, meaning it'd need to be carved.
  • B) Since it needs to be rainbow, you pretty much need multiple colored gemstones that will likely lead to you overpaying on the statuette
sand peak
#

I saw a Reddit thread where the OP wants to see a holy Ranger subclass since the Paladin gets a druidic-themed subclass in the Oath of the Ancients. Would giving that subclass Divine Smite be a good idea?

frank leaf
#

Why not an Aura for once?

#

At level 7 ofc

somber dome
#

I have made a Revised Barbarian for my next dnd game. I have made a few subclass largely as examples.
Its generally meant to be roughly the same Strength as base Barbarian but with a lot more options. I am fine with it being a bit stronger but I don't want it to just be busted.
some specific features refer to custom weapon properties that I use in my games. they are located at the bottom of everything.
https://homebrewery.naturalcrit.com/share/p8xoVM5s6das

sand peak
frank leaf
#

Aura of Protection is prob of the table ofc

#

But like, other than that, there's def precedent to let them choose Paladin Oath's for example, and get an Aura based on that.

sand peak
#

Similar to the Vestage Warlock?

frank leaf
#

The Aura could be unique to the subclass

#

(Instead of stealing it from the sub you choose)

brave patrol
#

i notice the osquip is classified in 3.5e as a magical beast, a category that is not in 5e, i am adapting it to 5e, would it be more fitting to be classified as a beast or monstrosity in 5e? https://forgottenrealms.fandom.com/wiki/Osquip

scenic urchin
#

Monst

brave patrol
frank leaf
#

I only say because looking at it, there's nothing that implies it isn't natural, even if odd

#

Monstrosities are usually unnatural in some capacity, or invasive

stuck raptor
#

I think theyre in the same page as Stirges; Beasts that arent from our world

scenic urchin
#

beast means the druid can wildshape into it

#

most "magical beasts" got shunted to fey in 5e because of it

#

but fey wasn't an option in the list, so monst

stuck raptor
#

This is like, super tame for a wildshape option

frank leaf
#

It has six legs and sharp teeth. That's abt it

#

And that doesn't seem magical

scenic urchin
#

why was it a magic beast then...?

stuck raptor
#

This category is for creatures similar to animals, usually with higher intelligence and supernatural or extraordinary abilities or qualities, as described on p. 311 of Monster Manual v.3.5. Such creatures must breathe, eat, and sleep and they almost always can see in the dark better than animals.

frank leaf
#

It has higher intelligence

#

Not much by tho

#

Totally a Beast by current standards

scenic urchin
#

it can chew through solid rock?

#

i stand by my assertion then

frank leaf
stuck raptor
#

Hyrax be like:

frank leaf
#

Very much in the realm of a plausible beast

stuck raptor
frank leaf
#

You could give them Blindsight as long as they aren't suffocating/holding their breath

stuck raptor
#

I assume thats what Keen Smell is also for

#

Keen smell gives them basically 18 passive Perception when they sniff

frank leaf
#

True

vocal tapir
frank leaf
brave patrol
frank leaf
#

Ah yes, that's what needs updating/s

frank leaf
brave patrol
vocal tapir
frank leaf
#

Lots of DM fiat/abusable features

vocal tapir
#

What abusable features

frank leaf
#

Cookie god

stuck raptor
#

So, you get two feats, and some extra spells added to your list

frank leaf
vocal tapir
#

What about spell jammer?

frank leaf
#

The backgrounds

#

Those give feats

stuck raptor
#

Not aware of spelljammer, but now that you mention it, Spelljammer and Dragonlance backgrounds also give you feats

#

And i think Planescape too

brave patrol
#

backgrounds from a certain point in 5e onwards go with the new frame work where backgrounds include origin feats as part of the reworking of things in the 2024 books

burnt pasture
#

Anyone have any fey based sorrcer subclasses

brave patrol
#

you could argue that wild magic sorcerer counts as it makes mention of fey in a way where some can tie to them

#

which makes sense most fey are rather chaotic, making lawful ones rather rare at least by comparison

scenic urchin
#

"we have fey sorcerer at home"

burnt pasture
#

I unironically don't really enjoy wildmagic

brave patrol
burnt pasture
#

...please don't start beef I need this info

brave patrol
scenic urchin
burnt pasture
#

Tysm these shall be added to my list

frank leaf
#

So uh. Spell.

Megrez’s Ruinous Wind
-# Cleric, Druid, Sorcerer, Warlock
-# 5th Evocation
-# Casting Time: 1 Minute
-# Range: Touch
-# Duration: Until Dispelled, Concentration
-# Components: S,V,M (A Sandstone Bismuth Geode worth 130+ gp)
-# You touch a point and fill an area around it with violent winds that seemingly move with intent. The area can be up to a 70ft Cube, and the spell fails if the area includes an area already under the effect of the Megrez’s Ruinous Wind spell. The area is Difficult Terrain to creatures you choose. As a Bonus Action, you can choose one of the following options while within the area:
-# - Batter: You make a spell attack roll against a creature within the area. On a hit, you deal 4d6 + your Spellcasting Modifier Force damage
-# - Disarm: You force a creature within the area to make a Strength Saving Throw. On a fail, it drops anything it's holding, and those objects are flung 30ft away in a direction you choose.
-# - Drag: Choose a target within the area that is Large or smaller. They must succeed a Strength Saving Throw or be pulled 30ft horizontally in a direction of your choice, or half as far if they succeed.
-# - Lift: You force a creature in the area to make a Dexterity Saving Throw if it has a free hand and something grounded to hold on to. If it does not, it automatically fails the save. On a failed save, the creature is thrown 30ft up in a straight line.
-# - Cloud: You force a creature in the area to make a Dexterity Saving Throw. On a failed save, they are Blinded until the end of their next turn.
-# When At Higher Levels: (When you cast this spell using a spell slot of 6th level or higher, you can choose an additional option as part of the Bonus Action for each slot level above 5th.)

#

If you didn't notice, 130 gp is 13 Platinum pieces (unlucky).

fierce dome
#

i like it. apart from 70ft cube being a weird aoe, i dont have a lot of note

#

70 is just a very unorthodox length. 5e generally bounces from 60 up to 90

midnight elk
frank leaf
#

I have 7 named spells made by Aberrants for a boss rush campaign

#

So their casting is purposely strange

fierce dome
#

intriguing

hollow siren
tough karma
#

I'm thinking a legendary longbow made of the parts of a Displacer beast, thoughts?

frank leaf
hollow siren
hollow siren
#

What about 1d12+1 (13 max so unlucky)*10

tough karma
hollow siren
tough karma
#

yea

hollow siren
#

Like the arrows have the properties of the mirror image spell

tough karma
#

ooohhh

tough karma
#

hes mainly just a deep character meant for the DM to add plot points using the connections of said black market

#

but hes cool

hollow siren
#

Love that. Kind of cool

tough karma
plucky aspen
#

Oh hey a homebrew channel

#

Frost Bloom Glaive
Martial weapon , unknown rarity , attuned
You have a +3 to attack and damage rolls with this magical weapon
Whilst attuned to this weapon , you lose proficiency in shields . 3 ice shards begin to orbit you , each granting a +1 bonus to your ac . Whenever you are hit by an attack , one of the ice shards shatters , causing all creatures in a 5 foot radius within you to take 4d4 ice damage. Ice shards regenerate after 1 hour from breaking . Attacks with this weapon deal an extra 2d10 cold damage , and , as a magic action while wielding this weapon , you may cause an aegis of ice to unfold , removing all ice shards , disabling your movement , and causing you to be unable to take actions other than ending this aegis . While the aegis is up , you gain a +6 bonus to your ac and are considered proficient in all saves . When an ally of yours is damaged while the aegis is active , you may redirect the attacks damage as a reaction to the aegis , converting the attacks damage to cold and causing you to take it rather than the ally .
Breaking the glaive
As a magic action you may shatter this weapon , releasing its immense power around you . All creatures in a 60 foot radius around you including yourself take 20d6 Bludgeoning and 20d6 cold damage , and surrounding terrain not occupied by a living creature is encased in 20 foot tall blocks of ice . The weapon is destroyed , and if the damage downs you , you are killed outright and unable to be brought back other than the use of the wish and true ressurection spells

pure pelican
#

Hey all I’m running a homebrew campaign where my players are going to the city of brass and the leading families of the city of brass are going to be offering gifts to the ruler of the city of brass I want these to be like fantastical gifts and I’m not sure what to do. I know one of them is going to be a god who is captured because it’s part of the campaign but I’m not sure what the other two would be any ideas?

#

Thoughts anybody?

plucky aspen
# pure pelican Thoughts anybody?

Jar of Hope : Wondrous Item , Very Rare .
This tiny jar contains a small flitting ball of light
As a magic action , you may shatter the jar beneath your feet, returning all creatures in a 20 foot radius to full health and reviving dead creatures who have died in the last minute to half health . You then gain X levels of exhaustion, where X is half the amount of creatures affected

#

For when your party almost dies , giving this to them also allows you to play fast and loose with your encounter since they now have a tpk avoidance device

#

Tome of potential: Wondrous Item , Very Rare
Attuned
This magical tome seems to never run out of pages .
The attuned character is forced to chronicle in it in a language they know during long rests . By looking through the tome for 1 minute , a character may make a Dc 18 arcana or history check to deduce a hidden truth about themselves or their battles , granting them a random benefit of the dms choice for the next hour , as well as any important information relevant to this revelation

#

And there's your dm lore dumping item

native grove
#

Unarmed Mastery

Requirements:an unarmed damage dice of 1D4 or higher

You have picked up a few unarmed techniques that you can use whenever you need. Once per turn when you hit a creature with an unarmed strike, you can force it to make constitution saving throw (DC=8+proficiency bonus+the ability score modifier used to make the attack roll) or suffer one of the following effects:

Eye poke: the target has a 1D4 penalty to all attack rolls and perception checks involving sight until the start of your next turn.

Throat chop:the target is unable to speak until the start of your next turn.

Leg break:they have their speed reduced by half, their AC reduced by 2 and have their dexterity saving throws lowered by 1D4 until the start of your next turn.

Would you say this is a balanced feat?

void jungle
native grove
#

I would prefer to keep it with the structure it had currently, what are some small ways I can improve the feat without completely reworking it?

void jungle
#

Demon of Pride (sharing some homebrew to not clog #dnd-discussion )

Perfect Strike Until you fail an attack, you gain advantage to all attacks and your AC is raised by 8. [So the heroes must try to make it fail an attack or basically can't touch it.]
You and me You can force someone to fight you; anyone attacking any of you two receives the damaged dealt towards themselves. [Forcing pairs and how they can interat with each other]
Blinding Pride Attacks and spells beyond Range 10 automatically fail to hit you.

void jungle
# native grove I would prefer to keep it with the structure it had currently, what are some sma...

Unarmed Mastery

Requirement: Unarmed Dice of d4+

Once per turn your first unarmed strike hitting does one of your choice:

Deafening Strike The next spell the target casts has disadvantage.
Blinding Strike The next attack the target makes has disadvantage.
Shoving Attack The target is pushed by 5 feet and must chose to either reudce their AC by 2 or lose half their movement till the end of their next turn.

winter apex
native grove
void jungle
rugged cargo
craggy dust
#

I'm new to homebrew, but here's a race I've had for a couple years now.

Toyfolk

An artificial race made of wood, much like that of a toy puppet. They treat their creator as a parent and are loyal to them. However they do have free will, allowing them to leave their creators and have lives of their own. They are created when a craftsperson pours enough love into their wooden creation, bringing it to life.
If two or more Toyfolk have a big enough bond, they are able to combine together to make a larger, single Toyfolk.

  • Ability Increase - Your Dexterity score decreases by 1, and your Constitution score increases by 2.
  • Age - Toyfolk do not age, so they do not die of aging.
  • Size - Toyfolk can range between 8 inches and 6 feet tall and weigh between 2 ounces and 50 pounds. Your size can range from tiny to medium.
  • Speed - Your base walking speed is 20 feet.
  • Wooden Makeup - If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. You have resistance to cold damage.
  • Languages - You can speak and read the languages of your Creator.
restive tusk
#

I like the concept but it’s a very weak species

#

Outside of the cold resistance it’s pretty much all downsides

heady stream
#

the base walking speed kills this

craggy dust
restive tusk
#

Take a look at official species and fine one or a few that’s close enough to your concept to use as inspiration.

Right now the features I don’t think evoke any strengths or benefits to playing a Toyfolk. If someone chooses this species they will slower, have lower stats, have a weakness to one of the most common damage types in the game, etc

#

For example, an Autognome can cover the same concept fairly easily with a little reflavoring.

If you wanted to make it different, figure out a few cool things that would entice someone to play your species.

steep brook
#

I’m starting to work on a cyberpunk d&d. it’s gonna have to be mostly homebrew including probably the sheets.

clear frost
#

Hello chat

craggy dust
# restive tusk For example, an Autognome can cover the same concept fairly easily with a little...

How's this?

  • Ability Increase - Your Dexterity score decreases by 1 and your Charisma and Constitution scores each increase by 2.
  • Age - Toyfolk do not age, so they do not die of aging.
  • Size - Toyfolk can range between 8 inches and 6 feet tall and weigh between 2 ounces and 50 pounds. Your size can range from tiny to medium.
  • Speed - Your base walking speed is 30 feet.
  • Wooden Makeup - If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. You have resistance to cold damage.
  • Handy Craftsmanship - You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. 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.
  • Right to Repair - If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier.
  • Artificial Nature - You have advantage on saving throws against being paralyzed. You don't need to eat, drink, or breathe.
  • Languages - You can speak and read the languages of your Creator.
heady stream
#

you can probably skip the ability increases or do the variant from Monsters of the multiverse because its unlikey anyone will use them as written.
looks solid, not sure about tiny PCs though.

craggy dust
#

I don't have that book

heady stream
#

basically:

you can increase one ability score by 2 and another by 1, or you can increase 3 ability scores by 1 each

void jungle
spring tusk
#

Hihi

#

Could I get some assistance maybe brainstorming for a secondary progression system for one of my players in my upcoming campaign?

#

I'm running Descent into Avernus,

spring tusk
#

I've got an owlin paladin who has a contract with Glasya, and who I intend to give either certain buffs relating closer to an Erinyes or closer to Zariel as the campaign progresses depending on the actions she takes

I've got a gnome barbarian with uncontrollable rage who I intend to give zealot barbarian and battle master fighter style abilities once she starts learning to control it

And then I've got a changeling rogue- flavored as a Kitsune, who really wants to work with the concept of progressing through the growth of additional tails, and eventually getting a final form once she hits her 9th tail

plucky aspen
#

However you could just send the bladesinger in first

spring tusk
#

But I'm not sure how to progress the growth of the tails

#

With the barbarian and the paladin it'll be about making decisions

#

But with the rogue? The initial concept we'd had was that she'd get a new tail everytime she died

#

But then we talked it over and realized the cons of that concept with the rest of the party far outweighed the cons

#

So I'm not really sure how to work out the upgrades

plucky aspen
spring tusk
#

That still causes the same issues as just having them die

plucky aspen
#

Or whenever they successfully murder an important figure , if they're that kind of rogue

spring tusk
#

Arcane trickster

plucky aspen
#

Oh , I see . Whenever they successfully manage to convince a dmpc (not a regular npc) that they are , infact , a wizard and not a rogue

spring tusk
#

I think I could probably try to write in some important bosses that'll trigger an extra tail growth

spring tusk
plucky aspen
#

Ok this would go better if I had backstory

#

So elaborate

spring tusk
#

Sure, yeah

Serene was a fox born from an ancient nature spirit deep in the woods north of Waterdeep,

These woods were known for some of their magical properties, so a rather high class mage from Waterdeep went to explore it, and in the process found Serene when her hound brought her to her- dead

Serene came back to life, now with an extra tail, and now with a humanoid form- Danika seized this opportunity to take Serene in, acting as though she was a mother to her, and using the situation to perform experiments on her

One day, many years later, Danika caught wind that someone from Waterdeep had found out about Serene and her other experiments, and so sent them into the underdark with her servant- a man named Malikor who was jealous of Serene's perceived connection to Danika.. and so on the edges of Waterdeep, Malikor attempted to kill her, and so again- she came back with another tail, and having only known water deep and the woods her entire life, she ran back into the woods- met our paladin who helped her, and then after her and our paladin seperate she met our barbarian, who alongside her decided to go for work in Baldurs Gate,

void jungle
# spring tusk Arcane trickster

There is this beautiful growth mechanic from Heart, where you set yourself differnet goals and when you reach them, you just get an ability. Maybe good for your character? She can visit a shrine, get a protege, protect something they really love, sacrifice smth, kill a monster and so on; this way they can choose their own way and have a steady, understandable growth of their self.

teal spindle
#

I'd like to propose a homebrew artificer infusion.

Kinetic Screen

Prerequisite: 4th-level Artificer
Item: A shield

While wielding this shield, you gain a +1 bonus to Armor Class. This bonus is in addition to the shield's normal bonus to AC.
As a bonus action, you can release the shield to hover in your space.
While the shield is hovering, it protects you as if you were wielding it, but your hands are free for weapons, tools, or spellcasting. The shield stays within 5 feet of you. If you move, it moves with you. If you are incapacitated or move more than 5 feet away from it, the shield falls to the ground. While the shield is hovering, you must maintain concentration (as if concentrating on a spell). You have advantage on Constitution saving throws made to maintain concentration on this effect. You can grab the hovering shield as a free action if you have a hand available. While the shield is in your hand, you do not need to maintain concentration on it.

spring tusk
#

I would make the level req higher, level 4 is uncommons and maybe a rare, this is most definitely a rare item- id give it just a small buff and then give it a level req of like.. 7

teal spindle
#

Any buff suggestions?

#

That is, if I were to increase it to a level 7 requirement.

plucky aspen
spring tusk
teal spindle
#

Oh? Okay.

spring tusk
#

But based on this, is it offering more insight?

plucky aspen
#

Which iirc is either a rare or a very rare item

spring tusk
#

Oh that's true

plucky aspen
spring tusk
#

Yeah like

#

Lvl 9 I think works

#

So maybe level 10 since it looks like 6 10 and 14 are the numbers to work with

plucky aspen
#

They gain a tail everytime they are either betrayed , return to their home forest after completing a quest , or are saved by a friend from being knocked down through thp , warding maneuvers , and the like

#

How's that sound

verbal marsh
#

New to this so be forgiving, homebrew items based around skyrim Mehrune Razor.

#

Item type: Dagger
Artifact: Cursed
Deals 1d4 piercing damage + modifier
Plus 1d6 necrotic
Every hit the creature must roll a DC 17 Con saving throw,fail instant 0 hp, succeed normal damage.
Only works on creatures with souls. Undead etc, it doesnt apply

Curse:
One creature must die each day, when a creature within 10 feet of you is below half it hits points, you must make a DC15 Wisdom saving throw or immediately use reaction to attack with the dagger, allies included. You cannot regain hit points unless you kill a creature with the dagger within the last 24 hours.
Each death of a creature causes you to gain 'Oblivion Brand'. 3 brands cause permanent 1d4 hit reduction, to lose a brand you must kill a creature equal or higher level of their CR.
To destory the dagger you must make a sacrifice. Stab a willing creature into the heart, if there is any hesitantion or fear of death from the creature the blade will not break, killing the creature for nothing.

torn fjord
#

Here's a mildly cursed but still overall useful magic item I came up with. Feedback would be appreciated.

Vampiric Potion of Greater Healing

Acts exactly as a normal Potion of Greater Healing when used, but during the next Long Rest, the creature who drank from it loses up to the same amount of HP as it restored, with an additional 2d4 hit points added for interest, but never reducing them below half of their maximum. If they are unable to pay the full price, it attempts to claim the remaining amount during the next Long Rest, with interest added once again. Once the full amount of health owed has been paid, the potion refills, and after the potion collects twenty cumulative points of interest, it from then on acts as a Potion of Superior Healing when used, and the interest rate becomes 4d4. No further upgrades occur due to cumulative interest.

"Throughout the night, you are unable to find any comfort, and when you awake, you find yourself feeling somewhat weak. You have (x) hit points less than your maximum, and you find a fresh Potion of Greater Healing in your bag that wasn't there when you began your Rest."

tough karma
#

Displaced Requiem
Longbow - Legendary - Requires Attunement
Artifact

  • 3 to attack and damage rolls + Dex Modifier
  • 1d8 Force

Created from the Sinews, Tentacles, And Spine Of A Displacer Beast

void jungle
tough karma
#

it can make an illusion volley of arrows, to impose intimidation. Among other things

jovial cosmos
#

Hey. Trouble shooting cause my brain is turning. If I was to play little bear and I asked if the bear cloak acted as cast off hide armor with 13+dex(max of 2) and weighed 50 pounds would you be willing to have that. For context he usually wears scale mail and a shield if he’s prepared to fight and the cloak. And you use the highest AC not getting a bonus from others so the hide armor would be mostly a down time thing. Would you feel like anyone would turn this down

The reason I buffed it to 13 rather then normal 12 is cause realistically polar bears have really thick hide and I based it on the polar bears con bonus(+3)

#

I feel like it’s a niche ask but I want some other opinions on it

#

Also work as cold weather clothes

frank leaf
jovial cosmos
#

Healer

stuck raptor
jovial cosmos
#

He’s got the healer background and uses medicine and medical knowledge to heal heal people as he travels

stuck raptor
#

You have tough, scaly skin shaggy fur. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

#

boom

frank leaf
jovial cosmos
#

he’s a goliath

maiden marsh
jovial cosmos
#

His natural AC I think is 12

#

But I didn’t exactly figure it out

#

It is 10+dex right??

frank leaf
#

Better trigger

jovial cosmos
#

But yea I like the idea of it being this really thick and dense hide that acts as armor but he’s getting ready for surgery so he hands it to the halfling and crushes him (figuratively of course)

maiden marsh
frank leaf
frank leaf
frank leaf
#

So if you choose Strength, you'd know if their Strength is Higher, Lower, or Equal to yours

#

The same for HP, AC, etc.

#

HP and AC should prob be seperate options tbh

#

Together they're a lot of value

frank leaf
#

I do really get the idea

#

But it just doesn't work if they're not blatantly strong

tough karma
#

subclasses seem interesting

frank leaf
#

Otherwise at later level they're kinda just ribbons

tough karma
#

Ranger's are supposed to be masters of all lands, are they not?

#

like, survivors or smth

maiden marsh
maiden marsh
# tough karma like, survivors or smth

yeah! pretty much. I wanted Favorite Environment to grant you bonuses that you can use whenever you need. They are related to a particular environment, but not restricted to it.

frank leaf
#

Maybe if you got like, 6?

#

Maybe more, but I'm hesitant

#

Since there's not too many

tough karma
maiden marsh
#

I will consider this with care... I've heard some say that "the ranger gaining so many resistances just by leveling up is too much" (not that I agree with that, but still)

#

powerwise, most of the damage punch of the class comes from the dndCheers subclasses dndCheers levels 3 and 11, so the base class is meant to not be amazingly strong.

tough karma
#

atleast we all like ranger here

frank leaf
#

Two more than barb*

#

And Rage is at level 1

#

And it's still only an option

tough karma
maiden marsh
maiden marsh
tough karma
#

also i quite like your revisions

frank leaf
tough karma
maiden marsh
frank leaf
maiden marsh
#

Changing that now

stuck raptor
#

is it for 2014 ranger?

#

... didnt realize it was a ranger rework lmao

maiden marsh
frank leaf
#

Hoping the rest looks appealing for now tho

frank leaf
#

Overall, the fantasy/direction I'm taking it with is the "Inescapable Hunter"

#

A super sticky martial, that's hard to CC, escape, hide from, or even get low through a dungeon crawl

#

If they go for an enemy, it's hard to stop them from doing that is basically how I wanted to establish that mechanically

glass tendon
#

So I got an idea in my head to base some home brew around the YU gi oh monster Exodia.

glass tendon
#

My overall plan is to give it the ability. To be able to seal an enemies attacks if they fail like some kind of save. I don't really wanna just limit it to abilities though. Cuz what if it's sealed away like an enemy's resistance.

clear frost
#

Hello

tough karma
#

I like that

frank leaf