Well I don't want to go there because Is that's for campaigns and the fight would probably only be about 20-30 minutes long it would be a waist to do that that's why I came here because I know us homebrew fellas love to test out our shit in combat and I also know that we have incredibly op items that we never get to test out because any sensible dm won't allow it
#homebrew
1 messages · Page 86 of 1
So… you want to test out an overpowered class/subclass and items against a max level character for what?
Just to prove it’s overpowered?
For fun because I'm bored
And he has no magic items and is level 5 he has 114 hp his dex wis and int are all at 0 his AC is only 17 the only thing powerfull about him is that he has limitless and even that isn't that strong because he only has 31 cursed energy which is not that good
@cerulean seal
I don’t think it’s possible to have a 0 on any stat unless you mean +0
That's what I was referring to yes
Gotcha
It's not a channel for just campaigns, but any game, including one shots, and what you're looking for would also go there, as you are looking for a player
True but I'd half to fill out one of those application thingys and that's a lot of work for just 30 minutes of play
@frank berry
Probably, but solicitong games outside of those channels is against the server rules regardless
True but In order for it to be a game there would need to be a DM and so forth I just want to playtest
I'm not trying to brake the rules or anything I'm just asking if anyone wants to test out there op magic items against a character I made
Had some real crazy homebrew stuff in the past
One thing I can remember in detail was a custom warlock
More or less a ghost confined to an amulet that another part member had to wear constantly. When not worn, the warlock was unable to be active
More or less a Jojo stand, and well balanced despite that
Good old days...
You still got there character sheet?@still goblet
Probably somewhere in my lich-esque online storage
So old it would take an actual spell to organize it, and another just for it to be coherent lol
It was a fun class tho
Lol well I'll fight up against any homebrew class subclass item you got
Low health, couldn't technically fully die due to the amulet being a forced phylactery of sorts, medium AC, could not equip new armor and had to improve theough leveling
The part about not dying when hitting 0 hp was the hardest to balance imo
But it works off the idea that they just return to the amulet and can't help unless necrotic healing or time
And if the person wearing said amulet takes it off they cant form
That's kinda cool actually
But still powerful spells to make it not a total pushover in combat
Very glass cannon with good rp, I do miss that
I should revamp it someday for a campaign if im being deadass
@still goblet heh sounds like it would be fun
It would be
@still goblet you would you perhaps be interested in the jjk campaign the character I'm trying to get someone to fight is from would you
Speak to me of it
Im always willing to hear out ideas
Well I am a level 5 jujutsu sorcerer with the limitless technique I can fire of 4 blue infused melee attacks with 1d6+9d8+3 damage per punch and each punch would make you roll a str saving throw of you become stunned until the start of your next turn where you would need to roll the save again
@still goblet
And I've almost been killed several times being that strong
9d8 huh
Lotta damage for a lvl 5
Even minimum rolls for dmg youre putting out 13 per punch
Thats pretty good
Oh that's just me using blue if I used red it would be 1d6+15d8+3 and when I get hollow purple it would become 1d6+33d12+3
So if you like playing op characters and still have a challenging combat this is the perfect campaign for you my friend @still goblet
How many people you got
Oh we have several people but there are the different schools so we need more people for the other schools so we can do that inter school combat thing
@still goblet
Send me information in DMs
And we can discuss further tomorrow at some point
You make a good sales pitch, and frankly shaking things up might be fun
@still goblet I'll invite you to the server and we can talk there I have lots of free time so I can talk with you any time
Works for me
It is late at the moment but I will join and we'll discuss tmrw
@still goblet got it
Testing something out again, what if, instead of having no move speed penalty when wearing heavy armor as a Dwarf
You simply become immune to difficult terrain (so you can't be slowed while walking on it) instead?
Would that be a buff or a nerf
Major buff honestly
Actually wait I should have clarified
The difficult terrain immunity only applies if you're wearing heavy armor
Would it still be a major buff
Better than the base feature I feel
But gonna be honest that also feels a bit odd to me flavor -wise
Like "Oh no, this heavy rubble and/or mud or other physical obstacles are slowing me down. Let me just put on this heavy suit of armor and it'll be so much easier!"
Dwarves are built different
Noted though
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made. How does it look?
eh, its ok
the capstone is weirdly worded, it basically just means you learn the rest of 6th level and gain truesight
1st level i would say is too strong, but GOO is right there so ig its fine
Very unbalanced
2 lvl is kinda OP, i'd removed disadvantage and made wis save (cuz wis is not that rare + it looks like u try to get into mind, that's what's wis save does)
6 lvl: adding wisdom to every initiative is ok, but adding wisdom to ur AC without limit is OP. Launch enemy should have some limit too.
the launch enemy does have a limit, it has a set amount of uses
So, I’m making a weapon themed around greed and the corrupting influence of temptation, what weapon would y’all say fits this theme? I was going to go for basic sword but I feel like something else would fit
hmmmmmm, let me see
you could do a War Pick, Sickle or maybe a Whip
Thematically I quite like when you would be knocked back, you get knocked back less that a few other systems have for dwarves.
Sources of knockback are probably more rare which is why I decided against it
Running around aoe from your own team while wearing heavy armor just fine is something ig
So I just realized something, I made a feature for a subclass I made and if I combine it with the Healer Feat I can heal as a Bonus Action 1d6+(my level)+(Target's Hit Dice)+ PB
This is while using a Healers kit...
So I wanna make an Enspelled weapon with Lesser Restoration at Uncommon rarity. 5.5e rules state 3rd level spells are only available for rare Enspelled weapons.
How would you recommend scaling the weapon back to meet the uncommon rarity requirement? I’m thinking of making it a light hammer.
Oh my b it is a 2nd level spell, but same issue applies
It’s because it’s a 2nd level spell with 6 charges that it’s rare, not because of the weapon itself. Give it fewer charges. Reference other uncommon items that give spells for a baseline
Anyone wanna take a look at a full class I'm pretty sure is both boring and busted?
It's a mostly martial supporty type class
It's not a true caster though it does get cantrips and some rituals
Heck of a sales pitch, I know
What's the recharge on the Knowledge dice?
This is jaw-droppingly broken beyond all comprehension.
And the subclasses are still blank. Meaning they get more features.
If you want more specific feedback, let me know
They don't expend. They work like martial arts dice, not superiority or bardic inspiration dice
Holy shit
I was pretty sure it'd be broken but I wouldn't mind more data on how
It's a very rough first draft written in about two hours with zero playtesting, made up of basically every idea I had
First off, not familiar with the study action. Is that something you can gain expertise in?
Study action is new for 2024
Basically any time you make an INT check that uses a skill, that's a study action
Arcana, nature, investigation, history, etc
I know I'm forgetting one
So regarding Combat Analysis, is the check type varying? Basically, can we expect they'll have expertise in it?
The check type varies depending on the creature type, according to the rules for the study action
So they'll have expertise sometimes
Hiya, looking to test some homebrew monsters out or at least get opinions on their balancing, new to the server. Where could I post a stat block since I dont think images are allowed here?
Can't drop screenshots but you can drop links
Religion
I always forget religion. Even in non-d&d contexts lol

Direct link to the study action in the 5.5 PHB
https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#StudyAction
would I not have to publish them to dnd beyond to link them?
You can post images to somewhere like imgur and link that
oh yeah, 🤦♂️ im silly
So, analysis.
- By giving you action to someone else, you basically turn your action into the most useful action possible. A buffed martial gets another round of attacks; a spellcaster with slots to burn gets to unload. It's a pretty sweet deal for a support PC with generally underwhelming combat abilities.
- If combat analysis lands, it's like everyone in the party getting Hex, which is pretty awesome
- Sage advice. Permanent, improved, guidance, on top of the Guidance cantrip you already took, means you won't be failing many checks. And oh look, your best class features rely on checks.
- One level gives way, way too much. If this were official, every optimizer is dipping a level in here. Expertise, knowledge dice, combat analysis, cantrips, you name it. One level only
I'll ignore the high level stuff for now since people generally don't get there much. But a team action surge is gonna make for a real short combat against just about anything.
And Spell Mimicry, for a class with Expertise AND Sage Advice to guarantee it, is incredibly strong
should this subclass know phantasmal force, mind whip or a different spell?
One thing I will say is that even with expertise in the relevant skill, there are creatures you won't be able to land combat analysis on. Max roll is 20+5(INT)+6(prof)+6(exp) = 37. Roll for that feature is 10+CR, and CR goes up to 30, so that's a max DC of 40.
Ok, fair enough
I'd say the only critical issue that's actually game breaking is the ability to multiclass right now, with the stuff it gives at level one
How would you feel about it if multiclassing didn't exist?
Much better, since it can't shore up its deficiencies.
Also how much are these subclasses gonna add?
I tend not to think about multiclassing in the first few drafts
I'm designing for 24 but mostly stuck in a 14 mindset where multiclassing is an optional rule you have to opt in for and isn't worth thinking about really
But in 24 it's core so I will have to think about it more
I'd be tempted to outright forbid it on the class, unless it got a major overall.
Other main issue is unlimited Sage Advice. With the fact you also have guidance, you might want to put a reasonable limit
More flavor than power. They get five features like fighter, so at least 2/3 levels will be pure ribbons
The current concept for the subclasses is that there'll be one based on each skill, since it's a support/skill monkey class
Then yeah, it's actually pretty solid. I think I was too harsh on it originally, mainly thinking through the lens of multiclassing
So an athletics sub, a deception sub, a history sub, a performance sub, a sleight of hand sub, etc
SA is slightly limited by the fact that it takes a Reaction, meaning you're only doing it once a round. And it conflicts with spell mimicry in action economy too
I did think about these things a little bit, lol
Spell Mimicry is 1/short (as it should be), so I don't think it'll be much conflict.
Also out of combat, everyone's getting about +6 to every ability check (d4 guidance + d6 sage)
Oh, major thing. You can apply Sage Advice with Well-read.
Given that, I'd make sage advice others only
Probably not a bad call
Walking into combat with Guidance, Save Advice, and Well Read, you're not failing that combat analysis check ever
How would you feel about taking them down to a d6 hit die
First off, is this with or without multiclassing? Having light armour is a massive downgrade from medium armour + shield.
Given they have to burn a feat to get medium armour (at lv4), I'd be tempted to let them keep their d8
I'd let them have it if they wanna go into melee themselves, since they don't have much other incentive besides weapon mastery.
I do really love support classes, which dnd generally doesn't do well, so it's actually a design that fills a necessary design hole.
It's a good class and concept.
And I know you're meant to ignore the level 20 features since you'll never get there, but Guided Phalanx should be 1/long at minimum
Yeah the capstone is nuts
I'll say, my favourite part of it is that's it's broken in a way that makes everyone else shine.
For sure let me know when the subclasses are done
https://homebrewery.naturalcrit.com/share/INdISHYCzZTX
Wanted to share a beastmaster subclass rework i made
Sorry I fell asleep. And if I don't send you a DM or something I will almost definitely forget
Can I drop you a line just as a reminder
Sure, thanks! 💖
How would y'all make a class around dying?
Every time I try so multi class ruins it
what
but death is a fail state
being at 0 hp is also a fail state
this doesn't sound like a design that is possible
you'd first need to find a new fail state somehow
Wdym
The issue is that a player can just continuously throw themselves into reckless situations to get themselves killed which just puts your party at a disadvantage or sounds annoying to run in the long run
Exactly the issue I was running into
Hitting 0 hit points is by all accounts the opposite of what they game is designed around
It’s not doable in this system
Sad
Are you just wanting to do a mechanical thing around death or themes of death? Because there are plenty of rebirth or voodoo related approaches you could take
Nah like actually falling unconcioys and benefiting
You would have to make it tied to like… your character willingly goes to sleep to accomplish something. Not standing around and waiting for the enemy to beat your skull in
Fair.
there are subclasses that do that rn
species that put you in a good position and feats that help
you can build a character in the current rules that fully revolves around death, it’s just a whole class would clash with everything else to either make it too OP or too useless
or even actively harmful
Could someone help me with a cleaver like weapon kinda blades of chaos size that could be dual weilded
There's always smth flavored with Echoes/Glitch characters
Glitch characters being people affected by a kink in the universe that for some reason won't stay dead
And Echoes being the "Echoes", or vague copies, of a powerful person/creature across the Planes, mostly tied to dragons in 5e.
I mean, Short Swords are around that length. Flavor them as thicker and you're prob good.
Mmm ok thanks
Ok so im making a bbeg based on 2d fighter games (SSB, Mortal Combat, etc) and kamen rider my players will encounter him at around lvls 7-9 just wondering if i could add more things to him
Admin driver; Konami mode
Hp: 2120. Ac: 25
Point system: 10 points
Str: +6
Dex: +4
Con: +7
Int: +3
Wis: +2
Chr: +10
A: punch deals 2d20 (1 point) [str+4 to hit]
AA: 2 punches same target deal extra d20 (2.5 points) [str+5 to hit]
AAA: 2 punches same target ending with an uppercut dealing 4d10 (5 points) [str+7 to hit]
Neutral B: shoot a small beam dealing 3d10 energy dmg (2 point) [chr to hit]
Side B: chronicle saber slash deals 8d6 (3.5 points) [str+5 to hit]
Up B: rising rail kick str check dc:20 if failed brought up 50ft in the air and takes 6d10 bludgeoning dmg (5 points)
Down B: on ground is pixel smash everyone around him must make a dex save dc:18 if failed they are now prone and take 3d6+2 energy dmg (1.5 points) while in the air turns into rider kick which deals 10d12 (6 points) [str+6 to hit]
Pixelation grab: 100ft range dc:21 str save after grabbed spend .5 points to deal 5dmg and throw 30ft in any direction (3 points)
Shield: +35 temp hp (1 point)
I want to downscale the Duergar Warlord statblock for a level 3 party. He’s a crime boss accompanied by 2 CR 1/8 guys, 2 CR 1/4, 2 1/2s, and 1 CR 1 guy, in addition to his CR 4 Drow Gunslinger enforcer. I’ve already reduced his HP from 75 to 45 and his AC from 20 to 18. Should I also reduce his damage output or should reducing his defense be enough?
How many level 3 characters, this is key.
If you have 7 and 8 players like me, keep him full strength.
is there a better way to word this?
Nature Spells
At 3rd level, you have grown in sync with nature allowing you to cast spells you otherwise couldn't.
You can choose a leveled spell from the Druid spell list to have prepared, the spell counts as a Ranger spell. A spell you choose must be a spell for which you have spell slots, as shown in the Ranger Features table.
You always have the chosen spells prepared, and whenever you gain a Ranger level, you can replace one of the spells with another spell that meets these requirements.
yes
can I just use the Magical Discoveries wording?
I'm not sure, i think there might be multiclass issues
A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Ranger Features table.
I think it covers multiclassing
if youre comfortable with it, go for it
I might not allow cantrips though
I guess the feature is technically just a limited version of Magical Discoveries so it makes sense to use similar wording
Hello all. My party has bought a 90k airship. Something i wasnt ready for. 😂 i was wondering what you guys would do for a spaceship put that much into it.
Like the features of the ship or handling gameplay surrounding the ship?
Features of the ship
Idk what the economy is like in your campaign. For all I know a ship of that price could be really cheap
Ita just normal faerun 5e economy
Wrote this homebrew background last year for my character in our also homebrew setting, thought it'd be cool to share here lol (SC-Earth is a location in the homebrew setting)
Hmm… so that’s a lot of good then. I mean a spaceship alone would cost a hella lot of money. So a ship alone that can travel through space and so on would be enough. I would read over the bastion system in the 2024 DMG and use that as a basis for how to run your crews ship
okay thanks! i went based on what i quickly searched on google. and it said the highest rating ships were roughly 90k. so i told them that. what exactly that holds i havent figured out yet. lol
damn what level are your players that they can toss around 90k
unless they robbed some place XD
...or started a business instead of doing campaign stuff
CR 19 Fire Giant wouldn't hate some feedback on this statblock in particular
this is not one of my favorite statblocks or one of my favorite bosses in game
feels very much like a filler boss, but I made it for the sake of completing my project and getting some experience with mostly saving throw bosses
Contemplating trying and brewing a class again, this time around skills like the scholar HB Class I found ages ago via Reddit or LaserLlama’s savant class
The idea of the class would be a combo of Bard and Rogue, but flavored as an academic and lacking Spellcasting (except for a single subclass, and even then there’d be a unique twist) except for cantrips only
Subclasses would be based off of mental skills plus at least 1 or 2 tool sets
So far I have:
Historian (this one is history focused but also thieves’ tools, calligrapher’s supplies, and cartographer’s tools)
Arcanist
Theologian
Survivalist (cartographer tools but also a combo of animal handling, survival and nature focused)
Healer (Medicine and Healer’s Kit focused)
Alchemist
Smith (Smith’s Tools, Jeweler’s Tools, Woodcarver’s Tools, Leatherworker’s Tools, and Tinker’s Tools)
Lawyer (persuasion, deception, intimidation, and insight focused)
Rune Carver
Bonus:
a subclass focusing on Lightning, Tinker’s Tools (for more Eberron-esque, steampunk, magitech and magipunk, and/or modern settings, or if you just want to have this one)
All of these are ideas and not every one of them will make the cut
The “caster lite” subclasses will be arcanist, historian, and theologian. Though healer and alchemist will also likely get 1-2 goodies
None of this is drafted, all of this is proof of concept/a general idea and I was seeking feedback and interest level
someone here knows a voodoo like mage subclass?
Occultist by laserllama is good
Just finished the first draft of an NPC stat block, and I’m very happy with it, but I’m not entirely sure if I’ve put the CR too low? Does anyone have any tips for making sure the CR is accurate? It’s a passion project more than anything so it probably won’t feature in any of my games, but practice is practice
Field it against a pseudo-team of characters and see how it fairs, that is the best way of testing things if you really want to examine interactions.
I plan to, but how would I determine the CR based on that? Say I pit my CR 18 NPC against four LVL 16 PCs, and they soundly defeat him. What do I take from that?
If that is the outcome you are looking for, great, if not - see where you want to change your design. I wouldnt nail it down to CR but intended play, is that creature doing what I want it to do, or not?
That’s fair. Thanks:D
What is a good curse for this item?
Amulet of Druidic energies
This amulet is fashioned from a piece of black metal, with a symbol of a widening eye upon it. Whenever a creature casts a spell within 100 feet of the amulet, it begins to thrum subtly and glow with arcane energy of druidic origin as it adds to the power of the spell. When the command word is spoken near it though, it grants its wearer the power to control plants and beasts of all kinds, gifting them the magic of the druids of old.
i'm a little confused as to what the amulet actually does mechanically
although some curse ideas are that they slowly become some kind of fey/plant creature like a dryad or treant, or they have mechanical drawbacks if they aren't in nature on account of channeling druid stuff
They get barkskin and are vulnerable to fire damage.
Anyone know of any monsters similar to the trex that can't use its bite and tail on the same target? Trying to design something with the same principles
Grim Hollow has a Snapjaw.
Yawning portal has Elder Giant Lizard.
2014 Giant Crocodile
Thank you 🙂 will check this out.
Lol I literally just wrote a first draft of one of these this week
A scholar/skill monkey class that doesn't get spellcasting, just cantrips (and rituals) and has subclasses themed around the eighteen skills
I even posted it in here
I called mine the "Prodigy"
Could I please get some feedback on this Spider-Man inspired mobility/defense based artifact?
https://docs.google.com/document/d/1jVXZpAOxE2HybXByFJoT-aJN7_o9bAKrAXJIcLbCLM4/edit?usp=sharing
Web Swinging: You can swing
What is swinging? How far can one swing?
Web shot
Bonus action, no save to restrain a creature. Kinda strong.
Specialty webs
Do these apply in addition to the Web Shot/Barrage options?
Such that we can webshot to restrain and deal damage for on-hit effects in specialty webs?
Your movement becomes fluid and three-dimensional.
As part of your movement on your turn, you may fire a web line to a solid surface you can see within 60 feet and swing.
This movement does not provoke opportunity attacks.
You may change direction freely during the swing.
Difficult terrain does not slow this movement.
You feel less like you’re running… and more like you’re flowing.```
You should also change sharing permissions on your documents to not allow strangers to edit your document.
I will fix the Web Shot and the specialty webs can be used only for a web shot.
The following web cartridges are classified as specialty webs and follow the same universal rules unless otherwise noted:
Loading a cartridge is a bonus action
Each specialty web can be used a number of times equal to your proficiency bonus per long rest
Specialty webs are designed to incapacitate, control, or manipulate the battlefield rather than kill
Any required DC will be 15 to pass
Each specialty web can be used for 1+your proficiency bonus web shots.```
Consider that the ground is a solid surface that you can see. This means that enemies will not be able to opportunity attack your "web slingers".
I do think that the wording for swinging can be clarified.
Lol
Nice, hive mind moment
Could you reply to it? Would love to check it out
@hollow siren
There's a pretty lengthy discussion about it after
I love the guided strike ability lowkey
That is a neat concept
It gets a little out of hand
The level 20 ability isn't necessarily busted per say
It's clearly a first draft
It definitely seems like the kind of class that a player could just spam the action/attack transfer during combat and kind of be disengaged from the game for the whole time
Which is smth I have noticed
Because they can kind of just let other players do most of what the class user would normally do on their turn
You can't be too disengaged, since you're supposed to pick what the other character does
Thanks!
Np
How would you improve unarmored defense?
I mean it's great as is. Why do you need it to be stronger?
I wouldn't, its fine as is - problems with the Barb do not stem from its mid AC but everything around it.
There's the DR ruling from unearthed arcana that may or may not apply if you use it in your games. Other than that, I wouldn't touch the unarmored defense ruling
Honestly, I think the main thing would simply be a set of scaling magic items (without attunement) that's +1 to +3 AC and don't work if wearing armor.
Don't the Barbarian and Monk classes fall off at higher levels because of Unarmored Defense not being good enough?
Bracers of Defense exist but they're +2, don't work with shields, and are attunement.
...
Homebrew item, ___ (could be earrings of some other jewlery or decor) of defense. No attunement. 3 charges. Expending a charge grants an additional +1 AC for 1 hour. This feature is not stackable. You may spend all three charged at once for +2 AC for one hour.
Stack this with bracers of defense
Boom, issue solved
I mean, AC as a whole falls off at higher levels. Once your foes start swinging for +14 to hit, your 24 AC paladin is still getting hit every turn.
I would also say that my proposal would be intended to replace Bracers of Defense, not stack.
About 60-70% of the time maybe, but yeah
Or magical/nonmagical effects that ignore armor
How about a greater Bracers of Defense
Bracers of Barbarian Blood, attunement, +3 AC
And enemies at that level swing 2-4 times per turn, so it averages out to about 1 or 2 hits even with your beefiest defender. DnD has never been a game about defense. It's offense focused.
Hmm, tis true
Lowkey, I don't think players or DMs use cover enough
Which, because your Monk wants to build Dex and Wis for their offensive capabilities, means that Unarmored Defense grows naturally as they level up without any extraneous investment. That's actually a good thing!
If they did in combat, then this could migitate some attacks and make combat more defense focused
Just curious if you read it lol
Greedy Guards
-# Artificer, Sorcerer, Warlock, Wizard
-# 4th level Abjuration
-# Casting time: Action
-# Range: Touch
-# Components: V, S, M (A pile of coins worth 500+ GP, which the spell consumes)
-# Duration: Until Dispelled
-# You trade loyalty for power when creating a swath of invisible forces to guard an area you touch. You create a 60ft foot cube filled with invisible guardians. When a creature first enters the area or starts their turn there, they must succeed a Charisma Saving throw or be teleported 40ft towards the nearest exit of the area and take 1d6 Force damage. You can designate creatures that are immune to this spell’s area. As an action, a creature can throw a pile of coins worth at least 500 GP into the air within the area of the spell, which then disappears. They then automatically succeed the saving throw against this spell.
-# At Higher Levels: (When you cast this spell using a spell slot of 5th level or higher, the distance a creature is teleported increases by 10ft for each slot level above 4th.)
How's this spell?
"Until Dispelled" is pretty strong, so made the damage low.
Phrasing on the introductory flavor sentence is a bit strange.
Likewise, "exit" is a very loaded word, and mechanically difficult to define.
While the tax is interesting flavor-wise, mechanically it means that most creatures will never be able to pay the toll since creatures like giant animals don't have money, and those that do are just reducing the amount of money the party will receive when they're defeated.
Definitely a part of the balancing for it (and kinda leaning towards a defensive/rest tool)
Since it's Until Dispelled
Should I say "away from the point of Origin"?
Thought that might be more standard, but also sound just as if not more weird
I don't quite know what the best wording to use here is, since there's a lot of ways to frame it, but each kind of locks it into a different zone control method. You'll have to figure that one out yourself.
the spell makes guardian of faith look like a complete joke :V
I mean, 500 GP cost and can be auto bypassed for the same price. Ofc a third of the damage too
Realistically less if we talk averages
how much gold are you assuming a 7th level adventuring party has
Hopefully not enough to completely disregard this cost. Does it rly seem that cheap? For two of these you could cast Heroes Feast . . .
might be an important thing to nail down if thats the balance point you're gonna hinge on
I feel like a no-concentration, duration, single action, AoE, forced teleportation is kinda strong. Like isn't this at least a 6-7th level spell?
Hehehhehhehehehehhe
67
I'm looking for a simple and easy to remember fix for the ranger
Something easy to add so new players in my table don't have to "relearn" his class
Has there been any consensus already?
I made something taking inspiration from the fixes in Tasha's and some features in the 2024 PHB
But I'm sure there must be a more elegant solution
So far I got this
It's supposed to be added to favored enemy
When you cast the spell using this feature, it gains the following modifications:
- When you take the Attack action, you can cast the spell or move the mark to a new target as part of that action, provided you do so immediately after you hit a creature with an attack roll.
- You can choose to cast the spell without requiring Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and it ends early if you cast the spell again, have the Incapacitated condition, or die.
Personally I gave them a scaling die (only d4 to d8) with a mini-bless to Wis checks and a once per turn to hit bonus
So that HM doesn't just do one thing
But doesn't feel alien
(oh and ofc no conc lol)
So, I should prob up the component cost, but the fact you can pay it off permanently is supposed to be a balancing point
So intended to kinda only be strong against non-intelligent creatures
Maybe 5th level?
To compare it better to a non-conc enemy TP version of Far Step?
It has a secondary use-case of teleporting your entire party every turn. If you have a source of temp HP, this is doubly strong. Imagine double misty step every turn. Players can choose to fail saves automatically.
Ahh. True. Although it is meant to be away from the point of Origin, meaning it's not very good for that Evasively past the first time.
I think DSR has a video with a solution very similar to that
There are a few things my rework has that matches up with newer ones coming out ye
So likely means it's hovering around what people want
(although mine also has a few . . . Bold ideas)
Wait, would upping the damage actually help that lol?
It would reduce the times players would do it yes, but also make the primary use stronger, which it doesn't need.
Hmm. I'm comparing this to Hallow for Perma effects, which it does have nearly as strong as effects compared to, in exchange for having a way to counteract it Nonmagically
And ofc only take an Action
Is it rly comparable to a 6th level spell when Arcane Gate is a 500ft repeat teleport?
This isn't even a 10th of the distance per TP and has a GP cost AND a non-magical counter.
I would compare it to something like "Guards and Wards" [6] or "Hallow" [5] or at a miminum, it would be better than "Spellfire Storm"[4] at controlling space.
Note that Guards and Wards and Hallow have a casting time of 1HR and 1Day respectively.
So, if your scroll up, several of my points still stand against Guards and Wards.
- Instead of 4 Whole Dispel Magic Castings, it just takes 500 GP of coins, far more mundane and likely.
- Larger GP Cost to Cast (50x the price of Guards and Wards).
- New point, Guards and Wards has just as much impediments with the Arcane Lock doors as the one per turn Save TP, and yet has higher damage options like Stinking Cloud.
All this to say that I don't think even the one Action casting brings it up to Guards and Wards level.
Just finished dinner so planning to get to it in a mo lol
I’ll dm you feedback so as not to clog chat
I’m really stuck on how to write this ability, ideas?
Camouflage: You have advantage on stealth checks to hide amongst foliage and automatically succeed when hiding among the same tree species as yourself, or if you are hiding from a creature that does not know you are out of place. If hiding from a creature that would realistically realise you were there, for example, the dm can revert this to advantage, remove the advantage, or impose disadvantage at their discretion. Wether the creature realises you are an Ent, or just realises that you are out of place is also decided by the dm.
For an ent species btw
Maybe I should connect it with this ability?
Converse with Foliage: You can take an action to spread down your roots. You enter a state where you are Incapacitated, you cannot speak normally, your speed is 0 and you cannot benefit from speed increases. In this state you can use chemicals to ‘speak’ to any plants whose roots lay within 10ft of you. These plants may give information at the DM’s discretion, but will not take orders, and tend not to be helpful. Plants communicate at a speed 5x slower than Common and tend to be very roundabout. This state ends when using an action (exeption to the incapacitated rules) to end it or when you are moved.
That is way too wordy and frustratingly reliant on DM fiat. You need a feature that just works without the DM giving you permission
I'd give advantage on stealth in natural environments, then maybe copy the "False Appearance" trait that many Plant monsters have
Yea, I don’t know how to write it to make sense tho
Copied directly from the twig blight stat block:
"False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub."
I did something similar for a rogue subclass I was working on. Just steal the False Appearance feature. “False Appearance: While you remain motionless, you are indistinguishable from a patch of mushrooms or mold.”
This is what I wrote for my rogue
Maybe roll it all together as
"You have advantage on Dexterity (Stealth) checks in wooded environments. Additionally, while you remain motionless, you are indistinguishable from a tree of your chosen species"
Thanks
Jinx you owe me a coke
Also: can you believe that 2024/5.5 removed false appearance from all monsters that had it?
Ended up making a rival, alternate monk subclass to the one I made earlier this month.
I'd like to know any thoughts or critiques on it before I end up porting it to natural crit.
https://www.dndbeyond.com/subclasses/2758111-warrior-of-the-southern-cross
Also, while this isn’t part of the class so I don’t care about writing, do these scaring rules seem good?
Scaring rules 4 Eents: If an ent is disguised as a tree and ceases their disguise in the presence of a creature that does not know of their presence, the creature must succeed a Wisdom saving throw with a dc equal to the ent’s passive intimidation. If the ent intends to scare the creature, they roll an intimidation check that becomes the dc if it is higher than their passive intimidation. On a failed save the creature becomes frightened of the ent for a number of minutes equal to 5 - their wisdom modifier (minimum of 1). If the ent wishes to avoid scaring the creature, they can roll a d4 + their charisma modifier and minus that from the dc.
Idea for a homebrew class I'd like to run maybe in a campaign one day; and implement into my own ttrpg:
The houdmaster; you come equip with a guiding stick which is basically a weaker sword type but what the guiding stick allows you to do is control a dog which you can train to do different things like defend an area or scout out enemies; along with other trainable stuff and through leveling and training you can teach the dog to follow commands from other party members but you gotta be careful because the dog could die and that'd be sad :<
Also using the dog would count as a bouns action
Kinda just letting you do more with a bouns action if that makes sense
Idk
So basically taking Beast Master Ranger but making it into a full class with different options?
Probably
im trying to make a spell that deals 3d20 of damage to enemys in a range of 30 feet and it kills u insently do u guys have any thoughts about it and what lvl would it be
kills the user instantly or...? no amt of damage is worth that
besides that, 3d20 (or more likely 5d12) damage in a 30 ft emanation is prolly 5th level
yea kills instently and permently
and i want it to be like a spell where u got nothing to do anymore
I mean, if it's a spell that permanently kills you when used, at that point it kinda loses the meaning of a spell level, since the cost is your life, rather than balancing your spell slots 🤔
Like if you try to balance that around spells of similar level, the whole "nothing left to do" concept isn't really gonna work that well. You'd still need a spell slot, and you could easily pick a similar spell that doesn't have the additional downside of a permanent death
I have a homebrew race that has a set speed of 40. When a player tried to add the speedy feat, it didn't add the extra 10ft of movement
I decided to change the set speed of 40 to a Bonus speed of 10, but now the base speed seems to be 50 WITHOUT the increase from speedy. Any suggestions?
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made, how does it look?
Saying this here for more clarity
Apparently, Pugilist has the ability Swagger Step, allowing them to add the equivalent of a Martial die to a failed check and potentially turn it into a success
The problem is that while they say check, presumably ability check, they also say Constitution, which has no ability checks
3d20 is nowhere near enough damage worth my characters entire life
Hey DM's and seasoned players. I want to ask your opinion on a non-standard action I made for my campaign. The campaign is set in an arctic enviroment in the dead of winter. The party (currently) consists of three new players (one has been a DM). I'm also a new DM, but have played in a few campaigns.
So, I was wondering if this would make sense for the campaign;
You may throw a snowball as an action.
Picking up snow and balling it into a snowball will take a bonus action.
You may drop the snowball as a part of your free action.
A snowball deals no damage.
If you have proficiency in ranged weapons, you may add your proficiency bonus to your attack roll.
If you roll above DC 15 (modifiers excluded), your snowball will blind your target until their next turn.
You will have advantage when attacking a target blinded this way. And the target will have disadvantage on attack rolls, as well as any perception (wisdom) rolls used to see.
(Mind you, this is also a low-magic setting, so I'm trying to give them more opportunities to get the upper hand in combat)
The last section is unnecessary, since the Blinded condition already tells you what it does
It's for new players, they might not know the rules of the Blinded condition. Which is why I mentioned it.
Mechanically, it's mostly fine. DC is an incorrect wording choice here, since it's an attack roll. Probably simpler to just use the target's AC instead.
Thanks.
From a more meta perspective, I think this is a dangerous thing to add, because it's a fairly powerful effect that your players will want to try to replicate even outside the snowy zone. They'll start looking for mud, or something else to replicate the same effect, which could easily get out of hand.
A holdover from my 40k project, what do y'all think of this weapon property?
Chain: whenever you successfully hit a creature with a Chain Weapon and deal damage, if you roll a 4 on a d4, a 6 on a d6, a 7-8 on a d8, a 9-10 on a d10, or a 10-12 on a d12 damage die, you deal additional damage equal to the Chain weapon's damage die. Rolling the necessary result on damage die gained from this effect does not trigger this effect again.
Constitution has an ability check if a DM asks for it.
This is a pseudo-crit with a way higher crit chance. It also stacks with normal crits.
I could be careful with what items you give this property to, as if you put it on something like a Drive Shaft from obojima (3d4), you essentially give a 58% chance to crit.
Based on its wording, it also sounds like it might trigger off of additional damage from "Divine Favor", Smites, and so on.
Yeah, Constitution has ability checks like any other ability. What it doesn't have its any associated skills
Hmm, how would you suggest I reword it to only include damage from the weapon damage die and not additional damage from things like Divine Smite or Elemental weapon? "This effect is only triggered by the damage die innate to the weapon?"
"rolls an x..... on the weapon's damage die"
Ah, that's much better.
This property also pairs well with a player taking the "Savage Attacker" feat.
Yeah considering how little that feat gets any use, from what I've seen at least, I'd consider that a bonus.
do you guys do monster sheet reviews?
Shoot what you got.
Post it to imgur and drop a link
That's how we usually get around the stupid "no pictures" restriction
(well, I use homebrewery and link that instead of dropping screenshots to imgur, but I know that's not for everyone)
where do i put it?
ah there is no link
Either upload the photo into a google doc or Imgur and then share the link here
ah imgur is banned in my country
Ahhh
Then just stick it in Google docs
Google docs work too
Need to make the link public. Go to the share button, globe, change to “anyone with link, viewer”
try tha
i did tune it down a bit from what i copied it from but i feel it is kinda strong for a cr 3
It looks fine.
Looks good to me
i have made 2 necklace magic items. the first is the necklace of water breathing an uncommon magic item. second is the every race armor it is a necklace that requires attunement. when wearing it you can speak the command word and it will make perfectly fitting armor appear on you the armor has an AC of 20. for this im thinking either rare or very rare.
A set of +2 Plate Armor (20 flat AC) is very rare, but has a Strength requirement and incurs Stealth Disadvantage.
If this armor doesn't have these same limitations, it would probably be closer to Legendary tier rarity, as it would be extremely powerful.
magic armor will always change size to fit you unless otherwise noted
the necklace is actually a much worse version of Necklace of Adaptation, which is uncommon.
necklace of adaptation lets you breath underwater. in poison clouds, in space, wahtever, and gives you advantage vs poison.
It's about equivalent to the Cap of Water Breathing, to be fair
So I’m making a Circle of Crystals Druid subclass, and I realised that it’s subclass use of wildshape named “Gem Shape” is just stone skin without concentration, and the subclass even gets stone skin as a spell. What would be some cool extra abilities to add to the gem shape?
So far I just have resistance to BPS
I could add fire and cold resistance but I also don’t want it to just be like bear rage
ok so my first one is useless. how about i make it a very rare and it can be called the breath less necklace. needing attunement and allowing the wearer to not need to breath.
cap of water breathing doesn't actually allow you to breath water, it creates a bubble of air around you. which means you're breathing air
These things are functionally equivalent for practical play
Made this feat to help Druids (especially Moon Druids) Wild Shape scale a bit better as the game progresses, thoughts?
Feral Combat Training
Prerequisite: Level 4+ and the ability to Wild Shape
You gain the following benefits.
-Ability Score Increase. Increase your Wisdom score by 1, to a maximum of 20.
-Feral Attack. While in Wild Shape, your attack bonus equals your spell attack modifier if it is higher than the Beast's attack modifier. In addition, if your beast form has an ability that forces a creature to make a saving throw, you may use your spell save DC if it is higher than the DC in the beast form’s statblock.
Looks decent.
Only concerns would be for specific non-MM statblocks having saves that poison enemies, as it makes those significantly more dangerous.
Also, a lot more grapples and restrains.
You could have it deal self-damage like I did for a 'self-sacrificial' maneuver.
Maybe half if you really wanted to give it oomph?
That's definitely a fair consideration
A lot of people hold the opinion that strength could use some extra utility because while Athletics checks will never not be important, there often are other ways of circumventing them.
Outside of some spells that are usually third party, most strength checks like avoiding getting grappled can also be overcome with dexterity.
Dexterity has more skills, lets you use ranged weapons more reliably, adds to your defenses, and is probably one of the most common saving throws. We've all heard this.
I am curious though if anyone has ever done any Homebrew rulings or applications to try and give strength some extra variability?
2024 STR is for grappling, with the exception of monks (dex again, but requires a level of investment).
Weight can be a factor, but depends on campaigns.
STR also has options like the giant belts, which don't really have a equivalent.
Also matters for heavy armor and heavy weapons.
A consideration for homebrew would be that anything that would emphasize STR, could be poached with a giant belt.
i heard about a HB magic item: a goblet that, when drunk from, shows you a memory from the last person who drank from it. i think it'd be cool for inter-party rp 🙂
...personally i would emphasize to the player choosing the memory that they are picking a memory, not the PC 😁
I agree. Honestly I wish there was more role-playing and exploration opportunities for it because it seems like there's way too much overlap between dexterity and strength. Having a very high dexterity can give you almost as much AC as having the best heavy armor, protects you from certain saving throws much better, and while you can't initiate a grapple with dexterity unless you are a monk you can escape a grapple with dexterity.
Not sure how this discord is on rules about sending over files, but I homebrewed part of a campaign and Im still working on some lore for it. If anybody would like to look over it and shoot some ideas or critiques at me, feel free to dm me and I will send the file for the campaign over. Its incomplete in its current state so dont judge to much lol.
Who wants to hear me out on some crazy concept I thought of
I mean, there's no guarantee anyone will have one since magic item crafting is an optional rule
Unless you have an Artificer, by which case who cares, they're not exactly a problem class
Overrun optional rule from 2014 is cool. Lets you force your way through enemy's spaces if you succeed a Strength check.
one of the goals of this armor rework was making strength more better
#homebrew message
i’d be interested hearing it
Btw, uhhh. How strong a Ranger Subclass Capstone is a Very Rare Magic Item you choose (Weapon, Rod, or Staff)?
Awesome so basically it's absolutely cracked I kinda like the idea of an eldritch abomination so I was thinking to use the dagon from ben 10 as a baseline for existential Eldridge horror type dealy and then it's followers for some of the abilities because I think they're cool abilities
So on a baseline to get around taking damage and stuff I think I wanted to just be able to outright just shift out of the physical plane and then just give it a bunch of cool like stretchy arm tentacle attacks so like reach and stuff
And then maybe like an ability to to turn those who enthralls with it's just awesomeness into like followers so they get like access to different abilities kinda like what he did in the show
ooo thats a good ideaaaa taking the inspiration from Ben 10 too
Yeah I can't remember the name of the guys that would like slide from our known reality into like a parallel one with like stairs that they walked up to get to places
So basically it's like a teleport except it's totally not and they have to actually move and the enemy could totally see them I mean like I'll make it like based on maybe wisdom like if they pass a certain check they can perceive them if they don't pass it they can't see them when moving through reality or something
I was working on 4 subclasses that I had a very specific view for and I decided to make them more general, 3 of them were converted to horror-like subclasses and I’m still trying to figure out what possible Bard subclasses could be horror-like
the only thing I can think of is a College of Taxidermy Bard maybe
or I might just replace the Bard in the group with my School of Hemomancy Wizard
College of Tragedy 
i mean college of spirits exists
thats the ghost story bard
bards are all about creation, what if you spun a frankenstein/moreau character as a bard instead of an artificer like most people try to
this could work for an Artificer if you give a specific selection, otherwise, I don’t think you can quite fit it into a Ranger, keeping the choice completely open is a bit of an issue and unlike being on an Artificer, it will kinda have to be blocked in low magic item campaigns
taking it at face value, it’s very difficult to compare to other capstones on a Ranger because Very Rare Magic Items will give you more than most capstones in terms of value but if you can already get a magic item of that rarity easily by that point, it’s completely useless because you don’t need that many weapons
yeah, but that already exists, I am specifically trying to do stuff on my end, College of Requiems is already a thing from Grim Hollow as well
for context, I’m mostly trying to reskin and remake one of my subclasses because the idea of them initially was based on specific deities in my homebrew world
this subclass is one that mainly revolves around being linked to 1 ally
theres also college of the dirge singer in exploring eberron
"horror bard" seems like pretty well-explored territory
ooh, what about a creepy dollmaker
toy making is an art of sorts
omg that’s actually insane
you could even make it a pet class
ok, so this is a subclass that is used by one of my characters because they follow a specific deity as I said
this person’s partner has a mother who was not ideal, and the mother was a doll maker
I actually love that both as a subclass theme and how it makes sense in my story
thanks a lot
idk how I didn’t think of that earlier
yeah no problemo
maybe give them prof in weavers tools, so they can make the doll cute little creepy outfits
the current feature names are “Tether” and “Marionette” anyway
Sorry for the abysmally long message haha 😢
maybe this slapped together feat
Ancient Blood
Special Feat
Prereqs: <insert prerequisites here>Strange corrupting blood flows through your veins. You gain an Ancient track that starts at 0 and goes to 10.
Whenever you finish a Long Rest where you gained Hit Points, increase your Ancient track by one.
You can do the following:
- Whenever you would die or drop to zero Hit Points, instead gain 3d10 Hit Points and increase your Ancient track by one.
- As an action, you can increase your Ancient track by one to have a helpful vision about a question of your choice.
- As an action, recover your highest level missing spell slot and increase your Ancient track by one.
When you gain a level, reduce your Ancient track by one.
When your Ancient track reaches 10, you finally succumb to the power. You irreversibly become an NPC under the DM's control that acts in furtherance of the corrupting power possessing you.
You cannot use this feat to determine how to remove this feat or avoid this fate.
you can ping me when you have a draft, if you want. im curious to see how it shakes out
Hello, I just had what I believe is a great idea
Basically, my campaign runs along the loose principal of reaping the souls of various powerful people. I recently played Library of Ruina, so I came up with the idea of "keypages" in the form of Subclasses. If the players kill a boss and one of them are of a compatible class, they could choose to switch subclasses to that of the boss's unique one. I am a pretty new DM, so there are definitely some balancing kinks I'd have to work out, but I think this is a fun idea to bring. Are there any suggestions to improve on this?
its a fine idea only if you have the capacity to really flesh out some quality subclasses for the players to switch to, otherwise it's signing up for trouble
Of course I will have to make my bosses a little powerful, but I do plan on nerfing some of the parts I think would be too powerful in the hands of a party of players
what may be a lot easier is, instead of cooking up subclasses (which are basically the hardest things to brew), you could instead cook up some feats and grant the feats for free to whichever player claims them
I also have nothing but time to design these
Maybe I do the subclasses for more major fights, and feats for smaller fights
Since smaller ones won't have much to offer anyways
I would take acid trees’ advice here
I am definitely considering it
Also I’m making an umbrella weapon it can be both a shield and a weapon but not at the same time
Umbrella???
Ba (Or free action 🤷♂️) to change form idk thoughts?
Close quarters: This weapon acts as a lance
Defense; this weapon counts as a shield that gives +2, to ac
@hallow tinsel
Utilize/Magic Action to switch if you want to keep it in line with donning and doffing a shield; though it could easily be a BA if it was an attunement weapon; would be fun to have it be a +2 shield in shield form and a +2 lance in weapon form
I was thinking +2 but I want to play a gentleman who fights with an umbrella who can quite it early on so I didn’t want a really rare magic item
could riff on the Veterans Cane, and just make it a common to start with
could easially have rarer versions available or made depending
though I'd keep it an action to switch if non attunement and a BA if attunement 
Veterans cane never heard of it
yep, walking cane that becomes a longsword; 5.5e DMG page 318
that one switches as a Bonus Action, but this being a shield really needs it to be an action
lance is fun because it's a 2h reach weapon that becomes a 1h weapon if mounted as well
2h?
1h?
2 hand / 1 hand
Just a really fun stat block for a weapon
Thx girl
Soo how are y'all and the game?
If anyone is also up at this ungodly hour (or just woke up and wants to do some reading), I just finished revising an old idea for a Ranger subclass focused on incorporating a Focus Point/Sorcery Point system: https://homebrewery.naturalcrit.com/share/fcfPlABdfL5L
hello guys, im extremely new to homebrew so i js wanted some help to understand how to implement some of my abstract ideas into homebrew through dnd beyond or foundry :D
@heady stream sorry about the ping but i absolutely love horizon and i just had to say that the stuff in your bio is so cool
Thank you! I hope you find good use for it in your games
I can help with foundry! Depending on the idea you might need some modules. Tell me your funny ideas magic man!
Check #ddb-support for help with DnD Beyond
im making a homebrewery thing to send here
Let me know if I can help
thanks alot! i will
hey guys, quick question, when u make a custom monster stat block, is there a template/website that you use (so it e.g. roughly looks the same as a normal stat block?) and if so could u point me in that direction xD
You should be able to do so on DnD Beyond
yeah I personally dont use dnd beyond (apart from looking up stuff) so didnt know that xD
but thx!
@hasty rune do you know the ratio of a homebrewary page?
im trying to line up the image and i need to know
I don't actually
getting an additional feat is better than changing your subclass, I think you should just do feats all around
this is what I have rn
Bard: College of the Marionette
Doll-Maker
Proficiency. You have proficiency in Weaver's Tools.
If you are holding a set of Weaver's Tools after finishing a Short Rest, you can make a number of dolls up to your Charisma modifier. A creature holding one of those dolls can use a Bonus Action to wind the doll up. The doll gives that creature advantage on the next skill check they make within the next minute. After the effect activates, a minute passes after winding up, or if you create a new set of dolls, the doll is destroyed.
Puppeteer
At 3rd level, you can use the strings of your instrument to puppeteer other creatures.
:
As a Bonus Action, if you are holding an instrument or Weaver's Tools, you can bind a creature you can see within 30 feet of you to yourself. The creature remains bound to you for up to 1 minute, the effect ends early if the creature moves more than 60 feet away from you or if you bind yourself to another creature.
When binding a creature or at the start of your turn when a creature is bound to you, you can give the bound creature advantage or disadvantage (your choice) on their next attack roll before the start of your next turn.
Manipulation
At 6th level, you can properly manipulate your puppets.
:
As a Magic Action you can consume a use of Bardic Inspiration, to force the bound creature to make a Charisma Saving Throw against your spell save DC. The creature must use their Reaction either way to activate one of the following effects (your choice):
Tension. On a failure, the creature must immediately make a melee attack against a creature of your choice within range. On a success, they take Psychic damage equal to two rolls of your Bardic Inspiration die.
Slack. On a failure, the creature's speed is set to 0 until the end of their next turn. On a success, their speed is halved for that duration.
Endless String
At 14th level, you have mastered the art of pupetry and can manipulate more than one puppet at once.
:
You can now have up to two bound creatures, Manipulation can activate on both puppets simultaneously. Whenever you make a choice from a feature in this subclass, you must assign each puppet a different effect. When you give a creature a Bardic Inspiration die, you can also bind them as part of the same Bonus Action. When you are only bound to one creature, the bind breaks past 120 feet instead of 60.
I like the overall idea, but I do have some issues with this
- the way you gain the cache points is a bit weird
- your points scale with PB, WIS, and class level all at the same time
- Defensive Salve is the weakest option in your first choices but is also the most expensive one
- paralyze till the end of their next turn should be to the start of their next turn
- should be a Bonus Action to create a weapon, all weapon setup spells are Bonus Action
- level 7 features are generally defensive, I think the concentration advantage to nearby allies would fit here instead
- the Circle Magic as BA is really powerful, it could be your capstone feature I guess with the arcane focus thing
- creating a weapon should be a level 3 feature, that’s baseline crafting
imo, this Ranger should be designed much more arcane-focused, right now, it seems like a Ranger that’s dipping in Paladin and Artificer which is a pretty heavy concept vs. an Arcane subclass which is pretty common
up to level 10 rn, it is not arcane at all, then in the second half of features, it becomes very arcane
alright, im done
that took alot longer than expected
Mind if I take a look?
not at all
im js gonn take a screenshot cos idk how else to do this
nvm i found the link
can you give me advice on how to balance this aswell as general thoughts?
https://homebrewery.naturalcrit.com/share/sdKYgcg4sHyX
you can’t send screenshots in here 
ik im probably missing the languages here but this should be all the important stuff
for Sharp Vision, you cannot really make it so you gain advantage after you roll, advantage as a whole works before rolling. You could just have it be advantage PB times per Long Rest (the current scaling is very convoluted)
I would also add the Eyes of Eagle effect to that
What's that
in fact, I might even say if you just have Perception instead of Perception/Investigation, you might be able to get away with permanent advantage if you remove Keen Senses
what does PB stand for there?
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Proficiency Bonus
i want to try and keep the scaling-by-levels system, how would you think i can make the scaling more balanced
using Proficiency Bonus
Proficiency Bonus is the most balanced scaling-by-levels system
Proficiency Bonus has the following scaling
2 + FLOOR(1/4*(level-1))
it can be found in all the class features tables
Oh hey that's fun
I kinda expected a pet class
Sadly I'm nowhere near awake enough for any coherent critique
It mostly looks like it works, maybe some weird wording here and there
that coulda worked too, I just felt like a non-combatant pet class is a bit too adventurous for me at the moment, I might draft that too at some point, but I think this fits the horror theme better
yeah, I did type this up right before going to sleep and I didn’t revise it yet, it probably does have a buncha wording issues
It's fun regardless
This all is solid feedback, thanks! You're right on the progression, I'll tinker with it. I skipped over making 7 very defensive because it seems like it'd be boring not to unlock more options til 11, but you make a good point about options.
For arcane flavor, you're kinda right, but a big aspect of this is the spellcasting-using-cache feature. Might move that to 3rd level to organize the theming a little bit.
For how to gain spells/heavy-or-uncommon theming, are you saying abnormal or bad?
7 being defensive can mean having the 11th level concentration feature + the extra stun option and Defensive Salve with the healing
that’s a full feature that is defensive
the way you gain cache rn is bad and needs rework imo, the theming being confusing isn’t necessarily always bad, but it does bring up issues with being unable to build a character around it or only being able to build 1 character around it
I think you can keep similar features but lean more on the arcane end and make casting spells with it at level 3
Cure Wounds requires 2 points to heal 2d8 extra, Defensive Salvo’s upcasting is 3 points for 2d6
also, keep in mind casting spells with cache points means you can cast 2 spells on the same turn
you might wanna explore converting it to a spell slot (no action required) instead
an expended spell slot that is
Ohh really good catch lmao
Yeah I'll check the wording on that
I can see the way you get Cache points being really awkward to incorporate, yeah... Because the intent of the subclass is to provide a way to "use monster parts" essentially, I want the feature to tie in with that, but I don't think "when you kill a guy" works. Maybe it's just something you forage for during rests and you gain additional points on the battlefield, but that feels like way weaker flavor.
I have a class that does that too, lemme check how I handled it
Bless
alright, I scrapped the body part bit because it encourages killing everything you see
instead, you look around the battlefield for their body parts (rather than requiring a full corpse)
the issue with yours is mainly the triple scaling though
I would standardize that to WIS times per LR, you can gain the max amount of points by doing this
and then probably decrease the max points
I would still prefer Long or Short Rest
much more controllable for this kind of resource
and reliable as the player
the reason I think mine works the way it does is because it’s an extra low level spell slot for a pact half-caster
gaining a spell slot every battle makes sense
Sure yeah
I think with this, it’s more likely they would wanna get resources back on a rest
Absolutely. I think it makes sense to get the full cap of resources back on LR, maybe that's them keeping what they're implied to have harvested from the battlefield. Then the ability to gain during the day is tied to HMark kills?
As for the cap, it's hard because 10 at 10 actually seems fine to me, but 2 at 3 (even if you round up) would be kind of miserable.
I would say that’s not a bad way of running it
Also unsure about keeping conclave spells atp - they're relevant to the class, but that is a lot of stuff because it's introducing a whole system.
Just seems weird not to have that with an arcane focus on the subclass
you kinda don’t want subclass resources to be as intensive to track as main class resources
so
funny situation
my dm just approved for me to play 2024 pugilist in a 2014 setting (we will just ignore weapon mastery)
going with Ranger level stacks makes it difficult to keep track of
Fair point
can you tell them to reconsider? 
im going to reroll my existing character, which has 18 strength, 16 con, 15 dex, 15 wis, 14 char and 12 int (4d6 rules!)
do i play as custom lineage with fey-touched feat for mystic step, 16 wisdom, 20 strength and hex, or do i go 2014 goliath for the big bonk which gives me 20 strength, 16 con, 16 wis, 15 dex, 14 char, 12 int?
recovering on a Hunter’s Mark kill means you could honestly have WIS as your max
Double WIS?
and then decrease the price
or that yeh
no because i want to punch hard
and a kill gives you back WIS stacks
it’s such a badly designed class even for 2024 
any1 with some thoughts?
when the creature is marked and it dies, not you kill it
how's it a badly designed
Perfect
and if you absorb the creature, the spell ends
Oh good tradeoff
especially with 2014 exhaustion being less horrible than 2024 exhaustion
so they can keep their mark or get resources
Yes that's a fair tradeoff
also frees up your concentration
And Mark is pretty sustainably possible anyway
This is untrue imo
But new exhaustion is easier to track
i mean for the context of combat - also, you can remove exhaustion
and also i dont HAVE to get exhaustion so
it’s badly designed in the “omg I’m making a class, I want it to do everything and be the best at it” way
so ur just saying its op?
okay cool, so im going to play it.
🙂
can you help me out with the race thing i had in mind?
do i play as custom lineage with fey-touched feat for mystic step, 16 wisdom, 20 strength, 16 con, 15 dex, 14 char, 12 int + hex
or do i go 2014 goliath for the big bonk which gives me 20 strength, 16 con, 16 wis, 15 dex, 14 char, 12 int and lets me shrug off damage every short rest?
(our party is level 1 with a forge cleric, rogue, sorcerer and druid)
at level 4 i planned on grabbing skill expert to go for 16 dex and athletics expertise
its a question for optimization, but optimization is only on official content
idk if #optimization would know how to build a Pugilist
yes. so where exactly does my question end up at?
you might have to go to #third-party
3rd times the charm
alright
I mean I would say #character-discussion but they would say your questions are too optimize-y
yeah its really not a win win situation
d4 made a pugilist and he made it almost identical to how im planning on running it, but hes playing 2024 so hes playing 2024 races as well. im not 😄
Pugilist makes the game less fun for everyone
i think my DM of 20 years will be able to handle managing the pugilist if he accepts it
At the end of the day it's the table's choice what y'all play yeah
i also think you're really stretching it
implying im going to make everyone not have fun is wild
well, I do hope they looked through the class before approving it that’s for sure
he's looked at it with me and i told him 3 times hes able to look at it more if he wants to before he gives me the final go
and i even told him haymaker maxes the damage on everything while i attack etc, and hes read through some of the exhaustion, the fisticuffs, moxie points etc
i got nothing to hide, and if hes fine with it - great
for every "pugilist is broken" person theres also a "pugilist is underwhelming" person
ive seen 3 videos about how pugilist falls off later and doesnt offer much beyond just playing for themselves, while i also saw 3 videos saying pugilist is insane and offers too much
Plus a good DM can always adjust and adapt to the needs of a party
20 year DM doesn't always mean they'll do that but generally I'd say that's a skill they've probably learned
either way, not for this channel
True
Reworking/reorganizing these aspects of Wildcrafter
Annoyed because I certainly had just used ChatGPT as a QC experiment (I dislike using AI for creative stuff, but was curious how it would work for quality control. The answer was poorly, it's terrified of any and all damage scaling) and it was the thing that suggested HM connection.
Stupid AI recognizing patterns and saying things based on those patterns that are consistent with the patterns
I mean I was going to suggest HM connection, my issue with that is idk if you are using any homebrew on your Ranger and a lot of homebrews make it less worth using
Nah I'm just using 2024 ranger for this. Theoretically it's also compatible with 2014 ranger, but my group is moving to 2024 rules soon so I'm partially using this as an opportunity to explore the ruleset more (I also just love Ranger, though).
2014 Ranger wouldn’t really like the HM connection either
although maybe not really mind it either
if you’re laying it down then killing within the round
yeah
Wouldn't be as good as with 2024 but you could always just drop the HM requirement and cap it in the same way as HM uses
Just less graceful and not something I'm gonna bother with - I'm starting to like 2024 rules
I prefer 2024 rules and my favorite class is Ranger, that being said, I still think it’s very subpar
That's fair.
I think the weaknesses of Ranger also happen to be its strengths, which leads it to really rely on subclasses to choose an aspect of its core and lean into it. Even if it's not ideal for powerful builds, though, it's fun and flavorful which is nice.
they also don’t have a T3 feature unlike other classes
Tireless really sucks, I’m assuming the T3 feature is their level 11 subclass features, but those also aren’t strong enough
if you’re designing for base Ranger though, I do think your level 11 subclass feature should be relatively more powerful than your other features
I think of it as getting 2 subclass capstone-level features
at level 11 and then at 15
They are, yeah. Tireless and Roving and whatever the first one is are almost directly from TCoE
That seems like a solid guiding principle lol
Makes up for it
but the current subclasses don’t quite do that as grandly, so you also do need to moderate
think about the level 10/11 feature of all other classes
Warlocks get a 3rd spell slot, Clerics can now revive once per LR without material cost, Artificers get 10 castings of any 3rd level or lower spell in their list
Greedy Guards
-# Sorcerer, Warlock, Wizard
-# 5th level Abjuration
-# Casting time: Action
-# Range: Touch
-# Components: V, S, M (A pile of coins worth 500+ GP, which the spell consumes)
-# Duration: Until Dispelled
-# You trade loyalty for power when creating a swath of invisible forces to guard an area you touch. You create a 60ft foot cube filled with invisible guardians. When a creature first enters the area or starts their turn there, they must succeed a Charisma Saving throw or be teleported 20ft away from the Point of Origin and take 4d6 Necrotic damage. You can designate creatures that are immune to this spell’s area. As an action, a creature can throw a pile of coins worth at least 500 GP into the air within the area of the spell, which then disappears. They automatically succeed saving throws against this spell for 24 hours.
-# At Higher Levels: (When you cast this spell using a spell slot of 6th level or higher, the distance a creature is teleported increases by 10ft for each slot level above 5th.)
Take two
How's this variant of the spell?
so in a similar way to how the Paladin’s Capstone feature is their subclass feature, make sure to raise the level 11 subclass feature to also cover the level 11 power spike
should be a longer time to set up something like that
I would use Forbiddance as a blueprint
Yeah, see, I keep hearing this but that's just Guards and Wards but worse . . .
no reason for it to be an Action if it’s stays until dispelled
I used Hallow as a blueprint
Which has wayyyy stronger effects in exchange for taking longer
(and ofc was put on Cleric intentionally to be able to be made into an action)
Reeeallly having trouble with graceful phrasing here. Was gonna just make it a BA, but there are already so many in here lol
Proxy Components. When you could otherwise cast a spell but have no remaining spell slots of that level, you can spend a number of Cache Points equal to twice the spell's level to create one as part of the spell's casting.
I guess it could be a reaction
(reread)
Hallow has a 24 hour casting time
and I don’t think Guards and Wards deals damage
Need to make sure it doesn't enable double-casting on a turn
Hmm. Cast it without a spell slot
but I might be wrong
I mean . . . Is that particularly bad?
After all
For Ranger? Kinda
Vro, what combo could Ranger have that would upset balance . . .
It's dipping into a level of shenanigans I don't think is necessary for this subclass
Just specify Ranger spell
just convert into expended spell slots
BAM done, no multiclass abuse
still can be abused
It does.
It literally gets 2 Stinking Clouds for free
you wanna say “a spell slot of a level the Ranger can cast according to the Ranger class features table”
How exactly . . . ?
Stinking Cloud
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Ranger spells can be cast with any spell slot
I think you can actually say one of your Ranger spells, that works, but I don't want to enable double-casting regardless
that’s why you need to convert to spell slot or use the Quicken spell wording
Quicken spell is a good idea ill look at that
Nvm 2024 wording doesn't really work for this
3 levels in this Ranger and 17 levels into Druid allows you to cast 5th level Ranger spells for free
if you just use the Ranger Spell wording
I think when you say "one of your ranger spells" it's understood RAW to mean a spell you learned as part of your Ranger class
yes
but those spells can be upcast still
and Dragonmark spells belong to all class spell lists
Vro, upcast
You're worried Abt upcasting
An already very niche feature
very niche?
Plus a busted campaign specific feat
Yeah, needs to be learned through level up
It's hardly ever worth to upcast. Exceptions are that. Exceptions
ok, I’m not sure what kind of game you’re playing where using a 1st level spell slot to gain upcastings of 5th level are not worth it
you can also use the Arcane Monk subclass feature table
or Sorcerer Magic conversion table
Right now looking at Sorc Magic
I think I'm actually just going to modify the existing phrasing though
Font of Magic
Vro, you are not getting that with a dip. It relies on Cache Points . . . @vagrant egret how do you get Cache points?
Double +WIS max, regain on LR & regain +WIS# when you drop a Hunter's Mark target to 0hp. Later, can also gain an additional one when you hit OAs
That is. Not very good scaling. Like, you are much better off with flat scaling.
To prevent dip abuse that is
Just like Sorcerer
Level 3: Component Stockpile
You have a specialized component pouch which you use to store crafting materials, represented by a number of Cache Points. You have a maximum number of Cache Points equal to twice your Wisdom modifier, and regain all spent points when you finish a long rest. When a creature you targeted with Hunter's Mark drops to 0 hit points, you can choose to end concentration on the spell and gain a number of Cache Points equal to your Wisdom modifier.
Mental Stimulant. When you make a Concentration saving throw, you can spend 1 Cache Point to add your Wisdom modifier to the result.
Proxy Components. You can cast a Ranger spell for which you have slots, without expending a spell slot, by spending Cache Points equal to twice the spell’s level. If you cast a spell in this way, you cannot cast another spell using a spell slot on the same turn.
Savage Arsenal. As a Bonus Action, you can spend 2 Cache Points to create a simple melee weapon or a piece of ammunition in your free hand. Choose fire, acid, or poison damage when you create the object: it deals an additional 2d6 damage of that type to the next creature it successfully hits, then crumbles to dust. If ammunition created in this way misses its target, it immediately reappears loaded in the weapon from which it was fired.
Otherwise this is yeah, very much too good not to steal for Druid at 3rd
Screwed around with some of it, so this is what it is now.
Would making a system that goes along with dnd count as homebrew? Like if you made a nation roleplay that used dnd rules for combat and character creation and completely different rules for like nation survival, would that be hb? Just checking cause idk where to post my current WIP.
Yes it would!
Well, maybe. Depends how far off it is. If it's alternate homebrew rules for aspects of D&D, I'd say that's homebrew. If it's an alternate system that uses some D&D rules, that's #third-party
Ty!
#third-party is just published homebrew
Also combined Backup Weapon and Savage Arsenal, so now you create a weapon that does the damage and crumbles. Essentially a smite but limited to simple weapons and matched to Gloom Stalker's bonus damage (which is very limited, so this is still more overall).
Proxy Components also doesn't require the spell to be prepared this way which I think makes sense in context of the Subclass theme
And then definitely wrong channel (what would be the right channel?) but would I be able to post the server I’m using for that dnd hybrid system in looking for community even though it’s only part dnd?
If you are looking for people to play your game with you
thanks!
I updated my Wildcrafter subclass for Rangers based on some of the feedback I got here (primarily from @peak inlet, thanks). Changes:
- Rephrased Proxy Components to prevent multiple spell slot casts per turn, and include the ability to cast unprepared spells.
- Savage Arsenal now creates a temporary simple weapon or one piece of ammunition, which deals 2d6 damage on a hit. Ammunition teleports back if it misses.
- Versatile Cache is now Level 7, and has the Defensive Salve and Bolstered Power passives. Level 7 keeps the Cache Point from OAs.
- Defensive Salve heals inherently, and can heal an additional 2d8 HP for 2 additional Cache Points.
- Exploit Energies is now Level 11.
- Mortal Arsenal stays at 11, boosts damage to 2d8 for all created objects, and can enhance a wielded weapon or ammunition instead of creating new ones (allowing martial weapons to be enhanced).
- Ensnare Energy has moved to level 11, has increased cost, and now can trigger on any weapon attack. It lasts for about a round depending on if it's a regular attack or Opportunity Attack.
- Arcane Locus now has the circle spell ability, and no initiative bonus.
random question, is it normal for spells to be unlocked via species?
like only species X can cast spell Y
or smth like that
spells are usually class locked, not species locked
some species get innate spells, but they can still be taken by appropriate classes
is there any person here that's an optimization nerd adn can help me out?
running 2024 pugilist in 2014 campaign - and I REALLY want to minmax hard. need some help
yeah, its a hit or miss because its mostly official stuff. im trying there as we speak
I need help coming up with some racial skills for a manatee-humanoid besides waterbreathing and swimspeed.
So I have this homebrew race in my setting called Aquariads. Anyone born under a storm or over the ocean is mutated durring their birth into an Aquariad.
The appearance of Aquariads vary wildly from one to the next. Aquariads can look like a humanoid version of pretty much and marine/underwater animal you can think of, and therefore their racial skills may vary depending their unique appearance
I have a player who decided to play as one and is playing an Orca looking Aquariad - he has a 3 racial skill he can use in combat a number of times = to his PB, they inspired by certain things Orca's do like hunting other whales by delivering devastating headbutts, so one of the skills he can use is a headbutt
All that to say. I need help coming up with some racial skills for a manatee-humanoid besides waterbreathing and swimspeed.
increased carry capacity?
they're also very curious animals so maybe proficiency in nature checks?
for grappling they could be considered 1 size larger than they are?
could give them the Charger feat, but only when using swim speed
aswell as the dash ability but only underwater
Bonus action dash and charge ability both only usable with swim speed
@hallow tinsel @keen halo @vague warren
Thanks for the suggestions!
I like charger (underwater) and counting as one size larger.
The party fought a pufferfish Aquariad who could turn 1 size larger as well as forced dex-saves (with a very low dc) onto any melee attackers, fails resulted in recieving 1d4 poison damage when hitting the pufferfish.
They'll likely be fighting this manatee out of water. So the +1 size modifier is something I can work with
I have a barbarian goblin (small) in the party who grapples once or twice in every fight.
It'll be interesting to see her surprised reaction when she tries to grapple the manatee pirate
that'd be hilarious ngl
"I go to grapple the manatee"
"He is unaffected- you give his leg a hug"
Ok that’s both hilarious yet wholesome
Hello, im making a DND campaign set in MC. Due to this im using a weapon tier system based on the Minecraft ores.
I would like some opinions on how the damage dice should scale for the Weapons. Some are already filled out but others I left blank because I honestly had no clue what would be balanced. Reply or dm me if you wanna see what i got typed in the Notepad
In the one i did. I just renamed a longsword to wood sword, then the +1,2,3 were gold iron diamond, respectfully. Dagger was shovel. I wanna say the shortsword was pickaxe. And everything had a 2d20 uses before they broke, except gold, that had d10 but also gave multiatk
i would like the +1,2,3 be represented with the sharpness enchant and i already have a durability system in place. Im literally fighting my mind in figuring out attack dice scaling XD
im also allowing players to choose any of the normal classes so im expecting them to use great axes or staffs n such
Dagger easy, greatsword though. Has a base damage of 2d6, how do i scale that!?! XD
[Dagger]
-Wood: 1d4
-Stone: 1d4
-Copper: 1d4
-Gold: 1d6
-Iron: 1d6
-Diamond: 1d8
-Netherite: 1d8
[Greatsword]
-wood:
-Stone:
-Copper:
-Gold:
-Iron:
-Diamond:
-Netherite:
Weapon wise, I gave out the basic axe, sword, pickaxe, shovel options, with casters using a stick for a wand. I also did this before netherite was introduced.
all im seeing is that i like to make myself suffer with complicating things XD
In Minecraft gold only does slightly more dmg that wood and has less health than that.
You can consider separating attack bonus and damage bonus?
can you give an example on that? Cant really visualize it
I would really like to alter some weapons to make them valid options, but I want to make sure that balance is maintained. Firstly, I was thinking of perhaps making the flail deal 1d8 bludgeoning but make it reach. Would this add to it's usability without surpassing other weapons?
Make the wood and stone variants weaker. 2d4 instead of 2d6 but are still technically stronger than th strongest dagger
Shouldn't be an issue, no. Whip is 1d4 with Reach and Finesse, which each can be considered to count as a reduction of dice size.
So my latest session involves my level 18 party of 6 going through a mega dungeon. And the second floor is just a massive collection of winding maze-like corridors of overgrown ruins with the occasional forest adjacent clearing. And their entire goal is just to survive on that floor for 24 hours trying to run around and collect as much useful loot as they can while the guardian of the floor is constantly tracking and hunting them the whole time.
You might think that a single monster chasing a party of 6 high level PCs would be a massive joke of an encounter.
But here is his stat block.
https://drive.google.com/file/d/1nXpCXWVW7p8Q5XrVr0oc4X5xQ_IL8sVb/view?usp=drivesdk
I'm totally going to switch the music to Dante's theme from SMT nocturn whenever he shows up lol.
They CAN kill it.
Wouldn’t that defeat the purpose of the other tiers then because then they have a chance to deal as much damage as diamond and netherite. Unless you mean I should make those 2d6 as well.
I guess I don’t understand how adding another D4 dice weakens the wood and stone tiers
Okay.
Alright let me clarify
Ah, you meant for the great sword. Now that ive re-read the comment you replied too
What I mean is make the wooden and stone variants 2d4, this makes them ever so slightly stronger than daggers even at the highest tier
Yeah greatswords
Gotcha gotcha, I’m just fretting over making these dice attacks to strong or weak. Lvl 5 PCs btw and gonna have normal zombie and skeleton stat blocks for enemy comparison
Alright so tell me all the weapons you got so far, or is it just the daggers and greatswords
Btw this looks amazing, I don’t really have any gripes with it
Sword, longbow, bow, heavy crossbow, dagger, club, hand axe, javelin, light hammer, mace, quarter staff, sickle, spear, battle axe, and flail
As for the ones I don’t have
Glaive, great axe, great sword, halberd, lance, long sword, maul, morning star, Pike, rapier, scimitar, war pick, warhammer
So about half XD
If you’re ever worried about balancing issue keep in mind I homebrewed guns and it ended up with a level 7 player having a modified fire breath sawed off double barrel that did 6d10 and because of his gunslinger feat, ignored half and three quarters cover
Also he only had to roll a 10 to hit cause I ruled guns would ignore regular armor
XD I mean, once the sawed off shotgun basically got perm dragons breath ammo. It was bound to happen
I just realized there are several typos that I forgot to correct. But that's thankfully an easy fix.
And thank you! I was honestly expecting people to complain about how BS I made him lol.
Yea, I had to make the final fight a kajiu level fight so that it wouldn’t just end in 3 turns lol
Least my weapons will be mitigated by the fact that they have to be crafted so funded the resources n such will be fun
Yeah no I didn’t even notice the typos lol, but I am a sucker for having bs both for my players and as a DM.
So are the damage on the weapons normal with tweaks fit to their material
Basically the damage will scale with the material used to make it, along with durability.
Mats can only be gained from POIs discovered through ability checks. Which can only be done by spending Hunger Points which is tied to a custom Exhaustion meter with 4 tiers……
I’ve thought to much on this
At what point in making this homebrew did you think, nah this is too weak lets add something else
Not even getting into enchant books XD
My whole philosophy with homebrew is "Give the party overpowered abilities. Make them fight equally overpowered shit." Haha.
The only issue is that it's a little hard to balance and make it actually mechanically interesting without breaking bounded accuracy or having the party just curb stomp everything.
This is the third campaign I've run with my group and my first one was a total shit show lol.
Thankfully I've learned a few lessons over the years and I think this strikes a good dichotomy between "super threateningly overturned" and "fair to the players if they strategize well".
Honestly that worry is kinda why I’m planning on doing a test DND session with the mechanics I’ve made to see how the players like em.
Before committing to an actual run
Also for me it’s like
*super strong PCs with homebrew abilities
*Fight the equivalent of the TMNT foot clan in terms of enemies
- Or just strong mutant shredder
Well the gunslinger part was a complete oversight but I wanted to make the guns highstakes and high reward weaponry. The way you used the guns fundamentally made you focus on positioning since ALL guns ignored AC and a crit could kill you if you’re not careful.
My players thought it was pretty fun. Especially because this was a wild westy campaign
Wild West with guns and the gunslinger still snuck in and broke the damage counter XD
Yeah 😂
Same! This is also my third campaign, and I didn’t want to make everything super duper broken, so instead I’m gonna implement a new mechanic that feels broken but won’t come up very often.
I call it “Final Stand” which triggers when they are the only party member left conscious, and they get a super charged ability unique to them that can do allow them to make a “final stand” against their opponents, which will fit perfectly with the fact one of my players wants to sacrifice themselves in the upcoming boss battle.
For example a paladin would get Golden Smite, which is a much stronger variant of Smite, AND it guarantees an auto crit when used (can only be activated once per long rest)
Yeah that's the kind of stuff I do. Though for this campaign I gave everyone a custom feat in the form of "Latent magic"
(Rowan left the campaign unfortunately but he got replaced by Malik)
https://docs.google.com/document/d/16M8BAemK5cx4yIHVLMBvnUMX6P45YBKmo7vn79e1uVs/edit?usp=drivesdk
So. I’m making a homebrew kobold subrace right?
Can someone help me decide if it’s op, balanced, or overbalanced..?
This is so cool. I might steal this one day
Here’s what I have so far
https://docs.google.com/document/d/1-RVl2mycnstLQ_4YMGdkYSLdkaPLaX9mR-f-W8wEA3c/edit?usp=drivesdk
This is a little confusing. But also I have to ask. Is it supposed to be stronger than normal races or about the same? And is it for 14 or 24?
I am curious though, is there anything about Ziegfreid's stat block that you think is interesting or like the most?
I honestly haven't been able to get much legitimate feedback since I usually can't directly show my players the stat blocks for creatures until after the fight is over. Haha.
So I've made some additions to the 5e armor system for my games, and I'm unsure if two of those additions will negatively interact. These additions all fall under my new "armor properties", pretty much identical to how weapon properties work. The first property of concern is one I actually really like called "compatible", which allows certain types of armor to be worn with certain other types of armor. While combined, you gain the properties of both armors, but use the AC equation of whichever armor would give you the higher number.
The second property, or properties, are the Padded, Plate, and Chain properties. Each one raises your AC by an additional +1 against weapon attacks that deal certain damage types. Plate is piercing, padded is bludgeoning, and chain is slashing. So if you're wearing plate armor and have an AC of 18, you'd increase it to 19 when being attacked by a spear. Now, this is fine when you only have one of these properties, as your AC is still normal against 2 of 3 weapon damage types. However, when you combine, say, a gambeson and plate, you'd have a 19 AC against both bludgeoning and piercing. Would this be too strong?
I like how he is very much a hunter and not easily hunted himself
He definitely looks like he’ll keep the party on their toes instead of just someone they can easily kill and not have to worry about him anymore
Brewing up a 1/3rd caster subclass for Barbarian, Path of the Wild Warden.
Because Barbarians are sort of fitting that primal warrior archetype and often live in small communities in the rural lands, the spellcaster influence is druid. A PC like this could be a warrior who apprenticed under a druid allied with their group, maybe initially they were a druid but their training was interrupted and they had to take up a warrior-path for various reasons, or they are part of a barbarian tribe that is allies with a druidic circle and often works alongside rangers so they picked up some unique training.
Features are
- 1/3rd caster with spell progression levels effectively identical to Eldritch Knight's wizard spells for spell slots and cantrips, but with druid spells instead. Max level spell slots are 4th level.
- The ability to cast spells and concentrate while raging (but only after succeeding a Con save DC with the DC determined by spell level, DC = 5 x Spell Level so a cantrip or 1st level spell is easy, but higher levels have a bigger risk), but only druid spells. Can't cheese a multiclass by grabbing wizard and then doing wizard spells as a Wild Warden in the middle of a rage.
- You get Shillelagh automatically and later can cast it on any weapon you're holding, not just clubs of staves; so use any weapon masteries you want.
- Later on, you can create any nonmagical weapons, shields, or armor via out of wood using Shillelagh and raw materials over a long rest. All armor counts as light or medium armor (so you could technically be wearing plate, which does have the stealth penalty still, but still rage)
- Additional proficiencies and one expertise in some wisdom based checks and skills, especially survival, medicine, and/or animal handling
- Your wood armor and weapons can later be upgraded to have thorns to inflict damage on melee attackers, be treated as +1 gear, and give a stealth bonus if you stand still in foliage
Any thoughts?
holy MAD, but conceptually it seems interesting
Their is a bit of an assist there.
The idea of making wooden weapons and armor (that still function like metal) is to blend the druidcraft with martial weapon use. And because you want at least a decent Wisdom score as this Barbarian, their is a worry they'd have pretty bad AC if you had to worry about Strength, Dexterity, and Constitution in addition to Wisdom. So you can make basically wooden halfplate or even full plate armor and a shield, have a good AC, and not need a huge Dex score.
So this Barb would want STR, CON, and WIS in that order, instead of the usual STR, CON, DEX.
Sort of like how Eldritch Knight fighters will almost never has as good of an INT score as a wizard, but they can use heavy armor to help buff up defenses in leiu of devoting some scores to INT over DEX.
Balance concern though? Is it busted that this would create a barbarian who can heal themselves or act as a very tanky medic?
Highest level spell they could do is 4 and they'd get only 1 spell slot by 19, with 3 lvl 3 slots, 3 lvl 2 slots, and 4 lvl 1 slots.
https://www.dndbeyond.com/spells/3219916-the-first-hubris is this broken?
The First Hubris
Level
6th
Casting Time
1 Action
Range/Area
120 ft. (20 ft. )
Components
V, S
Duration: 1 Hour
School: Evocation
Attack/Save: DEX Save
Damage/Effect: Fire
A roaring flame descends from the heavens like Prometheus's first act of hubris, leaving behind powerful flames. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. The area leaves behind powerful flames. Any creature that enters the area for the first time or starts its turn there has the Burning condition. While it has the burning condition this way, it has vulnerability to Fire damage if it does not have immunity to Fire damage. If it does have immunity to Fire damage, Fire damage is treated as though it does not have immunity to Fire damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
aay, love to see something actually use the burning condition other than imolate XD
it's fine; it's lingering fireball, burning isn't terribly much damage in the first place, and they can easilly just leave the radius
it cutting through immunity is a bit iffy but otherwise it's fine 
Maybe if the target has resistance to fire damage, it takes normal damage; and if it is immune it treated like it has resistance?
Can you… elaborate on what you’re asking with the second question..?
Please?
or 5.5e or 5e, with the new nomenclature
Oh. Uh. I…
Don’t know…
I just used the Monsters Of The Multiverse kobold as a base then expanded on it and changed it to fit the lore In developing…
So most likely 5e..?
I think
ok, so 2014/5e
I have also updated it to try and make it more balanced or make more sense with the stats..
I can provide a new link if the previous one doesn’t work
DM ruling for some campaigns I've been in, that I am curious for others to think. For rangers, Hunter's Mark is a free action. Still a bonus action for other classes, but for rangers in specific this helps free up the BA for class abilities like beastmaster's using their beast.
No save on burn- strips resistance and immunity, grants vuln. Would say yeah, it's broken.
The Burning condition can be removed with an action before I get another fire spell in.
doesnt dropping prone also do it
rest of the party can ready spell, this burns the enemy turn
prone and action
oh crap, curse me being a dnd player
also if this is 5.5e, jsut literally have the Ranger level 13 feature make it no longer be a concentration spell for them instead of them jut not needing to make conc saves
Anyone wanna read a revision of a potentially broken support class?
I hope so, cause here's a link to it
It's called the prodigy. It's a powerful skill monkey, a partial martial, a limited caster, and has the super fun ability to direct the party like traffic
Does anyone know how I could change the scaling for a weapon from strength to dexterity?
I'm specifically trying to swap the strength scaling of the spear to dexterity using homebrew
Nevermind guys I figured it out ✌️
I am facing another issue, I am trying to add a secondary, seperate damage die for when my weapon shifts into a Longbow.
I am trying to use Damage, Piercing 1d8 but it just doesnt appear in the actions tab
This is the homebrew section. You'd be better off asking in the general, or dndbegond help tab.
Curse of rust
Transmutation 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S, M (a piece of rusted metal)
Duration:instantaneous
You target a creature within range who either has natural armor, is wearing armor or is holding a weapon. If the user targets natural armor, the target have to make a constitution saving throw or suffer 2D6 necrotic damage and a 1D4 penalty to their AC for 10 minutes. If the user targets regular armor, that armor suffers a 1D4 penalty until it is repaired during a short rest with an appropriate tool. If this reduces the armors AC bonus to 10, then that armor is destroyed. If the user targets a weapon, the weapon rusts and has a 1D4 penalty on all attack and damage rolls until repaired with an appropriate tool. Magical armor can be effected by this spell but not destroyed. This effect does not stack, and applying this spell to a target again simply has you reroll the penalty.
Spell class list:artificer
how does this spell look?
Check #ddb-support
Alr thanks and mb
problems I see with this:
- there's almost no flavor text here, beyond the name of the spell
- the name of the spell implies it should only work on metal, but there's no such restriction
- natural armor can be affected by the spell, but for some reason natural weapons are exempt
- the only situation in which the spell can fail is when targeting natural armor
- the spell includes a damage component, but it only works on certain enemies and even then can fail
- the spell appears to lack any benefit from upcasting
i will add flavor text, sorry about that
I'd recommend trying to figure out the other issues I pointed out as well
to be fair not every spell can be upcasted, infact many cant. You cant upcast shield for example
eh, the bigger concern is that the spell simply cannot fail at all unless you're targeting an enemy with natural armor
the problem is, what saving throw would that even be? Your not targetting the creature, your targetting its equipment
Working on a custom survival ruleset to use with LOTR 5e from Free League.
I really wanted to have the speed attribute and archery attribute separate, so originally removed constitution and added an aim/precision attribute that could maybe also be used for a crafting skill? My current draft has ranged attacks tied to Awareness (renaming of Wisdom) which would represent use of eyesight, etc. Obviously not as on the nose as an aim or precision attribute, but I don’t know if I want to rework all the class features to include it.
I had a photo of the character sheet, but it’s not letting me add photos?
even so, making a spell that cannot fail and at the same time reduces an enemy's ability to fight is a bit busted
what saving throw would that be?
I don't really know if it should be a saving throw, I just know that making it so that a spell applies a penalty to the target and can't fail is too strong for a second level spell
thats why i made it so it cant stack
even without stacking it's too strong imo
then how would it be resisted/avoided?
you'll need someone else's input for that, I just feel quite certain that this is too strong to be a second level spell
potentially outright destroying the enemy's armor or weapon with a second level spell that they can't in any way prevent is insane
my best idea is to just flavor it as metal eating bacteria that has to be dodged
Curse of rust
Transmutation 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S, M (a piece of rusted metal)
Duration:instantaneous
You create a puff of oxydizing gas. An effect applied by this spell cannot be applied twice on the same creature/suit of armor until the effect ends. The target must make a dexterity saving throw or have one of the following effects happen (casters choice):
Errode shell:the target suffers 2D6 necrotic damage and have their natural armor reduced by 1D4 for 10 minute or until the creature is magically healed.
Errode claws:the target suffers 2D6 necrotic damage and have a 1D4 penalty on all attack rolls and damage rolls using their natural weapons.
Rust armor:the targets armor suffers a 1D4 penalty until it is repaired or the mending cantrip is casted on it.
Rust weapon:the targets weapon suffers a 1D4 penalty on all attack rolls and damage rolls until it is repaired or the mending cantrip is casted on it.
Spell class list:artificer
How about this version?
much better, genuinely
can be avoided and has clear limitations
my only remaining question is why it's specific to artificer if it's called a curse
i wanted to give artificers a single target debuff spell that fits the theme of engineering and inventing and this was the best i could come up with
definitely serves that purpose, it's just that the name itself doesn't really sound like an artificer thing
any suggestions on other names?
literally every other detail is fine atm, aside from maybe a bit of rewording that I wouldn't know how to do to make it be more mechanically accurate
"plague of rust" might work
Rust Bomb
best I had was "Rusting Agent" which sounds more like a bottle of something you'd pour on the enemy's stuff when they're not looking
Also I think the spell is insanely op
"Cloud of Rust" could work if it were like a 10ft cone rather than a single target spell
Natural armor shouldn't be included. Do classes that don't wear armor but have an armor buff just get their skin scorched?
Makes no sense to work on natural stuff. Should only apply to metals.
i'd say it only effects metal objects/armor/weapons
oh yeah, I completely forgot my earlier point about the name implying it only works on metal
Making robes rust?
also bows/crossbows, quarterstaves, etc
Yeah sorry it's op as hell lmao
Especially for a level 2 spell with a one action time and barely no cost
crossbows would get rusted, most have metal
not all, but fair enough
Just make it work on martial weapons
90% of them have metal and if they don't you can just flavor it that they do, say a long bow has metal attachments or w.e
nah, specify that it only works on metal armor and weapons
there are still a few martial weapons that aren't made of metal and make no sense to rust
Especially if it works on magical armor like what
its important to note that it still doesnt stack
Also why does the caster choose if they make a save OR an effect happens?
decided to go with the name "rusting agent"
even so, allowing even magical armor to be reduced in effectiveness by a second level spell is a bit much
Mate imagine your +3 studded leather turns to a -1 because a level 3 artificer said "nah"
Artificers get 2nd level spells at level 5
point stands, magical weapons and armor should probably be exempt
Youd debuff someone for what is effectively permanently or unless they get it fixed/usually out of combat
Or you force them to mend it mid combat
oh, and I just realized, there's nothing preventing you casting this spell twice on the same guy, once on his armor and once on his weapon
It's a second level spell that effectively applies a permanent disadvantage until dispelled
Yeah it's not the same target
Rusting agent
Transmutation 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S, M (a piece of rusted metal)
Duration:instantaneous
You create a puff of oxydizing gas. An effect applied by this spell cannot be applied twice on the same creature/item until the effect ends on said item/creature. Magical weapons and armor are immune to this spell. The target must make a dexterity saving throw, and on a failed save they have one of the following effects happen (casters choice):
Errode shell:the target suffers 2D6 necrotic damage and have their natural armor reduced by 1D4 for 10 minute or until the creature is magically healed.
Errode claws:the target suffers 2D6 necrotic damage and have a 1D4 penalty on all attack rolls and damage rolls using their natural weapons for 10 minutes or until the creature is magically healed.
Rust armor:the targets armor suffers a 1D4 penalty until it is repaired or the mending cantrip is casted on it.
Rust weapon:the targets weapon suffers a 1D4 penalty on all attack rolls and damage rolls until it is repaired or the mending cantrip is casted on it.
At higher levels:when casted using a spell slot of 4th level or higher, it can effect magical weapons and armor.
Spell class list:artificer
How about this?
you can just say "Screw that guy in particular" with this spell by casting it twice
I'd make it so this spell cannot be active twice.
As in, if you cast it again the first cast gets disabled
Like how you can't use light cantrip on two sources
You're still enabling natural armor and weapons to be eroded. It's op.
slightly confused how that could make sense from an in world perspective, given artificer stuff is very explicitly not magic
What stops you from making A DRAGON'S armor be reduced?
i personally dont see that as OP so were just going to have to disagree here
absolutely nothing
Yeah sounds op
legendary resistance
For a 2nd level spell
also its just 1D4, for a dragon thats basically nothing
froggy, the idea of the spell itself is still good, it just needs more workshopping
Say that the powder falls off from the weapon? Maybe it's a coating?
Reducing a dragons ac from 19 to 15 makes any martial/or really any class be able to, at that level, almost always guarantee a hit on him
Dragon can't mend himself either btw
that is assuming the dragon both fails the saving throw AND it rolls the maximum value
dragons tend to have proficiency with dex saves
an artificer using some kind of rusting agent to negatively impact an opponent's equipment is pretty smart and fits in terms of flavor
issue is just that the current version is too strong for the level you want the spell to be
the reason im allowed natural weapons and armor to be effected is because most of the time you arent fighting creatures that use weapons or armor. Most monsters fight tooth and claw
Okay, so then make a variant of the spell that's only for natural or make it so upcasting let's you do it
Like upcast to 4 lets you target natural sources
its important to note that this spell is for artificer, which is a half caster. You cannot spam this spell willy nilly
Still sounds op to me
then you and i are simply in disagreement
i feel like having it JUST be metal items would make the spell too limited in most campaigns
actually, it depends on the campaign
yeah thats why i say most campaigns
in a lot of games, you're primarily up against humanoid enemies, or undead enemies, or some other thing, but still have the vast majority of enemies wearing armor and using weapons
very rarely are the majority of your enemies attacking exclusively with natural weapons and using exclusively natural armor
how useful would the spell be if it didnt effect natural weapons or natural armor?
still very useful imo
in fact
exactly as useful as the second level spell Heat Metal
which exclusively works on metal armor or weapons
Rusting agent
Transmutation 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S, M (a piece of rusted metal)
Duration:instantaneous
You create a puff of oxydizing gas. An effect applied by this spell cannot be applied twice on the same creature/item until the effect ends on said item/creature. Magical weapons and armor are immune to this spell. The target must make a dexterity saving throw, and on a failed save they have one of the following effects happen (casters choice):
Rust armor:the targets armor suffers a 1D4 penalty until it is repaired or the mending cantrip is casted on it.
Rust weapon:the targets weapon suffers a 1D4 penalty on all attack rolls and damage rolls until it is repaired or the mending cantrip is casted on it.
At higher levels:when casted using a spell slot of 4th level or higher, it can effect magical weapons and armor.
Spell class list:artificer
Fine, how about this?
I'd slightly rephrase to just say "cannot be applied twice to the same creature" and skip the mention of a specific item, since the effect of the spell mentioned further down specifies that it works on the target's armor or weapon at the caster's choice
unless you're wanting to allow a use case where it's cast on a weapon or piece of armor that isn't currently being used, to try and nerf an opponent that will be fought later
Rusting agent
Transmutation 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S, M (a piece of rusted metal)
Duration:instantaneous
You create a puff of oxydizing gas. An effect applied by this spell cannot be applied twice on the same item until the effect ends on said item. Magical weapons and armor are immune to this spell. The creature wearing or holding the targetted item must make a dexterity saving throw, and on a failed save they have one of the following effects happen (casters choice):
Rust armor:the targets armor suffers a 1D4 penalty until it is repaired or the mending cantrip is casted on it.
Rust weapon:the targets weapon suffers a 1D4 penalty on all attack rolls and damage rolls until it is repaired or the mending cantrip is casted on it.
At higher levels:when casted using a spell slot of 4th level or higher, it can effect magical weapons and armor.
Spell class list:artificer
How about this then?
looks good, I think, but get a second opinion from someone other than me
i still am not sure if i like it in this state
i want a debuff spell for artificier that can be applied generally
...I'm just going to point out that Enlarge/Reduce exists and does the 1d4 penalty to damage regardless of creature type if you successfully shrink the target
who actually uses the reduce part of enlarge/reduce?
ive only gotten use out of that part ONCE
it's better for utility; use it on a small PC to quickly get through a crack in the wall or something
you're wanting an artificer spell that debuffs and isn't super niche
yes
Enlarge/Reduce is the best bet there is for that, because it's out of combat utility, can be used to buff allies at any level, and can debuff enemies on a failed save regardless of creature type
is reduce actually any good as a debuff?
not really >.>
it's a 1d4 penalty to damage rolls and disadvantage on anything involving Str (except attack rolls for some reason)
Befuddle
enchantment 2nd level spell
Casting time:one action
Range60 feet
Components:V,S
Duration:one minute, concentration
You target a creature within range who must make an intelligence saving throw. On a failed save they take 2D6 psychic damage and become befuddled for the duration. Befuddled creatures have disadvantage on all attack rolls, ability checks and concentration saving throws. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success.
At higher levels:when you cast this spell at 3rd level or higher, you can target an additional creature within range for every level above 2nd.
Spell lists:sorcerer, wizard, warlock, bard, star knight
Would this spell fit on artificer?
Grease, Heat Metal on Armor, and Web are all at least decent
also you can use Artificer to craft Spellwrought tattoos so you can have any spell off of any spell list up to 5th level depedning on your artificer level:
Artificer level 2: up to 1st level
Artificer level 10: up to 3rd level
Artificer level 14: up to 5th level
that is way too many penalties on a low level spell that also deals damage
i dont think grease counts as a debuff spell
prone is a massive debuff
wouldnt faerie fire count as a debuff then?
yes
yes