#homebrew
1 messages · Page 82 of 1
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.
Alright, I got more to do today, but starting tomorrow I can start helping you chip away at it
I deal in both, as it hasn’t hindered gameplay or mechanics yet
Thank you
No problem
It’s late here, I was thinking the same
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?
go ahead
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.
very creative. i would have Drakon's tail attack be "Str OR Dex" so it allows multiple builds.
Thank you! Honestly that sounds like a good idea. Does it look balanced?
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
Would this be a buff or nerf overall?
its .... simple and easy. Not sure on balanced
Adding 1d4 seems underpowered if there is not any proficiency. (which could be obtained by background or class)
Kinda a nerf, ik it can be kinda not useful in most cases, but being able to lift heavier stuff and push a large creature is nice
Can I share my dnd campaign pitch with yall
Probably better to do it in #dm-discussion
This is a channel for discussing homebrew mechanics
Hi chat I'm back
Idk who's on rn but I would like to keep talking about the custom monk subclass idea that I had
You can just share your ideas and what you have so far. You don’t need permission. 
Yeah I'm just worried it'll get buried in chat
But basically
Irl I'm a martial artist practicing Brazilian ju jitsu
I wanna make a Monk subclass that accurately represents what it's like being a BJJ practitioner while also being fantastical and fun
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?
- Fighters (2024) get "Tactical Master" at level 9. Is this what you are trying to do?
Mechanically pretty much, but expanded further to get martial players to branch out in weapon choice and feel rewarded for that choice as they progress.
Rules already say you can only use 1 weapon mastery property per attack, so I don't think it'd be super broken.
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.
I would probably consider those feats (Crusher, Slasher, and Piercer) as a both a starting point, and the basis for what you are trying to do.
@spare rain
So I got some Spell ideas, 3 new spells and 2 tweaks to old ones
The spells Life Transference and Negative Energy Flood are both perfect for Corruption damage
Can I Dm you?
Sure
If I homebrew a Dancer class, I have to do that as a subclass with monk as base for DnD beyond right?
IIRC you can’t homebrew classes yourself on dnd beyond
It’s would only be a subclass right?
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 😭
What? I am very confused
So you’ve already made a class, and now you’re making a subclass for it on dnd beyond?
No wait
Your class is just the Monk, but with extra abilities?
yes basically
Well in that case, yes you can just make a homebrew subclass but it just adds the abilities of this class over it
They don’t limit the amount of abilities a subclass gives iirc or what level you get them
say I go off of this, https://www.gmbinder.com/share/-MtHYJEMYbx_tDYH7Nk4, how I do I make this useful in dnd beyond?
So I've made some early game features but they're all a bit half baked
Basically the idea so far is that the class would revolve around grappling because BJJ IRL is a grappling martial art
So far I've come up with 2 special attacks and a feature
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"
Unfortunately I cannot help further. I gave up on dnd beyond homebrew years ago
Imma just ask my DM to use a placement character for this cause I give up dnd beyond homebrew too XD
"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
So chat before I say anything else what's the thoughts on these as like this monks gimmick
Isn’t that stunning strike?
I mean it’s slightly different but it seems like they both boil down to the same thing
I mean kinda but there's some differences
One does more damage and reduces their attack which allows for a defensive strat
The other doesn't deal damage but does a mini stun
Amity means
"Isn't Omoplata just stunning strike?"
Ah
Apologies for my wording
I did mean that
Honestly maybe, I was just worried about making it too good maybe I could add something else
The idea is you put their arm behind their back in an arn tie
I actually think it’s a little worse than stunning strike
You could change it to grappling an opponent gives them the restrained condition and they take damage at the start of your turn
Nah you're entirely right
My wisdom is a blessing and a curse /lhj
So maybe like it has all of those conditions and I add like "at the start of your turn the enemy which was hit with the attack takes 2d8+dex mod"
Now that’s a little stronger. I myself would tie it to the martial arts die. And only one die because I think twisting someone’s arm wouldn’t hurt much more than a Monk punch
Or maybe two rolls of a martial arts die at most but that’s just me
Yeah I think tying into the martial arts die is best
I think now this ability is sounding pretty good!
So yeah those were my ideas for the first abilities this monk subclass gets
My humble request is the ability to throw your opponent after doing this to them for a few turns. Would be badass
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
Like a one handed throw after holding their arm behind their back
Now the wording of that is a little strange. I personally would stick to DnD’s size categories
Idk when I would wanna implement that
Well maybe the issue is that this subclass's whole identity is grappling so if they can't grappling they're like a monk with no ki points
Oh I had an idea for a suplex at level 5
I have no idea what that means but I think you misunderstood my message. I was advocating for being able to grapple even larger creatures, but using dnd’s size category wording
Ahhhh
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)”
Yeah ok so we agree because my suggestion was that this monk can grapple someone who is up 2 sizes larger
Yeah I think I just miss worded that
I say this because I want to be able to grapple a Tarrasque if an ally casts enlarge on me
But yeah what level do you think they should get that?
Ah Oki, so we were talking about the same thing
That was the idea
Tier 3. Level 10-15 or so
Fair enough
Ok so speaking of levels
I was thinking of adding something to redirect attack
-# *deflect attack but close enough /lh
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"
No no I didn't miss speak /lh
But yeah idk what level that should be at
You could probably word it as “if an enemy fails the saving throw of your deflect attack reaction, they are prone in addition to the damage”
Works
Oh, is “redirect attack” part of the subclass?
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
Well yeah this is their redirect attack
@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.
They get to do a hip toss
But I think what I really need help with is what else they could get outside of just attacks
I do also think I need help with making a top end thing
I love Yugoloths
thats actually freaking interesting, do you have an idea of what the humonoid species look like yet or is that in the works?
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
It's the basis for this warlock subclass that's similar to the parasite subclass, but more "ethereal" than total control
I gotta learn more dnd monsters
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
So that's the part I am trying to figure out and finalize: how do you do adjustable stats for a monster.
I mean this could be a bad idea but just have different stat blocks at different levels
I argue that's too much work, because then I'll have to make 20 different monster stats for the same monster 😭
Like you could just have them have different tiers based on the tier of their host
yea I agree the scaling for that would be a bit tedious
So maybe like the added info for spells, like how fireball says "add an additional 1d8 per level upcasted"
My question is that would the code logic function the same since it's considered a monster, and not a player.
We'll I'm saying you go based off of tiers (tier 1 lvl1-5 tier 2 lvl 5-10 etc)
Unless there is a monster who's stats changes that I can use as a model.
I think there's a few
Prob could look at the monster manual and see if there's any
I know for a fact that there's a lot of homebrew stuff that does that
@vivid trail You can try using formula scaling or proficiency bonus scaling?
in theory, formula. But proficiency bonus scaling would be easier, but will set a hard limit.
My main concern is simply the coding logic dndbeyond has
Yeah that would be awesome
I know you can scale with PCs, but idk if that's doable with monsters
AC = 10 + Host Proficiency + Charisma modifier (Arcanaloth)
something like this maybe
idk I dont really know much about this stuf
Yeah I don't know if anyone here knows about the logic of dnd beyond
or if clean PB scaling something like this?
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.
So yes, I will need someone who's well knowledged on dndbeyond coding logic
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
Yeahhhh might have to just go into a programers discord I think
Worst case scenario I have an idea
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.
You could just find a program that could run these calculations and just input the results for each level of the monster
honestly yea that might help more cause not a lot of people know the correct formulas or scaling especially if its homebre
this is what hurt my brain in subclass homebrew
Isn't there a Yugoloth Tiefling?
They added it in 2024
I frankly have no idea.
Huh
Correct! The cthonic Tiefling. But it covers more than Yugoloths
I do quite enjoy them. And resistance to necrotic damage ain’t too bad
Huh. Interesting.
I totally forgot about them omg
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).
I have someone thats playing a cthonic tiefling in the upcoming campaign too😭
Also chat
How do y'all think I should do a rear naked choke for the homebrew subclass?
I was thinking of maybe having that be the like level 15 thing
Their capstone thing kinda like quivering palm
Suffer 1d4 emotional damage if enemy fail the saving throw
guarantees the death of any wizards
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
Maybe also boost the attack's damage
They just get Necrotic Resistance and some spells, namely Chill touch, False Life, and Ray of Enfeeblement
grapple and strenght is what i would think
trying to figure out how to build a mounted turret grenade launcher. it can be mounted on be stationary on a tri pod
@upper token Are you also a weapon/item focused homebrewer?
If so I have something you may like:
https://docs.google.com/document/d/1xyCO-k11WrBKvRSuIlmJwJzWrJ6ND6me5YGszZhMjrg/edit?usp=sharing
focused homebrew yes.
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
I find hitting that sweet spot of "mild power" and "frequently useful" really hard
Well what kinda origin are we talking about?
Oh I have eighteen backgrounds for my setting in trying to create homebrew origin feats for
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
ahhhhh
Uhh if you just need more examples of feats you could just look them up online you could find them
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.
Kinda hard to make balanced homebrew feats i find
Better off thinking what niche youre trying to fill for an origin feat
I made a feat for a homebrew subclass I'm making but that's based off of an existing one
My DM is trying Fighting Styles as one, and it isn't all that strong lol
I want 2024 origin feats specifically though, and there's only 12 of those, officially
What kind of Origin Feat are you tryna balance?
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.
Ooo unarmored defence might be a bit powerful
Around this level of power is common. Buuut then there are standouts like Tough lol
Cuz I don't think mage armor counts against that
Nor does shield, so a wizard or sorcerer could very easily get like a massive AC
They don't stack, you choose one calculation or the other
No, mage has different calc
AC calculations don't stack, yeah
I could theoretically just link the document but there's a ton of them
Ah nvm then
The same way Monk/Barb Calcs don't stack
Send me it, I can sort through them throughout today lol
And alert lol
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.
I mean as a monk you could just get unarmored defence and shield from magic initiate so meh
Sent
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-
fourteen subclasses
I got carried a lot.
I'd like to post a sneak peek of one as an image, but I guess discord wont let me now
no pics in this channel
Pictures are pretty restricted on this server
how unfortunate. Thats fair I guess
https://www.reddit.com/r/DnDHomebrew/comments/1rep43s/revised_wood_elves_and_high_elves/
this is a link to an elf remake homebrew i made. How does it look?
Which is silly
lots of things in this server are because the privilege was abused in the past, can't be helped
the pain of a large server
It seems... pretty similar to what we already got. Care to say what were your design intentions there?
I wanted to make them more comparable to the drow mostly, as in giving them stronger magic and more unique weaponry.
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)
Uh sure, let me try to find it
Huh, neat, I also made a chef ranger subclass
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)
there is a paragraph about how it doesn't interfere with ranger spells - you concentrate on both and make one saving throw when you take damage to maintain both
Then what is the point of concentration?
it was made so other spellcasting classes - cleric and druid specially - wouldn't abuse their spell slot progression
plus, it is very thematic
Ah, fair on that
Personally I would have just made it so you can’t mark more than one creature at once
But your method works too
The base class looks like a barbarian, but if they had resistance to elements.
https://drive.google.com/drive/folders/17zOsi7mL6Gezvoa80xKTgxEsIx-kiB70?usp=sharing
Young Solar Dragon NPC stat block I drew up, along with the descriptions of the items mentioned in them. Thoughts?
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.
You can easily grant you own wishes virtually however many times you want if you have the suggestion spell
Just suggest a commoner or someone you know will fail the save to wish whatever yo uwant and it'll work
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 😏
what are the limitations to the actual wishes
What about just plain old coersion then? You could just Intimidate somebody into wishing for what you want
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
The Jafar way of doing things~
But at that point the genie is giving the control to the DM to make the wish as the NPC / commoner, and you do need to give said NPC your vessel (something that's quite precious for various reasons), so if you wanna risk doing that for maybe having the NPC wish what you want, go for it 😌
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
If you have a player like that, do you want some specific class interactions that I think could be abused RAW?
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
I have one in mind but it's specific enough for it to require specific planning
Better as a Dark Gift than a Race feature imo
At least set of a Racial Feats, smth like Genie Touched?
its a lot of rules and additional metrics to account for only to be at the mercy of your party members half the time
agreed
a temporary dark gift that you earn after a quest of some sort
I mean, Dark Gifts are up to DM discretion, including how you get them or when you lose them, so yeah.
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!
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
if you're building your entire character for 9 levels around exploiting a racial feature might as well have it at that point lol
Hey does anyone know where I could go to make a pretty looking subclass description like this?
By 17th level, it basically means you have an infinite use of the wish spell while you're in populated areas of commoners. That's pretty nuts
Is the NPC an enemy, like a bandit, in which case I can just have them act desperate and use a selfish wish to have them try and survive / escape instead 😏
Is the NPC a random commoner? Very evil actions from the player, easy to find consequences~
And you've spent your resources to have the NPC wish you to cast a 1st level spell
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)
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
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.
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
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 😌
thank you! I made it on GMBinder, using a lot of HTML/Markdown code to make it look cool
I don't know if that is what you were talking about, but there it is
No that's exactly what I asked for thanks
Tho if it's a situation like that then I'm shit outta luck
hey, this actually is a very good scafolding for a subclass. I like the theme, I like the mechanics, I like what I see here!
The next steps might be just adjusting the wording to more precisely fit official content
you seem to be missing a level 14 feature tho
its not that big of a deal, actually. Most of my work came to be fiddling with my own autistic goals to be fair lol
you can certainly achieve something like that with way less work than me
yeah its def a work in progress. though the campaign im gonna be running it for is only likely to go up to level 10
i do wanna keep working on it tho
what in hell is @azure needle cooking for ages at their text-box tho
what do you think?
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:
-
"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.
-
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
-
Generally, you want to give tool profficiencies in tier 1. This is just a general rule that most subclassses follow.
-
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.
-
Advantage on con saves is pretty mundane for Barbarians
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
there you go
Yeah I could def be simple about it if just like something like this on like an app or something
Path of experiment gives 2 out of the 3 benefits of your 10th level rage ability at level 3
might just use that then 😭 appreciate the feedback 💯
No problem, I ran a Vhuman path of the experiment and had a really good time with it so enjoy
the average i guess its around four to six. It depends on the class
Ok noted
Every subclass of the same class gains features at the same levels
Noted
Then gimme a minute cuz I've been yapping about this homebrew monk subclass for a minute
And honestly I think I'm getting close to something good
Ok so I think I have the subclass close to figured out
I'ma see if I can get it all on a Google doc rn
But I need a feature for level 6 and level 17
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
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
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.
)
All and any feedback, critcism, and ideas are appreciated!
is having access to 90% of spells too op or nah.
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.
Hey yall! I've been really putting in work fine tuning this homebrew Summoner class. My hope is to balance it to the point that I can get it submitted for publishing as a third party book. Anyway, I would really appreciate if ya'll could take a look at this and let me know your thoughts and maybe even play test some of these subclass:
https://drive.google.com/drive/folders/1efuuIVKb_FY2TNYo9M1tibRJi2LcMysL?usp=drive_link
what creature in 5e do you folks think would make the best sort of template or base to use for adapting the osquip to dnd 5e? https://forgottenrealms.fandom.com/wiki/Osquip
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
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
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
"when you use this ability, you can also deal 3d8 radiant damage to a creature of your choice within 30 feet"
I mean, Bards get access to every Cleric, Wizard, Druid and Bard spell.
Wizards have the biggest spell list.
Context is really what matters
https://drive.google.com/file/d/1CMJDfOTBJu8K4Th7ybEtxuVrBCUvldCj/view?usp=sharing
Named Young Solar Dragon NPC for a campaign I'm in. Meant to be a companion for a level 10 party of PCs. Balance check?
specifically getting access to warlock and paladin spells on any fullcaster will be strong. Find steed is a very powerful spell to be able to cast a crapton of times per day, and then there’s EB ofc
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
given the base creature's CR on average already being so close, i'd say the spellcasting and shapechange is a bit outside that scope, ancient ones don't even have shape changing, so i have a hard time believing a far younger one would manage to gain such an ability
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
especially given some of the spells chosen effect damage out put
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.
Ohh, I get you, but I think its because I used emanation. The damage is a one off, it does not follow you or deal damage every round
I more so used emanation instead of saying "centered on you"
That would be insane if it did, Spirit Guardians who
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
clearer meaning trumps number of words used every time in making things compatable with official stuff especially the rules
Psychic Dmg + Int Save with fireball radius and dmg, with the down side of no range. and you can drop Conc immediately if you just want the dmg.
Sounds strong to me
It's less damage than fireball
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
Yes, by 2 avg
this is where it is talking about range of a spell by the way
4d12 is 4-48, avg 26. 8d6 is 8-48, avg 28. Fireball is slightly better
But fire is like one of the worst dmg types
and?
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
For sure, it was just something I didnt think of being misenterpreted
...it is?
still solar dragons in 5e have little to no reason for such an ability
omg yes, so many monsters resist fire
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
Enlarge reduce is the only one that does, and that's only a static 1d4 increase with concentration, no?
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? 😛
It definitely makes more sense within the context of the campaign, but in a vaccum yeah it's a seemingly strange addition. The Astral Elf Warrior is a CR 3 creature without spells or actions aside from longsword and longbow attacks, so I figure it'll be alright from a balancing aspect
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
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
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
I'm in 2014, yeah
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
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
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
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
I think your right in the sense that its counter intuitive, if you want to break conc immediately and having it a continuous emanation would make more sense.
Wanted to make a dmg Div spell, similar to Mind Spike
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
I mean Blindsight is basically see invis with a range
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
Which one?
Chronurgy Wizard?
no, the future you patron warlock
Which one is that?
I’m looking at the list of subclasses and don’t see what you are referring to
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
Oh also I should note that the campaign would continue into level 20, while the dragon would stay at the same level she's at there
That’s not official WoTC subclass. That’s third party material
i know, i never said it wasn't
i said it existed already at least to a degree
Meh, I don’t concern myself with stuff like that. I find that people can have similar ideas but unique executions
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
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.
fun fact, flanking does not appear in the 2024 books at all
Oh really! they removed the optional rule huh
Shocked, cos a lot of people I know use it
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
huh funny
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...
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?
honestly kind of just sounds like the 2024 version with extra steps and restrictions, at least in my opinion
I should probably read the 2024 version then 🤣
Changed it to this then haha
creatures cannot benefit from flanking features against you such as Pact Tactics, where a creature gains advantage from an ally being within 5 feet of you.
pact tactics still works though, and was updated accordingly in creature statblocks, when i said it does not appear at all i ment flanking as a rule in the game that the players also had access to, meaning the pact tractics feature is more impactful as is not just a trait pointing out a rule unnecessarily
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)
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
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)
dnd does not force you into a character archtype
i feel you may be oversimplifying your view of the dnd side of things
A playstyle maybe, but a character def not imo
besides classes are more so a source of mechanics and playstyles
Mostly what I meant, I could've worded it better
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
Gurps is a lot like D&D but instead of a D20 it uses 3d6 which I don't like, then it also makes everything incredibly realistic (not always a good thing) and has a TON of optional rules. GURPS is essentially for people who want to make their own system, but don't feel like doing a lot of writting.
as i said, i have 0 personal interest in gurps
Pretty much every D&D class is itself a fantasy archetype, so it's not entirely surprising, nor unintentional, that classes force you into archetypes.
I probably will ngl
Yeeeee, I get that, and it does a really good job at that
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
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?
one foot in front of the other, focus on getting your basics down before you start worrying about the advanced stuff
one can think of as the jack of all trades, it can especially these days do most things well, but some times certain types of games could be better played in other systems or desgined for that kind of game, like call of Cthulhu for example
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.
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 👆
After every spell?
Also, pretty sure Warlocks cannot attune to this because they have Pact Magic not Spellcasting
Would recommend rolling the d20 as per wild magic feature
techinally yes, but most properly wrote items that include casters is
a creature with the Spellcasting or Pact Magic feature
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?
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
the dm urge to throw a solar dragon at any summoner build (its breath weapon is a radiant damage fireball)
summoner build is different to a class lol
the Pathfinder summoner is fine enough
find a D&D port of it and use that
I've mostly liked at r/unearthedarcana to no luck. Any recommendations?
PF and dnd are, to put it simple, completely different
?
To be clear, I don't want the summoner doing anything but run away while the summon is out
qq i made a spell thats literally just [attaches flashbang to projectile] and i wondering if its good or not does need balancing
can yall assist in see if its good
https://www.dndbeyond.com/spells/3207183-blast-of-blinding
or do i need to upload
here wait
oh i cnat upload image
wah
ive been through the whole thing and i dont see anything outwardly broken
it does get easy access to damage immunities, which I would change to resistance
but fine otherwise
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
you cant play a homebrew class and except perfectly balanced features
not like you cant already do some broken stuff with base class features as is
How long does that blind and deafened status last
And I appreciate the feedback. I'll look through the class again
i forgor to add
what do you think it should be
a few turns? [based on how close you are to blast?]
the spell doesnt have a level
large small damage is an oxymoron
how would you roll 3d2? you just coin flip thrice? XD
Blinded should surely be a saving throw
its a 3rd level spell
what in ||CLASSIFIED||'s name is an oxymoron
yes
ok - dex saving?
aslo nice V1 pfp
an oxymoron is when two words in a statement contradict each other so you're unsure what the sentence means
what's stopping you from just... writing that?
also small is a dumb term to describe damage
"large radius, low damage blast"
i'd say constitution is apt for blindness but you could make it dex as well
dex saving for the blind where
what about con for deaf
ye?\
yeah that works
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?
10 is way too low
which it should be..?
a 5th level barbarian could easily have a +7 to Constitution saving throws
spells are typically made against the caster's spell saving throw
which is 8+proficiency bonus+ability score
yeah this aint the spell its the blast tho
the bad guy is the one trying to not get flashbanged
ur not getting me
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
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.
yeah much better
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
I'm pretty sure time stop isn't even possible to be casted by a warlock as their spell slots don't go up to 9th
Mystic Arcanium
They can cast 9th level spells with that
Ah okay
Same reason why Genie warlocks can cast the Wish spell
Wasn't aware of that my bad
All good
It looks cool though
Hey guys I made version 1.0 of my homebrew subclass and I'd really love some feedback
https://docs.google.com/document/d/13M6HbnCWyVC0jhZDQeBOAe9wShYkmTk5jY2TTwXOsZo/edit?usp=sharing
2024 or 2014 monk?
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"
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
It would take a med check to recharge. Not sure on a standard DC yet so suggestions would be nice
Guns already exist in DnD. They use Dex, since they're ranged weapons.
Reason I ask is because grapple rules and especially monk grapples work very different in 2024 than 2014
Were you looking for something that's distinct from potions? Like, why not just reflavor potions into "Medicine"?
I actually based it work like a reusable potion
I would just simplify this into common/uncommon etc medicines, and if you want a check, use it as a check to maximize the healing?
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
What was the "main thing"?
Medicine checks to heal
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
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
I know of ointments:
Keoghtom's Ointment
Restorative Ointment
Oh, these are the same thing.
Oh
Well that save me a search
I like it it kinda feels like I’m making healing potions non magically
That's essentially what it is.
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
What would the stats of a cast iron frying pan if used as a weapon
1d4 Bludgeoning?
Probably similar to a club, but improvised weapon.
I'd imagine it's a 1d4 Bludgeoning, Sap Mastery, Simple Weapon.
And 1d20 emotional
If it’s hot it can do 1d6 extra fire damage
When it comes to Homebrewing on DDB is there a way to get other sub classes abilities on the homebrew sub class
Well my dwarf has cooking tools so I plan to use them
if you own the other subclass, you could look at how its set up when you make a homebrew copy and then use that for your own project
You can select an existing class as a template. I'm not sure if you can extract from more than 1 subclass at the same time, if that's what you are asking for.
If that is what you are asking for, you might be able to try the dedicated DDB support or feedback channel.
For an example fiend warlock gives a ability called devil's sight how would I get that on my HB subclass
Devil's Sight does not come from the Fiend Warlock subclass. All warlocks have access to Devil's Sight.
Yeah, it's an eldritch invocation, not a subclass specific feature.
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?
I like it. I assume you were avoiding the Wildemount spells on purpose?
Yeah… though Fortune’s Favor I’m going with most because I can’t find another 2nd level spell that fits the theme
I would prefer not to use that spell but it is what it is.
You could make a class feature that’s basically Fortune’s Favor
how does this sound for a magic item?
Conch of Whispering Shores
wondrous item, rareThis 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
I think you should specify that the names have charges before saying “1 of 3 charges per name” because that tripped me up.
Ive made a contract system does anyone wanna hear
fair, its like 3am so it was basically a ramble lmao
Heres a slightly editied version
Conch of Whispering Shores
wondrous item, rareThis 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.
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.
Well put!
i didnt want it to be exactly like sending, cause sending works slightly different, mainly in that it can be used to communicate between planes
True enough
but yeah its basically 15 uses of a slightly worse sending lmao
though limited to who you can contact
Well my main issue is that there just isn’t another spell that fits a time niche in 2nd level imo
I was thinking about Misty Step since you’ve got Haste there, though I know it’s a bit different.
Mirror Image could also give the vibe of moving faster to dodge attacks.
-# Oh, well-
I did consider Mirror Image. Do you not think that conflicts with Blur?
I would agree that they do, but they're both illusion spells, and I ultimately don't think it's a huge deal.
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.
From the way you worded that, this might better fit in "Character Discussion" unless you had ideas about any special abilities he might have.
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.
This channel is mostly for homebrew mechanics.
#character-discussion is perfect for that
Yeah, species / character related background and histories are probably DM, Campaign, and settings reliant.
Ah, okay. My apologies, then.
All good! 
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
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
I love this idea. I've been thinking Abt making this idea, but blending all three variations (Oathbreaker, a Druid that committed an Anathema, and a Warlock that betrayed their Patron) into one subclass
For balance, because you are still a full caster, I would refer to Wizard Bladesinger as a baseline for power level (or valor bard).
Or UA 2024e Hexblade. . . Tentatively
Oddly enough im also making a warlock who doesn't have a patron (they literally manifest powers through their own legend if that doesnt make sense its because its setting specific to my wolrd)
yeah ive been looking at that, also trying to balance the fact that they do have a d8 hit die and meduim armor and shields
My subclass is a Rogue. That gives spellcasting that scales like Arcane Trickster, but with Pact Magic
And lets you choose between the three spell lists
(with different benefits depending on what you chose)
I call it the Promise Keeper
I did a rogue that can copy features off of monster stat blocks and use them (and eventually temporarily disable them its probs my fav homebrew ive done)
Eldritch imitator is the name of it
Ah. Spell Steal typa thing lol. (Tell me it had a CR limit
)
it has a soft one in that you can only steal certain features and at the same time im not throwing ancient dragons at the party at like 3rd level
you can also only steal 1 ability at a time
Could make it pollution focused. Destroying nature through the use of polluting weaponry and skills
interesting so like a debuffing gish?
Something like that. Poison and acidity stuff. Debuffing people or destroying environments
Maybe you can cause things you hit to corrode
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?
Maybe create an area of effect?
You expend WS and make debuff zone
Toxic area or something like that
I like that
or spend it to corrode armor or weapons (Im thinking rust monster type of stuff)
First thoughts are:
Level 3: Replace a wildshape with an attunement slot (could consider limiting rarity)
Level 6: Extra attack
Level 14: Extra attack can be a spell
Or wildshape summons something similar to a creation bard's "Dancing Item".
im still using 5e so im going 2, 6, 10, 14. For the 2nd level feature I did a martial transformation that essentially makes you a warrior that is a walking cloud of poison/acid (yes you even hurt allies who are next to you)
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
I guess that's fine. The penalty to attack looks weak, but the penalty to saving throw could be dangerous later on.
yeah thats the one im iffy on idk how to perfect that one
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
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
Sure just post it
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
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.
What do we think
Anyone Players or Dms ever played Kameo and the elements of power?
This guy sounds the main badguy from the spongebob game "the creature from the krusty krab". the krabby patty that would chase you around
Tbh he really is just there for comedy relief
Im trying to homebrew him into DnDB except I have no idea where to start
I have done some touch ups and added some stuff to my homebrew subclass I'd really appreciate some critiques and feedback https://docs.google.com/document/d/13M6HbnCWyVC0jhZDQeBOAe9wShYkmTk5jY2TTwXOsZo/edit?usp=sharing
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?
https://drive.google.com/file/d/1CMJDfOTBJu8K4Th7ybEtxuVrBCUvldCj/view?usp=sharing
I sent this yesterday, but it'd be nice to get some more opinions on it. This is a young solar dragon NPC companion written up for my DM, how does this look?
I tried to make a weapon based on the game Little Alchemy. Is it okay?
https://docs.google.com/document/d/1W0l0znFX4fAkRxcOpWGLVPJPpYy-HU0uA3_bdhuR8HQ/edit?usp=sharing
Cool idea, bit long
Haven’t fully comprehended its implications
Okay, thanks!
Would it mess anything up to have a weapon that has a +1, for example, only to its accuracy and not damage?
No
no, in fact that's not bad at all. I will say a +1 to accuracy is stronger than a +1 to damage generally.
Cool, thanks 😎
make it an attuned item, and rare i think? it's how i'd do it, the stat buff isn't very strong overall but the immune to surprise can be very strong depend on the campaign
I made this legendary magic item for a friend, but wanted to make a general version of it that anyone could use. Here's that version:
https://www.dndbeyond.com/magic-items/11268472-spitfire-general-version
https://www.reddit.com/r/DnDHomebrew/s/sAITQ7OSHs
this is a link to a homebrew cleric subclass I made, how does it look?
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?
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
If you're interested
I think it's pretty weak. Not as weak as official nature cleric, because that's garbage, but still not particularly powerful even by 2014 standards
Huh, really?
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
That does seem pretty sick I'll think about it
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?
You're welcome to give it a shot. I'll be playing it myself soon
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
originally the subclass had conjure animals and a feature that boosts the AC of your summons.
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
Yeah thx I'll add it to my list I also found a really cool curse based sorrcer subclass
It's kinda similar to the blood hunter class
i mean i could increase the difficult terrain feature to last an hour, thats a small buff that would likely be useful.
It's not bad but so much of nature's power budget goes unused that I think you could go harder with it
again it was originally more summoning focused but i was told that was a bad idea
what spell could i replace beast sense and grasping vines with?
Using the conjure spells is a better idea in 2024 where they've been rebalanced and no longer destroy action economy
this idea is for 2014
2024 summoning is a lot healthier across the board
i have no intention to ever play 2024
But if you're sticking with 2014, I'd avoid summoning
fair, i suppose thats why i was told it was a bad idea
Let me go look at spells for a sec
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
i do think control water and warding wind are good ideas
alright i gave them those spells instead
I think that's a more well-rounded list
thanks for the help, the subclass should be more useful now
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
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
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.
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
I thought giving Disadvantage would just make it worse than Speedy
Do you think ignoring Opportunity Attacks from creatures two sizes larger is better?
If it's your average creature that'd have this feat, so a medium sized creature, I don't think it's that OP tbh
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
You mean sticking with it as written or for two sizes?
Sticking with what's written
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
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
True, true 🤔
Do you think the Unarmed Strike buff is decent enough to make the feat worth it?
-# Gotta check both angles
Do you mean the Grapple/Shove?
Yeah, sorry. Lumped them together in my head as Unarmed Strike options.
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
Good to know. Thanks for the feedback!
Of course!
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?
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.
Note: This barely out damages Burning Hands base and can ONLY target 2 targets
Whereas Burning hands is AOE
Also, it doesn't scale per level, it's per 2 levels
So you can't 3rd level upcast, only 4th, 6th, and 8th
That way it's situationally strong. If it's 1 target, Burning hands is better because yk . . .
This spell can't target one creature
And more than 2 and Burning Hands out damages it
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?
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
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
It's a reference
Dubhe is the clue in
over my head then
Don't worry, intended, it's extremely niche.
Like, not sure you could find it if you tried
Back after cutting LOTS of strawberries lol. It should be noted GP cost means you have to go and find the actual component
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
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?
We kinda get a few subclasses that just get a smite
Why not an Aura for once?
At level 7 ofc
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
That might work as a feature in of itself, but that might step on the Paladin's toes too much.
I mean, given you can make it do whatever you want, it doesn't need to
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.
Similar to the Vestage Warlock?
Yup. You can prob give them a CD even, but only one per SR instead of 3 per LR and one back on a SR
The Aura could be unique to the subclass
(Instead of stealing it from the sub you choose)
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
Monst
https://www.dndbeyond.com/monsters/6249970-osquip
just finished my conversion should anyone wish to use it in their 5e games
Tbh, Beast
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
I think theyre in the same page as Stirges; Beasts that arent from our world
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
This is like, super tame for a wildshape option
I mean, it isn't very magical tho
It has six legs and sharp teeth. That's abt it
And that doesn't seem magical
why was it a magic beast then...?
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.
Ahhh
It has higher intelligence
Not much by tho
Totally a Beast by current standards
And a mole has a burrow speed. Extra strong teeth is very tame.
Hyrax be like:
Very much in the realm of a plausible beast
Stirges are beasties too, this is like, relatively tame compared to them
"They have a developed sense of scent and can pinpoint creatures within 5 feet (1.5 meters) and had a general sense of direction of creatures within 30 feet (9.1 meters)."
Note. Blindsight exists.
You could give them Blindsight as long as they aren't suffocating/holding their breath
I assume thats what Keen Smell is also for
Keen smell gives them basically 18 passive Perception when they sniff
True
Thoughts on this subclass, I made because I thought it would be funny to make a subclass that combines all ribbon features
https://docs.google.com/document/d/1EFP6HAbmL-egHA3_UklbP_spXf3yVz5UK-xjilSu59c/edit?usp=drivesdk
"You gain the features of every 2014 background "
Chat does he know?
good catch, i may update it with that
Ah yes, that's what needs updating/s
Funny I'll give it that. Kind of an interesting premise too.
Should I specify that it’s not the proficiencies just the ribbon part of all the background features
I mean, this ain't balanced, so it's hard for me to say.
Lots of DM fiat/abusable features
What abusable features
this also includes Ravnica, Strixhaven, and Bigby's Backgrounds funnily enough
So, you get two feats, and some extra spells added to your list
And spell jammer. What I was trying to insinuate
What about spell jammer?
Not aware of spelljammer, but now that you mention it, Spelljammer and Dragonlance backgrounds also give you feats
And i think Planescape too
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
Anyone have any fey based sorrcer subclasses
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
"we have fey sorcerer at home"
I unironically don't really enjoy wildmagic
maybe instead of trying to insult someone else's answer, maybe offer your own
...please don't start beef I need this info
well, there are several that pop up on dnd beyond, so could take a look at those and see if any of them strike your fancy https://www.dndbeyond.com/homebrew/subclasses?filter-name=fey&filter-author=&filter-author-previous=&filter-author-symbol=&filter-parent-class=2190884&filter-rating=
https://www.gmbinder.com/share/-L0gMLI1UetfjZ1t633U try this one
Tysm these shall be added to my list
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).
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
One of my personal favorite weapons I've made:
https://docs.google.com/document/d/127r9bWT4RxdNun_zovKq7mGvq27j4UEFla-QnxUfjp4/edit?usp=sharing
There's a reason for it btw
I have 7 named spells made by Aberrants for a boss rush campaign
So their casting is purposely strange
intriguing
If you want to make it even funkier, roll 1d12 and multiply by 10 for range
I'm thinking a legendary longbow made of the parts of a Displacer beast, thoughts?
I feel that would make a lil too weak, especially given it takes 1 minute to cast
Interesting. Apart from flavoring a magic longbow what properties does it have
Hmm true
What about 1d12+1 (13 max so unlucky)*10
I'm thinking of like, maybe an ability that lets me create an illusion volley of arrows to impose intimidation
Free casts of invisibility plus this would be cool
yea
Like the arrows have the properties of the mirror image spell
ooohhh
its for a Drow-Gloomstalker Ranger who sells monster parts on a black market network he created, and builds leverage against like nobles and such by being a good supply of rare materials
hes mainly just a deep character meant for the DM to add plot points using the connections of said black market
but hes cool
Love that. Kind of cool
Thank you, definitely my favorite character ive made
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
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?
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
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?
Too much going on, another save on a save heavy class, wording is more brutal than it needs to be.
Obscure Vision, Deafening Attack, Slowing Attack and similar are more appropriate for the feet. I'd rather go with the Battlemaster feat and change the wording than making this a feat for your game.
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?
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.
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.
i love perfect strike and blinding pride. I'll make sure not to try to hit the rogue at first lol
No offense but I don’t like this
None taken and understandable :)
Consider adding con saves. casting spells with disadvantage sounds like a buff tbh. Would double check your wording on the spell.
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.
I like the concept but it’s a very weak species
Outside of the cold resistance it’s pretty much all downsides
the base walking speed kills this
What can I do to make it better?
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.
I’m starting to work on a cyberpunk d&d. it’s gonna have to be mostly homebrew including probably the sheets.
Hello chat
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.
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.
I don't have that book
basically:
you can increase one ability score by 2 and another by 1, or you can increase 3 ability scores by 1 each
This is an example of the effects, not a final wording. I was cooking noodles while doing it, just a quick concept :)
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,
I like it
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
However you could just send the bladesinger in first
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
Whenever they get downed and don't die they get a tail
That still causes the same issues as just having them die
Or whenever they successfully murder an important figure , if they're that kind of rogue
Arcane trickster
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
I think I could probably try to write in some important bosses that'll trigger an extra tail growth
Not that kinda arcane trickster
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,
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.
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.
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
@plucky aspen
That's a very cool backstory
Get rid of the concentration requirement id say?
Oh? Okay.
My players are good writers
But based on this, is it offering more insight?
This is correct, but make it level 9 or 11 , since this is basically an animated shield
Which iirc is either a rare or a very rare item
Oh that's true
Yeah no i got it
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
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
10 works yea
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.
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."
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
If its a +3 weapon, give it some pazazz, something special. Force teleportation, teleport yourself, displace objects instead of shooting arrows and similar :D
it does, i just didnt put abilities down, but thanks
it can make an illusion volley of arrows, to impose intimidation. Among other things
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
That's a neat small detail.
-1 AC from scale mail traded for no Disadvantage on Stealth checks is IG an okay niche?
The humble Pelt Trader Ranger:
Healer
i would just use the lizardfolk unarmored defense
He’s got the healer background and uses medicine and medical knowledge to heal heal people as he travels
You have tough,
scaly skinshaggy 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
Preeetty sure it's post character creation
Or is it not?
he’s a goliath
DID SOMEONE SAY RANGER?
please check my ranger class remake again, it has a lot of content
14 subclasses,
revised feats & spells
new feats & spells
and the base class
https://www.gmbinder.com/share/-O7M9oyJma8c7miKbr5-
(I wont spam this, but I am really excited for feedback so you might see me talking about it once in some whiles)
It’s post
His natural AC I think is 12
But I didn’t exactly figure it out
It is 10+dex right??
Level 9 instant focus could probably be "when you hit a creature with a weapon attack or unarmed strike"
Better trigger
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)
That makes sense. Changing it now!
Tho I did want it to grant the benefits of Favorite Enemy on that first attack, so I might put "Whenever you target a creature with a weapon attack or unarmed strike" instead
- An unique, peculiar or hazardous Trait
- One Action, Bonus Action or Legendary Action
These two options for Exposed enemy are way too much imo. For comparison, look at 2024e Battlemaster. This comes later, but I more frequent, so I think it's okay
Just add "which the triggering Attack/Unarmed Strike benefits from"
Instead of the explicit stats, Higher, Less, or Equal to your stats is what BM fighter does. I suggest that for Exposed Enemy
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
I love ranger so ill read it
Level 1 is . . . Okay to start? And falls off quickly.
Level 14 is bad, too campaign/plot specific and not strong enough to justify that, like how Devotion Paladin at least makes to bet to say Nuh-Uh to everything in the Feywild/Shadowfell
I do really get the idea
But it just doesn't work if they're not blatantly strong
subclasses seem interesting
Overall, level 14 needs a rework and level 1 Favored Environment could use a buff
May I suggest features that you get with Favored Environment as you level up at least? So they can be stronger?
Otherwise at later level they're kinda just ribbons
Ranger's are supposed to be masters of all lands, are they not?
like, survivors or smth
Well, you get 4 of them at level 14, so there is plenty of space to build around the campaign you're playing (and not the contrary - the DM doesn't need to worry about it as much as you do)
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.
Yeah, but still . . . Fall off pretty fast, so by the time you have several, they're not very impactful
Maybe if you got like, 6?
Maybe more, but I'm hesitant
Since there's not too many
tho i think it does add some good flavor to the Ranger
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
subclasses
levels 3 and 11, so the base class is meant to not be amazingly strong.
atleast we all like ranger here
It ain't that bad
Two more than barb*
And Rage is at level 1
And it's still only an option
I have some ideas for a poison based Ranger, if you're interested
agreed. And barbarian's resistances are way more common
Yes I am thank you very much🖊️
also i quite like your revisions
Poison/Fire is pretty common, but the rest, absolutely
should I DM? or js say it here
feel free to tell me wherever you like
I'll go over subclasses later. Final suggestion:
Let the refund Blindsight increase from Feral Senses be the full 30ft, it's level 18. Full Casters summon meteors from the sky
It... isnt already? damn... How weird.
Changing that now
it can be. There is a sidenote presenting what needs to be changed
I got my own Rework if you wouldn't mind filing through it
(MASSIVE note, imma make a big change soon, by letting them choose between Spellcasting or Beastmaster pet.
As compensation, Beastmaster will get a customizable companion, like Invocations but for the pet)
Hoping the rest looks appealing for now tho
post it here!
:D
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
So I got an idea in my head to base some home brew around the YU gi oh monster Exodia.
Tread lightly
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.
Hello
So lean into the more " Death is Inevitable" type of hunter, than the tracking, survivor type hunter?
I like that
Exactly! Though there's plenty of nature ties since after all, death is natural