#homebrew
1 messages · Page 84 of 1
yea
you shouldn't be able to target your friends, make them fail the saving throw to a crippling spell like command, and then redirect it onto another creature who hasn't made their own save yet
redirect it onto another creature who hasn't made their own save yet
isn't this not possible based on the wording of the spell already?
you may choose to change the target of the spell to any other creature that failed this save
failed this save could just refer to failing the Wisdom save against the retribution spell
it isnt clear wording
oh hmm maybe i should specify that even if someone is the target of the spell they still have to do the full run through
yeah that
it should be a spell reserved for dealing damage and not for imposing conditions
cause that gets out of hand real fast
tho wait i think its already fine, as the wording I used was "change the target of the spell"
like just cause you target someone else doesnt mean that you don't need to do part of the spell
yeah but that's falling on rules as intended territory instead of rules as written
which is why i said
just make sure your players are aware if ur using this
.
to me the wording of "target" is pretty clear but i can try and add additional text if needed
after all I'm not everybody
yup
it was clear to me but grey enough that people could try and abuse it
and spells should be descriptive enough to avoid that in the first place
added a new line
This functions exactly as if the spell were cast again but with a different target, and in the case of Self targeted spells functions as if the new target cast the spell themself.
that good?
opinions on this one?
Curse of Gossip
Level 2 Enchantment
Casting Time: Action
Range: 30 feet
Components: V
Duration: Instantaneous
Up to three creatures of your choice that you can see within range must each make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and 1d6 necrotic damage. You gain an amount of temporary hp equal to the amount of necrotic damage dealt by this spell. This spell does not affect those who already know this spell.
Additionally, each target of this spell temporarily learns this spell and gains the ability to cast a copy of this spell without a spell slot once. This spell is forgotten after a long rest when learned this way.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
i have no idea on what the balance for this spell should be
This can lead to undead army shenanigans
No because that leads to someone forgetting the spell in time to learn it again and proliferate more
while i agree with you, I also feel that if you already have a big enough army for this to be an issue than there are bigger problems
ah true
I think the primary issue is that casting it on enemies will tend to backfire and a fight might just turn into casting this spell over and over again both ways
well at most each side will cast it once
but i see the point that it will tend to dominate
any comments on this?
Lads
Im making a vampire themed campaign and i wanted some help making a new type of vampire its kinda based on pointy hats home brew types
anyone?
Hit level 14 Retaliation can be triggered off this and basically get to attack twice off it
Seems fairly balanced. My first thought is that 1d6 doesn’t seem like much but since you’re supposed to be spending your wildshape I don’t think that’s a problem
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew druid subclass i made. I still feel like this is my worst runic subclass but im not sure why. Any thoughts?
any ways new rune ideas i could add to the subclass?
Would a +1 shield with thrown property be considered an uncommon magic item?
i would say so
A generic +1 Shield is uncommon, so if you're adding anything on top of that, it'll probably bump up to Rare.
How many benefits would you tack onto an item before you would consider an upgrade in rarity is needed? Like a club of warning comes with Alarm and Supernatural Readiness, but a +1 club is just that.
There's no real direct metric, unfortunately, and many items appear to just be completely arbitrary based on the developers' personal decisions.
Instead, all we can do as homebrewers is look at what's available and use those as the baseline.
A club of warning has those two features and is uncommon. The second you add anything else to it, that item is explicitly better than a default club of warning. Therefore, it's safe to assume it should be a higher rarity, because if you had to pick between the two, you'd always pick the one with more features.
anyone have any new rune ideas for this subclass?
D&D/pathfinder nerds, Im calling on you!
My gamers, im prototyping some custom rules and I need some quick extra data
Who in your experience, as players use Hitdice more often:
- Martials/HalfCasters?
or
- Full Casters?
How often did you use hitdice? How many adventures per day did you use?
uh, this is not the right channel for this
I tried general discussion and got people question why i was even making custom content,
I can only get word of mouth data on this, so i had hoped this place would be better
this channel is for posting and discussing homebrew content, your question would be better as a reddit post
Im working on a slower healing system based on the number of unexpended hit dice a character has.
I try to avoid reddit, although public discord servers seem to be just as frustrating sometimes.
Id look for game analytics if I could
So, I had an interesting thought while talking to a friend earlier today that honestly I am surprised hasn’t been touched on in d&d Lore before. We know about the elemental planes (Fire,Water,Earth,Air, and all of the inbetween) but what about Emotional Planes?
arguably thats what the outer planes are, as they are abstract representations of morality and philosophy
Yeah, but those are more akin to alignment, I am talking more about emotion in general: Joy, Anger, Sadness, Fear, Disgust, Surprise
im not sure this counts as homebrew though, it seems like a world building thing
Ahh good point
but while your here can you help me with something?
I can try
any suggestions for new beast runes i can add to this list?
Hmmmm maybe an animal that is resistant to heat since you already have one for cold. Think maybe camel or snake
Camel could be interesting, not sure what the active effect would be
actually i just had a kind of dumb idea for what the camel one does
Regarding 5e, rather less than more often - there is this cultural shift from the comparable grindy published adventures to more and more homebrew, less survival-y, less world centric adventures and a huge inspiration from streamed games that deal with much less attrition than classic campaigns.
I have a feeling that high health-characters took more from actually taking a break and using their hit dice for the numeral benefit.
what if the camel rune could drain the moistures from enemies to weaken them?
added a camel rune, any other ideas?
Not sure honestly, you got most of your bases covered
metamagic option
Relocatable Spell
Cost: 2 Sorcery Points
When you cast a concentration spell with an area of effect, you can spend 2 Sorcery point to allow retargeting at will. Using the same range and targeting conditions as the original spell, for the duration of the spell you may use a Magic action to relocate the spell's area of effect as if it were originally cast at that location. Every time you use this effect, the maximum duration of the spell is halved (rounded down).
would yall say this is too strong?
It's pretty dang strong.
Consider functionally recasting Wall of Fire every turn for guaranteed damage on a huge amount of enemies.
what if I made it half the duration every time?
Every time you use this effect, the maximum duration of the spell is halved (rounded down).
like this
then I think you'd only get two recasts (three total) of something like wall of fire per spell slot
Considering the average combat lasts 2-4 rounds, that wouldn't change much at all, unfortunately.
ah
true
Relocate Magic
Level 4 Abjuration
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target is relocated to another creature, object, or location of choice, using the range and targeting conditions (such as sight or saving throws) of the original spell. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 11 plus that spell's level). On a successful check, the spell is relocated.
Using a Higher-Level Spell Slot. You automatically relocate a spell if the spell's level is less than the level of the spell slot you use.
opinions on this modification of dispel magic? i thought that the previous idea might work better as a spell than metamagic
not sure that this is more interesting
i mean yea this is like just as boring as dispell magic is but i see uses for it and i think its more balanced that my metamagic thing
whats an example of it being used?
The Warlock pulling Feeblemind off the Wizard onto the Fighter with Mage Slayer
It actually is fairly interesting
Or onto an enemy bodyguard
a) feeblemind is an instant spell
b) let me rephrase, whats the represenatative example you envision this spell being used for
It should specify the new saving throw uses your Save DC
(Wait, is it, mb lol)
@regal wren what is it you envision this spell feeling like?
Can someone help me make a vampire type (monster not for a player character) :3
hmm the two things i was gonna say was pulling a buff off of enemies and transfering self buffs but yea the two problems is that with the former it as currently written could possibly just be dropped by the og caster if its a concentration like spell and for the latter there don't actually appear to be as many long lasting self buffs as I thought
the former I could fix it by saying that you recast the spell but that doesn't really fix the latter problem
tho the original thing i had in mind was actually more out of combat
tho im sure thats not what you are wanting
so yea its not as useful combat wise as I would hope
If you want I can give you stuff from a homebrew blood elemental character my friend had from a campaign I've played in. You can take some inspo from that since it works kind of like a vampire
Level 4 Abjuration
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, and for each ongoing spell of level 3 or lower on the target, the spell ends and may be freely recast as part of this spell's action. For multi-target spells, you may only grant the effect to one creature or object. This does not consume any additional spell slots.
Using a Higher-Level Spell Slot. You automatically end and may recast a spell on the target if the spell's level is less than the level of the spell slot you use.
is this slightly better wording? here one primary use would be to dispel a buff on an opposing enemy and also give a buff to your ally at the same time
still fairly situational, but it works
i dont know what the represenatative example for this spell is
I mean if someone had Aid and Haste on them could you not just recast those spells for free while dispelling it at the same time?
Oooo yes please! If possible can i discuss some details with u? Never made my own monsters before
ah, so its for games where enemy combatants would have multiple spell buffs on at the same time
Yeah of course! Gimme a few mins rq 💪
i mean i personally don't even use dispel magic that much so I can't think of too many examples in a fight besides that
My party is gonna fight this really cocky knight soon and i decided to give him a speical magic weapon: sword of congratulations
Its a longsword with a gem mimic in the handle that cheers th knight on eveytime he lands an attack
i mean if you wouldnt use dispel magic, i dont see why you would use this
i mean yea i agree
the cases where you use this and the cases where you use dispel magic are pretty similar, so you'd probably only take one of them
but i think being 1 level higher is worth getting to recast the effect
the only downside really is that sometimes you dont gain any benefit from recasting
but i think that generally in a combat situation if you were to use dispell magic then recasting would be worth it and so this spell would therefore be worth it as well
Take ur time man !
https://www.scribd.com/document/761670698/GB-Cursed-Class-V1-2
the Cursed class by gaming brew. Is it balanced or too strong?
to make a good homebrewed campaign, what should i do?
yep
just to be clear though, homebrewed means, rules made by dm and agreed on by players, map and races made by dm, and custom boss/grunt fights made by the dm?
oh .... yeah you may need to write some custom content, depending on how far your idea strays from D&D, some campaigns don't need any of that, and some do
but start with the idea first before getting into that
(Jsyk this was made using a homebrew mana system as appose to things like spell slots, so translate however you like. Also keep in mind this is meant for a player)
Vamparism [Passive] -
Whenever you deal damage that draws blood, gain mana equal to half that damage.
Bloodhound [Passive] -
You can sense the location of a bleeding creature within 100ft of you.
Coagulate [Action] -
You may transfer mana to temp HP from 4:1 ratio of mana to blood (HP). You may use this on either yourself to a creature you are touching.
Transfusion [Bonus Action] -
You may transfer your own HP directly to a creature you are touching.
Deep Cut [Bonus Action] (10 Mana) -
Your next attack that draws blood inflicts 2 bleed.
Final Tap [Action] -
Make an unarmed strike attack. This deals 1d6 + CON piercing damage as you drain the blood from a creature's body. If you kill a creature with this attack, you gain mana equal to that creature's HP as well as 10 temp HP. If this attack does not kill, you cannot use it again until your next short/long rest.
Blood Javelin [Action] 30 Mana -
You throw a javelin made from your blood up to 80ft in a straight line, dealing 2d6 + CON piercing damage. This inflicts 3 bleed and has advantage against already bleeding targets.
There are other stuff but those are even more blood bender like and I doubt you'd get much Vampire material from them
Are you new to DMing or do you have good experience?
yes im new to dming, but i've been a player before, and i've seen multiple dms do some errors that i think are easily avoidable, and i want to try this new experience, one, to prove myself, and two, to finally be able to make sure people could have fun, because of some small actions that the party has done to make a great and interesting story
In that case, I'd say start off small. If you want to prove yourself by using something you've made, you're probably best using traditional rules and mechanics and having a homebrew story and world. That way you can let your imagination and skills as a storyteller show while still avoiding mistakes that can be made even easier because of homebrew
Otherwise, your best bet is to just use a premade setting and making it work for you, because trust me, homebrew can be hard 💀
im going to be as straightforward and honest as i can be with you, i haven't heard about the rules in a while, and i might have forgot a... large part of them.
Then your first task is to brush up on the basics and making sure that you know the essentials. Any intricacies can be worked in during your game, and it'll be understood if you mess some of those up or need help
i probably should, thanks for the tips, i'll be sure to apply them
Of course 💪 Happy to help
Feel free to ask about anything else too
i'll keep that in mind
Poweful. But looks fun.
Also a bit finiky with deciding vulnerability/resistance... but yeah, could be really fun.
Yeah, its def a bit of a gamble, but its a feywild-ish campaign, so i think it fits
Very cool and insightful ty!!
I do think i need one more way to use HI
I made cooking rules for my upcoming semi survival focused campaign. "Quality Food" mentioned in here means that after having it you can have a Long Rest and otherwise if you just go off of rations and stuff you can only short rest but without getting exhaustion. Let me know what you guys think and please ping me while responding otherwise I may not see it, thanks!
https://docs.google.com/document/d/1xM2yUodLkJbevzdbNntCHfzmYVpRxnjuZqoMhh-qOCo/edit?usp=sharing
I always love stuff like this
Hope you like it upon giving it a decent read. Tried to keep it decently simple so it doesn't take forever to cook and it's not just rolling from 20 different tables. If you find a use for it in your campaign please feel free to use it I will take all the playtesting I can get lol
chat does anyone know how to make a dhampir for free in D&DBeyond doing the whole homebrew manuel species way? I really wanna make a character but I really dont want to pay for a whole book 😭
-# deadhuzz dunno if this is the right channel to talk about this or not
I suppose just look up a tutorial for how to make a custom race, and copy the dhampir stats over? I'm not actually sure if that counts as piracy or not
Although for specifically ddb help #ddb-support may be best
Early Game Wildshapes based on Kameo and the elements of power { Are there any too op or too weak }
- You can wildshape indefinitely
- Hp scales in wildshape (no temp hit points or wildshape hit points)
- Wildshapes are unique to the player
PUMMELWEED
First level abilities.
- 3 Attacks Per action dealing 1d4 Piercing Damage per punch
- Burrow : Able to lower itself into the ground leaving only the leaves on the top of his head out in a spinning motion. pummelweed has half speed in this position - Pummelweed in your arsenal increases your dexterity by 2 points (+1)
- Hp remains the same in this shape
- 5ft
INSTANT EVOLUTION As you know the wotnot has been evolving due to the situation youre all in and pummelweed receives an instant evolution. Uppercut. if the first 2 attacks of the 3 attack barrage on the same opponent both hit. then the 3rd attack is wound up uppercut that deals 1d10 damage and topples the target ( with a save ) RUBBLE
MAIN DICE = DEXTERITY
RUBBLE
- The balls under rubbles head are all controlled by them. he has 9 total each splitting his hp across them.
- He is able to shoot as many of the balls as he wants simultaneously however each ball shares 1/10th of his hp so if he shoots them all at once it leaves his head with 1/10th of the users hp
- Range 60ft
- If you have 4 hp and shoot all 9 of your balls youre left with 4hp - Each ball does 1d4 Bludgeoning Damage and returns to rubble at the start of his next turn. rubble cannot unshape until all 10 of his balls return to him.
- If any of the balls are unrecoverable then rubble must remain transformed until after a long rest where the lost rocks will be recovered through moulding from the ground
- Hp remains the same while in shape
- Having rubble in your arsenal Increases Wisdom and Strength by 1
- 4.5ft
MAIN DICE = DEX
(Cant send all at once as i do not have nitro lol)
VOLATRIS
- A slow moving tank That's more efficient in the water
- Augment tazer : Anyone who places their bare flesh on Volatris black armour and doesn't have lightning resistance will be stunned as lightning flows into them causing 3d4 lightning damage per turn until they are able to remove their hand with help from someone else or succeeding (Con Save)
- Sphere Shock : he can activate himself underwater and as long as he holds his concentration anything in a 15ft radius takes 1d6 lightning damage
- Flowing Lightning : His jellyfish like tendrils cause the same effect but do not stun the target and instead just zap them with 2d6 lightning per whip with 10ft range
- Volatris suffers from his Overwhelming weight causing him on land to only have 0.3x movement however underwater he has 1x movement
- while in this shape ac is + 2
- 6ft
MAIN DICE = DEX/CON
TRASH
-
His short arms and small wings make him somewhat useless in close combat however he makes up for what he cant do up close with what he can do from afar
-
Toxiball : Once every 30 seconds (5 turns) ash can build up enough toxipower to shoot off a toxiball at his enemies dealing 4d8 Fire damage (Dex Save)
-
Toxic Inferno : Ash can create a cone of lower flames 15ft from where he stands. any troops in the cone take 2D6 Fire Damage (Dex / Con Save)
-
Can also use the spells of the weilder
-
Hp is 1.5x in this shape - Movement is 20ft
-
Having ash in your arsenal increases your intelligence score by 2 (+1)
-
12ft
MAIN DICE = INT/DEX
MAJOR RUIN
-
Major ruin has an incredible arsenal of defensive strategies. as well as his unquie movement
-
Shell : Major Ruin can jump into his shell forming a perfect sphere. as long as he has a good look at the battle field before jumping into his shell he should be able to navigate no problem In shell form major ruin adds 4 to his AC
-
Rolling Rush. Major ruin can spend a bonus action to charge himself up by rolling in one position. he can then spend his action to fire himself in a straight line for 50ft. if he hits a target he will bounce 10ft in another direction
After a rolling rush Major ruin gets dizzy and has to come out of shell or he will become Confused -
Rock Smash ; Major Ruin launches himself in the air and comes down within 5ft of where he jumped in his shell to smash anything below him
-
In shell major ruins movement is 30ft per turn without charge
-
Having major ruin in your arsenal will increase your constitution by 3 points (+1)
-
4.5ft
MAIN DICE = CON
STARFURY
- Starfury is one of the only warriors able to fly . she's able to fly at a normal speed of 30ft with a max height of 20ft before she becomes unstable with her flight control
- Starfury can strengthen her team using her cosmic butterflies :
RED - Increases the power of whoever wears the butterflies strike by 1d6
BLUE - Increases the Mana of the wearer, allowing them to cast cantrips as a bonus action GREEN - Increases the health of the wearer by 1d20 temp hit points
YELLOW - Increases the AC of the wearer by 1 point - Unfortunately for Starfury her abilities primarily stop there. other than being a great stat buffing warrior she cannot make attacks of her own and risks being taken out fairy easily due to her low defence and hp
- Hp is 0.5x in this form and AC is set to 13 - Having Starfury in your arsenal increases your Charisma by 3 points
- 1.5ft
MAIN DICE = CHA/WIS
( I have mid game and late game planned too if anyones interested )
Immediate thoughts is that an indefinite and hp-scaling wildshape is pretty strong, and there's a reason wotc made it limited
Most the abilities look okay but I've only looked over them briefly
Really ? i thought that as long as they can die even in wildshape then chosing to stay in it all the time doesnt make too much difference
So you can wildshape before you sleep, sleep in wildshape, and regain all your charges + still be wildshaped?
It's probably not a big deal
Although i think the hp will be annoying to track
anyone have a list of magic related feets? they typically are pretty hard to balance so im just curious about whats out there
here's some
#homebrew message
#homebrew message
oh nice
honestly if I ever do a blaster build and I can convince whatever dm I have at the time then superior sorcery might be fun
that inspired me to do another attempt at more sorcerer metamagic options
Indecisive Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer and at least one target, you can spend 1 Sorcery point to give you the option to change targets later.
If an Indecisive Spell you cast is in effect, you can use your Bonus action to change one of the spells targets to another. You may select any creature or object within range that satisfies the original spell's targeting conditions, such as being visible or succeeding on a saving throw.
Mobile Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer and an area of effect, you can spend 1 Sorcery point to give you the option to adjust the location later.
If a Mobile Spell you cast is in effect, you can use your Bonus action to move the area of effect by up to half your speed in any direction. You must be in range of the target location to use this ability.
opinions?
please let me know if either of these are too strong
i think I managed to make these much weaker this time tho
indecisive spell needs a save or something for the new target, otherwise you could target something like a kobold with crappy WIS saves with a Hold Monster, then just transfer it to an adult red dragon for the low, low cost of 1 SP
just moving a spell's effects from one monster to another willy-nilly is insane
it means the second targets defenses dont mean anything
mobile spell isnt going to come up that often, since a ton of ongoing AoE spells let you move the area within the spells description anyway.
id recommend going through 1-minute conc spells to see which ones mobile spell could actually affect
it does have a save?
such as being visible or succeeding on a saving throw.
but yea i had a feeling mobile spell wouldn't be that useful. I'm fine with that being the case, but I am curious if you think I should make it use your full speed instead of half speed
or would that be too much
ill take a look at the 1-min con. spells, thanks for the idea
that isnt explicit that you need to give the new target a save or the transfer fails. in fact, as currently phrased, it doesnt mean much of anything at all. its way too vague. it basically says that the new target needs to be able to succeed the save.
which is, in itself, kinda backwards. the new target needs to fail the save
im not sure why it uses your speed instead of just being something like "30 feet."
yea i definetly need to change the wording, thanks
and yea thats probably simplest, i'll just do that
thinking more on it, its stupid that it factors in your speed
i would hate as a player that moves slower
Indecisive Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer and at least one target, you can spend 1 Sorcery point to give you the option to change targets later.
If an Indecisive Spell you cast is in effect, you can use your Bonus action to change one of the spells targets to another. You may select any creature or object within range that satisfies the original spell's targeting conditions, such as being visible. If the spell requires a saving throw, the new target must roll as though they were the original target of the spell.
Mobile Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer and an area of effect, you can spend 1 Sorcery point to give you the option to adjust the location later.
If a Mobile Spell you cast is in effect, you can use your Bonus action to move the area of effect by up to 30 feet in any direction. You must be in range of the target location to use this ability.
this better?
also I just filtered phb spells by aoe concentration spells with a range farther than touch and only like a fifth or so of the spells have this ability
and even if that weren't true, there still are quite a lot of spells imo that could benefit from mobile spell
now I'm not saying it's better than other metamagics, just that it's not completely useless
So homebrew… i am an abjurer warforge wizard tank and battle defense control. I’m thinking of making a spell that requires concentration which turns my CON and INT into modifiers for a transformation which turns my warforge into a bulkier attack form(not meant to be used often) I’m thinking it should reduce something or give me an exhaustion point as a downfall and increase my unarmed strike power turning it into a magical attack and also giving opponents advantage on me
Indecisive is much better. The question now is: how does it react to multiple targets
But how many are sorc spells
No player options should ever give exhaustion
EVER
Oop
There's a reason berserker was completely retooled in 2024
If you need a downside, mimic the fatigue from haste, don't give a condition that ends in death
I built a class for 5e it's compatible, does anyone want to see or critique it?
wdym by multiple targets?
it says
can use your Bonus action to change one of the spells targets
so you can only change one target at a time
unless i'm misunderstanding what you are saying
You can just post it here
feat
Metamagic Versatility
Prerequisite: Metamagic Adept or Metamagic class feature
When casting a spell, you may choose to use a Metamagic option that you do not know, at the cost of one additional sorcery point.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
opinions?
Very niche in the main effect
An extra 2 sorc points is the real good effect
would you suggest just making it a solid +1 point cost instead?
changed
Eh, its still very niche
really?
what two would you recommend then?
for me I already struggle between quickened, subtle, and heightened
and many others like extended spell can be useful too imo. the ability to in an emergency use seeking or empowered is also nice, though I would never take them on their own
Metamagic Mastery
Prerequisite: Metamagic Adept or Metamagic class feature
Choose one Metamagic option. When casting a spell using the chosen Metamagic option, you may choose to reduce the cost by one sorcery point, to a minimum of zero. You may not use this ability more than once per turn.
Repeatable. You can take this feat more than once, but you must choose a different Metamagic option each time.
heres another one
whos here and bored?
ive been working on a massive homebrew project, its meant to be a full setting guide, and it includes one subclass for each class, all inspired by the lore of the setting
i'm just having fun homebrewing while i wait for the dm to start our campaign
so far, 11/12 subclasses have had pretty good feedback. people like the theming, the lore, the mechanics, the ideas, all of it
oh neat
but the fighter is in a bad place
its themed around drama and the theater, and the first and second drafts were wildly overcomplicated for very little benefit
so i now have a third draft that i started from scratching. instead of revising and iterating, i started back over from first principles and basically built it from scratch
im looking for feedback on this new third draft, basically
i like the "muse mask" and "costume change" features.
"stage fighter is potentially far too powerful.
if "stage fighter" is overpowered, then "devastating wit" is busted beyond belief
"wire work" is fun and a little funny, but i dont think it really "fits" the rest of the subclass
"denouement" is the perfect name for a drama fighter subclass capstone, but im really not sold on the mechanics of it
wait i posted the wrong link hahahaha
fixed
if anyone wants to read it
The target then has the condition associated with the number rolled until the end of itsr next turn.
slight typo I believe
under stage fighter
Rate my slightly overpowered and complicated as hell rogue subclass.
Yes I'm aware that rogue subclasses don't usually get a feature at level 6.
https://docs.google.com/document/d/1v0fn7RyARhcY6F6i8Qn_VHpoK97On2gyieaCbiMfffA/edit?usp=drivesdk
If you know they don’t get another feature at level 6 why give them one?
Reading over it now
Because it's homebrew and I can do what I want. Lol
And not giving what is essentially a healer rogue some sort of revive option would be kind of eh. And it's not as good as revivify since it's basically only out of combat. Though I think I should make it once per long rest to prevent cheese.
dnd homebrew does some rules you have to adhere to lol
like, levels of subclass features gained, power according to level ect ect
Yeah I know. But this is just for my table. So it doesn't really matter.
You are certainly welcome to do what you want and if your table likes it then by all means but generally you want to stick to basic class/subclass design such as feature levels. You could easily just give them another feature at one of the levels they get subclass levels at if you want them to have an extra feature overall.
But again, your table so up to you guys
I'm just wondering people's opinions on the overall design and auch
if its for your table idk why you want us to rate it and point out flaws in balance/design :P
I’m reading over now so should have some input here in a bit
At level 6 rogues only get an extra expertise. Which is not very impactful. And its 1 level after casters get revivify, so it's a fitting level for it. Idk. Shrug
i get it, but still, thats more the problem with the class and how casters work. even so you prob should follow da rules if your planning on letting other people here/anywhere read it
Expertise can be invaluable if you put it in the right skill. Expertise gives you DISGUSTING rolls whenever it’s in play with a stat you have a decent investment in.
Well I suppose I could just give it at 9th level. But that would feel like a VERY heavy level. Making it at level 6 just felt like the most fitting place to put it. It's a very minor bending of the usual conventions. And in my opinion, homebrew is kind of meant to do that. Not to the pedantic level of just putting features wherever you want. But still.
oh look, a subclass that doesnt break the structure of its base class
(probably breaks other things though)
Code of the Mechanist - An artificer 3rd caster subclass revolving around tinkering with your weapon, maybe some land vehicle stuff? (mech horse anybody?)
Code of the Wanderer - A subclass based around the mysterious stranger from fallout, being at the right place at the right time, some movement stuffs and maybe full on teleporting
Code of the Hell-Rider - kinda in the name, fire and brimstone, nightmare riding ect ect
Code of the Ghoul - Undead and necromantic subclass, maybe some summoning?
Code of the Slayer - Rough and tough melee combat sub, tank instead of sniper
some subclass ideas i had for my class, a gunslinger to put it simply
Bonus Proficiency: Looks good though giving them prof in medicine makes sense but is a bigger deal for rogues since they are the best skill experts in the game with reliable talent and expertise and such. So something to consider.
Distillation: I assume it’s just for flavor but you can probably cut the physical description on the poison/potion to clear some clutter and then add the no monetary value thing to the first paragraph.
The poison/potions as base are fine there are a lot of reagent options here… These will probably be fine since it’s for your home game but there are a lot of options here and I’m a little overwhelmed just skimming through so I hope your player isn’t prone to choice paralysis.
Resuscitation: I want to point out that since you gave this Rogue proficiency in Medicine in the first feature, reliable talent will come into effect for this since they will ALWAYS be rolling at least a 10 + their Int which will probably be a +3 - +5 depending on the character. That means without even doing anything this player is basically reviving anyone. With expertise in play it’s going to be even greater. Player characters don’t have challenge ratings either so if a player uses this on another friend it’s going to need some ruling on that.
This feature also has no usage limit so they can keep attempting to revive the same creature over and over again rules as written now.
Sublimation: Looks good. No notes on first glance
Synthesization: This is fine though I do wish we were getting something else not tied to the concoctions. I know this is an alchemist rogue but some other things to do would be nice. Maybe even just getting to make general potions from DnD easily to use as we wish. Like common and uncommon potions.
Amplification: Seems fine no notes. Same general feedback I gave on last skills wish there was some extra stuff or specifically tied to the concoctions
Mechanically everything seems fine as far as I can tell
Personally as someone who likes playing Rogues I kinda wish this subclass interacted with the base class a bit more. Maybe specifically helped with things Rogues are already wanting to do
Thanks for the feedback!
A few notes in response.
I could definitely reword some things to make it easier to parse at a glance. And there are a total of 6 reagents with a potion and poison effect. It's quite a bit to look through, but thankfully the player I made this for literally asked for something more complex. It's about as many possible effects as battle master fighter I'd say.
And yeah, I agree, resuscitation should be limited to once per long rest. And also the way I rule it is that PC CR = character level.
As for making something not related to concoctions. I do agree there. Maybe at level 9 they could gain a smaller more roleplay-like ability. Like being able to determine a potion's effect at a glance without identity or a skill check. Or as you suggested, being able to re-create any potion they examine for 1 hour, increasing by 1 hour for each rarity tier above common. The cost of the materials needed to do so being twice the potion's usual price.
Idk what do you think?
i added my full class and its six subclasses to the existing subclass document and its now an absolute monster
33 pages of classes and subclasses (and some lore stuff) with no art
and thats in addition to the species document, which is currently...16 pages, i think
im almost to 50!
correct me if im wrong, but 2024 basic rules are covered by creative commons, so i should be able to copy exact wording from the basic rules (not the phb, the basic rules) and use it in a homebrew doc, even one i may end up selling?
whats the legality there
i feel like this question should be relevant to this channel
Uh, 3rd party chat maybe? I have no idea lol
SRD 5.1 (2014/5e) and SRD (2024/5.5e) is released under the Creative Commons: https://www.dndbeyond.com/srd
https://www.reddit.com/r/DnDHomebrew/s/ltPwuPFmRf
this is a link to a homebrew Druid subclass I made. Any ideas for additional beast runes to add?
thats what i thought.
im putting together a setting/campaign guide for my homebrew world now, which includes a ton of species, subclasses, feats, backgrounds and so on, all original, but i am reproducing short one-sentence blurbs describing each class from the Basic Rules on D&DBeyond
It's literally twelve short sentences
Hey, I'm trying to make some ancestral runes with buff/debuff effects to give to my players each would receive from a dwarven ancestor. This is for a small campaign made out small one shots, to make bigger story.
How I would make them more balanced?
For example:
Rune of the dead-
This rune has 8 charges. Grants the keeper of grave rune, Eyes of the grave 30ft. It can't be sued again until next and limited by your 1/2 of prof + wisdom mod rounded down. (4 charges), Bane (2 charges), Blink (3 charges)
Lucky coin
Rune of luck grants a rerolled to one dice of your choice to use for later. However if reroll on a 1 you roll on 4d debuff you as if you were drunk. 8 charges, and it grants the following spells: invisibility (2 charges), mislead (5 charges), and blur(3 charges).
This is just two of them I'm working on at the moment. Any constructive criticism or suggestions are all welcome.
anyone wanna read a 40-page document filled with subclasses and one full class, all unique to my setting?
...im kidding, i wouldnt inflict that on strangers
So I'm trying to tweak a cooking mechanic I have for my players, and while I have an idea in mind for meals that are meat based where eating it can grant a character a certain amount of temporary hit points, what should I do for meals that are veggie based? What about sweets like cakes and pies? Any suggestions?
I feel like vegan food should give temporary HP, meat based food should improve martial combat (because protein) and sweets should improve your speed (sugar rush)
I really like the idea to just go by flavour to not limit characters by their choice of food; on a more narrative level, I truly think some species have a very strong preference for some foods, or even the inability to eat stuff (aka dwarven food is poisonous for humans). And with spicy, sour, sweet, bitter, umami you got a bunch of effects already :) I'd go with
Spicy - + d6 on your next initiative
Sour - +d6 on your next saving throw
Sweet - One Reroll for the first turn of your next Combat
Bitter - Next spell uses -1 spellslot size (so lvl 2 spell uses lvl 1)
Umami - + LvL x 2 Hitpoints
any ideas?
Any ideas on how to add gelflings to my homebrew world? My fiance wants to play one and i figured she could arrive to the island the setting takes place on from a boat. And shed meet my dmpc there (its just the two of us playing bc we're both introverter, and she prefers to have me play a party member too.)
I ask because idk much about dark crystal lore and i wanna implement the thing were the bird guys siphon the gelflings essence to prolong their life, but instead have my BBG want her characters essence to resurrect his patron or something along those lines, hes a warlock
I think that may be the wrong link, lol. Its taking me to a page saying tech is melting my brain or whatever
But ill definetly look that up, i never knew there was a ttrpg. Ill send her the stats for the clan she picked. I forgot which one it was lmao
She told me to watch the show too but ill have to do it sometime soon because ive been busy w work
Oh, crazy - google "Dark Crystal TTRPG" and you find a really solid resource
Ty, ill help her make the character sheet using that
Addressing what you said about Resuscitation. If player level = PC CR in your game, then that feature technically will get worst and worst and harder to use the longer the campaign goes on. You may want to change it from CR to something else. Since it doesn’t make sense for a feature to become harder to use.
Regarding potions/poisons in general. I would look at the 2024 Alchemist artificer and what kind of potions they are allowed to craft. They are able to craft potions and poisons for half the material cost and at half the total creation time. Plus they get access to the spells Tasha’s Bubbling Cauldron which lets them just summon potions and such. Would be cool if the rogue could make stuff like invisibility potions
Definitely something to play around with.
ok my big takeaways are:
stage fighter needs to be a limited resource, spellcasters pay spell slots to do effects like these, so reasonably this subclass needs to pay something too. i would suggest maybe CHA mod+prof bonus to get the most uses and it also scales with leveling.
not to mention! if the player runs out of uses of stage fighter, they still have use of their subclass in muse mask, so they dont totally lose their subclass if they expend all the resources.
imo, devastating wit isnt profound enough to be a seperate feature, you could tack it onto stage fighter and add "at lvl 10..." also this feature doesnt need to change if stage fighter becomes a limited resource, because then youre not getting a guaranteed bonus 4d8 damage each turn
to replace the lvl 10 feature you lose from moving devastating wit to stage fighter, you could add like a improv-y feature. it would go along the lines of, "youve found a way to continue the show even when you flub a line or trip on stage. when you miss an attack roll in which you would expend a use of your stage fighter feature, you may reroll the attack. number of uses equal to ---" it's not an amazing suggestion to bc it just builds off of stage fighter again, also i have no clue how to balance how much the player could use this feature so if you just fully dont like it then thats totally fine
for wire work i would give it the same mechanics as wings unfurled from the way of the ascendant dragon monk. this way the flight speed would end at the end of the players turn. it makes more sense imo since actors who do go on the flies dont spend a lot of time on them, even peter pan hops around stage rather than floats
for denouement i would just make it activate using a reaction, otherwise it might be annoying to remember an ally killed an enemy 4 turns ago and you didnt realize/forgot you had a free use of second wind
overall these are some large-ish changes and you truly don't have to listen to me lol
I just had the idea of some class featuere: When you attack a bloodied creature, it becomes Vunerable to your attacks
Now the limit would be based on if this is a Channel Divinity or what it cost to use this feature
So a Grave Domain cleric.
Thats for a single hit, I also forgot that existed been a while since i looked at clerics
Hello! Recently I create a 2024 paladin subclass to fulfill my taste and expectation of a paladin subclass I want to play. Long after design I eventually choose Oath of Myth Drannor as a good idealism + pragmatism combination, so I write down this subclass.
This is a lot of texts, and since I'm not English native, this time I asked GPT for translation, sorry for that. I don't want to publish it right now in Reddit so here it is at Pastebin.
Still, I honestly wish to have any suggestions and advices, since this is a paladin subclass I want to play, but also there are a lot of problems.
- Maybe too powerfull spell list
- Maybe too many level 3 features
- Don't know if level 7 aura good or not
- Level 15 and 20 features too overpowered?
Please help me review it, thanks.
I can't comment on circle casting.
Have you considered what happens if/after the Paladin makes a Wish and is no longer able to cast Wish?
A faint chorus of the Song of Myth Drannor fills your aura. Any Silence spell or magical effect that overlaps your aura is suppressed while within the aura.
Seems kinda op, no? Like, as is, I think it's worded that you can just ignore basically all spells.
I do considered.
The original version of it has an additional sentence: "You ignore the failure rate of not being able to cast Wish again."
However I consider it might be a serious Wish spamming machine, so it's better still let the paladin take the risk of it.
Besides, consider cleric LV20 Greater Divine Intervention - It just limits the frequency of divine intervention when you cast Wish, but also don't guarantee the cleric can cast Wish again.
So I decided to let it be.
I don't have time to get to this right now but I've saved your comment to my homebrew server for later reading and I really appreciate your feedback
The original idea is just to suppress Silence only, considering no other spells / feats create similar effects (or if I missed any).
If have to say, Silence and similar effects only is the best thing to be described.
This can be a translation issue by GPT, and I didn't check it clearly before put them there. I'll fix it manually.
Light of the Myth Drannor.
Your aura shines with radiant light. The area within your aura is Bright Light, and an additional distance equal to your aura’s radius beyond it is Dim Light.In addition, any magical darkness overlapping your aura is suppressed while within the aura.
Maybe reconsider what it can suppress, to the same level as PB or some other qualifier?
Or maybe just make it the daylight spell.
I'm not sure if daylight in lv7 is too op or not, considering devotion pal can fill aura with daylight on lv20, and light domain cleric has this on lv14.
PB seems to be an ideal option. I'll take it, as well as silence suppression. Dealing with maddening darkness should be the task of real full caster or make your wish.
I know next to no one really thinks any otherwise but I just made a statblock that's really yelling at me how broken CR is as a system- I balanced a statblock around the prospect of it being worth multiple encounters since my players would be testing the statblock after being essentially fully rested PC's, so it was meant to be worth 1.5 - 2 hard encounters
this statblock was CR 24, I balanced it closer to that of a CR 27 - 28, which means that my players actually fought what was worth about 4 hard encounters, and it was evenly balanced
There is the idea of the encounter not being direct; a Kraken using artillery lightning for at least a few minutes on something it thinks is a threat, dragons basically never landing or getting into melee when neccesary, Mind Flayer having a full army of slaves to fight besides them. If you place them in a round arena without any obstacles, CR becomes senseless (but it is already kinda meh).
any suggestions on new runes to add?
Ello folks. I've gone about converting a system from another TTRPG (Fabula Ultima) into something for my D&D games. My players are very RP heavy, and I feel this is a good balance of power for them to alter the story with. Any thoughts? Is 1 per-session too few, are any of the effects too busted, etc. The 'unearth potential' options are meant to be impactful, especially on the 3 points options, since that represents 3 sessions of build-up for one character to get a cool buff/moment.
(hopefully the link works ! can't upload images here)
I had a player suggest something and I want to try it but I'm not sure how it would feasibly work. Can I please get some help?
what is this something?
Using gold as xp. More gold = more xp and higher level but if you lose any it would be the same as losing xp/levels.
uhh I mean I guess you could do that
it doesnt really mechanically change anything about dnd necessarily just makes gold kinda awkward to have to haul around.
Yeah, but I realised that if they spent gold they would lose xp/levels which would mean no getting new gear/weapons outside of dungeon and encounter loot
That's what I was thinking but I was wanting a second opinon.
its always cool to try new things but this kind of thing probably doesnt work out with some major thinks on changes to certain things
How? its shared hitpoints it makes it easiter to track
Usually the system means they spend gold to level up, and they can’t get the gold back
It was used in older editions
would it be broken to make Force Demolisher for artificer scale like eldritch blast?
What's force demolisher?
Artificer Armorer
Dreadghnout:
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
The armorer artificer already gets extra attack
ment the damage die quz 2d6 for a lvl 15 is not that good
They don't need to use this though, they could use any other weapons. That said, I don't think it would make the class broken to scale the damage.
Weapons from subclasses typically don’t have high damage, they’re meant for control (such as Soulknife 2014)
This allows magic items to still be useful while allowing the subclass to shine situationally
That’s the design philosophy
Not to say that a buff would be a bad idea
yeah i think since armorer weapons are, weapons. They should be treated just as unique weapons
I do think its a little bit of an issue issue that armorer weapons cant get +X to them or have any magic item bonuses really. so they do fall off, just not the way you described
Armorer weapons get +1 now in 5.5e at level 9. +2 or +3 would be nice though
yeah, +1 at level 9 is a little late to the party when any artificer can just make a +1 weapon at level 2
In old 5e you could apply your infusions to the armorer weapon, so you could have a +3 thunder gauntlet, but since they changed infusion to just replication, it doesn't work
+2 level 13, +3 level 17?
It’s a subclass feature, so maybe +2 at level 15 when the last subclass upgrade comes. Or just homebrew an infusion for it
If you use the subclass-based capstone from Exploring Eberron for the Artificer, the +3 could make sense as an upgrade there
I'd just kinda wish that forge of the artififcer just tried to backport infusions for armorer, letting it do something like "integrating" a weapon into the armor weapon to allow it to use some of the properties of the magic item
I’m building a boss using the Action-Oriented design from Flee, Mortals! and the 2014 CR chart from the DMG (I assume the CR guidelines are still the same in 2025, since no updated chart has been officially published).
The encounter is for a party of five level 9 characters.
The boss is designed to be more offensive than defensive — roughly CR 7 defensively and CR 9 offensively, with some variability.
His DPR fluctuates depending on the target’s remaining HP. Instead of always adding a flat +1d6 or +3d6 to his weapon attacks, he scales his bonus damage as follows:
- +1d6 if the target is at 100% HP
- +2d6 if the target is between 51–99% HP
- +3d6 if the target is at 50% HP or lower
The creature is built around synergy with the Bloodied condition.
Here is his sustained DPR:
- Base (+1d6): 39
- Base (+2d6): 49.5
- Base (+3d6): 60
However, he also has a** bonus action usable 3/day**, inspired by the Crime Lord in the 2025 Monster Manual:
Deadly Aim. The creature gains advantage on its next attack roll this turn. If that attack hits, it deals an extra 21 (6d6) poison damage.
On a turn where he uses one of these charges (against a bloodied target), his DPR spikes to about 81, which corresponds roughly to an Offensive CR 12 for that round. This is his strongest damage spike and can only be used three times per day.
He also has an “ultimate” villain action (once per combat) that attempts to knock a bloodied target prone and then deals approximately 44.5 average damage on a hit.
I’ve summarized the mechanics here without going into flavor details, since that’s not the main concern right now.
My question is:
Given that this spike reaches 81 DPR (Offensive CR ~12), should I reduce the bonus damage from 6d6 to 5d6 or even 4d6 to keep the CR more consistent?
For context, he begins the fight with several CR 1/4 and CR 1 minions, but they are fragile and usually die in one hit. At some point in the encounter, he will likely be fighting alone.
Would this damage is considered acceptable for Cr 9, or is the spike too high?
It's probably fine if the group has a healer. You should 100% expect it to down a player if they aren't resistant. It's at a threshold where it's mostly just overkill damage, unless for some reason you have a player that has over 162 health at level 9, and happens to be exactly bloodied.
I would also note that you could risk instantly killing a low health caster with that damage.
I've stolen a weapon from the youtuber ssundee and turned it into a magic item. i call it the sword wing. it is a legendary weapon requires attunement and consists of 5 swords in a 5 sword sheath. when your attuned you can say fly and pick a creature within 200ft and the swords will fly out and each attack the target once.
anything i should change
You could add some limit of use, or is this just meant to basically be a ranged weapon giving you five attacks each turn?
Looking to create a home brew class that uses the druid and artificer as different parts of the template. The class would be a potion brewing witch. Trying to figure out what levels to grant access to the different levels of potion rarity. I also like the witch subclass from hexbound with its ability to create a potion of wild shape.
Trying to figure out number of potions and what levels the number increases, as well as levels at which the quality/magical rarity of those potions increases. Ideally this would be a "potions last until your next long rest or until consumed" type of shelf life
It would be a druid, with the ideas of the alchemist aspect of the artificer. Potion brewing would be it's main focus, it wouldn't focus on any other type of magical item creating/crafting.
That burp is an interesting idea
Oh you great great human being
I'm forever in your debt
Thank Mr Xekron for the burp, as my first thought was it to be a one off troll item
Could you hold the burp in for more healing to yourself?
Um
No, you vomit
I’ve never tired holding in a burp
Not recommended
Exactly
What if that carbonated burp dealt (carbonic) acid damage to enemies, or poison damage if poisoned in the last round?
I think it’s a good base. I think once you formalize into a standard item statblock it’ll be a lot easier to tweak for balance
Like it would help greatly to answer:
- If it is considered a certain kind of weapon (for the purposes of damage, ability used, mastery properties, etc)
- If the special attack requires your Action or if it’s part of the Attack Action
- If the special attack has only the 200 ft range or if it has a short/long range
- If the ability has any sort of limited use
question!
Say there's a creature literally made out of shadowy mist/fog, impossible to kill with mundane weapons and weak only to light, and able to transform humanoids living or dead into more of its own kind. Is this an undead, yes or no?
Definitely sounds like it. Heck there's an existing monster called Shadow which is an undead
isn't this just a Shadow
which is undead
this is a homebrew thing, not an official D&D thing
I originally came up with these things all the way back in middle school (so like 15 years ago) before I knew a single thing about D&D, and I'm wanting to attempt to take this entire setting I've made and eventually adapt it for a homebrew D&D campaign
which means I need to somehow create actual statblocks for all of the creatures in this world, since I'm not going to use the monster manual as anything more than a reference for what a statblock should look like
The point still stands that if in regular DND there's smth just like it that is in fact Undead, it's safe to assume yours is Undead too unless there's a reason it shouldn't be.
This kind of creature could definitely work as multiple kinds of creature types
Undead is pretty close to an existing Shadows, and overall it definitely has undead vibes, but things like Aberration or Fiend could also work, and creature types are gonna depend more on the nature and origins of the monster, rather than their specific abilities. Could be an alien/eldritch -like force from another plane that can only appear as a shadow and infect others, or a demonic power from hells.
Alright, I bit the bullet and did the Bad Thing™ with my Ranger Rework.
https://docs.google.com/document/d/1U9m-25tCTTENTyBGNCMvTZxqQ6gQElF7E0E8XzAUZsU/edit?usp=drivesdk
I think the Capstone definitely needs work with the Martial/Half-Caster split option I gave it
And I'm missing a level 11 feature . . .
Thoughts?
sorry that is something I must do
you're talking about the Calamity Chaser subclass, right?
Nah, I iterated the choice between being a Martial with a Companion and a Half-Caster
And shuffled some stuff around to even out the power between levels
Although I am missing level 11 for Calamity Chaser. . .
unfortunatelly I can't see the version history to pinpoint your changes and determine whether they were cooler, but I will assume that they were.
Is that smth you can even do for other people? I thought that was only doc owner lol
Idk
I... must say I don't like the choice between these. Its more of a consistency thing - if ranger can choose to not be a halfcaster, there is no thematic reason a paladin couldn't do so aswell (there is a mechanical reason tho - divine smite is now a spell - but still).
It makes me wonder how to even balance those things, when with a companion you simply have so much more damage than as a half caster... at least at early levels
also, for some reason you get two spells on your expanded spell list features, which is unusual to me for a half caster, specially an optional one.
Some subclasses have too many features tho, maybe you should get that checked. Things can get confusing very quickly with so many things to take account for
Nevertheless, despite some features having too much text and some wording being not very very very standard at some points, I would play this if my DM let me... that is, if I didn't had my own Ranger Revised to play first (:P xd)
I specially like what you did for hunter tho, spectacle hunter makes Champion Fighter look like a shameful sibling
I worked real hard on that one, thank you! I figured if there's gonna be a Champion level of staple subclass, it should definitely have some flair.
It is awesome, I have to admit
Can I give someone's opinion on this Homebrew class I have built for my Homebrew world
EARTH‑CALMER — CLASS SUMMARY Earth‑Calmers are Bison‑Faith casters who hear and work with living plants. Their magic is biological, not arcane.
Core Mechanics
- Plants “awaken” to Earth‑Calmers as they level.
- Leveled spells require specific plant doses.
- Dose slots = druid spell slots.
- Cantrips are free and use any plant material.
- Power progression comes from collecting plants, growing them, and learning their True Names.
True Names
- Each plant has a multi‑syllable True Name.
- Learning syllables auto‑upcasts spells.
- Knowing all True Names for a spell’s plants auto‑maxes the spell at the highest level the Earth‑Calmer can cast (still costs doses).
Awakened Garden
- Functions as the class’s spellbook.
- Only Earth‑Calmers can create one.
- Used to grow plants, harvest doses, and study True Names.
Downtime
- Used to learn True Names, expand the garden, and harvest doses.
- This is the main long‑term progression system.
Spell List
Replaces the druid list. Focus on healing, earth, growth, restoration, and nature‑based magic.
Looking for feedback on clarity, balance, and overall feel.
okay, I made a very obviously WIP statblock for the creature I was discussing above, and I have decided to make it an undead. feedback and suggestions would be appreciated
How would y'all make a sorcerer melee subclass
Id want it to somehow synergize with spells while meeleing but also use bonus action
Why you may ask? Cause sorcadin is strong as is.
Maybe it could be like you can attack with spells?
Once per turn, before making the attack action using a weapon, you may infuse a spell in your sorcerer spell list into your weapon using the spell slot of the spell and your bonus action which has the casting time of an action or bonus action and can not have concentration requirements. If a spell cast this way normally has a duration time of over one round, then reduce it to one round. A spell cast this way is considered a normal casting. The Maxinum level the infused spell may be is your sorcerer level / 3 (round up).
How does this look to y'all?
A spell counted this way is considered a normal casting
(Too avoid spell spam)
Leme change it a bit hold on
That before last part allows it to use metamagic options with it and to avoid more then one leveled spell per turn
Do I need to homebrew a subclass to add spells to a characters spell list, and assign certain spells as Always Prepared? Or can I use a Feat for that?
What’s the context? What spells are you trying to add?
Lots of existing subclasses already get access to a list of prepared spells.
Some feats do give you access to spells
I'm trying to add about 5 spells at various levels. They should only be allowed to cast if they have a spell slot of the appropriate level.
when adapting spells from other versions, how do yall suggest adapting things that specify arcane, divine, or primal spells?
would you just say arcane spells are stuff like "from wizard, sorcerer, or artificer" spell list?
or would you do something else
They tried to do the magic source type thing in the 2024 playtesting but scrapped it
So they just do class spell lists
I'm homebrewing on DNDBeyond - so yes, I suppose it is a DNDBeyond question. I wouldn't say it's giving me issues in the sense that I need technical support. I'm just asking if there's a way to create "Always Prepared" spells with a feat.
Magic initiate feat probably
so do you advice doing what I said then?
Though I would check with #ddb-support they can better help you
Yeah, generally we just look at spell casters and where their source of magic generally comes from.
What you said is correct
Magic Initiate feats are one of the "specially coded" backend feats. So to answer my own question - no, I cannot make a feat that allows Always Prepared spells on DNDBeyond.
i got a feat idea i wanna talk about before making post post about it
its a subclass specific feat
for echo knights
req level 7
i was thinking it uses the echo avatar features and adds wildshape in the form of apperance and mobility (idk about hp type bonuses atm or special attacks based on it?)
so for example it could be limited to pro bonus or con modifer, and whenever you use this one ability you can also do this in which you make the echo become a bird or gain wings for flight
I mean, the echo can already "fly" since it can be moved in any direction and not falling due to not being a creature but a magical effect, so it flying isn't gonna change anything 😅
anyone wanna read 61 pages of character creation options for the supplement im writing for my homebrew setting?
ive got species, backgrounds, origin feats, classes, and subclasses
im guessing thats too much for most people lol
its currently split into two documents. one is species, backgrounds, and origin feats. the other is one full class, six subclasses for that class, and one subclass for each of the twelve base classes
there's some stuff missing right now, some introductions and text and lore stuff i want to include
i also want to do more docs. a world history doc, something on exploration and environmental hazards. i want to do a monster doc
i also want to add general feats to the class/subclass doc
i want to do a lot of little themed brochures basically, then combine them all into a setting supplement
this doc is species, backgrounds, and origin feats
https://homebrewery.naturalcrit.com/share/Mvj4702TOzR3
this one is class and subclasses
https://homebrewery.naturalcrit.com/share/Pdv4T8IiH6cN
Would action economy be roughly equal for a party of four vs a single NPC with two spots in initiative and a lair action?
I think that's three "actions" vs four.
The NPC doesn't have multiattack or anything complicated besides a useful bonus action.
Origin feats are really cool, nice job! Some are a bit weak and niche tho, such as wanderer.
It works. I’d look at the monster manual and see what it suggests a monster should deal in damage per round.
Instead of two spots in initiative, I’d incorporate legendary actions, since it essentially does the same thing
my plan is to go hard on making exploration stuff matter, so i really leaned into exploration rules for a handful of origin feats
plus, i wrote more origin feats than wotc did, so i had to roam far for rules to interact with haha
(theres 12 in the phb, i wrote 18)
Yeah that’s what I like about them. Some are a bit too combat-heavy for my liking, such as researcher, which would go against your rule of exploration. Maybe make it so you have advantage on charisma checks against creatures you have successfully used the search action against?
So it works outside of combat
But like I said, just pointing out very minimal stuff here. Most of it is good
I probably should but I dunno how to balance that with point costs and extra abilities. I'll give it a shot if I get time. 🙂
A quick tip I can give you is that a single attack is worth 1 legendary action point, assuming it has multi attack.
But yeah if you don’t know how it works, your solution is perfectly fine as well, although it might interact weird with player abilities that last until the start of the boss’ turn or something
interestingly, researcher already does what youre suggesting
after a successful study action, you get 1d4 added to attack rolls and to ability checks made for the Influence action
which includes deception, intimidation, performance, persuasion, and animal handling
I have an idea for a new dwarf subrace
I call them snow beards, they are essentially nomadic dwarves that live in icebergs, smithing items out of magical ice with their innate frost magic.
Anyone mind giving me a review of this homebrew subclass?
https://www.dndbeyond.com/subclasses/2753426-path-of-bloodfury
i cant find any glaring issues
Seems weak
An extra 6 damage on attacks, going to 10 at max, isnt really that good
And the stuff before capstone is also weak
Not only does it seem weak, but all that tracking sounds irritating
used to be 6 damage per attack and then the player just put on handaxes and ripped through everything.
Zealot does an average of 4.5 DPR at lvl 3 with its rider effect, this does 6 flat every round past round 3?
and Berserker does 7 average DPR with reckless
Also bloodlust works on opp attacks which zealot and berserker doesnt
That’s not worse than tracking Rage, Reckless, GWM, advantage sources?
It's more complicated because it changes every round, both up and down, but the real trouble is that you're teaching it on top of those other things
It just sounds unfun to me
Advantage sources depend on the Advantage, and hardly anybody tracks rage charges
It just seems uninteresting
"Oh when I rage, I deal more damage on attack rolls", thats this sub, along with nearly all other barbs
interresting concept, dont you track spell slots either or secondwind xD?
i mean with the new weapon master features alot of weapons gives disadvantage on the next attack or advantage, so there is just inherently a decent amount of tracking.
however i guess i could just change it to when you attack an enemy, that way it wont go down as much except when you run into cover
Not to mention you have to make 3 attack rolls that hit a target to gain that +6, more when you get 4 and 5 max
TBF that is exactly what the player wanted, "i want to become stronger as i fight"
fair
Rage charges are basically only spent in combat, and recharge on SR, you have so much rage per LR its basically just once per combat
And there you found the difference in thinking.
i run about 50/50 RP combat(dungeon crawl), im assuming you run mainly RP?
No? Its just how its designed
https://www.reddit.com/r/DnDHomebrew/s/xckyKmVRnk
this is a link to a dwarf subrace I made, how does it look?
Can one of y'all rate the sorcerer subclass I made?
If you rate my dwarf subrace then sure
Bet seems fair to me.
Il send mine after reading yours
Huh.
I do admit it's weird there not being canon cold dwarfs
Id also add + 1 to conc if I were you
Then dwarves would have a +3 to con which no other race has
Yeah they do
In that case it's fine
What do you think of the lore of this subrace?
It's good mechanically,
For the lore it's good, but let me add a little funny depth im seeing
Being secluded for so long must make them really weirded out by the real world
So maybe you could add lore for that
Also maybe a swimming speed?
Because like... Maybe they needed to swim for foodies
I do like that idea
Really cool concept all together tbh.
If used for your own campaign definitely expand the idea
If supposed to be for a player so keep it as is (except like the swimming speed)
Imagine that subrace + druid
Can speak with animals but not common ;-;
Funny you mention that because this subrace was made specifically for a Druid character
Anyways, guess its my turn :3
Would you rather me send each ability one by one or cover this channel with text?
You can just post it here. 
Got it. I'm to lazy to make a file that is acceptable here so il send it in pure text
Btw most these features don't have names
It would be better if you added each feature in a google doc
I'm too lazy 💔💔💔💔
I could tbh if it's easier.
It’s a lot easier to shove them into a google doc
And then share them here
It doesn’t have to look fancy or anything
Alr ignore my text wall
Il send it in a second
does this work?
For context:
I made this class because
1 sorcerer has no melee class and that pisses me off
2 I realized people like blade singers tend to use spells more at later levels. So if you wanna stay true to melee until the end you have to play with spells too
Requiring that I request access
Dang it alr one second leme change it
Never been good with this;-;
Honestly seems needlessly complicated
Elaborate
A lot of the complicated parts is just to assure it won't break
At no point does it explain what benefit you get from infusing your blade with a spell
So technically, its core feature is that it does nothing
Oh it's supposed to cast the spellD:
And for some reason, the capstone costs 18 Sorcery points
Did I not mention that???? Oh boy
Which is all the sorcery points you have at that level
It's a really strong feature I had to nerf it somehow.
A minute full of spell spam is wow.
I was considering that because spell conversion
I think the highest sp cost I've ever seen in an official sub is 7
So what should I do?
Well uh il say it here to be clear
Infuising a spell is a different way to cast it.
What's the appeal of casting it that way
And what happens if the spell you infuse it with is like...longstrider
You might have to go back to the drawing board with this one because I’m not sure what your trying to accomplish. I assume it’s supposed to be a martial sorcerer subclass?
Didn't it say no conc?
Yes?.... Is that not obvious?
Let me look again
And can not have concentration requirements
(also longstrider isn't a concentration spell)
Also later says if it has an extended duration it only last a round
Melee sorc is basically impossible to make
No, it says casting time is reduced to one round
Which is different than duration
As sorcs main gimmick is sorc points and meta magic, which is well, magic
Oh damn. Whats the correct wording for it?
Then just mix them silly
It's probably best if you specify the duration needs to be "instantaneous"
Fine.....
Thats not how that works
Your in a homebrew channel
If you can make a melee wizard, you can make a melee sorcerer
Sorcerers are better suited for melee than wizard if for no other reason than they get CON save prof
Wizard has like no features besides spellcasting, where sorc has more
Never forget, you can always target Fireball on yourself. Every Wizard is a melee wizard if they are brave enough.
How do you suppose I specify that infused spells cast the spell? Idk how to write that 😭
Sorry im really bad at expressing ideas
So technically wizard is a blank canvas in terms of subclass making and what you can do, much like fighter
Where as sorc is limited by multiple factors, namely, how the hells you get the magic in the first place, how abilities relate to the thing you gained it from, how to factor the impacts of meta magic and sorc points into it and more. Its not that impossible, but needlessly hard
I don't know why you'd want a weapon stronger to cast the spell when that requires a ton of rules changes to make any sense. You could just say "when you cast a spell with a casting time of 1 action, you can make a weapon attack as a bonus action," then simply flavor them as simultaneous
Oh for that last part, spells casted via a weapon attack in my subclass are normal castings, therefore can be affected by sorcery points
So why use a weapon in the first place?
Literally none of that makes any sense
Because of the later feature
Extra damage and aura
How you get magic is narratively different, but that's just fluff. Mechanically you have the same number of slots that are used the same way and restored by the same long rest
Ok well just to make myself clear
My class is supposed to be a hyperburst type subclass that waste resourced very quickly
Never mind that the metamagic adept feat exists, and wizards and eldritch knights and valor bards can take it and you don't have to "factor in" how metamagic affects them
Like none of your arguments are remotely relevant or sensical
Ive seen many attempts and people questioning on how to make and design a gish sub for sorc, and it basically just boils down to why make a melee sub when sorc's whole thing is based around casting, augmenting and generally interacting with spells
Plus, I just counted. Sorcerer has eight non-spellcasting, non-subclass features in 2024, two of which are just "choose one more metamagic", and wizard has six. There's hardly any difference at all
You could say the same thing about wizard, who are just as squishy, and just as focused around casting and interacting with spells, but don't get prof in CON saves
One of those wizard ones is just an expertise, and 3 of them are high tiers, and the cantrip one is kinda buns
PLUS, sorcs get less spells known and don't get to prepare their spells every day, and their power budget allocates more importance to subclass than wizards does
If we can make a freakin bladesinger, we can make a melee sorcerer
Not to be rude but i still need help guys ;-;
You do know that bladesinger is just elven magic right?
In fact, given how the class/subclass power budget balances work, we could give sorcerer bladesinger's exact features and still have room in the power budget
Why are you talking about fluff?
Flavour doesnt equal fluff
Flavor is free. It means nothing in homebrew balancing and function
Personally I see wizard as more defensive and scared then sorcerer. Therefore giving sorcerer pure defense skills like blade singer has was a nogo
The words are interchangeable in this context
Sorcerer is too squishy for melee. It would need bladesingers defensive features to just...not die
Flavour makes a subclass most of the time, if a subclass has poor flavour, most people wont play it to the ways it was suppose to be played
If you check my subclass I opted for prevention.
I feel as if a smart gm would attack a sorcerer using the subclass to waste its spell slots.
So uh
Help 😭?
i mean, are wizards less magic-y?
or warlocks?
This is weaker than just giving them the Shield spell as part of their subclass spell list, which sorcerer subclasses are supposed to get anyways lol
So bad? ;-;
bladesinger or not, armor dip still gives you greater survivability than all of bladesinging's defensive features except maybe if you are burning your spell slots on song of defense
3 damage per spell slot level is incredibly silly lol
Unlike shield it works against spells.
base frailty is not that big of a problem
Sorcs are just, a wellspring of magic? If wizards dont study magic or if a warlock breaks their pact, they loose out on their magic, sorcs not so much lol
Like dexterity saving throws and stuff
Shield only increases ac.
Cant save you from spells where you take damage no matter what
you could spin this to mean that unlike the wizard who has to study both swordplay and magic, the sorcerer has more time on their hands to focus on the former
then I guess we can add Absorb Elements
also, there is a now-irrelevant unearthed arcana gish sorcerer. look up favored soul
Literally none of that matters in a mechanical discussion
So I should change the feature? :/
And homebrew is about mechanics
Don't forget Stone sorc either
Should I make it based of absorb elements?
this one's so bizarre, why does it get smites yet not extra attack
No, I'm saying that you should just make it part of the subclass spell list because all sorc subclasses are supposed to have their subclass spells anyways
Ehhhhh, I don't like factoring in armor dips. The system was a whole is not balanced for multiclassing, and I frankly think that's a bad-faith exploit of holes in the game
Plus, wizards doesn't balance for multiclass when they write player options
Why should I?
So what should I make the level 3 feature instead? -
Wait actually I could keep it cause it doesn't use a reaction
then medium armored feat and races with medium armor prof exist, so does tortle
Yeah but why waste feats and species choices on those when you could take a subclass with built-in defensive features
There's opportunity cost there
Uh, no? Homebrew is about anything player made, and honestly flavour makes it better around, people want to know why this thing does that, it builds understanding and can give a brewer ideas about stuff or insight into how the sub or whatever is played/made for
I think a mobility feat could be nice
picking the defensive subclass is also oppurtunity cost over being an evasive wizard with better subclass features
Mobility instead of prevention? Example?
That's not strictly true. Even in 2024, wild magic doesn't have a spell list. And I'm 2014, only aberrant, clockwork, and lunar do. That's a minority
e.g. why be a bladesinger with AC tied to a per-long rest resource when you can be a chronurgy wizard with higher AC at all times?
Huh, I guess I'm misremembering things. Fair enough
Speed and int attacks
it's 5e, you never really want to go melee
bladesinger doesn't revolutionize this, you are still better off spellcasting from afar
Flavor is disposable. You can ignore all written fluff and rewrite your own. Artificers can do their infusion by carving runes into bone, wizards can fire spell bullets out of guns, rogues can flavor sneak attack as an exploding arrow
Flavor is mutable
Ok optimizing sense yeah but funny sense it can work
the best use for bladesinger's extra attack is probably getting an extra hand crossbow bolt on top of your free cantrip
True strikes a cantrip
And booming blade
And green flame blade
I knew a guy who played a goblin warlock whose backstory was that he was from space, and he flavored eldritch blast as a death ray like Marvin the Martian
so? true strike with your crossbow
No I'm just saying you don't have to use it for only ranged purposes
yes, it's just that melee purposes aren't generally good
Uh so like someone help 😭?
True, but melee is at least survivable as a bladesinger
eh, sort of
Evasive is defensive, though? 5e only has one AC
yes?
I don't understand the distinction you're making
there's no distinction
or if you want, you can interpret it as high ac vs high ac but also unreachable
This conversation has gotten kinda silly
Reading now
Thank you ;-;
a lot to go over tbh
first 3rd level feature reads a bit complicated for what's simply just "attack + cast a spell". I agree with the poster before that suggested just making the attack a bonus action. Maybe make it "You may use your bonus action to make a melee weapon attack. If you do, you must immediately use your action to use the Magic action as an infusion for that attack. The spell is cast right after your weapon attack."
Second 3rd level feature is as said before, it's really not good
6th level feature is... you cast the cantrip for free when you make the weapon attack?
It's not good to have a spell + a weapon attack for damage? Seems good to me.
The cantrip becomes a normal attack
So for example allowing you to use true strike in haste
Also allowing you to cantrio + spell because the first part says the attack action
as I said before, the rate is just really bad. 1 spell slot level is not worth 3hp. Armor of Agathys gives you 5 temporary HP per level and has upsides
Oh you meant that ability.
Yeah fair I want to change it.
Any ideas? The first one has to be a survivability feature that scales

Damn.
I really just wanted a defensive feature that used up spell slots
Oh I got one!
You use spell slots to either increase or reduce a saving throw
So if your opponent attacks you and rolls a 24
And your ac is of 4
You must expend until the ac goes down by 5
the messed up part is that a lot of defensive spells are already just that.
Good or bad?
Reducing saving throws / increasing?
Well..........
Ok I have no idea what to do 😭
defensive features (spells are features!) that use up your spell slots
Yeah but something unique to the class yk? :(
**subclass
First things first. We need a feature that is giving this subclass extra weapon and/or armor profiency. If this sorcerer is going to be on the front line then we need the equipment to do so,
Martial Conduit: I have dabbled with this concept before. The main issues with stuff like this is the general rulings and questions features like this brings up. The DM will have to rule how every spell interacts with this feature and how this changes any spell you infuse into your weapon into a touch ranged spell.
You are spending a lot of resources to do something that may be actually weakening the spell in question or to just do the same amount of damage as a Bladesinger Wizard/Valor bard but in a more complicated way.
I would do what others said which is that if you cast a spell you can use your BA to make a weapon attack.
Defensive Magic: This feature is really really bad. I would look at the abjuration wizard. Abjuration does the whole, magical barrier thing that reduces oncoming damage so you could use them for reference. Maybe giving this subclass free casting of the shield spell helps too. Sorcerers are really squishy and really don't want to be taking ANY hits at all if possible.
Arcanic Weapon: Nice to get those cantrips. These should probably just be added to the spell list though or be given at 3rd level though.
This feature is ultimately weaker in power than other Gish type subclasses that let players replace an attack with a cantrip and gives them extra attack. So far we are not getting an extra attack here.
Magical Fighting Prowess: I think this is probably fine.
Arcane Burst: No reason for this to cost 18 sorcery points. You are already expending your innate sorcery and spending potentially 2 spell slots. If you want a Sorc point cost make it a lot lower. 5 at most.
And obviously no spell list so can't judge that
Ok so that last part
I'm having a lot of trouble telling if that feature is strong or not so idk how to price it :-;
For the first part il do that but il need to reword a lot of other features then, so il be gone for a while :-;
Finally, do you have any ideas how to make defensive magic work?
My concept is just to be a very temporary survivability feature that cost resources
Think of Sorc points like this... What makes sorcerers unique from every other class is that they get to cast their spells in super cool unique ways with the power of their sorc points. A lot of subclasses uses those points as costs but usually the costs are pretty low.
This is because without sorc points, a sorcerer is no different from a wizard and that's not fun for a player
It's about oppritunity costs
My main issue here was the thought of
You can make more sorcery points with spell slors
So I was like
D:
Martial conduit
Whenever you cast a spell of a level equal to your sorcerer level/3 (round up) or less, you may take the attack action using a weapon of your choosing. You automatically have proficiency and mastery over weapons used this way for the attack.
way cleaner : )
i still dont know what to do with defensive magic ;-;
oh i know!
I think you can make this a little more simple but do the same thing
Defensive magic
Whenever you cast the shield or absorb elements spell you may move up to 15 feet. This movement does not provoke opportunity attacks
eh? : D
An easier way to do this would be to just provide either a table that shows the spell slot progression OR you can just say... "Whenever you case a spell of 3rd level or lower..." then at the end of the feature say something like... "the level of spell slot increases at the following levels: 4 - 5th at 6th level. 6-7 at 14th, and 8-9th at level 18
That works well enough.
I'm still bummed that you can't spend spell slots to make it stronger : (
Well do sorc points instead imo
Alr then.
Fair enough, how do you suppose I empower that effect?
Does anyone know how to make a feat that causes a transformation similar to the hybrid form of the blood hunter?
"When you activate this feature, you can choose to expend X amount of sorcery points and gain the following additional benefits;"
What does x do?
X is just an integer for whatever number you want to plug in there
Hmm
Idk how many sorc points you want to make the feature cost
depends on how powerful the extra effect is
Il think about it....
Level 3
Martial conduit
Whenever you cast a spell of first level, you may take the attack action using a weapon of your choosing and a bonus action. You automatically have proficiency and mastery over weapons used this way for the attack. The following table shows what level of spells you may cast to use this feature, additionally the spell must be leveled but can be lower then the max requirement.
Level 4: level 2 spells
Level 7 : level 3 spells
Level 10 : level 4 spells
Level 13 : level 5 spells
Level 16 : level 6 spells
Level 19 : level 7 spells
longer but simpler
Oh I meant to mention. You can just give this subclass additional proficiency in armors and martial weapons. I would add a paragraph at the start of the feature that just says... "You gain proficiency with XYZ armor as well as martial weaponry." Then go into the main features effect.
It's a little bizzare to only be giving temporary proficiency with a weapon for the attack
rather than just always having that proficiency
Ok I know this....
But it's funnier....
And more flavour...
Is it really that much of an issue? It's funnier this way ;-;
But what if someone wants to swing their sword at someone without spending a spell?
Exactly :3
No-
But fine ima do it then
I did it cause flavor wise the magic is what helps them fight
out of curiosity. What's the context of this subclass? Sorcerers are usually all about the source of their magic. What is theirs?
Your training made you control your magic with the use of weapons. You get proficiency with two martial or simple weapons of your choice and light and medium armor.
Havent truly decided, but my idea was more into howthey use the magic and not how they got it
Sorcerers already get access to simple weapons
Leme remove that.
Should I give them heavy armor? Oh and maybe shields
Depends on how much of frontliners you want these guys to be
Heavy armor though means this sorcerer needs strength investment though
I mean tbh I kinda wanted them to pick between strength or dex.
Bad?
Nothing wrong with that. Character choices are fine.
Oh it can? I could've sworn it said nothing about free movement
Heavy armor is very favored by some people though
In that case they receive heavy armor!
Yep!
"you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you."
No mention of it having to be on the ground
"On your turn, you can mentally command the echo to move up to 30 feet in any direction"
ANY direction, which would include up
I love the subclass, but it is definitely very wonky with some definite issues on clarity and understanding its rules 😅
Defensive magic
Whenever you cast the shield or absorb elements spell you may move up to 15 feet. Additionally,you may expend an amount of sorcery points to add effects to this movement:
Swift magic: for two sorcery points, this movement does not cause opportunity attacks.
Enhanced step: for every sorcerer point used on this option, the movement increases by 5 feet, to a maximum of 30 feet.
Distracting speed: You may deal damage equal to your charisma modifier to enemies within 5 feet of you during your movement for the cost of 2 sorcery points.
You may use more than one option for one movement.
basically monk
In that case i got another homebrew idea for echo knight lmao
Ima see if my dm allows it to be on the magic sword but it could be a feat a well
What if the echo knight had the ability to put their echo on themselves and give a small damage bonus (like 1d4) or they can put it on someone else to enhance their attacks
I’ve been working on a homebrew wizard subclass that merges spells. I’m looking for feedback to balance it.
Level 3: Fundamental Savant
Choose two cantrips from the Wizards spell table. Add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard cantrip to your spellbook for free.
Level 3: Arcane Pioneer
You gain the spark of ingenuity to expand the realm of magic. When preparing your spells for the day, you can expend a spell slot no higher than 1 to merge two spells of your choosing. [The merged spell’s level must be no higher the slot used to house the spell. You calculate merged spell’s level by combining the used spell’s levels.] When your cantrips upgrade, the required spell slot level does as well.
I don't see clarification on what a "merged spell" is. Can't give feedback without that.
A merged spell is a combination of aspects of two spells. It expends a spell slot to “craft” and can be treated as a spell until your next long rest.
example:
Color spray + poison spray (1 + 0 = level 1 spell)
You launch a dazzling array of flashing, green light. Each creature in a 15 foot cone originating from you must succeed on a Constitution saving throw or have the blinded condition until your next turn and take 1d8 poison damage.
It’s essentially adding parts of spells together for a temporary spell
It's gonna take some clear instructions on which parts can be added, or else it's gonna be a quick issue 😛
Easy example; Combining guaranteed hit of 1st level magic missile with literally anything 😏
True. I mainly have it set up to frontload more work toward the DM at the moment, so they can do rulings as to how the spell merges. But I’m also considering making one spell the base and a second the modifier. Thus taking parts of each without making a fireball magic missile.
Baseline and based on your example, it's untuned and wildly OP until you put significant restrictions and conditions onto it.
You also need to consider upcast implications, that is spells that would normally be upcast are now being merged. I would consider limiting the benefits of a merge to that of an upcast. (e.g. it only adds 1d8 more damage).
Another egregious example, is taking the benefits of cloud of daggers, and something like fireball, where you might say now you have an undodgeable cloud of fireball, that is concentration, and you can move and damage every turn.
thank you for your feedback, I’ll iron out the system. I’ve already established that you can only merge level 1 spells and cantrips until level 10, hopefully mitigating any overpowered merging at lower levels
Is there anything I have overlooked for the next subclass feature?
Level 6: Mystic Expansion
You have directed your studies toward one of the following:
-
Volatile Magic. You always have Eldritch Blast and Sorcerous Blast cantrips prepared.
In addition, you gain the ability to combine spells at any time. However, they create unpredictable magic. When you merge a spell in this way, you also roll a percentile die (d100+d10) on the Sorcerer’s wild magic table, rerolling any result above 52. The risk is reduced when you reach level 14. -
Extended Domain. You understand the foundations of magic. You gain the magic initiate feat for the Druid or Cleric class.
In addition, you gain the ability to combine spells during short rests instead of long rests.
My goal with this subclass to be fun for the players and to encourage creativity
Combining at any time sounds like a bit much. Would probably limit it. Maybe prof/ability times, and then expend a level 2 slot for a charge or something. Maybe at will at level 20 or something.
heyyy gang. I'm working on a new casting system (like how there's Spellcasting but also Pact Magic) called Runic Casting and I'd love some feedback on how fun it sounds, how balanced it sounds, and how best to implement it! Here's what I've got so far:
- Runic Casting allows you to use Runes in casting, which fundamentally alter a spell's parameters (for example, altering the range from self to touch or from 30 ft to a 15-ft sphere)
- You must prepare your Runes like Paladins prepare their Spells, meaning you only have so many per Short Rest
- Spell Slots recharge on Short Rest like a Warlock
- Runes recharge on Short Rest
What I'm debating:
- You must consume a Rune to cast a spell (i.e. Runes become your Spell Slots that also modify spells cast with them) OR You have both Runes and Spell Slots to manage
- You can use each Rune you have prepared only once or twice OR Prepared Runes can be used infinitely
- Runes have a set Spell Level to help balance their parameter-changing abilities, so rather than having Spell Slots of a certain level, you would just have a max Spell Level like Warlocks and the Rune you use to cast a spell determines what level it's cast at
Any thoughts and feedback?
I see a few approaches to the rune casting system:
-
the spellcaster is heavily reliant on runes to creat spells.
• runes replace spell slots
• must be prepared daily
• alters regular spells drastically -
Runes can be used by any spellcaster to alter a spell, like how ritual and circle casting are options .
• runes are separate points/charges
• runes alter spells similar to sorcery points
• less versatility than being a full rune caster
My main question is how do you see rune casting affecting existing magic? Does it establish a new system entirely? does it offer an option to spellcasters?
Mechanically it's going to be tied to a subclass and a unique branch of feats similar to Magic Initiate as a new casting system similar to how Pact Magic is fundamentally different casting from regular Spellcasting
So I don't think it would interact directly with Spellcasting in the case of multiclassing/grabbing those feats as a Spellcaster, you would just have separate spell slots like a Warlock multiclass would
hence I think Runes repalcing Spell Slots makes the most sense right?
If it is geared towards a subclass and only that subclass, yes I feel like it should replace spell slots. By taking the rune caster subclass you're taking on a new form of magic.
Another question: are runes tied behind languages? example: celestial runes offering different alterations as opposed to abyssal runes
Yeah, I'd like the system to be detailed enough for a full class, I just don't want to design a full class right now lol. So starting with a subclass and feats, and the base system they'll use, Runic Casting
they are not, Runes can be considered their own language of symbols used to direct magic
so far I have it set up similar to a Wizard where you learn Runes as you level up but can also learn extra Runes you find by using them (unlearned Runes will be consumables, but by consuming a Rune 3 times or such, you'll permanently learn it and be able to produce 1 or 2 per Short Rest when you Prepare it)
(this is bc the setting I'm designing it for is a monster-hunting setting where hunting creatures for their resources will be commonplace, so hunting them for their runes or purchasing hunted runes would be common as well)
another thing I'm considering is if you should be allowed to use multiple Runes in one casting to create a hella-juiced spell at the cost of like half your spell slots? probably up to a limit of 2 or 3 Runes, and "hella-juiced" wouldn't be game-breaking since Runes recharge on a Short Rest, but yeah
im backkk
welcome back 🫡
Yo everyone
i have a litte cuestion for the people that know how make hombrew content, how you start? i try to make a Sumo like monk a while ago but was a big fiasco
you look at something close enough for reference/grab a template/salvage something close enough for a template
then... you use imagination
and the student becomes the master
i mean i try once..... maybe i will need more "Imagination 🥬 🚬 "?
now seriously, i had my ideas for hombrew, subraces, sub-class and even spell but they never seen good..
that certainly helps
You gotta believe™
and start of small, even i, grand apprentice of homebrew are yet to tackle a class and/or subclass
classes and subclasses are BIG and are a lot to handle
i reccomend races, magic items, origins, and origin feats to start
I just look at books I've read think something looks neat and use that or just use random ideas.
alatta my stuff comes rform media i like
so take that as inspiration, media you like
i was just gonna make stranger things stuff
This was inspired by a weapon wielded by Jason Grace in the Heroes of Olympus series by Rick Riordan:
https://docs.google.com/document/d/127r9bWT4RxdNun_zovKq7mGvq27j4UEFla-QnxUfjp4/edit?usp=sharing
Well i make once a magic item for a necromancy wizard i use, i think was call the puppeteer's gloves or something like that
But now in retrospective was more like a rare or very rare that item more than the uncommon i tried to make
I have no idea what I'm really doing in designing a statblock from scratch, but I made some statblocks for a 100% homebrew creature, and I'm wanting to get some opinions
The "Demogorgon"
Medium creature, Aberration, Hive mind
STR: 20
DEX: 16
CON: 17
INT: 10
WIS: 9
CHA: 12
Resistances: Piercing, Force
Vulnerabilities: Fire, Slashing
Proficiencies: Acrobatics, Athletics, Stealth
Chaotic Neutral
HP: 6d10 + 15
AC: 17
Speed: 45 FT
Climbing speed: 30 FT
Darkvision: 60 FT
"A large, grey-skinned beast with no face-Its head opens like the blooming petals of a flower, revealing layers of sharp teeth. It is an expert in Hunting, and an apex predator of its realm."
Actions
Multiattack
Claw: 1d6 +1 Slashing damage
Bite: DC 18 CON save or be grappled and take 3d4 damage at the end of your turn until freed. Only one creature can be bit at a time.
You could probably just make this an artificer subclass.
Expend spell slots to charge runes, and make "rune" items.
maybe I could, but I was saying I'd like to design a system complex enough that it would warrant a full class (like Pact Magic and Warlock)
that is deep man, deep
isnt it rome wasnt built in a day
So I’m rewriting dnd to fit the cyberpunk universe. I’ve decided I’m only including 5 classes and 3 maybe 4 backgrounds. Cyberware depends on the class.
I’m getting stuck on fighter though. I’ve taken Battlemaster and reworked it. It still needs some work. Really trying to get gunslinger finished up and maybe has one more subclass. Thoughts?
What about firebolt magic missles
well eberron si something similar but with steampunk
I would rule it as changing 1d4+1 force damage to 1d6+1 fire damage with the magic missile guarentee hit
i'm working on changing a few things to balance the system
Necromantic Scrape
Level 1 Evocation
Casting Time: Action
Range: 60 feet
Components: S, M (a melee weapon worth 5+ GP)
Duration: 1 round
You hurl a phantom copy of a weapon toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d4 Necrotic damage and its lifeforce becomes tethered to you until the end of your next turn. Immediately after you see the target take damage at any point during this time, you may take a Reaction to gain an amount of Temporary Hit Points equal to the damage taken, to a maximum of twice the original damage dealt by this spell.
Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.
``` opinions?
As a fellow monster stat block creator, I favor myself as decently skilled at making them. I looked over your link and I think if that’s your first time doing something as filled out as that.. you’re doing great work.
I like this spell, it is well thought out. I would change the duration from “1 round” to “until your next turn”, because you might end up at the bottom of initiative and a new round would pass before the lifeforce tether can benefit you.
unless "1 round" is the 6 seconds until your next turn, then disregard what I said
until the end of your next turn
is that not already in the spell?
like that is written word for word in the second sentence
Yeah it is mb
The weapon used in the spell doesn’t affect the thrown range, does it? Since it’s only a phantom copy
nah it does not
i wasn't actually sure what to make the material component
i think what I ended up doing is fine tho
Ya
anyone a final fantasy 14 player and has played red mage. i am making a new subclass for bard and need feedback
https://docs.google.com/document/d/1funeFtatLVWymqFVToosrRxRaYTRL_50Lh31ucKQco0/edit?usp=sharing
here's a quick question - if trying to adapt a setting that does not at all use D&D's magic system, is it best to blacklist classes and spells that rely on the D&D magic system and create alternatives, or ignore the setting's magic system and hope to make everything fit D&D's magic system?
idk. i just wanted to create an semi accureate red mage sub class cause i was fed up with the ones already homebrewed
my question was unrelated to your thing, it's for my own setting that I started making long before I started playing D&D
oh i though you were talking to me cause that fit the entire google doc i sent
basically I'm trying to figure out if I should blacklist casters for a future campaign I may or may not run in this setting and make my own alternative classes/subclasses that fit the magic system
note that I barely know what I'm doing in even creating creature statblocks for this setting, so classes/subclasses would be very difficult
as someone who play a college of creation bard in almost every campaign and is current making a subclass for bard. i would stick to subclasses first and not do actual classes. if the need arises that you need to classes those subclasses will make it a little easier
Id get behind that
My friend asked me to make a spell inspired by a move from Jujitsu Kaisen.
Cleaving Force (1st level Transmutation spell, 1 action, V S, 10 ft. range, instantaneous)
You quickly whip a long invisible arc of sharp force. Make one melee spell attack against up to 3 creatures who are each within 5 feet of other target and are all within range of this spell. 2d8 Slashing damage is delt to any targets hit by this spell.
Using a Higher-Level Spell Slot. The damage increases by 1d8 and the number of targets increases by 1 for each spell slot level above 1.
Classes: Ranger, Sorcerer, Warlock, Wizard
The way I intend the "merged spells" to be ruled is at DM discretion, making experimenting as a player all the more important. The magic missile + fire bolt (A + B) can be swapped to (B + A) for different results as well.
so, these are the challenges before me if I want to use my homebrew setting that was not designed for D&D as a setting for a D&D campaign
- creating custom statblocks for a large number of creatures, while simultaneously throwing the monster manual out the window
- writing up character creation rules and several unique player races, while blacklisting almost all official D&D races
- deciding whether or not I want to use D&D's magic system in place of the magic system native to the setting
- potentially reworking numerous creatures native to the setting to use D&D's magic system instead of the setting's magic system
- potentially blacklisting official D&D caster classes/subclasses to instead use homebrew classes/subclasses that fit the setting's magic system
Hey is anyone here willing to co DM for my friend today
I've been struggling in dnd beyond to make a single homebrew thing
istg is this what everyone who uses the website goes through?
Try #ddb-support They should be able to help. 🙂
Oh thank you!
Is there a reason for moving to D&D?
the setting currently exists as nothing more than a large number of text documents
so the reason to move to D&D would be to use the setting for literally anything at all
to be clear, the setting wasn't designed for any existing game system, tabletop or otherwise
it's just a longstanding worldbuilding project of mine
Anyone know a place like GM Binder where I can find published homebrew stuff? Like, loot items, or NPCs etc.
I got something similar but for a bbeg
Its called transmogify and its definitely an op ability
Updating my Magi species to 2024, need some ideas for the level 1 features
https://docs.google.com/document/d/14S6OTHmiA4N5I3YfNKHZohrFT0FoA5lxnjZHo9M8brs/edit?usp=sharing
You can find items in D&D Beyond's homebrew section. Quality varies.
Edit: And monsters apparently
duration is technically instantaneous, the temp HP can be max of 8 +4/spell level istead
False Life is 12 temp HP max, this should not be more than that
and tempHP usually wants flat numbers at least partially
i just did the same as guiding bolt for the duration
which is an official spell
keep in mind this also requires you to succeed in an attack roll, use a reaction, and have it be hit by you or an ally
meanwhile false life requires none of those three things
I know, but it's still too inconsistent rn
are you talking about the first or second thing I said?
making it 8 +4/level makes it more reliable
second thing
are you saying to do 2d8 base without the doubled max gain?
for the first thing, I genuinely don't know because some spells would have it as instantaneous and others as 1 round, if it's like an effect on the target then it's isntantaneous but if the spell stays active, then it's 1 round
I meant that it's just 8 flat not d8
oh
so instead of double the roll (which would require extra bookkeeping as well)
it's just 1x the max roll
it feels strange using flat damage on an attack spell though
but the bookkeeping thing is a good point
oh
Level 1 Evocation
Casting Time: Action
Range: 60 feet
Components: S, M (a melee weapon worth 1+ CP)
Duration: 1 round
You hurl a phantom copy of a weapon toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d4 Necrotic damage and its lifeforce becomes tethered to you until the end of your next turn. Immediately after you see the target take damage at any point during this time, you may take a Reaction to gain an amount of Temporary Hit Points equal to the damage taken, to a maximum of 8.
Using a Higher-Level Spell Slot. The damage increases by 1d4 and the maximum Temporary Hit Points increase by 4 for each spell slot level above 1.```
I would also just make the material component 1+ CP
instead of 5+ GP
Hi I’m a new DM thinking about making a homebrew campaign with a unique BBEG I had an idea for a unique ability but wanted to ask a more experienced DM on their opinion/ ask for any critique on it I’m currently at work and messages may be spotty so if PM is possible it would be helpful
yea that sounds fine. i just did 5+ GP cause thats what bless did which was the first material component spell that came to mind
tho its a bit strange having a level 1 spell have a lower required cost than something like booming blade
which does SP
ah ok
I think it's 1+ SP in 2014
making it higher than 1+ CP usually suggests it needs to be bought specifically for the spell
like the jeweled dagger for example
got it, thanks
Don't wanna repost, but still looking for feedback on this.
i'd be willing to look at it
Please do! I'm very excited with the class, but it really needs play testing to get the balance right so more the eyes I get on it, the better.
so i can get it in my head what game did you based the class on
It's a combination of the pathfiner summoner with a huge influence from Persona 5.
It's designed for 2024 (5.5e) ruleset.
The resolve mechanic in particular is the persona influence along with notes from the stock sorcerer class.
it looks interesting and well balanced
Thank you. I put quite a few weeks of work into this. Please let me know if you try it out and how it plays for you.
okay.
sounds like a peak idea
thank you! I hope you get to try it out. I'm still balancing the numbres so there may be changes, but the bulk of what's there is gearing towards it's final iteration.
real, I get that
I've been working on a subclass of my own for the past two months and it's been a long road 😭
i have been too is an seni accuarte final fantasy 14 red mage subclass for bard
What 2nd-level spells would you pick for an Archmage patron Warlock's Expanded Spell List [2014 rules; will be adapted to 2024]? Got 1st, 3rd, 4th & 5th already; see below.
1st: Identify, Magic Missile
3rd: Counterspell, Leomund’s Tiny Hut
4th: Arcane Eye, Otiluke's Resilient Sphere
5th: Circle of Power, Wall of Force
Currently got Max's Earthen Grasp & Nystul's Magic Aura since they're "named wizard" spells, but open to other options
Oh what is it?
Red mage was one of my first classes.
here it is
On first pass it looks pretty solid. I think the biggest change I'd make is removing the "no verbal or somatic components" from dual cast. And I'd word it something like:
"Whenever you use your action to take a magic action and cast a spell using a spell slot, you may pick a 3rd level spell or lower that you know and cast it as a bonus action without spending a spell slot. You may do this a number of times equal to your proficiency bonus."
The spellslot clause is important because in RAW you cannot cast two spells that cost a spellslot in the same turn.
yea and i probaly should of made verfire and verstone cantrips then yes
Exactly
yea
I am working on my homebrew monster system for my campaign, rate 1-10 and I will answer all the questions I can
I (intelligent) class: a more humanoid version of monsters that displays sentience and extreme power.
S (speed) class: a creature that typically displays speed over strength. Typically sphere adjacent
P (poison) class: any kind of creature that causes an effect in human beings like nausea.
H (hunter) class: a hunter type monster that hides and stalks their prey until the most opportune moment. Typically a dexterous quadruped.
A (audio) class: a creature that uses sounds mimicking that of human screams to lure people in and kill their prey with sound.
E (Elite) class: any combination of two of the previously mentioned classes.
G (grandmaster) class: a combination of I, S, P, A and H classes.
D (domain) class: once you get in, you can only get out with the beast’s permission or death of beast or inhabitants.
how's it work
Well this is mostly built off of environmental storytelling, especially the domain one. It is to basically make effective strengths and weaknesses for monsters and be able to adapt to the party
I know that current DND monsters work well with it, but it is also because of the world I am using that I can't use those
Any other questions @scenic urchin?
I still don't understand, so if a creature gains an H it becomes a quadruped?
No, they are classes of monsters, not a numerical value
It is like a little template
So it doesn't add or take anything, it is basically the building block
Some classes can turn into other classes, but that is limited
Oh, I mean it's usefulness depends on how many creatures you mint with it then
If you only make one H creature then there's no point
One H class creature is like a hit and run enemy
Some creatures have less defense, others are tanky
Like hunter is built to be light
But intelligent is built to tank and slap them right back
how long does making a balanced class with 3+ subclasses take on average?
My class had 5 subclasses and it took me roughly a week for it's initial development, plus another 3 weeks of theoretical balancing. I still need to actually get play testers to use it and balance it further and that does take a while.
how about with excluding the sleep time and other time not used making the homebrew
I mean I'm a professional designer by trade. I was working on this part time, roughly 10 or so hours a week for 4 weeks and I still don't think it's done.
the point I'm getting at is that it does take time to properly balance anything but in dnd the best way to balance a class it to play it and iterate as you go.
A player of mine is doing a witcher class, im struggling to come up new signs for them to use. I didnt like that there was only 5 signs available so wanted to add more but still have that "witcher" type feel in effect and also name
So far I've had about 3 sessions with my class and I'm getting a few other friends to try it so I've managed to get some good balance in the early levels.
I'm making one class feature rn and I have to go through all the official spells that exist in dnd and pick out the ones with specefic changes for it to be balaned for my class. I'm to lazy to read every spell description. I've only got to 2nd level spells.
Without knowing anything about your class, a shortcut that worked for me when making my custom spell list was to see what spells belong to what class already. For example, if the spell only had paladin or cleric listed, I just axed most of those spells since it was likely not a good fit for my class. That helped trim them down immensely. Though apparently the site I used for it is not allowed to be posted here as I got a time out for linking it.
if it wasn't for unbalanced/op/doesn't fit spells, it would be 100%
I'm not sure what spells you're referring to that are unbalanced. If they're coming out the players handbook they're probably fine?
Thoughts on this spell, balance wise? Are there any especially powerful combos that make this broken (Devil’s Sight+Darkness is the best I can think of)?
I may add upcasting for duration or number of targets
DID SOMEONE SAY 'RANGER'?
-# no, this time no one did.
YET
because my Ranger Rework now has
16 SUBCLASSES
each one made with love, care and no AI thank you very much (one of the most recent ones made with a help of my bro @tough karma
you can find it here!
https://www.gmbinder.com/share/-O7M9oyJma8c7miKbr5-
Make it the caster and a willing creature instead of two willing creatures
Otherwise I’d be like a spell 5 or smth
And I don’t think there are things in dnd that do 2 willling creatures?
After u do that id say its fine
Sorry, late response.
It's a 2024 monk subclass inspired heavily by Battlemaster and a variety of monk subclasses mechanically. Whole theme is pressure point martial arts + celestial theming.
but yeah, a lot of stuff going on there.
Why would it be unbalanced?
I guess because the user doesn’t have to be with the two
Like it’s like having every sense that’s in the party and the caster can just link them up. While if it’s only the caster and creature, than it can only be a sense that’s the caster or creature has. It’s like obtaining a sense of another person of your choice by expending the resource of a different person. Idk how to describe it, it also makes the caster more of like a background character or something, like a tool kit?
If the party has every vision type in the game, then basically everyone has every vision type in the game. But if it’s only the caster and creature, than only the caster has access to every vision type in the game (temporarily)
@unique parrot
Took me a couple of weeks to write it up and much longer to go back and balance and adjust as needed
How much is that much longer
Maybe like a month or so
Between having others review, tweaking language, balancing, working on extra subclasses, flavor text, etc.
I still go back to it periodically with fresh eyes to make sure I’m happy with the final results
hey everyone! I'm about to do a level 7 2-shot of CoS using 2014 rules that might become a small campaign (20 sessions max).
I'm totally down to homebrew, and one character wants to play an alchemist artificer. The other characters are bard/warlock, paladin, wizard, and light cleric.
https://www.reddit.com/r/DnDHomebrew/comments/1rl73yb/oath_of_myth_drannor_a_paladin_subclass_with/
I feel like I nearly completed my design so I posted on reddit.
I give a failsafe to the capstone, and to make it par with Divine Intervention and Greater Divine Intervention of clerics. Also the spell list is changed a bit.
I still not decided the 9th level spell combination should be counterspell plus one of them: Motivational Speech, Hypnotic Pattern, Fly. I would like to have some suggestions.
Feel free to review it and give advices, thanks.
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew druid subclass i made. Any ideas for new runes i could add?
Anyone?
hmmmm, what level you guys say is a good level to give a 'free' upcasted smite? (from 1st to 2nd, maybe 2nd to 3rd)
game has no casting unless i say so and works with theme, but im allowing rangers and paladins in just without spells, just HM and smite for free equal to casting mod per LR
free upcasted smite as in?
I'm having this ooze as a little puzzle for my table
fty
Medium Ooze, Unaligned
AC 10; Init +0 (10)
HP 85 (10d8+40)
Speed 10 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 10 +0 +0
Con 18 +4 +4
Int 1 -5 -5
Wis 10 +0 +0
Cha 20 +5 +5
Immunities All
Senses Blindsight 120 ft.; Passive Perception 10
Languages None
CR 5 (XP 700; PB +3)
Traits
Perfect Lifeform. When Ifty receives healing from a spell not cast by itself, it instead loses an equal amount of hit points. Ifty dies only if its hit points are reduced to 0 in this way, at which point it dissolves into light. No other means can reduce its hit points or destroy it.
Actions
Multiattack. Ifty makes two Copy Attacks.
Copy Attack. Ifty chooses an attack that targeted it since the start of its last turn and makes that same attack, using the original attack's bonus to hit, reach or range, damage, and any additional effects.
Spellcasting. Ifty casts one of the following spells, requiring no spell components and using Charisma as its spellcasting ability (spell save DC 16, spell attack +8):
At will: Spare the Dying, Light
1/day each: Detect Magic, Calm Emotions
Reactions
Copy Spell. Trigger: A creature Ifty can see within 120 ft. of it casts a spell. Response: If the spell is a cantrip, Ifty adds it to its "At will" spell list. Otherwise, it adds it to its "1/day each" spell list.
That's just a trivia check except worse since they would just have to stumble into trying to heal it
Oozes don't typically have healing weaknesses too. It's usually Undead. Maybe if it's an Undead that keeps reviving itself unless you used healing
Also isn't 10d8+40 points of healing a lot of spell slots, I don't actually remember how much spells heal
(or they'll just bypass it by restraining it somehow)
If you gave the assassin statblock the ability to turn invisible as a bonus action, and transform into a raven at will, what cr would it be?
Turning invisible would be like being under the effects of the invisibility spell
My guess would be a cr 10 or 11
Any ideas for new runes to give them? Could be based on an animals actual abilities or what it represents in mythology
so what kind of warlock subclass would I need to be for my patron to be hastur, the king in yellow
Any feedback on my Basilisk statblock? I'm unsure if it's weaknesses balance out how dangerous it is, and how all that should affect it's CR
Need feedback on this magical item for a level 7 alchemist artificer
Pipes of Wild Magic:
-can be used as a spell casting focus. It has charges equal to proficiency bonus that recharge every day. You can use charges to cast spells from the pipes for their casting time
1 charge: fog cloud, chaos bolt, silent image
2 charges: mirror image, shadow blade, dragons breath
Every time you use the pipe to cast a spell, you must roll a d6 and then, depending on the result, roll on the wild magic table. If you used 1 of 3 charges, rolling a 5 or 6 makes you roll on the wild magic table. If 2 of 3 charges have been used, 4/5/6 makes you roll on the wild magic table, and if all 3 charges are used, you have to roll on the wild magic table. This effect can only make you roll on the wild magic table once per long rest
Great old one
Nice
I've got an effect I would like to add a sentence into, but I'm not sure where to put it. The effect reads "One humanoid or beast that the Dæmon can see within 5 ft. of it must succeed on a DC 14 Charisma saving throw or be possessed by the Dæmon; the Dæmon then disappears into the creature's body. The Dæmon can't be targeted by any attack, spell, or other effect. At the start of each of the Dæmon's turns, the possessed target takes 9 (2d8) psychic damage, and the Dæmon regains hit points equal to the psychic damage taken. The possessed target has disadvantage on Wisdom checks, Wisdom saving throws, and spell attack rolls that use Wisdom.
The possession lasts until the body drops to 0 hit points, the Dæmon ends it as a bonus action, or the Dæmon is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Dæmon reappears in an unoccupied space within 5 ft. of the body. The target is immune to this Dæmon's Possession for 24 hours after succeeding on the saving throw or after the possession ends."
The addition I'd like to make reads "The possessed target can repeat the saving throw at the end of each of its turns, ending the possession on itself on a success." I'm thinking it could eithee be right after "the dæmon then disappears into the creature's body", at the end of the first paragraph, or somewhere in the second paragraph, but they all seem wrong.
anyone have any rune ideas?
what damage numbers should different rarities of items give when making them?
like in uncommon you have +1, but in rare you have both +2 weapons and the flame tongue that deals an additional 2d6
and in legendary you have both a weapon that deals 3d12 slashing, and a weapon that can max out at 5d6 per attack, that also has a 12d6 Cone AoE, +3 to hit, and deals damage in an AoE on a hit
is there like, a standard for this stuff?
I would think you could rework some 5e spells or items, dm me to continue, I’d like to hear more of your thoughts on this
continue with what?
Nvr mind, what are your goals on runes. Describe the process you’re working towards…
i want the druids runes to give them abilities druids normally dont get
GOO probably (Great Old One)
Eldritch Horror patrons like Cthulhu mythos often are
More so kinda how cleric domains are? A rune for types of animals giving bonuses or damages based on the ability. I think there’s some runes you currently have that may need to act as warlock invocations with prerequisites or lvl requirements
I think it would be reasonable to add it to the end, where it currently is.
Lots of spells have their ending conditions as the last paragraph.
Consider spells like "Astral Projection" or "Power Word Stun".
hey what do y'all think of the attempt to make rolling for stats be based off of rolling 6d4 and dropping the lowest instead of 4d6? the intention of this is to be a slightly stronger alternative to the standard
It's both a higher average, and a more standard distribution.
It's moreso that I don't want the "repeat the saving throw" part to be confusing because it's too far away from the first sentence referencing it. It doesn't neatly fit in with the other end conditions either
yea i know that the minimum and maximum all increase by two, the average is higher by two as well, right?
i might add level requirements, which runes do you think need a requirement?
Yes, but also players are more likely to get the average value. There will be less of a spread in ability scores among players.
huh, pretty sick, yea that's definitely something i see as good
Aye aye, mammoth, camel, dog, lynx
i'm a frog(?)
Is working on a homebrew with another person a good idea?
I would probably word it as:
"A possessed target can repeat the saving throw at the end of each of its turns, ending the possession on a success."
That said, there is only one saving throw mentioned, so I don't see it as ambiguous. But you could directly state:
"A possessed target can repeat a DC 14 Charisma saving throw at the end of each of its turns, ending the possession on a success."
Generally a good idea to have multiple perspectives, more easy to come up with ideas and catch issues
Heck this entire channel is for working on homebrew with multiple people, technically 😛
But even turtle might need a str 13 requirement
Ok. Who wants to work with me on 7 homebrew classes and atleast 14 subclasses full time in the span of 2 years then.
just make another ttrpg atp 😭
Wouldn’t mind the benefit to aid someone
What.
admittedly i might lower mammoths damage, but other than that i dont see why why any of the other runes need a level requirement
I’m willing to help if that’s what you’re asking
I want someone who will split the work 50-50.
It just seems widely more open and available to use than even some actual spell casters.
And will work on all 7 classes and 14 subclasses with me…
its important to note that a runes active effect can only be used ONCE in the early levels, so if the enemy succeeds on the saving throw your shit out of luck
That makes more sense and leveled for starter characters. I did not see that limitation
its fine, we miss things sometimes. I can see how they could be seem overpowered if you could spam them at early levels
So u wanna do it with me or no?
https://docs.google.com/document/d/1Orwe34eSkb94b5wWFPMU0IZOVwyGh7sWHSlpQJ-ZiLI/edit?usp=drivesdk so I shared this once about a year ago and didn’t really get a response or feedback but thought I would try again. Basically a support/healer themed subclass which focuses on flooding the battle field with more critters
Toymaker Artificer
Let me know what you think and if you have any suggestions
My next question would be is it set that when a rune has been placed it may not be used again while the first is still active or can that be used in later levels to allow multiple uses of the same rune as a higher class feat
It’s ok. I think.
I can pick up slack, I do have I demanding job, but if you want my help I can always give my progress to you as I make things.
Always love me a good minion master
Any thing that stands out?
That wasn’t my original intention to be honest but as I played it it kinda shifted towards that