#homebrew
1 messages · Page 85 of 1
Fair enough
Oh it goes without saying feel free to use this subclass if you want.
to answer my next question, when you have placed a rune on an object, if you place the same rune on another object the previous rune disappears
so each rune druid can only have one of each rune active at a time
That makes sense
do you have any ideas for new runes? Could be based on an animals actual abilities or what they represent in mythology.
Limited Addition, some rules as written allow the summon of certain creatures to adopt both creature types rather than one. Did you mean for it to overwrite the original creature type rather than keep both… ie. fey spells say “these creatures are fey as well as their original typing”
Hmmm I had intended it would convert whatever you summon into a construct, ie your making a toy version of it.
Octopus/Chameleon, if you don’t have something for illusions or disguise self.
Cheetah/Bird/Mole/Fish, various movement speed additions depending upon the type of animal.
hmmm... a shapeshifting one could be cool...
as for the movement ones, druids can already turn into animals to gain those movement speeds.
you okay with us discussing this in PM´s?
Man Dualcast is already so damn strong
Like REALLY REALLY strong
It bypasses the rules of only getting to cast a single leveled spell a turn and lets me cast a spell that takes an action as a bonus action. I can ideally cast hold person on someone then follow it up with a fireball and force them to basically auto fail
there should be a clause that it only works with red mage spells right
I would say yes but bard subclasses don't get unique spell lists
i can reword it but it the one of the main mechs of a ff14 red mage
cause this is what dualcast does in ff14
Grants the effect of Dualcast upon casting any spell with a cast time. While under the effect of Dualcast, your next spell will require no time to cast. Effect is canceled upon execution of any action other than an ability. Auto-attacks do not cancel effect.
I'm familiar but spells in DnD are much more powerful and debilitating than in FF. Some spells basically end an encounter in DnD and bards get access to pretty much any spell they want at 10th level due to magical secrets so this feature becomes... "Cast your two strongest spells in the same turn"
hm
I think in most subclasses, DuelCast would basically be a capstone feature. lol
yea
dualcast would be a capstone for other classes in FF too
its super good
its big red mage goodness
Make it work like quickened spell then its fine
this one was my attempt to replicate dualcast (for a sorcerer subclass) #homebrew message
i see. i was getting fed up that none of the ff14 red mage homebrew subclasses were not semi accurate to the actual class so i made my own
accuracy is nigh impossible without some concessions because DND and FF are two different branches
yeah i know but i really wanted to play as a red mage
if you can't cram out a ressurection spell as a bonus action, is it really red mage 😛
Mana balance doesn't really explain what the +1 is providing to a player in DnD mechanics. Is the +1 going towards the players damage/healing or towards the attack roll? Or towards saving throws? how long do these manage points stick around? How long does the debuff last? Needs to specify.
Rapier Training: I know this first red mages in FF but It does feel a little odd here since the other two features. I would maybe move this effect into one of the others if possible. Most bards only get 2 features at 3rd level.
Enchanted Reposte: This is pretty cool though, relates to what I said about Mana Balance. Needs to provide some information about how mana points work specifically in DnD context.
Manafication: DUALCAST EVERY ROUND??? nah homie. Cut that. no way no way no way.
Scorching Resolution: Bards do not get another subclass feature at level 14.
This is cool but honestly I think we need to move the dual casting to the capstone and move this maybe to the previous level or something.
I think you can definetly find a solution here. I think you are on the right track but dualcasting is so powerful in DnD it NEEDS to be a capstone.
Isn’t there a ff14xdnd book online?
Wdym it aint accurate
yes but i want to play with the spells of the class
Then homebrew the spells not a new class
Also aren’t those spells made as well???
What are we even doing here?
You made a healing cantrip?
Why
Yeah can't do that
Healing cantrip would be super busted even if it only healed 1hp
Scaling identical to normal healing cantrip scaling. What does this even mean
Vercure
I think its mean to be like... at specific levels the healing increased by a die like other cantrips
But yeah, that doesn't work in DnD
I dont want to throw shade here but the doc looks like…,
Hmm...
Generated
@clever wraith Is this Ai?
slightly i will say that. i don't remember when i did it as it has been on my pc for a long while
ai generated content isnt allowed on here
Yeah that explains it…
Ff14xDnd compendium does a fine job with red mage
Ah that explains why it's not worded in a way taht's compatiable with dnd.
How would you guys word a feature on a creature that can “when killing another creature and eating them” gain one of their features after eating them (pc class features included)
I need to reword this trait on a high end boss creature
Insatiable Cosmic Hunger. The Devourer can assimilate the creature that it has eaten, if a creature is reduced to 0 hit points by a rend attack it is instantly killed, The devourer will permanently receive a single feature, racial feature, skill proficiency, saving throw, class feature or any other ability tied to that character or creature at that time, Creature assimilated by The Devourer cannot be brought back to life by anything less than true resurrection or a wish spell.
How do you determine what feature the devourer gains?
It can choose i suppose
so the gm decision?
Basically
Now for how it would work with spell casting feature i got no clue
It aint got spell slots
It should probably just gain a spell at random with x uses per day (1-3 probably?)
Maybe
Anyway gotta go now… im sure ill figure this out another time, besides i dont plan to use the boss any time soon
I mean, maybe actually tying it to Hit Dice could work
Like Arcane Restoration
Or Pseudo healing like turning HP into Temp HP at a better ratio
. . .
Arcane Restoration but Temp HP sounds interesting actually as a Cantrip . . .
hay guys, i have a funny idea but , i'm new to dming , so i'd like to hear your guy's take on it, for my idea you need to be familiar with the "retriever" construct , i want to do some funny wordplay with a "golden retriever" , but, surely it would have different stats right?
Im working on a system that would essentially introduce Skyrim shouts into my campaign, and I need some feedback on what I have so far
anyone down to help?
You could make it similar to the beast master ranger or battle smith artificer
????
In terms of mechanics. You can make the golden retriever similar to either of those minion subclasses in terms of how the statblocks work
anyone?
You wouldn’t need to give the retrieve the dog stats
What exactly are you needing help with exactly?
I just want to know if what I have is decently balance, if the idea works, and if its not overly complicated for the newer players at my table
a retriever is a mechanical spider construct with the soul of a demon and made completely of metal , it's not a dog
Sounds like something an artificer would make. I would look at the Battle Smith artificer or the artillerist artificer for minion mechanics.
Unless you are wanting less of a minion and more of just like… a guy who just grabs stuff for you
Shouts aren’t too complicated in game so I don’t imagine they would be that complicated in DnD. What are you picturing?
am I good to copy/paste what I have in here?
Yeah. Though if it’s really long a google doc may be better to post
Its supposed to be a little difficult to pull off as its the Doctrine of Dragons, and can reshape reality itself:
A character who learns a Verse gains the ability to Recite it.
Using one or more words in the canticle is a full action.
Verse = One Word
Refrain = Two Words
Canticle = Full power
the Strain Check after reciting a Verse or Canticle.
Strain DC = 12 + (3 × number of Verses spoken)
So it looks like this:
1 Word→ DC 15
2 Words → DC 18
3 Words → DC 21Failure gives 1 level of Exhaustion.
Critical failure (fail by 5 or more) also causes Voice Rupture — the character cannot recite again until a long rest.
I haven't made any of the actual abilites yet, just the base mechanics behind them
thoughts?
As a bonus action, you can call out to an ally within 60 feet who can hear you, enabling it to immediately use its reaction to make one weapon attack. If the attack hits, it deals extra damage equal to one roll of your Sneak Attack dice.
Does this mean they only roll 1d6 instead of the full 3d6 at level 5
"one roll of your Sneak Attack dice"
"dice" is plural, so it would presumably be the full amount of dice
in official content, when it's saying to only roll one, it's always written as "die", which is the correct singular form
Are you not wanting them to be able to use shouts? You get to spam shouts in Game
reading over it, they only are restricted from using Shouts if they fail particularly badly
but I think the DC is a bit too high if it's meant to be like Skyrim's Dragon Shouts, which can be reliably used many times a day by the Dragonborn
I'd say keep the scaling exactly the same, have it go up by three for each additional word, but reduce the DC for the first word to no more than 12
the general idea is that they should be used as a last resort
okay, so more Greybeard and less Dragonborn, gotcha
a recommendation - they can perform X number of Shouts a day without needing to worry about a DC, but beyond that, every additional shout uses the original DC numbers you shared above
with the risk of exhaustion and whatall else
thats a good idea
hadn't thought of that
my only question would be, the more part of the shout that they use, would thye use more charges? so like they have three, one for each word in the shout, and then can use those three how every they like?
so they could use the first word 3-4 times, the first and second word once, and all three once
how does this look?
You can do charges or you could maybe do action costs. Bonus action to use 1 verse. A full action to use 2+ verses
im thinking about making it both
so theres a hardcap on how many time its can be used
Does anyone know any homebrew subclasses for Sorcerers where they are more like the Pathfinder Sorcerer subclasses
More based on common lineages like Demonic, Infernal, Fae etc.
https://www.reddit.com/r/DnDHomebrew/comments/1rl73yb/oath_of_myth_drannor_a_paladin_subclass_with/
Hello, for my 2024 Myth Drannor pally, I decided to remove circle magic channel divinity, considering 3 myth drannor pal / any other full casters would be very OP.
Then I found lv3 champion's song might be weak, so I'm here to ask suggestion.
Devotion pal: one weapon MAA, can choose to deal radiant, 1 minute, no other reason to stop
Vengeance pal: one enemy advantage, can switch to another if previous one died, 1 minute, no other reason to stop
My Myth Drannor pal: ALL weapon 19-20 crit, can choose to deal radiant, 1 minute, STOP WHEN INCAPACITATED
And 7th level aura is bind to Champion's Song. The aura is a bit of situational, and will stop with Champion's Song.
I'm wondering if I should give something else to Champion's Song, or just to keep it as is right now. LV3 does give proficiency to a skill, which might be a bit of considering.
Looking for an alternative to Extra Attack for an arcane half caster class. I'd like to really hammer home the flavor of using spells and attacks. Which feels better to you? Or am I perhaps missing the forest for the trees, and should just give them Extra Attack?
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you take the Attack action, you may choose to forgo the second attack and instead temporarily bolster your spellcasting; Upon a hit, any spell slot you expend to cast a spell counts as a spell slot one level higher until the end of your next turn. The new spell slot level can't be higher than your proficiency bonus. This bonus can only apply once each turn.
or
Beginning at 5th level, whenever you cast a spell, you may attack twice, instead of once, whenever you take the Attack action on your next turn. Whenever you hit a creature with a weapon attack, any spell slot you expend to cast a spell counts as a spell slot one level higher until the end of your next turn. The new spell slot level can't be higher than your proficiency bonus, and this bonus can only apply once, even if you successfully make multiple attacks.
is this for a Magus by chance?
I am not familiar with that specific name/homebrew, I am calling it the Spellblade for simplicity's sake
well its kinda hard to tell what fits without context besides what it is, a half caster
I mean, Eldritch Knight Fighter subclass gets to replace Attacks with spells that take an Action. Well, several subclasses do it, but most only let you do it with a Cantrip, where Eldritch Knight later gets 1st and 2nd level spells. But that's all the way at 18th.
At level 10 they get a feature like what you're doing in spirit, which is a more powerful spell
But they simply get to force a save at Disadvantage, which is pretty good since that's an average -3.2 to a save.
Also btw, you can just say "Once per turn upon a hit with a weapon attack . . ." to get the non-stackable idea across
Fair enough
I assume you are wanting to make it so the spell basically upcasts right?
So a level 3 fireball becomes a level 4 fireball?
Right, I don't want to step on the EK's (or Bladesinger's) toes, I want it to encourage weaving spells and attacks on their turns rather than doing both on the same turn (with their relevant spell->attack or attack->spell options)
Overall, I would suggest a Cantrip replacement at 5th level and maybe a few levels later smth akin to this.
That is correct, with wording from the Book of Exalted Deeds
They've done it with like 3 subs atp, Cantrip replacement is fine
Leveled spell replacements are what'd be too much
I think maybe you misread the ability? It doesn't let you cast spells in place of attacks
when you attack, it boosts your next spell. when you spell, it boosts your next attack, is the idea at least
Oh ik, I mean as an alternative, because honestly its probably better as a seperate feature at 6th. It's quite potent, but if you have space, I think it could be right at home at 6th
I don’t think it’s too too powerful to make it so the spell upcasts by a single level since for damaging spells is just 1 extra damage dice usually.
Some spells though it becomes extra targets which might be a bit too powerful at early levels?
5th level is when half casters gain 2nd level spells, and I did include Hold Person in the spell list. That is a good point
Also, you'll wanna word the upcast as "When you cast a spell until the end of your next turn, you can cast that spell as if it were one level higher". That's just what's standard tho
See above, took the wording straight from existing 5e text from the Book of Exalted Deeds
Can I ask which part? I’m not seeing the specific section
"**Enlightened Magic. **Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher."
Hmm. Sorcerer twin spell reads as "the effective spell level is 1 level higher". It's quite varied now that I'm looking.
Theres also a sub that words it as I suggested (That im looking for lol) So ig just pick whatever sounds cleanest.
About to join a game using Somanyrobot's Agitator rogue subclass
It looks balanced to me, enemy of the people might be too strong by letting you just get free sneak attack if you spend a bonus action but I dunno if it's any different from using your bonus action to hide and then attack
https://homebrewery.naturalcrit.com/share/ByWgB0e4OG
This is the current framework, I feel like it's in a very solid rough draft state, just always looking to polish it
(Replying for later bc I gtg)
Has anyone tried doing evolving weapons/trinkets that grow and change as the campaign progresses?
Yes, Crit Role calls em vestiges of divergences, and they were a thing in 4e
They are good idea
Stream of Life
Level 1 Necromancy
Casting Time: Action or Ritual
Range: Touch
Componenets: V, S, M (a vial of your blood)
Duration: Until dispelled
You touch a willing creature. At the start of each of your turns, you take 1d4 necrotic damage, which can't be reduced in any way, and the target gains Hit Points equal to the damage you take. The spell ends if you take a Magic action to dismiss it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
opinion on what level to make this?
it's fairly weak but the lack of concentration makes me want to make it higher level
i dunno
ty, will look into it
this kills the caster lul
i mean yea thats the main downside
but you can dispell it
oh wait
do i need to mention that
yea
this is my expectation for a spell that kills the caster #homebrew message
oh you mean that literally
transferring HP idk I guess level 1
oh ok
oh wait i wasn't gonna make this temporary
thats why you are probably making it low, that was a typo
i just copied that line from another spell for the purpose of formatting and forgot to change it
is it level 2 now do you think?
or is it still too weak
I'd use life transference as the comparison
ah
maybe I will make it just level 1 then
which can't be reduced in any way
also coping this line from that
i completely forgot that spell existed, thanks
oh and I'mma make it upcast
done
hmm would it be weird to have the upcast part scale a flat amount?
like
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2 for each slot level above 1st.
ehh
lil weird
yea
For those wanting to make Cursed Items with the intent of the party to contantly deal with it rather than chuck it into the nearest ravine, allow me to say this:
If my DM watches one piece or plays literally any roguelike, and they tell me an item is cursed,
I'm picking that john up cuz i KNOW they understand how to make a bonus worth the trade-off
If it cant be reduced in any way whats the point on damage types?
ask Life Transference
i can remove it if you want
but I just thought I'd follow what similar official spells do
https://www.dndbeyond.com/subclasses/2751089-way-of-the-devil heres my blind monk subclass, ive made a few updates to it (buffs mostly), lmk if if theres something else that should be changed
another Metamagic idea.
Strenuous Spell
Cost: 2 Sorcery Points
When you cast a spell that requires concentration, you may spend 2 sorcery points to prevent the loss of Concentration due to the casting of the spell. At the beginning of your next turn, you lose Concentration on the affected spell if it is different from a spell you are currently concentrating on.
While you are concentrating on multiple effects, you have disadvantage on Concentration checks, and failing a Concentration check loses Concentration on all effects.
opinions? this is a very touchy area balance wise, and so I hope this is good
Im trying to find more varied abilities for monsters called brace actions where they declare a brace action at the end of their turn and execute it at start of their next one, to make it function similarly to ff14 boss mechanics. I took the idea from a youtuber but i forgot their channel name, might be pointy hat guy tho
Any ideas for some abilities to replicate some existing ones?
Examples
Stack marker. A target will be marked and at the start of the bosses turn it will throw an Aoe was the damage will be divided across every creature in that said Aoe.
you could look into lair actions if you've not already, some of those may work as ideas for your brace actions
Made a quick mockup of a Monk subclass that I threw together earlier tonight.
Warrior of the Light
Level 3: Lightweaving
Through your training you have learned magical techniques that allow you to bend the light around you. You can cast the following spells by spending the appropriate number of Focus Points as part of the spells casting.
Wisdom is your spellcasting ability for these spells.
**Spell** **Focus Cost**
Dancing Lights 0
Color Spray 1
Disguise Self 1
Faerie Fire 1
Level 6: Dazzling Strikes
Whenever you hit with your Unarmed Strike, you can cause it to deal Radiant damage rather than its normal damage type. Once on each of your turns, when you deal Radiant damage with an Unarmed Strike, you can also force the target to make a Constitution saving throw. On a failed save, the target has the Blinded condition until the start of your next turn.
Level 6: Improved Lightweaving
The following spells are added to your Lightweaving feature.
**Spell** **Focus Cost**
Darkness 2
Major Image 2
Daylight 3
Level 11: Sun Shield
You become wreathed in a luminous, magical aura. You shed Bright Light in a 10-foot Emanation and Dim Light for an additional 10 feet. While this light is active you have Resistance to Radiant damage and any creature of your choice that ends its turn in the light takes Radiant damage equal to your Wisdom modifier.
You can extinguish or restore the light as a bonus action.
Level 11: Lightweaver Adept
The following spells are added to your Lightweaving feature.
**Spell** **Focus Cost**
Wall of Light 4
Mislead 5
Sunbeam 5
Level 17: Master Lightweaver
The following spells are added to your Lightweaving feature.
In addition, when you cast a Lightweaving spell, you can spend 1 additional Focus Point to cast it without any Verbal, Somatic, or Material components.
**Spell** **Focus Cost**
Greater Invisibility 6
Maddening Darkness 7
Sunburst 7
so just a casting monk
eh, kinda boring, most people would rather a 3rd caster monk with features that arent just new spells imo
Yeah nah, I don't want another pile of mediocrity like EK or Arcane Trickster.
i feel like level 3 needs another feature that isnt casting spells though
I do like a lot of the other stuff though
hmm level 17 also needs something else I think
IDK i feel like being able to cast 8th level spells with no risk of counterspell is already hella strong for a capstone on an already solid base class.
Though I was considering a second level 3 ability though I was drawing a blank on what it could be. If anything I would just add the new Starry Wisp cantrip as a ranged damage option with the added benefit of being a baby Faeire fire.
they arent that bad, hell they are pretty good thanks to 2024
caster monk has been done many times, ive made one, most people i know have, its common in homebrew
its more just, this seems like casting monk with limited spell selection, so its boring in terms of having no choice and being limited to only being a casting sub, at least both EK and AT had stuff to do with weapons thoughtout their subs (EK more but idea holds true)
Yeah but at that point the subclass loses the identity it has in favor of being "Eldritch Knight but I punch good". I made the subclass based around one of my old OCs named, you guessed it, Lightweaver, who's entire deal is being an android who is quite good at hand to hand combat and can bend light. Making it a generic half caster defeats the purpose of why I made the subclass in the first place.
Hopefully that makes sense. I can totally see where you're coming from but this was a deliberate choice when I was creating the subclass.
you can make it alot different to EK lol
give it a different list, do stuff with spells and Focus, weave (pun intended) your fists and casting into one
post a subclass publicly and your going to get stranger's opinions on it, thats da rules, im just sharing my stuff about it
No need to be rude about it though.
i didnt mean to be, sorry about that, im kinda just critical about stuff lol
See the problem with that is the fact that I made this first and foremost for me. The spells as well as the other abilities were hand picked to evoke a character fantasy that I wanted to convey. I only posted it here because I thought "what the heck, some other people might like the concept, might as well send it out there."
Hell it can easily be adapted into a version of the old 4 elements monk by switching out the spells as well as the damage type dealt by the level 6 and 11 features. Or hell a Necromancer monk because that would be cool as hell.
statblock for a creature that acts as a living bag of holding, and could potentially be tamed and used as an adventurer's pet
I am trying my hand at creating my own half homebrew to convince my friends to finally play D&D.
WHY IS THIS SO HARD???
The only way I got them to say yes is if I could put an anime spin on it. because that's something we're all into, which I'm aware won't really make it D&D anymore but whatever.
I'm just generally ranting, but if anyone has any major tips, PLEASE send them my way... in the trenches rn
I mean anime is a broad genre like, what anime do they want it to be?
If studio gibli style game is more your vibe you can play Obojima setting
What do they want from anime to be added to dnd?
How does everybody feel about a point system where a character class builds points during combat to expend for spells and to apply special effects to attacks and such? Rather than having spell slots or superiority die?
Like sp in octopath?
Im not sure what octopath is
Nvm
Depends how much points per turn or round a PC generates and what are the cost of some features
Like also how would casting spells out of combat even work?
Generate 1 point per successful attack, and then spells are probably 1 point per level, and anytime they spend points they do not generate points. And then other effects could be to add +1 to attack roll by spending a point, or 3 points to give advantage
The class is all about they love battle and thats where they feel alive
Bladesinger wizard becoming the greatest class once again wohoo
I feel like it needs a lot of work to make it work
Cause you could potentially have combats where a wizard will never cast 5th level spells or above ever
In the end it will feel hella slow to play the game
Well thats the thing, they aren't a wizard. Its a homebrew class where my player is playing as a dungeon monster
So they are equally a physical fighter as well as casting spells
Ohhhh
Its class mb I thought you wanted to revised how combat worked entirely
Yeah warrior of attrition class sounds cool
Ohhh no, just for that character class specifically! I wanted to ask in here to see what thoughts people had about it and such
I want to make homebrew but idk what.
The class for a player character. Since they are a dungeon monster, their "class" is determined by what monster they pick
This is for DnD?
I think you’ll have to write a full draft of the class so it all makes sense
Good luck to you. Classes are hard to make
Literally the hardest thing to homebrew
I haven't gotten that far, its brainstorming mostly at the moment
But I know I do not want a static stat block that never changes. So itll have to be a class designed around whatever dungeon monsters my players choose
Is this supposed to be like a general chat?
This is a chat for specifically discussing homebrew mechanics
Ok where do us new players refer to?
I’m confused what you mean?
Oh I see
So this is a “monster” class
My players are the dungeon monsters, I want to provide them with growth character development. So using a stat block for them is less than fun. I want them to have the same things that a regular class offers, but focused solely on the monsters abilities and nature
Pretty sure theres a 3rd party book for it
I know it exists but lowkey forgot the name
There might be, but im too poor for that 😅
You know what you gotta do
Feet pics
Ideally you could probably just have them play as Druids and then give them access to monsters statblocks. Or make a specific Druid subclass that lets them become monsters
But thats just playing a druid
Druid is fun
Yeah but every person at the table playing druid?
My friends are also poor lol if I didnt have to just spend $5800 fixing my truck id find the book you mentioned and just buy it myself
I have an idea to give my players unique powers/abilities as they will progress. I was thinking of giving my celestial warlock/paladin player an ability to resurrect himself but I am wondering how could I balance it
maybe only once every other long rest?
…
I did not need to know that my guy
Ill leave that up to you, im sure you can home brew something
Well now you know! Lol but if i come up with anything concrete ill consult this chat again and see what people think 🤷
Should every person play this homebrew class too?
I’m just saying, subclasses are a lot easier to design than full classes
No each player is playing a different dungeon monster with its own class. Ill figure it out im sure
Yeah that might be a bit complicated.
What if… have them pick existing classes/subclasses and do either one of two things.
Either…
A. Flavor the existing classes as monsters they have in mind and have the class features represent monsters of their choice
B. Give them each a special ability to transform into these dungeon monsters at will along side their main class and you can have the monster forms be unique to them
Classes are very difficult to design in DnD and you are talking about writing a bunch of unique classes
Besides, my favorite hobby is biting off way more than I can chew and struggling the whole time trying to figure it out lol
And they dont have to be super balanced or refined, as long as the players have fun
Valid. Goodluck to you then
Just sent you something in a DM
Hey, how high level should a player be before I let them summon an Intellect Devourer? Like, once per LR?
Or is it too abusable in a player's hands?
Would anyone be willing to step to the side and help me REmake my character? I dont think i was too far off but the DM i HAD helped and then has gone AWOL for a while so im dialing it in and making sure I didnt get anything wrong. Im trying to make a Luxadon Barbarian Tank
best ask in #character-discussion
So a few friends and I are making an Elden Ring Souls Styled roleplay system and we quickly realized this is quite hard since in the game itself enemies don't use player stats. It'd probably be wise to base it a bit off of DnD but the enemy scaling is the main issue
... dnd monsters dont use player stats (and really shouldnt) either
I mean not exactly but dnd monsters still have some stats similarly to players
That is a good point though
They use statblocks not player sheets.
I think there are some RPG that are already based on the souls games, are you sure you need to make your own?
Same general ability scores yes. But their “attacks” and such are tied to features on their statblocks rather than equipment and classes
Isn’t there an official dark souls ttrpg?
It's not as much an rpg and more so just a roleplay group. But if one exists I'll check it out for stuff.
probably
If only they did 
💀
Would make humanoid NPCs a lot easier, but i prefer the freedom of monster creation as is
There's also quite a few details in player sheets that aren't too necessary for monsters or humanoid NPCs.
Also they'd be too squishy if they used player sheets, lol.
yeah, characters are glass cannons compared to monsters
I should have clarified I mostly meant for PC-like monsters, ya.
Close enough, welcome back Goku
Jokes aside, the feature manipulating light is interesting. I also agree with Omegon that it needs another minor 3rd level feature
I’m considering something like “Searing Light “ which would be the Starry Wisp cantrip but you can cast it as a Bonus action Wisdom mod per Short or Long Rest
Or maybe no Wis per restriction. I’ll have to sit on it for a bit
Maybe have it unrelated to the stat modifier
Have more like a lvl cap with PB/short rest
Since they get a lot of stuff back per short rest
You could also probably do (wisdom mod) free uses per Long rest and then have it cost Ki after that
Like that more
Does anyone wanna hear my binding vow/CSM contract system
Sure.
Contract system
A contract is a binding between beings that force rules on one another. A contract can range from lending a significant power boost to sending an enemy to hell. Contracts can be made by anyone but requires immense skill and knowledge about it. here are some suggested rules for the system.
Sacrifices:
Some deals might require a sacrifice it can be a willing participant, a body part, belongings, powers or memories.
But you can make a sacrifice with unwilling participants. But they must have at one of these requirements.
Blood relative, the caster “owning” them or the participant being weaker then the caster for example. (These rules are optional)
Templates for deals:
To make home brewing easier I have constructed templates/examples for deals.
One time contract: these might be the that one of the beings gain a magic item from the other. Or a single use ability (like a spell scrolls). Per example a contract with let’s say orcus or the hell devil might let you send an amount of people to hell.
Combined forces: the classic hybrid contract. They gain a transformation that requires a trigger (BA) often mixing aspects of who they made a deal with. This gives them a significant power boost witch involves
Temp hp, regeneration and other boosts fitting for the contract like for example a deal with a centaur might
Hold on a lot of text
give increased movement speed. On top of this they also gain at least one special ability for example: the bomb devil might have two bomb dash and bomb strike or orcus might have summon undead and hellish empowerment. (These abilities should be created by the dm but players can give suggestions)
Loans: a contract you can repetitively make to gain a boost or ability. An example would be the fox devil in chainsaw man. Letting you sacrifice a body part for letting its head tear the enemy.
Passive deals: these are deals that let you gain a passive benefit. Per example the god of futures might let you see snippets of the future for blueing you vision of the present. That could for example give adv on initiative and dis adv on perception
Deals can as said be made by anyone including mortals, celestials, undead, fiends, aberrations, monsters and so on.
But the lower the wis or int of the one lending the power the less complex it’ll be.
Hybrid templet
First choose number of abilities often go with a range of 1-5 depending on strength of the contract.
Examples are mobility, utility, damage, passives and buffs/debuffs.
Hybrids also gain passive healing give them PB x die of choice often d4, d6 or d8 more can break the game. Also give them at the start of the transformation PB x lvl temp hp.
Example of contract
(Number of moves 3)
Beholder hybrid
1 (damage) activate a eye beam roll a d4 for the beam chosen 1 teletcic ray 2 charming ray 3 disingration ray 4 confusesion ray
(Dc and damage die shouldn’t be taken from the stat block)
2 big eye (debuff) activate anti magic field
3 (movement) upon activation the user starts hovering and gain a fly speed of their orginal plus 10 ft
(After the user might suffer an lvl of exhaustion or fall unconscious)
Template for one time contact
These are a little tricky so I’ve made two versions
For item: you can make your own custom magic item. but if not it’s recommended for contracts like these to have the item be rare or higher. Since if it’s not a quest they do it’ll be sad to get an uncommon item for your arm.
One time use move: these can’t be a quest. It has to have a sacrifice. Often it’ll be steep like offering up hp permanently or losing someone. And the move should reflect the price. Like as said sending them permanently to a new plane. Other options could be one casting of a spell should be 6 or higher and slightly buffed.
Template for loans
Example one: if we take inspiration from kon in CSM we can get for example the summing of a part of the contract make for one attack/spell.
Example two: it can also be things like dios the world or an environmental attack. for example putting up a giant ball of fire that destroys anything.
The price should be high but not deadly and let it reflect the ability in power.
Template for passives
These can be made with yourself functions like a binding vow at some times
Example 1: let’s take inspiration from future devil in CSM maybe you get advantage on initive and can’t be surprised, but you get a minus 5 in perception.
example 2: maybe something like “every turn I stand still I get +10 ft of movement next turn but can’t move after for an turn or you get an fly speed. These should be more like conditions needed to be met than prices to pay.
And that’s it
holy wall of text upcasted to 9th
🙏
But please give suggestions if possible
there is a lot going on here.
is this a feat, subclass or something for your campaign?
Im thinking you’ll get contract papers or sum as an magic item then an feat that lets them make these restrictions on themselves and an npc they can contact or the diety/fiend will appear for it to happen
@ancient willow
And they’re pretty much available for everyone
But not everyone can get contracts with anybody and whatnot
Curseweathered
General Feat (Prequisite: Level 4)
You gain the following benefits.
- Ability Score Increase. Increase your Wisdom or Charisma score by 1, up to a maximum of 20.
- Curse Adaptation. When you attune to a cursed item, you can choose to suppress the curse effect of it for the duration of your attunement. You can only suppress one cursed item at a time in this way.
- Curse-spreader. If you are attuned to at least one magic item, and none of them are cursed, one item you are attuned to gains a permanent curse of the DM's choice. You can choose to apply your Curse Adaptation to this item when this happens.
- Entangled Soul. If you are targeted with a Remove Curse spell or similar effect, you must either take 3d8 Radiant damage or lose this feat permanently.
Maybe just add the fact that you can voluntarily end your attunement to cursed items.
and then its set?
I'd honestly be more inclined to make Entangled Soul damage the user of Remove Curse, tbh.
Gotcha
I agree with that.
In that case, I feel like you can definitely streamline some of the contracts, and they'll be a little hard to track.
Sacrifices are interesting mechanically, but I'm not sure how plausible or balanced it would be for D&D.
One time contracts work best as a single-use magic item
Combined forces/Hybrids - that's going to need to be a high level feat and multiple contracts. It sounds a little strong otherwise.
General thing ig for deals - Take a one time penalty that lasts until you finish a Long Rest in exchange for using this ability.
So like, -2 penalty to an ability score (or to Con, if you really want to make it simple) for a spell/some other effect
Or
A -5 penalty to attack rolls if it's to amp the attack's damage or give it effects.
I don't think you should access spells/abilities of a higher level than yours even with contracts persay, but upcasting the ones you have could work.
thank you ill apply that
ye
I think what I’m gonna do is that when you use Flurry of Blows you can replace one attack with a casting of the spell similar to what Mercy Monk can do.
Sheesh
I mean the cantrips scale so that might be a bit much
Is it a 2014 or a 2024 monk subclass, acc
If it's 2024, you can just use it as an action and then flurry before/after, and so I don't feel it's too necessary to replace one of the Flurries with Starry Wisp.
If it's 2014, you might wanna specify that you can flurry before or after with Starry Wisp. Either way, I'd leave it as an action.
- And the cantrip stays fairly in line with the damage of an Unarmed Strike. It only gets slightly higher at level 17. And even then it’s like a 3 damage difference.
what the
I suppose so. If it replaces a Flurry hit than it's chill, just going to be weird.
What's the usage cost?
Just the standard Focus point since for most of Monksufespab it is equal or worse to a unarmed strike
Alr
Atp I'd almost be so bold as to say give it for free with Flurry since you are right about dmg
Nvm yeah have it cost an additional Focus Point 💀
Is this elements monk rework better?
https://www.reddit.com/r/UnearthedArcana/s/AzIUIqy3CO
so, I've got a statblock I've made for a homebrew creature that is essentially a living bag of holding, but I need to actually write up a trait on the statblock to explain that
Living Bag. The bag is a sentient bag of holding.
the extradimensional space doesn't have any defined limit on space, unlike a regular bag of holding, but the creature itself is the one who decides what item comes out
okay, here's my attempt
Living Bag. The hobbler's mouth acts as the entrance to an extradimensional space of undetermined size, allowing the creature to serve as a living Bag of Holding. However, it is only at the hobbler's own will that an item can be removed from the space, requiring that any who wish to make use of it befriend the creature and train it to provide the desired items when asked.
sentient magic items and creatures that look like sentient items are distinct
what are you hoping to get out of this?
this is neither - it is a creature that is simply able to be trained to serve the purpose of a magic item, in a setting where the actual magic item is incredibly rare
it is primarily a creature statblock
ok, so this is a creature first
then I do think what you wrote up makes sense, but I don’t think this type of creature lore generally exists in the stat block itself
you can have this as a separate trait under the stat block
eh?
oh, i see what you mean
what I wrote there isn't really meant to be read as lore, per se
The hobbler's mouth acts as the entrance to an extradimensional space of undetermined size, allowing the creature to serve as a living Bag of Holding. However, it is only at the hobbler's own will that an item can be removed from the space, requiring that any who wish to make use of it befriend the creature and train it to provide the desired items when asked. Once the creature is trained, you may add the following trait to the creature’s stat block.
Living Bag. The creature can choose to place items in an extra-dimensional space that it can control. [details about the extra-dimensional space + exceptions].
...so bag of devouring
no
upgrade if you ask me
if you open this link here you can view the statblock I made for the creature, which imo is far more useful to an adventurer than a standard bag of holding, let alone a bag of devouring
This is interesting, I do like it
ye
living bag of holding that can move around on its own, and also redirect one projectile attack per round by using both its reaction and action
it is cool, I saw that on the sheet.
Faverian’s Magic Painting
Level: Cantrip
Casting Time: Bonus Action
Range: Touch
Duration: Until dispelled
S, M (a piece of paper)
When you cast this spell you press your hand to a piece of paper and whatever you can see is copied as a perfect image on the paper. You may choose the size of the image. You may use this to save an image of a spell you can later copy but you may not use this to copy a spell into your spell book.
Wizard, Bard, Warlock
Does this seem too powerful for a cantrip and did I write the spell text right?
Than 2014, definitely given that the spell list is better and it doesn't rely on ki. Than 2024, definitely not.
You should specify some sort of size limit I think, just because using this on a massive paper meant for a Giant seems a little much for a Cantrip
Otherwise it’s fine?
For the most part, yeah. I might give this spell to Artificer though. I think they could def use this.
I didn’t even think of them
Camera magic item lol
Drain Strength
1st level
Action
Necromancy
Make a ranged spell attack against a creature on a hit deal 2d6 + 2 necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If you cast this spell at 2nd level or higher you may target one additional creature for each level above 1st.
Artificer, Bard, Cleric, Druid, Warlock, Wizard
For this I just thought the shadow’s ability was cool. Should I make it melee or is ranged fine? Also, is the spell level too low?
30 foot range
^
that as a first level is insane
I think this might be good as like
I'd make it Touch ye. At least then Sorcerer could buff it to third level.
And yeah, minimum this should be Third level.
a 3rd level spell
yeah
It's a fairly good 3rd level too
Ye
I'd gatekeep from Wizard tbh
they get enough
Sorcerer, Warlock spell
Make it touch otherwise as is as a 3rd level spell
I can see Cleric
Ehhh, Shadows are Undead
Some Clerics have life/death themes so 🤷♂️
Probably both. This cripples heavyweight monsters no save
Might steal this tbh for my games
real
It's very fun
I can see this being a frightening monster ability too
It is. Copy paste kinda
But I never thought to make a spell lol
I am playing a wizard right now but I might after I play with it if my DM allows it
Welp, that's akward lol
🥀
Also, yeah, but no Undeath stuff?
fair
Life as a cycle usually
I definitely think clerics should have it
Hmmm. Maybe Death Clerics
Xander’s Unbind Shadow
Necromancy
3rd level spell
10 minutes
30 feet
S, M (a black pearl worth at least 50GP)
Duration: 24 hours
You unbind your shadow from your body. For the duration of this spell the target does not cast a shadow. Your shadow acts independently of you and can communicate telepathically with you. The shadow cannot speak but understands any languages you know. Your shadow uses the shadow stat block.
This spell ends early if the shadow is dropped to 0 hit point at which point the shadow reconnects with you. If you leave the plane of existence the shadow is on without the shadow the spell does not end until you return to that plane of existence or the ethereal plane. While left in this way the shadow will continue to fulfill your last command.
When you cast this spell at 4th level or higher you may target one additional creature other than for each level above 3.
Artificer, Bard, Ranger, Warlock, Wizard
Same vein I’m guessing make the level higher?
They have Chill Touch and Toll of the Dead iirc
A stand
Huh?
A) Yes, probably 4th, but they're frail so no higher
MY MAN 🤝
dw about it
Yessir
B) I love the upcast, most Summon spells improve the summon, not make more lol.
Would you mind if I used these spells at my table lol?
Not at all
Do you think they are enough of a glass cannon to stay at 3rd?
Hmmm . . . If you up the component cost significantly and consume it on use.
At least then you can be carrot on sticked by the DM for more
I’ll just make it 4th level then
Dravis’ Greater Magic Missile
4th level Evocation
Casing Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical energy. Each dart hits a creature of your choice that you can see within range. A dart deals 2d6+2 damage of a damage type of your choice to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more dart for each slot level above 4th.
Wizard, Artificer, Sorcerer
Last one for tonight the last spell I made is purely narrative so doesn’t really need any balancing. If it is too powerful I’d like to change the damage instead of the level
what do you think of this feat?
Battle Mage
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
War Ready. You always have the Mage Armor spell Prepared. You can cast Mage Armor when you roll initiative (no action required), without a spell slot or components, and you regain the ability to do so when you finish a Short or Long Rest. The spell's spellcasting ability is the ability increased by this feat.
Eldritch Defense. While under the effects of Mage Armor, you can add your Spellcasting Ability modifier, instead of Dexterity, to your Armor Class.
Tbh maybe buff it 2d8 + 4, and not make it a non upcastable 5th level spell. That'd be kind of a fun caveat. (As of now it does just look like a better scaling Magic Missile, which I RLY don't think we need)
Looks cool
noice
imo, a bit weak
hey gang! is anyone here really damn good at homebrew? or have any super in depth class knowlege or like know any good homebrew classes? I got a kinda hyper specific character idea, and none of what i can find in regular rules really fits my character at all
I just tried home brewing for the first time today, but I’m curious what is the character idea?
hyper specific is kinda hard with somethings sometimes, but shoot and see if somebody has something
i got a buncha weird hyperspecific things i'm trying to nail down for how they work.
-
Cannot use any arcane abilities, it must all be mundane and purely physical
-
An inventor, makes small devices for utility only, and don't directly help in combat
-
Actual attacks put a heavy focus on using multiple rounds of preperation before one singular, extremely high damage is output
-
High emphasis on use of environmental and terrain features
- for any actual damaging attacks, my goal is to have a focus on momentum, movement speed, and using that movement speed for attacks rather than any physical strength
this character is supposed to effectively be a living meteor hammer lmao
Rogue or Beastmaster Ranger, Street Justice feat to pin down enemies either way, Healer feat to be a medic. Burn slots on pet constantly if Ranger.
Sounds like a Rogue to me
i didn't emphasize it much, but the inventor part is the MOST important part of the class
Rogue with a small dip into artificer maybe
So Rogue or Ranger? Expertises and proficiencies so you can craft very well ye.
No magic they said
Yeah, though I guess you could just choose to not use magic
yeah, i can't use any spells for this character
I would go Rogue
And then just be an “inventor”
Get yourself some good tool proficiency and make gadgets
hmmm
yea
May I introduce you to the Craftsman class, by Mage Hand Press? https://magehandpress.com/2025/06/craftsman-base-class-5e2024/
Its an entirelly physical class, based on building weapons and armor trough nonmagical means. Its basically a nonmagical artificer, focused on physical combat (melee or ranged, your choice)
Really like this class
very interesting
and multiclassing it with rogue might be what youre looking for
If you are wanting official material. Thief Rogue gives you a climb speed to navigate environments easily and you get ways to use items and magic items if you want faster in combat
I feel like thief rogue fits your description pretty well
the 2014 version is absolutelly nuts on the "I will make a quad-shotgun that fires 8 times per turn trough a massive spreadsheet work"
the 2024 version is way more tame, focusing on weapon masteries and simplified mechanics, but nevertheless hits the spot
one of my goals is to have some kind of way of build movement speed for combat, and having that directly correlate to damage somehow, which gives me an idea for some homebrew subclass stuff, i'll have to make it myself though since its super hyper specific
Momentum isn’t really a thing in DnD so that would definetly be homebrew
Some creatures get charging attacks or rams that let you run into targets
and like, the idea is i would spend multiple rounds dealing no damage, building up "momentum points" when meeting specific conditions and would eventually spend them all on one singular, devastating attack
maybe a homebrew magic item that lets direct movement increase damage (like the charge feature of a few monsters)
So you can probably steal those features to use
problem is that that can get op FAST
Easy. Take the Charger feat
Movement = damage or knockbak
I did this. On my most recent Ranger Subclass. This is its core feature, for example:
Level 3: Tailwind
For each 10 feet you move in a straight line, you gain 1 Wind Die, which is a d6. You lose any remaining Wind Dice at the start of your next turn.
You can spend Wind Dice to produce the following effects (no action required)
Accelerate. Once per turn, you can spend 1 Wind Die, roll it, and move a number of feet up to 5 times the rolled value in a straight line in a direction of your choice.
Burst. When you hit a creature with a weapon or Unarmed Strike, you can spend and roll 1 or 2 Wind Dice, add them together, and deal Thunder damage to the creature equal to that total.
Blast. When you hit a creature with a weapon or Unarmed Strike, you can spend any number of Wind Dice to push the creature 5 feet away from you, plus 5 feet for each die expended.
you can find it here https://www.gmbinder.com/share/-O7M9oyJma8c7miKbr5-
Plus Dash = moar movement
but its not an inventor
ooh interesting, i might take some notes from that
Oh wow this is very fitting
I forgot about this feat
i dunno if you want feedback but is it intentional that Accelerate gives you Wind Die back?
yes
its a gamble, and can be used only once per turn
oh i didnt read that they go away at the start of your turn
part of the capstone of the subclass is that you get to retain half of them (round down), instead of losing them all
honestly I feel pretty proud of it lol, considering how quickly it was made - a couple of hours in my spare time
gotta feel proud of something at least lmao
hmm... i think i have to homebrew something
Anti-elemental barrier (7)
7th level abjuration
Casting Time: 1 hour
Range/area: 120 feet
Components: V, S, M (A ruby worth at least 100gp, a sapphire worth at least 100gp, a diamond worth at least 100gp, and a rock which the spell consumes.
Duration: 24 hours
An invisible wall is made at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick.
No elemental effect can pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal elemental effects from traveling through the wall.
If you cast this spell in the same place every day for a year it becomes permanent.
Sorcerer, Wizard
This one is more narrative but a player could use it, how is it?
I have a question
Functionally speaking, what separates this from Wall of Force?
Yeah seems too similar to wall of force. Also… if no elemental effects can pass through does that mean no water, wind, earth, fire, electricity can move through it at all? I could make this wall to stop a raging river and such?
I think you can do the same with wall of force
yeah
How does everyone else balance the martial and Spellcaster chasm?
probably with magic resistance for enemies. and magic items for martials.
via time limits
6-8 encounters per adventuring day
true
And if 2014 rules, lots and lots of counterspells
pfft, dont need counterspells to neutralize casters in this channel
true, throw silence or darkness on the casters.
hehehe #homebrew message
That's just counterspell (2014)...isnt it?
is it? uh maybe thats the wrong one
thinking of this one #homebrew message
i made a class
called cost effective
idk hwy its called that dont even have my coin gun which is why its named that
https://www.reddit.com/r/DnDHomebrew/comments/1rlgjnf/snow_beards_dwarf_subrace/
This is a link to a homebrew dwarf subrace i made. How does it look?
so i was planning on making a homebrew potion ,,demon blood" that literally is made from demon blood, BUT it will enhance and have a negative effect on user. any ideas, because i can't think of anything
An item that can be worn and grants the user the ability to experience the world in 200% speed.
Name of the Item: Waist of Time (it's an enchanted corset)
So they would constantly be under the effects of the Slow spell I'd assume?
If that's what the Slow Spell does then yeah
Would make an awesome training Gadget I guess;
Or lessen the total pain on Surgery - or other creative use cases
As per the Slow spell:
"An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly."
That's the sort of penalty I assume moving at effectively half the speed of everything else would confer.
Ah, the Waist of Time would not make your Body slower but your perception;
If your reaction speed can handle it, your Body doesn't even need to be slowed down at all
Oh. I mean that seems like its just a cursed item. Not sure what the mechanics of that would be though.
It like affects DEX and INT combined/simultaneously
Todo from JJK for example would have close to no nerf from this item in most cases since his Brain has insane processing speed
what are some of the best homebrew paladin or artificer subclasses that you know?
I feel like something like "Attack rolls against you have Advantage and you have Disadvantage on attack rolls, Wisdom (Perception) checks, and Dexterity saving throws." would be appropriate.
Nice base but I feel like this should only be a chance for these downsides to apply based on how many Points your INT is below 20
Why Int. Wisdom is what is used for Perception so it should be Wisdom.
INT is like processing power/speed
INT => Chance for downsides to happen
Downsides => Attacks, DEX, WIS (Perception)
what would u say is the basic structure for a race? (2014/5e)
i think the best way to make something like this is similler for the equipment you start with for your class
for example:
- +3 to ability score
- (a) skill proficiency or (b) darkvison
and so on
It only stops elemental effect. Nothing else, you can walk through it.
I do doubt a player would take this. It is meant as something I can put in my world I thought making it a spell could be interesting
Curious to hear feedback on a spell idea
(Level 3 - Enchantment) System Shock
Casting time: 1 Action
Range: 60ft
Duration: 1 minute
S, M - A quartz bead
A creature of your choice that you can see within range makes a constitution saving throw.
On a fail, the creature suffers a -4 penalty to all ability checks, any non-proficient ability checks and saving throws suffer disadvantage. At the end of each of the creature’s turns, it can make another constitution saving throw, ending the spell on a success. Additional saving throws to end this spell are unaffected by the disadvantage imposed when failing the initial saving throw of the spell.
When the spell ends, the creature affected must succeed an intelligence saving throw, taking 2d6 lightning and 2d6 psychic damage for each round the spell was in effect. The creature takes half damage on success.
On a success, the creature must succeed an intelligence saving throw, taking 2d6 lightning and 2d6 psychic damage. The creature takes half damage on success. The spell then ends with no other affects.
I’d suggest putting the damage with the other effect so if you fail the con save each round you take the lightning and psychic damage. It’s a bit confusing as is
i have an idea for a feat that is quite strange.
i call it "vow of poverty". What it does is that it makes it so you cant wear armor, cant use martial weapons, cant use magic items, cant own a home and cant have more than 10 gold on your person at a time. In exchange you get several benefits to make fighting without armor or good weapons more possible.
how powerful would those benefits have to be?
So you’re a monk?
not really, not all characters without armor are monks
ah that kind of monk, yeah its based on that
Vow of poverty
You have sworn a vow of poverty, giving you both benefits and limitations. You gain the following traits:
benefits
- when not wearing armor, your unarmored defense is 13+constitution modifier (unless your unarmored AC is higher). You can use a shield and still gain this benefit
- all your ability scores are increased by 2
- the damage dice you deal with simple weapons and unarmored strikes increases by 1 stage (so clubs deal 1D6, greatclubs deal 1D10, etc)
downsides
- you cannot wear any armor (you can still use a shield)
- you cant own a home
- you cant carry more than 10 gold on your person at a time. Any additional gold you gain must be given to the poor as soon as possible
- you cannot use magic items or martial weapons
its a cool concept but mechanically is just so not fun
not being able to use any magic items or have any money will just be frustrating, especially as a paladin who arguably has the most benefit from magic items in the game
yeah fair
...yeah that is just far too limiting
imagine being a paladin and only being allowed to use mundane simple weapons
Yo peop. May I request an opinion on this?
Vingnisdritil
Requirement: Two allies. Thrower must be at least one size larger than Projectile.
Action economy: Both users use their actions.
Checks:
- Launch: Thrower makes an Athletics check (DC based on target distance).
- Flight: Check from projectile to align.
- Hit: Bonus action allowed. Roll check for the thrown to make an attack.
Damage: 1d6×(Speed/10)+(Thrower Str+Projectile Str) || If check is successfull, add attack damage.
- Standing: Projectile remains standing on a successful Athletics landing.
- Topple: Target must pass a STR Save or be knocked Prone.
Bonus:
Vingnir's acknowledgement
Trigger: 5 successful maneuvers.
Effect: Lightning infuses the weapon (next hit deals extra Lightning damage).
Note: Wielder is Immune to this infusion; the weapon is the conduit.
I mean Monks don’t really need much
+2 in all ability scores will make multiclassing much easier
a monk could perhaps get away with the above vow, but let's be honest, even monks still need magic items
the magic item thing is the biggest problem here imo
and if this is the level 3 feature, you can go 17 Monk and just have your Monk die be 1 tier higher
you still have access to daggers and Smite as well as Nick
okay, here's a question - is it just doing too much to give a creature both pack tactics and a multiattack where the first attack has a chance of knocking the target prone?
at what CR?
thus far undetermined
Feat idea
Magical weapon wielder
While attuned to a magic weapon and while using it you gain
+1 crit range (if you were roll a 19 instead of a 20 it would count as a critical, stacks with other sources of crit range improvements)
On a natural 20 gain another attack, this attack cannot trigger this feature even if it lands a nat 20
if you increase the CR, you can definitely have an upgraded fire wolf
with another different attack that doesn’t knock prone and your multiattack is one of each
too strong
The requirement are 20+ in dex or strength and be level 8+
still too strong compared to other feats
it could work as an Epic Boon if you fix the extra attack part
but at that point just remove the magic item requirement
it isn’t really doing anything anyway
Probably
my idea is a multiattack, with a bite that hits for 2d4+4 piercing plus 2d4 necrotic, and then two claw attacks that hit for 2d8+4 slashing
Also how could i fix the extra attack part?
currently, a level 20 Fighter can make 16 attacks using this and Action Surge
once per turn
...yeah that's way too much
there are a bunch of builds that run triple die to hit
Ive run one of them once
and Champion Fighter is critting on basically all their attacks at that point
the nat 20s they are getting are also increased
because they get an additional reroll over that if they want to use it
The extra attack feature only triggers on a 20 not crits
I said nat 20
a single extra attack is extremely powerful
being on a nat 20 makes it less threatening, but it still has to be a once per turn thing
there are builds that can generate a lot of Heroic Inspiration
My games dont have heroic inspiration even if given by a racial feature
if you and 1 ally have Tireless Reveler, you can reroll your attacks 12 times in that turn
That is?
you gotta replace it with something then because a bunch of things in the game give Heroic Inspiration
Yeah i do that with an alternative inspiration type system
when an ally uses Heroic Inspiration, you can recharge yours up to PB times per SR
and Champion charges their Heroic Inspiration at the beginning of their turn
you can get 4 rolls per attack, usually it’s not worth it because you’re not fishing for nat20s
but if a nat20 is giving me an extra attack, I’m fishing for it with all my resources
because 16 attacks with a magic weapon against any monster is going to put a huge dent
okay, this here is a statblock I've made for an undead that basically serves as a hunting dog for evil necromancers. very likely, the statblock needs more work
I could probably drop Pack Tactics, if I'm being honest with myself
As said before my inspiration system is different that isnt just letting you reroll a roll
Homebrew weapon:
Spherical Katana (epic)
- The katana has the ability to outweigh any user, enhancing their balance. Always adds PB to hit with the katana
- The katana can shapeshift to different melee weapon types. Doing so can be achieved at a long rest. Wielder must spend 30 gm if the size of the weapon is going to increase (once per increase)
-If the katana is shapeshifted to a weapon one is proficient in, the addition of PB to hit with the shapeshifted weapon increases by +2 at levels 1-8, +3 at levels 9-14, +4 at levels 15-20
-If the blade of the katana (in any form) collides with oxygen, it outputs dim purple light in range of 90ft
-damage with the weapon is calculated according to the damage of the shapeshifted form
Please give me feedback on balancing this weapon! I don’t intend on taking it outside my level 1-9 campaign, but i want to know how well i did nonetheless
Ping me if lore context is needed
it looks like a powerful weapon. Is this for D&D? Pathfinder? something else?
how weird would it be to have a creature that lives in a volcanic region but deals cold damage
dnd 5e
How else would they survive in a hot place?
it’s supposed to be the reward for a 2-shot part of the campaign
Its like a snake. They are cold blooded but need warmth from other sources
i was more going with a very big lizard, but yes, cold blooded reptile
was gonna have it be like a gecko the size of a boar, with a very fat tail, and it can squirt out two different liquids from a number of glands in its tail. when mixing, these liquids create an endothermic reaction which absorbs heat, thereby cooling down whatever the liquids touch
You could also have it be where they absorb the heat from creatures, thus making the creature colder and dealing cold damage
Well, that's fun, LOL
just finished the ogre statblock for my homebrew setting
https://homebrewery.naturalcrit.com/share/910DlVMztU1X
i mean
why not just use a Yeti?
because this is my own setting which was not originally designed with D&D in mind at all, and therefore does not use the official monster manual, but just happens to have some creatures that share names and certain characteristics with those that are present in the monster manual
for example, my setting's trolls are beasts, not giants
does not use the official monster manual but has stat blocks that follow core D&D rules and the format set by the MM
seems a bit pedantic
if you want lore changes or reworks then those are yours to implement
I'm attempting to translate a setting that was not made with D&D mind into D&D for the purpose of playing a campaign in the setting
Give me your thoughts on this home brew
Long Reaper Sickle
- Damage: 1d10 slashing + 1d10 Rite damage
- Properties: 10 ft reach, 5–6 lbs
- Hook: Bonus action to attempt trip or grapple (target must succeed on STR save)
- Cleaving: After reducing a creature to 0 HP, attack another creature in range
idk what rite damage is im not going to question that
free long ranged grappled on bonus action is extremely strong (i assume this is a low level item)
also it's an item you have to specify what the STR save will be against
I know this depends on many factors, but I’d like some general guidance.
What would be the estimated CR for an NPC statblock that represents a 5th-level full spellcaster?
This NPC is meant to be a generic enemy, essentially a mercenary wizard or sorcerer working for a criminal organization. Think of it as something roughly comparable to a level 5 player.
For NPC spellcasters, I prefer the classic prepared spell list format rather than the newer style like “1/day each” or “2/day each.” However, instead of damage cantrips I’m planning to give them Arcane Burst as their basic attack becuase is easy for me.
Given that design, would CR 5 be a reasonable estimate for these enemies?
Specifically:
- a wizard variant focused on control spells, and0
- a sorcerer variant focused on damage,
both with a maximum spell slot of 3rd level (two slots).
DnD isnt a pvp centric game and since what you are trying to do is technically considered pvp the balance goes out the window
on one hand a 5th level spellcaster wont have the health or survivability to take on a party of 4 level 2 characters even
on the other hand, a single fireball with a failed save could delete that entire party
NPCs and monsters do not use, and should not use, player stats
its not wat I mean
I just said "like a lvl 5 full caster character" for spell slots count
And as I said later, its not a boss 1vs5.
Its just A "regular" enemy. Like Mage NPC but I want to create myself and focus on CC and the other variant in DMG
IDK the Rules to create Spellcasters Monster cause even if I stick to the CR chart from 2014, how can I know how powerfull a Spellcaster with just 20dmg per round but 3 cast of Hold person but DC 14 is?
pick an existing enemy stat block you like and swap out the spells you dislike for other spells of the same level that you want to use
the 2014 DMG has a table
There is an evil Mage stat block of CR 1 that is a 4th level spellcaster (from LMoP), and there are 5th level spell casters that are CR 2 and CR3
So somewhere in between
for spellcasters?
I know the table but said nothing about spells I think
For calculating monster CR. Spells are included if they can deal more damage than the other monster's attacks and actions
If your mage can cast fireball, you use fireball as part of the DPR if its more or equal to its multiattack and etc
i would say spellcasting is one of those things where personal experience is better for balancing
even more so than an official wotc table
eh
the table doesnt account for utility
Stuff like shield, counterspell, hold person or fly goes a long way in combat
Does anyone know of a chef class homebrew? Or a homebree compendium of cooking mecanics?
you ask that in the women s day for a reason?
So I’m planning to run a GrimDark D&D campaign set in Minecraft because I’m crazy XD
I was wondering if anyone has any ideas for how some mechanics can be translated into D&D
redstone could become more magical and iron golems could be made by it
true, but im wavering between keepin it vanilla or adding some concepts from MC Dungeons. Keepin it vanilla seems to be the best way to limit the scope XD
kk
like i dont even know if I should have the magic classes in campaign since magic is only seen through enchants and potions
that means i may need to figure out what the other stats that use magic can be used for
Oh my god, no! I'm sorry... I've just been obsessed with the idea of making a halfling chef for a few days now... but I couldn't find anything that fit and decided to ask here. Sorry if it seemed like I meant to say something wrong
@stuck raptor I have a quick question about your Oath of Might Paladin that my player is using.
First off, thabks again for recommending it and building it. He's loving it.
So, for the "Giant Stature" where the spectral giant enshrouds the paladin, does this line also apply to the Paladin:
"Creatures of your choice within reach have half cover"
Or is this solely a buff the Paladin can apply to allies, and not also themself
it was a joke
dont worry I msorry too hahaha
My friend who speaks English said, sorry haha, not fluent here and its dificult to cach irony
you are a creature within your reach
@stuck raptor this is how I understood it, but I just wanted to make sure
Thanks again
I've actually had an MC Dungeons campaign on the back burner myself
Oh any advice for mechanics and mob stats?
I have like, a list on paper if I can find it later for you. There's some surprisingly easy conversions lol.
Class wise I think magic classes are probably fine as long as they have canon explanations for their magic
MC Dungeons has lots of magic if you go that route (I find it easier than just vanilla style)
True, it’s just trying to figure out if I wanna try and incorporate the magic items from Dungeons or keep it to the MC items from vanilla
Magic items from Dungeons could be rly fun, I didn't get around to converting those yet lol, why I said its on the back burner. Plus certain newer enemies that have recently been introduced like the Warden
I just seems like it will mesh with DnD more because its more freeform with the IP.
(Ironic given regular minecraft is a sandbox)
No doubt, I saw a post where armor pieces had different AC values which could lead to localized AC.
So like headshots = Crits while legs or Boots = movement debuff after a HP threshold
Think the best approach would be to figure out mob stats that aren’t translated from existing Monster stat sheets.
God I gotta decide if I wanna use hunger as a healing mechanic
Tbh there's an easy compromise with that I think, the hunger = healing thing.
Hit Dice
Could spend hunger to get extra hit dice or spend it for a small heal during combat…. I may have to make it where hunger can deplete naturally as well like exhaustion
You could use UA Exhaustion and turn it into Hunger.
Which is 10 levels, with thresholds for debuffs
7 levels of Hunger = no Dash Action, no die added to Jump height
Spend Hunger perhaps to let Hit Dice not be expended when you use them (Durable feat would basically give them Minecraft like healing).
Would fit the GrimDark cosmic horror that I’m trying to build with this idea.
Having multiple Exhaustion methods to juggle might actually fit Minecraft perfectly lol. What is the Cosmic Horror tie in? The End and Nether?
Or smth new? (Warden/Skulk related . . .?)
Have you seen the YouTube video called HIM by Marcus Yu
If so than his videos of MC cosmic Horror is the inspiration
Just saw the Warden one, and ye, seems abt right lol
Maybe add something like a broken script world corruption but I’m on the fence on that until I get the general story outlined
Ah. What level are you thinking? Just so you know the general scope of what homebrew you might need to make and what they'll likely never reach (Like, Legendary magic items are prob not gonna be priority for what'll max be a level 13 party)
Lvl 5 will probably be best, just to make it easier with the new mechanics being added and the fact it’ll be a human only run. Unless I can be convinced otherwise
Tbh a few homebrew races couldn't hurt, or at least flavored regular races. Warforged being a defecting Iron Golem and Autognomes being Copper Golems seems too fitting.
True true but idk how well the dread of cosmic horror would translate when one of the players is something more than human.
It’s a fine line I’ll have to debate about for sure
I mean, smth "more" might be an overstatement. Far Realm in DnD still should absolutely work even with actual superhumans and Dragon-like people
Overall you just gotta pick races that seem like it might not provide a good fallback to horrors beyond comprehension
Piglins being a flavored Orc is another good example
Ugh I don’t even wanna consider nether travel atm XD
Obsidian is only as common as you make it . . . in terms of DND rarity it's actually fairly pricey, so to find somewhere that has what enough for a portal you could totally carrot on stick your players
That is to say you have time lol
And can def control where your players find it
And where they can leave
May not even incorporate it if it doesn’t concern the main story I’ll try crafting
Tbh, that's also a fair point
Who knows, early stages of figuring this out.
MC Dungeons certainly has a lot of items for all th classes. Just translating them will take time and understanding of mechanics XD
god would i even want to incorporate resource gathering.
Hmmm
- Can tie it to the hunger/exhaustion system
- Roll a dice for a random accounter (Mobs, Mob Spawner, Ruin, Etc)
- Resource Amount and Type is determined based off of Tool and its grade
- Then i gotta decide whether it'll deplete the tool or some other thing
Hm. Tying the tool durability/mining bit to a Cosmic Horror campaign might be difficult. Smth is lurking in the shadows, plot is moving, and you're mining? Foraging/Exploring Structures is probably fine tho, you can definitely tinker with Random Encounters and the like too ofc
i want to at least make it feel like the players have to keep moving ahead of something, and every now and then when they believe they've made distance theyll be reminded that its still right next to them
OH I can have a point system for the tools, so each resource gathering 'session' depletes a point. With better tools having more points to spend
If you're set on it, probably gate what you can gather behind Tool Quality and a Check
Diamonds via mining with an Iron probably should be time consuming, and probably not easy even so
yea, each resources would prob have a different encounter table scaling with difficulty
I quickly threw together a Flesh Golem species
Creature Type
You are a Construct.
Size
Your size is Medium (about 4–8 feet tall).
Speed
Your Speed is 30 feet.
Darkvision
You have Darkvision with a range of 60 feet.
Magic Resistance
You have Advantage on saving throws against spells and other magical effects.
Flesh Golem Resilience
You have Resistance to Poison damage. Additionally, whenever you're subjected to Lightning damage, you instead gain a number of Temporary Hit Points equal to the Lightning damage you would've taken.
Languages
You know at least three languages: Common plus two other languages of your choice.
I made a barbarian sub class and want to know if it’s balanced it’s mostly just a re-skinned berserker who uses fist instead of weapons
Punch (action)
D20 + strength modifier [to hit]
2d4 + 1d4* [bludgeoning damage]
Throat punch(action, once per long rest)
D20 + strength modifier [to hit]
2d4 + 1d4* [bludgeoning damage]
contested check between the attacker's Strength and the target's choice of Constitution or Dexterity the attacker wins if the check is higher and causes the target to become silenced until after their next turn
Kick(Action, once per turn)
D20 + strength modifier [to hit]
1d10 + 1d4* [bludgeoning damage]
Flying axe kick (Action+bonus action, once per short rest)
D20 + strength modifier [to hit]
2d10 + 1d4* [bludgeoning damage]
Sweep the legs (action, once per long rest)
D20 + strength modifier [to hit]
1d10 + 1d4* [bludgeoning damage]
contested check between the attacker's Strength (Athletics) and the target's choice of Strength (Athletics) or Dexterity (Acrobatics) the attacker wins if the check is higher and causes the target to fall prone
Head butt (Action, once per short rest)
D20 + strength modifier [to hit]
2d8 + 1d4* [bludgeoning damage]
Both attacker and target roll a constitution saving throw if below 15 for the attacker take damage equal to what is inflicted if below 5 become dazed for 1 turn
Cross block (Action+half movement, one per turn)
Makes user incapable of making any attacks until next turn without ending block increases user Ac by 3 and reduces total damage taken by 5
Quick punch (Bonus Action)
D20 + strength modifier [to hit]
2d4 + 1d4* [bludgeoning damage]
Block (Reaction + once per turn)
+2 to ac for attack you are reacting to
*Tavern brawler
Flow state
Starting when you choose this path at 3rd level, you can go into a flow state when you rage. If you do so, for the duration of your rage you can make a variety of new attacks. When your rage ends, you suffer one level of exhaustion.
Unbroken Focus
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Reckless abandon
At level 10 gain the ability to reduce your Ac to 10 gaining a bonus action for every 5 Ac points reduced rounding down
Why so many attack options? Why not just upgrade unarmed strikes and then flavor the attacks as specific stuff
Unless you are wanting these to basically be maneuvers?
Wouldn’t it get pretty stale if it was just the same punch over and over again because unlike swords or access where you can do pommel strikes, implements, or many other actions you can really only punch with fist? Sorry I’m not that familiar with how to make a homebrew classes. This is my first one.
Unarmed Strikes can be with any part of your body
Advantage against all magic sounds insane
You can definetly find a way to modify your unarmed strikes but I wouldn’t do it like this where you have a unique attack options for every one.
Maybe instead when you land an unarmed strike you can apply one of the effects you wrote to the unarmed strike at the cost of a subclass resource. That would be a lite more simple and not so wordy
You were never limited to just your fists with Unarmed Strikes either
Kicks, heabutts, tail whaps, bites, shoulder tackles, elbows, knees, horns, body spikes, theyre all unarmed strikes
I’m happy to help you if you need some guidance. I’m pretty familiar with homebrewing subclasses
Unarmed strike+ (action)
D20 + strength modifier [to hit]
2d4 + 1d4* [bludgeoning damage]
Throat punch (Focus point)
When you successfully hit a target with unarmed strike there is a contested check between the attacker's Strength and the target's choice of Constitution or Dexterity the attacker wins if the check is higher and causes the target to become silenced until after their next turn
Roundhouse kick (2 Focus points)
Roll an additional 1d10 to add to damage
Sweep the legs (Focus Point)
D20 + strength modifier [to hit]
1d10 + 1d4* [bludgeoning damage]
contested check between the attacker's Strength (Athletics) and the target's choice of Strength (Athletics) or Dexterity (Acrobatics) the attacker wins if the check is higher and causes the target to fall prone
Head butt (Focus point)
Roll an additional 1d8 to damage of unarmed strike
Both attacker and target roll a constitution saving throw if below 15 for the attacker take damage equal to what is inflicted if below 5 become dazed for 1 turn
Cross block (Action+half movement, one per turn)
Makes user incapable of making any attacks until next turn without ending block increases user Ac by 3 and reduces total damage taken by 5
Quick punch (Bonus Action)
D20 + strength modifier [to hit]
2d4 + 1d4* [bludgeoning damage]
Block (Focus point + Reaction)
+5 to ac for attack you are reacting to
*Tavern brawler
Flow state
Starting when you choose this path at 3rd level, you can go into a flow state when you rage. If you do so, for the duration of your rage you gain (1+ str modifier) Focus points. When your rage ends, you suffer one level of exhaustion.
Is this better?
Ehhh…. Try it like this…
“Level 3: TBD Name
Your unarmed strikes are more powerful, when you make an attack with an unarmed strike you deal X bludgeoning damage.
Additionally, you gain a number of TBD points which can be used when you land an unarmed strike to apply special effects to the strike. You gain have a number of these points equal to X. You can select one of the following options per turn to apply:
- Options A
- Option B
- Option C
Oh ok thank you
Too many options here imo. Some of these are already things you can do or are maybe redundant. Just specify in bullet points what the effect is and if there is a check of some kind the target has to pass
You have 7 options here. Pick your 3 favorite or most defining to put at 3rd level. The rest you can give at a later level in the subclass
Level 3: Brawler
Your unarmed strikes are more powerful, when you make an attack with an unarmed strike you deal 2d4 bludgeoning damage.
Additionally, you gain a number of Brawl points which can be used when you land an unarmed strike to apply special effects to the strike. You gain have a number of these points equal to 1 + half of your levels rounded down. You can select one of the following options to apply:
-Roundhouse kick (2 Brawl points)
Roll an additional 1d10 to add to damage
-Sweep the legs (Focus Point)
there is a contested check between the attacker's Strength (Athletics) and the target's choice of Strength (Athletics) or Dexterity (Acrobatics) the attacker wins if the check is higher and causes the target to fall prone
-Head butt (Focus point)
Roll an additional 1d8 to damage of unarmed strike
Both attacker and target roll a constitution saving throw if below 15 for the attacker take damage equal to what is inflicted if below 5 for either become dazed for 1 turn
At level 7 gain blocking techniques
-Block (brawl point + Reaction)
+5 to ac for attack you are reacting to
-Cross block (Action+half movement, one per turn)
Makes user incapable of making any attacks until next turn without ending block increases user Ac by 3 and reduces total damage taken by 5
At level 11 when you land an unarmed strike there an additional special effect that can be applied to the strike
-Throat punch (Focus point)
there is a contested check between the attacker's Strength and the target's choice of Constitution or Dexterity the attacker wins if the check is higher and causes the target to become silenced until after their next turn
Is this better
Immunity in a Subclass has only one precedent, and it's Once per Long Rest for a minute and doesn't also turn the damage into healing, this definitely needs tuning
Maybe Prof. Bon. Per LR?
Even then locking it behind level 3 is a good idea
Sweep the legs: just make this a saving throw the enemy has to roll.
Headbutt: this shouldn’t be doing bad things to the player. Per 2014 Bezerker barb, people REALLY REALLY don’t like debilitating effects. Just make the enemy roll a saving throw to prevent the effect or something.
Level 7:
pick one or the other imo. Either give this class block to basically be a shield spell or cross block. I think Block is better
Level 11: probably fine.
Ah, wait, level 5 was the level Dragonborn got it. (Also the one Snake race that got poison Immunity should prob not be considered to be a good metric lol, it's severely overpowered)
I made some changes to my Flesh Golem species.
Creature Type
You are a Construct.
Size
Your size is Medium (about 4–8 feet tall).
Speed
Your Speed is 30 feet.
Darkvision
You have Darkvision with a range of 60 feet.
Magic Resistance
You have Advantage on Strength, Dexterity, and Constitution saving throws against spells and other magical effects.
Flesh Golem Resilience
You have Resistance to Poison damage.
As a Reaction to being subjected to Lightning damage, you can negate the Lightning damage and gain a number of Temporary Hit Points equal to the Lightning damage you would've taken. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Languages
You know at least three languages: Common plus two other languages of your choice.
@frank leaf @stone vessel ^
Would adding Powerful Build make it too powerful?
i would remove one of the checks for spells
Make it str and con only
And that’s my preference (idk about the balance), but lightning ability should either require a saving throw to add THP (but not to negate damage) OR make it so it doesn’t work if the damage sets the golem to 0 HP or below
I have a hombrew race I've been working on I've always thought that warforged should explode and from that I kinda lost the plot and made and thing I think in my campaign I'm going to come to regret //
Race demon cored
Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Size: Medium.
Speed: 30 feet.
Languages: You can speak, read, and write Common and one other language of your choice.
Constructed Resilience:
Advantage on saving throws against being poisoned and resistance to poison damage.
Immunity to disease.
You don't need to eat, drink, or breathe.
You don't need to sleep and magic can't put you to sleep.
Integrated Protection:
You gain a permanent +1 bonus to Armor Class.
You can only wear armor you are proficient with. Donning or doffing armor takes 1 hour and requires it to be incorporated into your body.
Sentry's Rest:
When you take a long rest, you spend 6 hours in an inactive, motionless state. You appear inert but remain fully conscious and aware of your surroundings.
Specialized Design
You gain proficiency in one skill and one tool of your choice
Effect blood absorption
this the race gets accesses to a blood absorbing ability depending on how much blood falls onto the player this is found out from the damage dealt in combat with melee. blood absorption is calculated bye per 10 points of damage 1d4 of blood may be added to blood gauge and heal 1d4%2 hpm the damage dealt in combat with melee. This increases evert 4 levels bye 1 dice size so level 1 is 1d4 level 4 is 1d6 8 is 1d8 12 is 1d10 extra extra
Blood gauge
your blood gauge cap at lv 1 is 100 and increase bye 10 per level up. If your blood gauge runs out you are immobilized and if left without fuel for more than 2 days they explode dealing 15d4 force damage
Ability blood rushed { free action }
You can burn threw your blood supply by destroying 50 stacks of blood you can get the effects of action surge but you also take player level +1 amount d4 fire damage usable once per day
how to regain blood
blood absorption is calculated bye per 10 points of damage 1d4 of blood may be added to blood gauge and heal 1d4%2 hp
how blood depletion works
per action you lose 1 blood
but during blood rushed it counts as 3
/ if you see any rule holes just ping me a message . I rlly enjoyed working on this and I don't talk often in the discord but i hope sonone likes my demon core inspired
Race
Hello!
I am trying to make every spell [the ones that are atleast possible] be craftable thru a scroll
I think this might be op tho
Like for example, a scroll of clairvoyance can be craftable thru an eye,a root and blood
and stuff like fireball can be craftable thru like extremely hot fire and more things [haven't thought of it yet]
Mankind is dead,
Blood is fuel,
Hell is full.
That is actualy what one of my players is playing v1 . But of course he loves a joke charecter so he made it Mexican v1 called vjuan
I could perchance give you a marksman homebrew item to give them
Marksman revolver,
Firearm(revolver), rare/very rare (im bad with raries), requires attunement
light, ranged (60/240)
you gain a +1 to attack and damage with this weapon
As a bonus action or as an action replacing an attack you make throw a coin into the air,
You may target the coin with a ranged attack, the ac of the coin is 16, if you hit the coin you may make an additional attack originating from the coin with advantage. If this attack hits it deals 1.5x damage rounded down. If you were to crit with this attack instead of dealing double damage you choose an additional creature to get hit with the attack within range
You may have an amount of coins equal to your proficiency modifier per short or long rest
(I made this just now so i have no idea if this is balanced or nah)
No loading property since the gun doesn’t need ammo in game
Thank you
it has a few issues in terms of 5e usability
instead of the 1.5x I would immediately suggest automatically critting, and the other effect could be only on a natural 20
+1 with no loading property is fine, that’s just Repeating Shot
instead of PB/LR coins, you gotta just pick a number of charges
and have that many charges per dawn
I would also suggest removing the option of replacing an attack with this, but instead, remove the AC
straight up you can attack the coin, but your attack roll is compared to the enemy’s AC instead of the coin’s
for the other hit, I would suggest having a separate attack roll
It needs some formatting work to clear up a lot of the wording and mechanical brevity. As examples:
- Blood Absorption is non-specific about the source and target of damage that triggers it. Also I’m not sure what “heal 1d4%2 hpm damage dealt in combat with melee” means (it is also non-specific). From what the ability purely states, it seems that whenever 10 damage is dealt from any source to any target, a Demon-Cored PC adds 1d4 to it’s blood gauge and regains HP equal to 2 times 1d4% of the total damage dealt by melee attacks in all combats every minute with unlimited duration. Since the damage is non-specific I can thwack bunch of stones to regain blood stacks.
- Blood Gauge lacks a radius (and a save) for the explosion.
- Blood Rushed is effectively a free Action Surge since blood stacks are so easily regainable and regaining them gives so much HP.
I’m sure these exploits aren’t your intention but it shows why it needs to be standardized and cleared up to 5e’s design language. Outside of that I think the numbers need to be reworked; Using percentiles outside of mechanics specific to the percentile die is a bit awkward, especially when the formula is 2x(1d4%)/10 every round and where X can change easily.
Well your say twaking stones meaning throwing them so it's not melee so it would trigger would it
You can attack objects since they have suggested HP and AC values
I wasn't expecting this to end up being graded bye a min maxing monster but I can see from your preivous messages that your trying to get everything to a commercial grade I'm just trying things out and second of all I'm pretty new to dnd I may have been in the discord for a while but I've barely been here so my knolage of how to perfect things ain't great and for my final note it's for me and a couple freinds I just wanted to show it if enyone was interested
This is a public forum and you specifically asked to get feedback on any holes in the rules
Oof, try to enhance your calm, friend. That wasn't overly critical. You got a really solid evaluation of how that would need to 'work' in 5x D&D. Nothing personal.
You have a cool, neat concept for a thing. There are some mechanical considerations to get on solid footing so that you don't have a stumble when trying to adjudicate your cool, neat thing during combat. That's all.
Yup it’s not personal nor with a focus on min-maxing. There’s key terminology and limits missing that make the ability overtuned. These common mistakes are something every homebrewer goes through at some point in their journey
If I'm being fair, I think not understanding that % is a likely typo for + is maybe a little side-eyed. 😉 But it is what it is, and many of us have run face-first into those edge cases with mechanics during combat that stop the entire flow of a round or session. I certainly have. >_<
It was planed to be a divide but I could not find divide on the key board
Ah, fair! I'll take that as on me, then. On a keyboard, it's usually represented as the forward slash, or / I believe.
Like it was a fraction.
At least, that is what my ancient 10-key accounting typing skills tell me.
I actually didn’t consider the percent mistake 😅. Yeah that’s how you’d do it, 1d4/2. At that point I’d buff the healing then a tiny bit to Proficiency Bonus / 2 to make it more consistent and scaling
^ That is the thinking of someone that's done this more than once. 😄 I like that.
See I meant it as a difficult thing to pull of so sure you could blood rush but is it worth it
Also im sorry if I sounded annoyed earlier I was just slightly aggravated
There is vulnerability in all of these things. No worries.
My mind also went that it might be possible to bye blood from butchers and such so it's also possible to get blood outside of combat so it's not just solely combat focused
I... might limit it in descriptive text if you have players that're really going to go there that it has to be "fresh" or "from the wound" blood, but I don't tend to run quite with that much... sanguinity in my games.
Thanks for the help
It's why I lurk here 😄 You're welcome.
Took a bit to figure out what wording I wanted, but if I were to reword some of the the abilities, this is how I’d do the first draft:
Blood Absorption. On your turn, if you have reduced a hostile creature to 0 hit points or dealt at least 10 damage with a melee weapon to one, you may regain hit points equal to half your Proficiency Bonus. In addition, your Blood Gauge gains charges by an amount equal to your Proficiency Bonus.
Blood Gauge. You have a Blood Gauge with a charge limit equal to 10 times your level. You regain 10 charges after finishing a Short or Long Rest. At the end of your turn if you have 0 charges you gain the restrained condition. If you are left with 0 charges for 48 consecutive hours your body detonates. Every creature in a 15-ft radius of you must make a Dexterity Saving Throw (DC = 8 + Constitution Modifier + Proficiency Bonus). On a failure, a creature takes 8d6 force damage or half as much on a success. You automatically fail this saving throw.
Blood Rushed. At level 5 you may consume 50 charges of your Blood Gauge to receive the benefits of Action Surge. When you do so, you take fire damage equal to your level. This damage cannot be reduced nor avoided in any way.
I may also suggest another mechanic to help cycle through charges faster:
Blood Expulsion. You may expend charges of your Blood Gauge to protect yourself. When you receive damage, you may reduce the damage taken by 1 per 2 charges expended.
Yo, I'm trying to make stat blocks for pokemons (original, I know). Do you think I should continue the joke of NOT making Charizard a dragon ? My alternatives are beast or elemental.
Make him a beast and then provide an option for him to mega evolve into his X form and become a dragon
So I'm designing vampire style weaknesses for one of my monsters, and I'm unsure if this one is mechanically sound. (For lore context, the panther's roar produces a scent that attracts other animals to them. Wyrms are the only creature that not only isn't attracted by the scent, but is utterly disgusted by it to the point of fleeing from it.)
Panther Scent. If the wyrm smells the scent of a panther's roar, it must succeed of a DC 18 Wisdom saving throw or become frightened. While frightened by this effect, the wyrm must take the Dash action and move away from the source of the odor by the safest available route on each of its turns, unless there is nowhere to move. If the wyrm ends its turn in a location where it can no longer smell the odor, the wyrm can make a Wisdom saving throw. On a successful save, it is no longer frightened.
It's essentially just the fear spell with some minor alterations, but is there a more interesting way to represent the concept?
https://www.gmbinder.com/share/-NjZ1Yq7Ha4ar3zftHQJ
I love this homebrew, but I’d like opinions from others on whether it is balanced before I bring it to my GM.
It’s a half caster, d6 golemancer that makes an awesome creation that has different specialties and abilities, some of which the master can also utilize
A roar is kinda weird imo. Why not just make it Panther Pheromone or something.
e.g. a Panther can choose to be begin emitting a pheromone that just frightens Wyrms.
Depending on what you want to achieve, you could also subtract a 1d4 to their rolls.
Working on making Wild Magic Sorcerer super explosive because lolz, here’s a tiny bit of what I have
level 1-4 wildmagic effect:
65-66; Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
level 17-20 wildmagic effect:
65-66; Up to eight creatures you choose within 120 feet of you take 14d12 lightning damage. All other creatures including yourself take 6d10 lightning damage. All creatures can make a Con save, on a success taking half damage.
Pure electrical super weapon by accident that damages everything and everyone :D
The panther releases the scent when it roars. It attracts other creatures but repels wyrms
60% chance to work 100% of the time.
I wanted to add it into the dragon's statblock as a weakness so that spells that can create scents, such as Prestidigitation, could be utilized by the players to trigger the effect. I might also have panther scent perfumes sold at item shops as a wyrm repellent
I am contemplating reworking the seeker (UA) warlock from 2014 slightly and adapting a version for 2024
However I’m running into trouble deciding whether to 1) retain the starry flavor of the subclass or 2) rework it so that it is one of a couple different options
Thoughts?
So far, changes I’ve decided to go forward with is to rework shielding aurora to have defensive capabilities but use limits and then rework the 10th level feature to uncap uses or give more
If i rewrite it to divorce the starry flavor from the subclass I’ll make a variant of Undying Light built around starry flavor
The star flavor is actually very minimal. Reading it, it literally says that the Star Chain is because of a specific Greyhawk Deity.
To be sure it’s not minimal but subtle. The mechanics are extremely decent for a UA but the flavor is worked subtly into them so you can either go with it or reflavor it and still have solid mechanics
Yeah, so you can def abandon that last bit of the Star Chain if you wanted
True
Also, it already had use limits for the Aurora
Once per Shot Rest.
When I say lean into the starry flavor, I mean granting starry wisp and guidance as part of the ESL and buffing starry wisp at 6th
When I say lean away from the starry flavor then shielding aurora would get refluffed along with other features like astral sequestration
Oh I know. to clarify, I meant giving the feature some defensive capabilities (instead of just damaging your attackers) and reworking the use limits to be more in line with other features like 2024 archfey’s misty step features
Kinda want to build a full class, for the experience of it mostly, but having a hard time thinking up a mechanical niche that isn't already covered
Most of the missing niches among classes are flavor niches
And flavor is...disposable
I'm usually not in favor of buffing a specific spell when creating content, unless you're doing something like letting the player cast it at a bonus action as well.
Take Celestial Warlock, for example. General damage bonus on radiant or fire damage certainly helps the spells the subclass provides, but doesn't lock you into one spell specifically.
Easy
Fully Martial support/control class
General type of thing
"fully martial" is mostly a flavor designation
When I say buff it I mean like radiant soul but without the horrible limitation that’s unique to that feature. But honestly valid point, that was merely an idea I was playing around with
I mean, by martial I mean not a caster/half-caster.
No spells but still a Controller/Support
Think Banneret (for the support side)
Yeah, but in order to accomplish support/control you're likely going to have to create a ton of spell-like abilities to mix and match, that will functionally work just like spells, but use a resource with a name other than "spell slots"
The difference is mostly flavor/presentation
The "mechanical niche" side of that is "support/control," which already exists in the game
That's an important mechanical distinction tho, because they can't be Silenced or Counterspelled, nor hit Dispel Magic or anti-magic field
And can ignore component mechanics
Ugh I hate component mechanics
Exactly. Now imagine getting to be a Controller/support that gets to ignore them, AND Concentration?
For viable long-term support/control you'd almost have to enjoy concentration
Just for balancing
I'm going to point out, you could say the same for components. . . But now we have the Psion that dashes that to pieces
It would just be one of their biggest strengths
Psion isn't official yet lol
There's still precedent to removing Concentration on spells . . .
Overall I think you're kinda hand waiving without thinking of scenarios that would actually break things since you haven't made the class yet
I hate them mostly in my current campaign, which is big on dungeon delving. We find a ton of loot, as in magic items, but almost no cash, and we never get to go shopping. At our last level-up I took mass suggestion over heroes feast because I knew I'd never be able to keep up the costly components of hf
Ahh I see what you mean
Eh. What I mean by component mechanics is like war caster’s you don’t need M components or Psion’s Psionic Spellcasting
Though personally I would limit how much classes get the latter and not make it full blown
Oh so you like things that delete component mechanics lol
lol
Yeah but not just totally
(ack, I'll be back lol, class)
For instance I like a variant of illusionist wizard that lets them ignore the V components and M components without a GP and not expended for only illusion spells
Similarly I have an origin feat that I home brewed which only lets you ignore V components as one benefit
(The other is the melee range aspect of spell sniper though I am revising this at the moment and playing around with totally revamping it)
But yeah anyway
Stuff like that
Where it’s selective and not as broad as the psion’s casting
Though I personally also hate V components a lot lol
Unreasonably and unseasonably so
It’s an aesthetics thing tbh
Personal preference IG
I like the idea of a magic system that lacks it tbh
Idk. I know it’s common but this is a personal aesthetic preference thing
Like it feels silly and just super unserious to me. I’m not sure why and again I do recognize this is a personal preference and also a niche hang up lol
I feel like somatic is more unserious than verbal lol
Obligatory "people hating [addendum: the aesthetics of] components is influenced by power fantasy, especially anime, because progagonists so frequently bypass components solely to look cool."
Somatic actually feels cool tho to me. Again it’s an aesthetic preference for me
I just find it frustrating trying to remember which spells need which and keeping track of costly components, and it's all a lot of bookkeeping
It's as much fun as tracking ammo and rations
For some people on some level this is true. But one could also argue 1) that bypassing components as a learned skill connotes mastery and thus bypassing components features could indeed indicate some flavor of mastery or inherent niche talent with a certain field of magic, and 2) that bypassing certain components may also come out of a place around aesthetic or personal preferences, or 3) that it simply comes out of just disliking certain components even as an extension of #2 (e.g. I hate wands from Harry Potter on principal and think they look silly but I still love the setting.).
To be clear, I'm mostly referring to the aesthetics.
There’s also the book keeping issues Hank raises which are also valid
Yeah but at the end of the day that’s not true in all aesthetic or personal preference tastes either too
(To be sure I’m not saying Tamms is TOTALLY wrong. Just that the generalization doesn’t apply to everyone who has specific aesthetic hang ups)
True, it's not related to all of them. It's mostly just that I value coherence in the world, so I view it more as a magic-system application, and not a PC application. E.g. NPCs should be slamming PCs with this stuff, too.
This is very much judgmental of me, but I'm so used to people wanting PCs to ignore fundamental rules of the world and benefit from ignoring them that I'm very cynical about this stuff.
I'm also very biased because my spellcasting revamp really leans into the importance of V and S components for aesthetics, while I'm going to require foci for probably all spells 
Honestly fair and I agree as well on all points
That’s also fair. Tbf too though, V components are really practically flavor and until 2024 there wasn’t much beyond the DM in official material that interacted with them much. Now we have the Jallarzi’s Storm of Radiance Spell
In fact to make up for the loosening of rules resulting from having many features that ignore V components entirely, I would actually buff this spell to also make concentration throws have disadvantage and be unable to start concentrating on new spells within the radius of the spell
I dunno if I'd call V flavor. It's one of the largest preventatives in noncombat situations against 'stealth' casting.
A fair point as well
If anything I’d do the opposite on components to a point (e.g. cantrips lack V and M components altogether) then start making them standard and part of the casting itself for spells higher than a certain point as you get to casting higher scales of magic
I say it’s practically flavor because it is on a conceptual level insofar as what the V component is is entirely up to the player AND what mechanical oomph they do have (what you brought up here) was never really frequently interacted with in any source material spells (until 2024)
And even in 2024 there’s still not a lot of V component mechanical interactions anyway
Well not in the rulebook, no, because it's an RP element
To clarify when I say interactions I mean features and spells that specifically interact with V components
2024 has much more than 2014 did to be sure
The book doesn't need to write that insulting the king is a bad thing, just like the book doesn't need to write that casting a spell with a vocal component in the middle of the throne room is a bad thing
So when I say it’s practically flavor I mean while it HAS mechanical oomph to it for all intents and purposes that mechanical oomph is underutilized by things like features and spells in the official sources
It’s comparable to damage types, where they’re treated by the devs as flavor even if they HAVE mechanical effects and weight behind them
I also put a lot of weight on V components for this reason, yeah.
Hidden Condition
V components can't be whispered, for example, and have to be done in a specific tone.
V component spells end Hidden condition so Casters don't have easy access to Invis like Rogues
Not even that, you can't just stand behind friends while casting so other people don't notice you casting a spell, even if they don't see you doing funky hand movements.
Again, I'm not against these things as much as I think they need to be a magic-wide assumptions. PCs are gonna get tricked or charmed by an NPC doing somatic components while their hands or hidden, or the like.
I will also say I agree that V components specifically don't get a ton of direct interaction, but noise broadly has a lot of consequences.
Battle Master Fighter and Monk in general:
You can't say Monk is a full on controller. They're that and a striker Hybrid.
BM is a good example tho
Just as a full class
Fair
It'd just be difficult to imagine a martial controller to the same degree as casters, for various reasons
I do like the idea tho.
"/Support" is an important add. Think of a combo between BM, Banneret, and a lil bit of Bard subclasses (mechanically)
Question! What is a good place I can put together my Master/Instructor homebrew system to make it easy to share? First time homebrewing and I would like experienced eyes to take a look, let me know if anything feels overpowered, underwhelming, etc.
I see GMBinder used sometimes. Otherwise you can try sharing a Google Drive/folder.
Well yes. Beyond stealth which is the obvious one lol
True. It CAN. But more in the hands of a skilled and smart DM than with the rules and features/mechanics interactions
Beyond that, ofc there's compounding of statuses like the Restrained Conditions on top of targeting a save that you prob aren't good at, also turns off a lot spells too.
Do any of you guys have any idea as to what relish (the condiment) could do when applied to someone?
Can't be healing
I'm making a condiment king subclass for ranger
Adv on saves against being frightened?
Buff or debuff?
Has to be something bad for the target. It's an addition to hunters mark
slow someone or give them extra speed
It's the last thing I need before polishing everything
Slowness taken by BBQ sauce
Prone, relish is slippery
Relish is chunky. Save at the start of their turns or Prone.
Dang it, a second too late
I already worked slipperiness into mayo, but prone seems to be the concencus
I can make this work
Yeah. It's thiiiiick
Yeah but mayo all over your hands
Inflicts frightened? I’d be pretty scared if someone threw relish at me
I mean, you have to think this applies against monsters
So a low Int monster would just find it tasty
I'll post the rough draft here later
Some features might be a bit powerful but ranger needs it
(I have a Ranger Rework if you're interested)
WIP but I always need feedback. . .
My current DM also made a ranger rework (not working with it because I wanna publish condiment ranger as homebrew) and one of the things is hunters mark losing concentration at level 3
Real
On the topic, is not being able to have Disadvantage on D20 Tests while Bloodied too strong for level 11 Ranger?
I mean is it passive or is it an activated ability?
Passive
Disadvantage is a -3.2 average debuff, for reference
Is this better or worse?
"If the wyrm smells the scent of a panther's roar, it must take the Dash action and move away from the source of the odor by the safest available route on each of its turns, unless there is nowhere to move. The wyrm must continue to do this until it reaches a location where it can no longer smell the odor."
No save or frightened condition, and the effect immediately ends once it's out of range.
Just to differentiate it from the fear spell a bit
i can't upload a notepad file here, how do i best share my subclass rough draft for review here?
i don't want to just send a block of text
People have linked documents before. Maybe Google docs?
hey gang! ive currently got a homebrew class concept brewing and would like some ideas and criticism!
i also need to find a name for it
but the idea is that it's a class that focuses on combat movement, and has 2 subclasses, one focuses on offense with a small amount of support, and the other focuses on support with a small amount of offense
the striker subclass is supposed to be a massive damage nuke
but has very long setup times
which is why to stay active mid combat its going to have some minor support abilities
would this be common or uncommon?
Speaker’s Pendant
Wondrous Item, Common/Uncommon (requires attunement)
A chain necklace with 2 concentric rhombuses on the pendant resembling a modern speaker. This device allows you to build phrases and store them on it. Over a Short Rest, you can save up to six phrases on it, each no longer than 6 words.
While wearing the necklace around your neck, you can use this item to say a saved statement in a voice you heard within the last 24 hours. A verbal component of a spell stored into this device works as if the component is provided regularly.
you can already climb at half your speed without climbing speed
ah
okay i'll have to tamper with that
just remove it
I think there are too many things happening in the whole class
level 2 is super strong
level 3, idk what inventions are, but just remove that
that’s kind of the Artificer’s thing
you need a limit for your resource, and honestly, the way it builds up is pretty difficult to track
I don’t understand personally why this isn’t a Monk subclass
also, even Artificers don’t get 3 artisan proficiencies
Spell concept: The Game
Range: Noise Level
Casting time: Free Action
Components: Verbal
Duration: 1 minute
You say "The Game". Anyone that can hear you and shares a language enters a state of Rage, gaining resistance to Bludgeoning, Piercing, and Slashing damage, damage bonus, and Strength advantage, but becoming unable to maintain Concentration or cast Spells
because this isn't a martial character. this is a hyper specific class made for a hyper specific character
im not the only one currently writing it but its supposed to be a weird mix of things
i don't exactly know how to incorporate making and tinkering with support-style items though
as i want the class to partially rely on items that the player creates for movement, support, or traps
it should be any creature that can hear you and shares a language
Found this one kinda neat Beastmaster rework (albeit not perfect) and decided to combine parts to make an okay beastmaster that isn't over or under powered.
Currently this is what I have so far.
https://homebrewery.naturalcrit.com/share/INdISHYCzZTX
Anybody have ideas for homebrew signs for a Witcher class?
sounds like I’m not the right person to look through it then
Has anyone ever tried to make subsystems for dnd? Like instead of levels you could buy abilities. It would use like the same stats and phrases, just like… different. Idk.
I'd like some advice. How do you guys feel about a spellbook that lets you cast animate dead for free three times per day with the ability to store said undead in the spellbook for an unlimited time as well as the ability to resurrect an ally as a reaction except that once you use that reaction you have to spend 10 minutes in concentration bringing the dead body back to life?
Alternatively I was thinking about the idea of casting animate dead as a reaction to someone dying except if you have four zombies/skeletons at your command you get an 50% chance of conjuring a hostile undead and that likelihood gets higher the more you do it in one day. And you'd only be able to do it three times per day (the ability to store the undead creatures would remain). And this would be on top of being able of resurrecting folks.
I feel like the 50% chance should also happen here.
I wish I could find the homebrew monster "Honda Civic"...
I've been searching for it ever since
how odd
I will say there is another thing you can do of skeletons in a bag of holding
I'm afraid this is a rare magic item I am making for a specific player.
I'm not sure if I have ever done that quest in BG3 so I'd rather avoid looking at that. I was just hoping someone would tell me if this idea is too powerful or too weak for a rare magical item.
It kinda sounds a bit wonky. I'd say instead it gives you an additional undead to summon with animate undead and as a bonus action you can attempt to force an undead to appear but a chance it instead comes back hostile (maybe you summon a wraith pissed at you)
You probably shouldn't talk about BG3 outside of the BG3 channels. Especially if it is about spoilers.
I dont remember if I was here before or a different dnd related server but I am glad I got back into it muahaha hii
Here's how I'd fix the Blowgun: Your Dexterity modifier is doubled, up to 8 excluding the flat 1 damage (since dealing guaranteed 11 damage would be too OP)
Here's my setting's classic European style of dragon (scroll to bottom for statblocks)
https://docs.google.com/document/d/1ZvW7nUA44GPKwLtJWHJGtyP8e14VZSRVkLMkWOTCLJM/edit?usp=drivesdk
Dravok bastionhide
Name of my dragontaur. How it sound? Id like suggestions and to keep the bastionhide
Class wip but shield focus
(i know there are a couple of unusual things about this - just keen for first impressions if anyone has some time)
Oh, like Prestige classes?
They play tested those for 5e, but they didn't go anywhere. Kinda sad they didn't
An actual reason to integrate multiclassing would have been fun.
ooh, just looked it up. That sounds cool :)
Maybe worth tinkering with, perhaps more streamlined and not reliant on DM fiat like that Rune based class
I’m currently tinkering with a system that I hope will work well with dnd, but I’ll check that out too!
Hello and good evening everyone hay would anyone be willing to fight a level 5 jjk character with there own level 20 character in a 1v1?
Probably better for a different channel
^
Maybe #looking-for-players
Mayo is like the least slippery