#homebrew

1 messages · Page 88 of 1

keen halo
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Martial Prowess - power points

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Omg I was thinking the same lmaoo

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And they get more PP every 2 or 3 levels

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😭 It has to be that

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Physical Prowess? Martial slots?

stuck raptor
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Artes

keen halo
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That sounds posh as heck

stuck raptor
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<- someone who has consumed too many JRPG and similar media

keen halo
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Hm

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What would be the opposite of spellcasting

stuck raptor
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Antimagic

keen halo
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I thought about that but that would kinda give the vibe that I'm canceling magic

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But that's not the goal

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Exertion system?

scenic urchin
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sciencetheorizing

keen halo
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Plus ultra?

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Oh my god no way how did I not think of it

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Adrenaline system

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Is that just the opposite of spellcasting

fierce dome
keen halo
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🤪🤪🤪

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I saw u delete that

fierce dome
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i wanted it to respond to your question lol

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it was lacking context without it

keen halo
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@frank leaf I think adrenaline system is clean

frank leaf
keen halo
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Name wise?

frank leaf
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Adrenaline makes me think of being low

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Like being Bloodied in 5.5

keen halo
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Could be an ability in the system tbh

frank leaf
fierce dome
keen halo
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Momentum?

fierce dome
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i would say "feats" but that's already taken

keen halo
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Heroic deeds ain't bad either

fierce dome
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"martial stunts"

frank leaf
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Heroic Actions?

keen halo
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Stunts makes me think of movies

frank leaf
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As opposed to Legendary Actions?

keen halo
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Heroic actions IS GOOD

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Heroic Powers?

Then it's HP 😭

fierce dome
keen halo
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Wait okay hold on how about a system where you start the combat with 0 and then when you land hits etc you gain the slots

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And you gain slots up to a certain limiter per day

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And then you can expend then through the day

keen halo
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OK that's kinda why it rung a bell

fierce dome
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(ill be honest it really sounds like youd be happier with another system lol)

keen halo
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I just want to homebrew something for fun lol

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I still enjoy dnd 😂

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Let's stick to the martial spellcasting

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Heroic actions then?

frank leaf
keen halo
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Valor can work too tbh

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Valor system - valor points

scenic urchin
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or grit

keen halo
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I like the heroic actions but something g about the action throws me off

fierce dome
keen halo
fierce dome
keen halo
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Heroism - hero points to use heroic actions?

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That's the one?

opal goblet
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Crooked Moon Sinner already uses heroic inspiration to use its ability, if that's what you mean by hero points.

keen halo
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Wtf is that

scenic urchin
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maybe combat?

keen halo
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I mean yeah combat points to use heroic actions

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Can work

fierce dome
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crooked moon is a third-party 5e supplement

keen halo
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HANK DON'T ABBREVIATE COMBAT POINTS, HANK!!

frank leaf
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It needs an Action type.

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I doubt it would be a Magic Action

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So a Heroic Action would fit perfectly

keen halo
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It'd be a heroic action

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Okayyy were cooking

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Heroism, using <points> to use heroic actions

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Prowess Points?

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Heroic Mettle????? 😳😳

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Valor points (I know there's a college of valor)

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Spirit?

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Is there "stamina" in the game?

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I can't think of stamina as a currently used feature?

frank leaf
keen halo
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Hmmm

frank leaf
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"You can spend 5 Potential . . . "

keen halo
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Ichor, potential, stamina, grit, Mettle, prowess,

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Potential ain't bad I think but

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Might?

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I really think mettle could be good it literally means to cope with difficulties

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It's like resilience

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And you can say heroic mettle

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Or stamina

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"you can spend 3 stamina to"

frank leaf
keen halo
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Plus stamina depletes

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Stamina/mettle make the most sense to me

frank leaf
keen halo
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SP/stamina point also sound nice
Heroic mettle sounds more thematic, stamina points sounds more technical

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Nah I think we scratche the increasing basef on attacking, I don't wanna copy draw steel

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Or u wanna still do it?

fierce dome
frank leaf
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I think should be fine

keen halo
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I suppose
Maybe momentum?

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Mettle or momentum?

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Momentum for sure fits the theme if that's the case

frank leaf
keen halo
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LMAO

fierce dome
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i like mettle more

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put the pedal to the mettle

keen halo
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You can just make a spell where it says if yoy have heroic inspiration you make consume it to gain mettle yeah

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You may consume*

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Ok final
Heroism system, you spend mettle to use heroic actions

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So we gain mettle during combat?
I think we maintain mettle during short rests but lose it during long rests?

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@fierce dome do u want to join us tomorrow in the crafting?

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Although it's 4am here almost lol

fierce dome
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lol probably not. ive got three kids, a full-time job, and one of my d&d games tomorrow

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hahahaha

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im happy to provide feedback on flavor and names though

keen halo
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That'd be good enough if you're a fan of martials and wanna provide feedback and possibly test it in games or white room scenarios

keen halo
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I think we would have the amount of mettle be tied to level and maybe modifiers

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I'm trying to think if this system should match spells 1 to 1 or not

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As in, first level heroics, second level heroics, etc

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Heroic actions with different mettle levels

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A level 1 fighter has 2 heroic mettle to use on a level 1 heroic action
A level 3 fighter gains access to level 2 heroic actions
A level 5 fighter can take a level 3 heroic action etc etc

quasi scaffold
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how do i get people for homebrew and normal dnd mix

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im not sure if im allowed to do looking for players

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due to it being homebreq

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brew

restive agate
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im one i made many homebrew swords and spells and monsters that i put into my campain that was fun

quasi scaffold
restive agate
quasi scaffold
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ok kinda same

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we are just murderers

restive agate
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yeah

cerulean seal
quasi scaffold
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ok

restive agate
cerulean seal
restive agate
cerulean seal
restive agate
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best part in my opinion is when one of my players barbs used it he was a 9ft boy so it was like a normal sword to him

keen halo
cerulean seal
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Not including action surge

stuck raptor
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assuming they hit

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thats not how calculating DPR works

keen halo
stuck raptor
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no, its 8d6 applied to all targets equally (so more like 8d6 * number of targets for effective damage)

keen halo
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Yeah, I know

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I just compared it to their 18d6 lol

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The sword would do 6d6 * number of targets for effective damage

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Not 18d6

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But wait isnt that the same

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I mean, total damage yes but not per target

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Also the sword has a -2 to hit

cerulean seal
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I assumed that wasn’t the case if there were multiple targets

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But to be fair we don’t have the full weapon description

keen halo
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I mean still, a fireball does what that sword does

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And can't miss (or rather will always deal damage)

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And is from range

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And can be upcast at later levels

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Although tbh I'd rule that the sword would only roll 1 time for all 3 mobs since it's one swing

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Which could be both good or bad

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Most likely bad

forest oar
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One of my players wants to play a warlock who patron is a martial art god(chuck norris). Anyone got some homebrew ideas for a subclass

keen halo
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Just make him dip into a martial?

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I mean he could dip into pugilist it's a new third party class and it's pretty much chuck norris

cerulean seal
keen halo
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Yeah can homebrew it

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Brass knuckles

hasty rune
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Understandable although uhm I should mention the stats feel quite high

daring gate
dapper heron
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I'm a part of a homebrew game and my first character died. I have an idea for a paladin and want some feedback on their Stats

sturdy knoll
keen halo
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anyone seen @frank leaf around

bleak mirage
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Making a epic boon 2024 and want opinions

Boon of the Shapechanger

Empowered transformation
when useing a spell or class featuer that transforms oneself you can increase the cr of the creatures you can turn into by 1. When useing a class featuers such as wild shape the cr is raised by 2

Instinctual concentration
When rolling to maintain concentration on a spell while transformed the form you are in is considered proficient in concentration saves

When taking this boon if you have a fixed list of creature you can turn into you may swap out two of them for creatures of the new cr

mystic anchor
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Empowered Transformation is good, but Instinctual Concentration feels kinda lack luster.

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If you want proficency in constitution you could take the Resilient Feat. and if you want advantage on concentration based saving throws you could just take the War Caster Feat.

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Overall the first half of the boon is good, but the second part misses the mark imo

bleak mirage
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Also In 2024 there took a lot of monster constitution save proficienty away

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How would you do the second part?

mystic anchor
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Maybe upon transforming choose one ability score to have advantage in until the transformation ends

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That or when you transform replace one of the creature's ability scores with your own

cerulean seal
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Though I think yours works a little different

pallid glacier
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Hello

cerulean seal
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Howdy

pallid glacier
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I see we’re talking about homebrews

mystic anchor
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I have a subclass home brew, but I can't post links, should I just post the parts?

pallid glacier
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Sure

mystic anchor
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Multi-Hyphenate, Fighter Subclass

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Level 3: Sage Hand
Summon four large floating disembodied hands that can assist you in battle, by either attacking, defending, or lifting heavy objects. Each hand has an Armor Class equal to 1d10+Wisdom+Proficiency (Re-roll every longrest), Health equal to 3d4+Wisdom (1d4+Wisdom every level after level three in fighter), and Strength equal to your Wisdom modifier. If a hand is destroyed it can only be resummoned after a long rest, and being Charmed, Grappled, Incapacitated, Restrained, Stunned, or Paralyzed will temporarily disable Sage Hand. Each hand has a range equal to half your max movement speed. Picking up an unconscious/incapacitated party member is a free action when out of combat.
List of things your Sage Hands can hold/pick up
Melee Weapons
Shields
Unconscious Party Members that are Large or Smaller
Willing creatures that are Large or Smaller (Party members cannot attack while being carried by a Sage Hand)
Medium to Small objects (Any object equal or less than 50 times your Wisdom Modifier in pounds)
To attack with a hand use a bonus action to attack and move with two different Sage Hands, or as a bonus action you can recall all active Sage Hands.

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Level 3: Disembodied Defense
When at least two hands are available/unarmed, gain the ability to block incoming damage as a reaction or bonus action. Blocking an attack will force the attack to hit both hands Armor Class, and if the attack still hits it will hit both hands health before yours if the hand dies in the process take any remaining damage.

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Level 7: Unarmed Quadfecta
As an action, attack within 5ft with all available Sage Hands dealing 4+Wisdom Bludgeoning (Unarmed Strike) for each Sage Hand Available. The last hit, if successful, can initiate Shove or Grapple. This action can only be done as many times equal to your Strength Modifier before needing to take a long rest.

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Level 10: Broadened Reach
The range of Sage Hand is now equal to your max movement speed.

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Level 15: Expert Multitasker
Once every long rest gain the ability to use all 4 Sage Hands on one bonus action.

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Level 18: Four Palm Push
Once every long rest, as an action, recall all active Sage Hands then push any enemy within 10ft in front of you 10ft away and deal 2d12 Force damage for every Sage Hand available max of 8d12 force damage.

frank leaf
frank leaf
coral delta
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This is all just so extremely complicated

frank leaf
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Maybe a more flat one at that

frank leaf
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The limiters seem arbitrarily calculated

mystic anchor
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The Multi-Hyphenate Fighter is a subclass that makes the user multitask the battlefield by either focusing down opponents, softening larger groups, or defending themselves or the team. Since the AC of the sage hands fluctuates day to day, the value that the multi-hypenate will also fluctuate. If the Multi-Hyphenate plans on keeping their hands close, they are very susceptible to AOE attacks like fireball, etc.

frank leaf
# mystic anchor Level 3: Sage Hand Summon four large floating disembodied hands that can assist ...
  • So, simplifying the calculations and limiters should be your biggest goal, but looking at what the features can do, it doesn't seem busted.
  • Just make the Prequisite one hand, I think possibly blocking 4 hits isn't too busted.
  • Remove the BA block, I feel that needlessly complicated things, and makes it more reasonable to have only 1 Hand be a Prequisite.
  • Level 7: Again, arbitrary calculations, you could prob simplify them. Love that one of them is boosted, like a finisher, but just making it one of any of them should be fine. Making it when you take the Attack Action also is a good idea.
  • 7th level rest requirement isn't phrased correcly, but I understand what you meant. Kinda early for this, so I'd suggest either moving it up more making it an additional attack against another creature within your Reach (because by level 20 that will become basically an exact amount needing for an AOE within 5ft).
  • level 10, again, arbitrary calculation, just have level 3 be an increase to reach, and this here be a further increase. I see you want 30ft, so perhaps have it start out as 15ft of Reach and doubled to 30ft here
  • Level 15 is . . . Confusing . . . What does it mean?
  • Level 18 is cool, but definitely needs cleaning up. If you want an AOE, just say it's a 10ft radius saving throw for 2d12 force damage, half on a save, and pushes them back 10ft on a failed save. The Max damage nerf is unnecessary
frank leaf
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Just having it be Mirror Image lite is cool

frank leaf
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Like, Mirror Image is immune to AOE

frank leaf
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Both that the hands could move and that it works when another creature is hit isn't specified very well.

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Overall I think the idea is good

mystic anchor
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For level 15 you can use and move all 4 hands to attack as a bonus action, meaning you can attack, extra attack, move and attack with all 4 hands, action surge, attack, extra attack as an example

frank leaf
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Which does all this

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And is less MAD because it uses CON and not Wis

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By level 3

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I like this concept better than Echo Knight tho, but think there's a few things it could learn from it

mystic anchor
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should I just make the AC for the hands just be 10+Wis+Prof. Bonus?

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and have it not change day to day?

frank leaf
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Because also

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If they hold a Shield couldn't they benefit from it lol?

mystic anchor
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yeah they do

frank leaf
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Because that's cool

frank leaf
mystic anchor
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I also forgot to mention that it can be counterspelled

mystic anchor
frank leaf
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Which could make for such aura farming

frank leaf
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Maybe Dispel Magic, but that doesn't need to be specified

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That's just innate since it's magic.

mystic anchor
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thats true

frank leaf
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I'd drop that it has Strength, or use that instead of a weight limit, because strength creates a weight limit.

mystic anchor
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Its just saying that the hands use your wisdom modifer to attack with melee weapons instead of strength or dexterity

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I should've worded it better

frank leaf
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Like word for word that

mystic anchor
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I'll revise the subclass with the critiques I now have, and I'll bring back a more finalized version hopefully

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Thx DaHo for your wisdom and outlook

keen halo
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guys

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@fierce dome
me and daho are cooking

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Heroism system.
You've become adept in the art of war - your heroic deeds, unwavering constitution and bravery grant you powers beyond human nature.
Gain heroic actions.
Gain talents.
Heroic actions and talents fall under different martial arts.
Defensive Arts (abjuration)
Revealing Arts (divination)
Powerful Arts (evocation)
Beguiling Arts (enchantment)
Cunning Arts (illusion)
Mortal Arts (necromancy)

Pure martial classes get access to heroic actions at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, 20.
Half-martial classes (in this case paladin) get access to heroic actions at 2, 6, 10, 14, 18.

At level 1 you have access to 3 talents.
At levels 4-9 you have access to 4 talents.
At levels 10-20 you have access to 5 talents.

frank leaf
keen halo
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Yeah we just give it a high strength and con check KEKW

wintry scarab
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Homebrew lowkey the best

keen halo
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itll be a project, but, a cool one

cerulean seal
urban bay
# cerulean seal Can I get some opinions on this 2024 Ranger subclass I made? It’s a genie inspir...

hmmm very interesting.

I would put a limit on the carpet's flight tho, maybe PB minutes of flight per long rest, permanent Flight at Level 3 is too much.

The Spell collection thing... I would restrict it to spells that are like, tied to an element so that you don't turn into a Better Wizard

At Level 11 the Sapphire effect of advantage on all saves is too strong. I would suggest reducing the first effect's time limit to PB Minutes as well, (10 Minutes is frankly way too long) and also only one of each, so like on the first Dexterity/Wisdom/etc.

The Level 15 feature should have more restrictions on what magic items you can just conjure up, but if you want a flexible table... make it count for Attunement.

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everything else tho is really cool, tho I am also iffy on the ruby being a Bonus Action

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so yeah just... stricter time limits across the board, the core is fine, you just need to rein things in a tad

pine zephyr
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How do I add spells to a spell list using a feature? I'm looking through all of the feats right now, and unless I've missed one, I don't see anythat adds spells without also just giving the spell to the character

viscid crown
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I'm trying to translate the Kineticist from PF to 5e - yes, yes, been done a ton of times already, but not the "right" way lol

I need to figure out how to make infusions work (form and substance) when both allow a save for half damage. A kinetic blast with both infusions can have 3 sources of damage: the base blast dmg + form dmg + substance dmg.

For example, let's say I've got a level 6 Kineticist that does 2d8 + CON dmg with a standard kinetic blast. They add a Wall infusion to the blast, changing the blast's form to a wall of fire or wind or whatever that deals +3d8 dmg (half on dex save); and they add a Pushing infusion that deals +1d8 dmg and knocks target prone (half dmg and no prone on str save).

How do I best set this up so it's not overly complex and stays consistent? Do I have three separate damage phases from a kinetic blast: target takes base blast dmg + form dmg (save for half form dmg) + substance dmg (save for half sub dmg)? Do I combine them all into one damage phase and a save on either infusion halves the dmg for all? Maybe base + form is a separate dmg phase and sub is separate? Idk. I need all your thoughts, please.

cerulean seal
cerulean seal
# urban bay hmmm very interesting. I would put a limit on the carpet's flight tho, maybe P...

I figured the flight wasn’t too big of a deal since it’s replacing your whole speed with a 30ft fly speed and fly speeds are pretty common in 2024 rules. I guess I could make the carpet only active for a certain time frame.

I don’t see how the spell collection could be better than Wizard. You can only hold up to 5 spells at most of levels 1 through 5. Wizards can have like an unlimited amount.

I can reduce it to 1 minute since that’s just cleaner and I think this subclass has a lot of complexity already, doesn’t need time scaling either imo.

I don’t see how it’s too flexible. The artificers spell crafting table isn’t that crazy and you only get 1 per day before it vanishes. Artificers can have more than that active at a single time. And I can’t make the items required the players atunement slot because then that locks this player the ability to use any other magic item they find just to use their capstone feature and that would be super unfun.

pine zephyr
scenic urchin
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Could sworn someone had made this already:

Magic Sting
Evocation cantrip
Cast time: 1 reaction, whenever a creature in range takes damage from a source other than you
Range: 30 ft
Sorc/wiz

Whenever a creature takes damage, you can use your reaction to deal 1d4 force damage to them. If this damage reduced them to 0 HP, you regain your reaction.

lament meadow
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Hello, if I want to give the players a homebrew feat to once per day make a not-immune-to-cold enemy vulnerable to cold damage, would that break the game or not?

scenic urchin
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depends on the details, it is possible to do though

cerulean seal
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If all you are doing is that once per LR

lament meadow
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Hex of the Remorseless Winter
1/day

As a bonus action on your turn, you curse a creature you can see with the will of X. That creature loses any cold resistance it may have and becomes vulnerable to cold until the end of your turn.

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Maybe something like this?

hasty jay
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seems a little too situational for an entire feat, only one turn once per day is a bit underpowered
if this is for a single encounter/quest, maybe you could make it a Blessing or Charm instead (like a temporary feat, look at the 2024 DMG)

lament meadow
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Also to add context, I rarely do more than 2 combat per session/day so

manic island
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Hey yall, I made an ability I’m going to give one of my players later on in the campaign but I’m not sure if it’s balanced.
I was thinking the first time they use it they don’t know what it does, and they lost 10 or maybe 15 max hp, and the price goes up using it more. Does that seem balanced or?

Destruction God Rune- Action, Allows user to eviscerate enemy at the cost of a permanent decrease to their max hp. “A black flame with an aura of purple spreads from the user to a chosen target. Target must make a dex saving throw with a dc of 30, on succession the target takes no damage. If failed the target instantly dies, burning into non existence.

hasty jay
acoustic jewel
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And I feel like, if this is meant to be a super high level reward, it could just function like power word kill, which just takes effect

spring tusk
acoustic jewel
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Right but, this is still just a crazy ability being described

spring tusk
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but yeah I did suggest to them to specify the level PC the item is meant to go to

spring tusk
acoustic jewel
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Power Word Kill is the closest thing I can think to this, and it doesn't have or need any restrictions like max HP reduction, assuming this is meant for very high levels

manic island
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I was thinking around 14, but either way I want a heavy toll for using it

acoustic jewel
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and level 14 is a decent few levels before level 17 when players get access to power word kill

cerulean seal
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I agree with a big heavy toll for something like this but I worry that as a DM it’s gonna burn you

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They will basically just learn to sit on it until they really need it which will be the encounters you don’t want to end that quickly

lament meadow
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Hello, do we have examples of homebrew Weapon Masteries?

primal osprey
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If that counts

hasty breach
whole socket
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Rouge or mage but only thing he has is a shit load of magic crap to cast for him or a bag of holding full of random rings and scrolls that they gathered so each time they pull sumin out it's a random level spell

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Like wild magic but stupider. How would you go bout making this happened

lament meadow
primal osprey
lament meadow
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Much appreciated!

vagrant gale
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Can someone who has experience making homebrew weapons help me?

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I feel like im burning out and could use some help

true forge
vagrant gale
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Yea, I have four homebrew weapons I made for the players on the top of my head

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now I gotta make them XD

true forge
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What are they?

vagrant gale
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So I made one of the characters have the ability to see where a wound is with an eye given to them by a god, but i want it to have a drawback.

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Like maybe a wisdom save throw with a high DC so its a gamble to use it

true forge
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So the eye is a weapon?

vagrant gale
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Not a weapon exactly, the player is a passive player, so they are healer. I want it to if they use it and meet the DC have advantage on a medicine check to heal a player for a certain amount.

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Since they are bad with medicine checks.

true forge
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Just make them have passive advantage with medicine, its a niche skill besides stabiling people from being knocked down

vagrant gale
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I also am making a weapon that is a gun for a bloodhunter that inside can hold his blood in the chamber.

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Like storage.

tiny tangle
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hay guys, so like Cats in dnd suck, their bad and have no cool cat based quailites that make them cool, are their any homebrew cats that are actually like cats and not just the ability to jump and slash at things?

like give them the ability to sense the heart of another creature within 30 feet of them if they can hear the other creatures heart beat, make it so if someone pinches' the back of their neck the instinctively can not move, LET THEN REDUCE FALL DAMAGE AT THE VERY LEAST. Like even just a little bit, it's like their main defining quality if you've heard of a cat before you've probably heard that they always land on their feet, it's the cat thing.

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this rant was longer, but I cut it down, im just so mad about this.

true forge
autumn lagoon
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Hey, I don't know if this feels like the right Channel, but do you guys know how to calculate your Homebrew monster's CR?

boreal rover
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You can either look at similar official monsters and adjust their CR, or use the DMG's table

autumn lagoon
boreal rover
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Please do not ping, and in the DMG there is a chapter on monsters, statblocks, offensive CR, defensive CR, HP... Not sure what chapter, but it is there.

autumn lagoon
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I apologize, Sorry, and Thank You!

native grove
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Lead dart

Conjuration 2nd level

Casting time:one action

Range:60 feet

Components:V, S

Duration:1 minute

You create a dart of heavy metals and launch it at an opponent. On hit they take 2D4 piercing damage and become poisoned for one minute. While the target is poisoned this way, they suffers a D4 penalty on all saving throws using intelligence or wisdom for the duration. The target can make a constitution saving throw at the end of each of their turns, ending the effect on a success.

Spell lists:artificer

Does this spell look balanced?

hollow siren
oak pier
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I wanted something like Ivy Valentine's (from Soul Calibur) sword in 5e so I made this weapon. Debating on if the shift between forms should be a bonus action or no action required. Got the differing damage die to work in dndbeyond by basing it off the scimitar as a base weapon and giving it the versatile property

Serpentine Blade
This ingenious weapon consists of a series of interlocking steel segments threaded along a flexible internal chain. When compacted, the segments lock together to form a rigid sword suited for close‑quarters combat. With a practiced flick of the wrist, the blade can be released into a segmented whip, its razor‑edged links extending outward in a sinuous arc. The weapon’s shifting construction allows its wielder to fluidly alternate between tight, precise strikes and sweeping, long‑reach attacks, making it a favored tool of duelists, assassins, and performers who blend martial skill with dramatic flair.

Once per turn (no action required), you can shift the weapon between its rigid sword form and its segmented whip form. While in whip form, the weapon gains the Reach property and deals 1d6 slashing damage. While in sword form, it loses the Reach property and deals 1d8 slashing damage.

coral delta
#

Bit unnecessarily wordy, in my opinion. I think it might be more successful just saying it transforms between a sword and a whip at will.

keen halo
#

that is A LOT of words

fierce dome
#

I'd make the shifting equivalent to equipping/unequipping so that you could do it between each attack

#

(assuming 2024/5.5)

oak pier
#

Yea, it is a bit wordy. Thanks for the input

#

Here's a much condensed version

This weapon is made of interlocking steel segments threaded along a flexible chain. When compacted, the segments lock into a rigid sword. With a flick, the blade releases into a segmented whip.

When you attack a creature with this weapon you can choose which form the weapon takes
-Sword: 1d8 Slashing damage
-Whip: 1d6 Slashing damage, Reach

spring tusk
#

could I get some feedback on those magic item I made?

#

I know the formatting isn't correct I improvised it last night for a oneshot i'm running today

#

Switchaxe
+1 greataxe, legendary

As a bonus action you can swap between Greatsword or Greataxe mode and the weapon will transform to the corresponding form, gaining all its properties as listed in the PHB.

While you have proficiency and mastery with Greataxes, you also have proficiency and mastery with the greatsword mode of this weapon.

While in greataxe form, the weapon also has the reach property, and when you deal damage with it you gain 1d4 charges.

While in greatsword form if the weapon has one or more charges you deal an additional 1d8 Force damage on a hit, but lose a charge each time you hit on an attack. When the weapon runs out of charges it automatically reverts back to its Greataxe form.

As an action while in greatsword form you can instead expend any number of the weapons charges, each creature of your choice in a 15-foot-radius Sphere centered on a point you can see within 30 feet is forced to make a DC 18 Dexterity Saving Throw, taking 1d8 Force damage for each charge expended to a maximum of 9d8 on a failed save, or half as much damage on a successful one.

If you're not proficient with greataxes attacks made with this weapon have disadvantage

#

the distinct thing i'm looking for is the additional damage on the greatsword and the weapon modifier

#

its a Legendary weapon, doesn't require attunement, but it's otherwise a +1 Greataxe with 10ft Range until you charge it up to use its Greatsword form

#

there's the Dragon's Wrath Weapon which I use for reference on my legendary items and their damage outputs a lot

#

it has +3, deals an additional 3d6 on attack, and has a 12d6 big cone AoE

#

the AoE on this weapon is closer range, it's +1, and it's only 1d8 additional damage (if the weapon has charges) meaning it's 2d6 + 1d8 + 1, vs the potential 2d6 + 3d6 + 3 from the Dragon's Wrath Weapon

#

but the Dragon's Wrath Weapon requires Attunement

#

but the Dragon's Wrath Weapon gets those buffs innately rather than needing to be charged up

spring tusk
#

The session is in an hour please help Tvt

feral zinc
#

Best I can say is that not all legendary items are made equal. Some are just better. What you’ve sent looks enough like my limited understanding of the weapon from Monster Hunter (I mained lance)

twilit stump
#

I'm working on a Chosen subclass for Vhaeraun in 2014 5e, and I have it finished for now. I was just wondering if there is anything that needs to be worded differently for clarification. May see similar features to Shadow, Trickery, and War Domain as I used those to get ideas.

Chosen of Vhaeraun Spells
Cleric Spell Levels Spells
1st Dissonant Whispers, False Life
3rd Shadow Blade, Pass Without Trace
5th Blink, Fear
7th Conjure Shadow Demon, Greater Invisibility
9th Modify Memory, Dream

Blessing of The Shadow Lord
Starting when you are gifted this status at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Shadow Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
(Continued.)

#

Channel Divinity: Shadow Grasp
At 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature you can see within 30 feet of you. That creature must make a Strength Saving Throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where its casts no shadow.
Channel Divinity: Shadow Walk
Starting at 6th level, you can use your Channel Divinity to travel through shadows. For 1 hour, you can use a bonus action to move from the Material Plane to the Plane of Shadows by entering shadows. The Plane of Shadows mirrors the space of the Material Plane, and the movement you take is equal to the Material Plane. While on the Plane of Shadows, opportunity attacks cannot be taken against you.
(Continued.)

#

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Shadows
At 17th level, you gain resistance to cold, necrotic, bludgeoning, piercing, and slashing damage.

unique parrot
twilit stump
icy hawk
#

Hey everyone! Quick question and wanted to hear what yall think. I can't tell if I am having too much combat. How often should the party be involved in combat?

cerulean seal
cerulean seal
# twilit stump I'm working on a Chosen subclass for Vhaeraun in 2014 5e, and I have it finished...

Flavor may be a little too similar to Twilight but should be fine.

Spell list seems line, though, false life, modify memory and “conjure shadow demon” are odd. Is conjure shadow demon a homebrew spell?

Blessing of shadow lord: seems fine though I’m unsure why there is even a time limit on the ability of there is no usage limit.

Shadow Priest: I personally don’t think this fits the rest of the subclasses themes. Also we don’t get any martial weapon proficiency or heavy armor so I don’t see why we would want to be in melee range.

Shadow Grasp: this is cool but I do think it should require a shadow to be cast on the target. Seems silly if there wasn’t.

Shadow Walk: idk if this needs to be a channel divinity tbh. And tbh you can probably just make it the ethereal plane since there are already mechanics around this like from the Blink spell. Maybe even just make this free castings of the blink spell?

Divine strike is divine strike

Avatar of shadows: not bad but not in love with this either. This subclass so far feels like it wants to be stealthy trickster attacker from the shadows so getting a bunch of resistances seems opposite of what I’m going be doing or wanting to do. Just an opinion

twilit stump
#

Okay~! Thank you! I'll be going back through it with this feedback.

#

Oh, and Conjure Shadow Demon is UA

#

The Modify Memory is because Vhaeraun can infiltrate minds, so I felt it was fitting for his Chosen to be messing with someone's head as well.

#

I'm thinking of cutting the resistances down and just damage from non-magical attacks if someone manages to get in close.

cerulean seal
#

Actually now that I think about it, seems odd that the Darkness spell isn’t here

#

Of some way to see in the dark better

twilit stump
cerulean seal
#

This subclass is just for your table I assume?

#

Or a character you are playing?

twilit stump
#

Yes, sorry I should have added that info in.

twilit stump
cerulean seal
#

If you are planning to publish it then I would add dark vision somewhere. If it’s just for one of your players who is a drow already then no biggie

#

If you are wanting to present it as an option to your entire table I would add darkvisions somewhere so any species can benefit potentially

twilit stump
#

Oh, I'm DEFINETLY not publishing it lol I'm already so iffy on it.

drowsy canyon
#

if someone wanted to use an older cantrip that doesnt have a 5.5e version, would you give it the scaling effect that cantrips get in 2024?

topaz trail
#

Hi there.

I've just made up a magic item, for an ongoing Infinite Staircase I'd like it if people could look at it and say if it's broken or not. I wanted it to be more or less a mcguffin to let a party of PCs get from the doorway landing on the Infinite Staircase to the dungeon it's linked to, and allow some adventuring before you get there. It's a modified version of a Wand of Secrets, that operates kind of like the Tracer did from the Tom Baker's Doctor Who "Key to Time" season.

Here's the wording for it.

Wand of Landings
Wand, Very Rare

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a door that is connected to the Infinite Staircase is within 60 feet of you, the wand pulses and points at the one nearest to you. If there is a doorway that is further than 60 feet away but less than 100 miles, it will pulse, using short and long pulses to give you the days or weeks to the nearest door and point. It will not detect connected doors more distant than 100 miles.

If 2 charges are expended, it will instead give you the distance to the linked target of the landing door, instead of the door itself. It will do so in a similar manner as if only one charge was spent.

If snapped in half while expending all 3 charges, inside the threshold of an open door, it will immediately link that door to the Infinite Staircase, and destroy the wand of landings.
Click to expand...
What do you folks think? Solid enough to work, or are there ways it could abused?

Also has anyone else ever made any Infinite Staircase tied in magic items? I find this to be a very rich setting for D&D and like Spelljammer, I think it deserves magic items that can be tailored to what makes it unique.

Thanks!

autumn frigate
#

I know this is an awful idea for balance

But should I homebrew a Strongbow subclass for Barbarian?

#

It says it on the label

rustic path
#

Yo what "fun" mechanic should I put into my campaign that is midway through

cerulean seal
drowsy canyon
#

nice noted

rustic path
#

I think 4 or 5

#

I do xp leveling so its somewhere in there

cerulean seal
#

Ah in that case my idea wouldn’t work

cerulean seal
hasty onyx
#

Is this 'balanced' with 3 loops, or can I go to 4?

Ready Remedy Bandolier
No Attunement Required, Very Rare

This magic item is a cross-shoulder bandoleer with three potion-bottle sized loops sewn to it. Each loop contains a small pocket-dimension similar to other extra-planar storage items such as the Bag of Holding, or the Handy Haversack.

The Ready Remedy Bandolier's 3 loops can each hold up to 3 of any identical potion, or flask/bottle/etc. When an item is removed from the Bandolier, another one replaces it at the start of the wearer's next turn. As an action, an item can be inserted into the loops one at a time, pushing them into the extra-dimensional space. If a different item is used in an attempt to push a previous item in, it doesn't work and the items already in that extra-dimensional pocket fall out, possibly breaking if not caught before they land on a rock, or hard floor.

Each loop is a separate space, so a wearer can have up to 3 different options, one per loop. Retrieving and consuming a potion is either an action, or a bonus action depending on your DM's ruling.

DO NOT PUT A Ready Remedy Bandolier IN ANOTHER EXTRA-PLANAR-STORAGE ITEM.

floral igloo
#

Does anyone have any sort of Cyberpunk esque stat blocks. Theyre really hard to find without just reflavoring existing stuff

dry lintel
#

Is this balanced for a Blood sorcery subclass I am making: expend 1d6 hp to boost innnate sorcery?

tiny tangle
#

it is finished the one and only Feline.

cerulean seal
#

You would need to post the full feature

cerulean seal
dry lintel
# cerulean seal Depends on the boost

Sanguine Surge. When you activate Innate Sorcery, you roll one d6 and take necrotic damage equal to the number rolled. This damage ignores resistance and immunity.
Until Innate Sorcery ends, you gain the following benefits:
• Once per turn, when you deal damage with a spell, you deal an extra 1d8 necrotic damage.
• When you cast a spell of 1st level or higher that deals damage, you gain temporary hit points equal to the spell’s level + your Charisma modifier (minimum 1).
• Your spells ignore resistance to necrotic damage.

#

(still in prototype, this may not be the final effects for the feature)

woeful orchid
#

What would be some possible methods to balance a tiny size playable race?

unique parrot
#

I believe Critical Role season 4 balanced it by giving a strength penalty.
The main problem is having to keep track of 2.5 ft spaces instead of 5 ft spaces, and the interactions it has with grappling and squeezing, which are designed around PCs typically being small or medium

hasty jay
mystic anchor
#

They also get advantage on stealth, and can hide bettet

oblique wigeon
#

Hey all! I'm running a "Teenage Magic Monk-ish Tortle" session based in Vasselheim (on Exandria from Critical Role). With the new Mastery Properties with 5.5e, I had some fun coming up with custom weapons for the fantastic foursome. My guiding principles for them were 1) fun, 2) damage that's roughly even, matches the weapon's configuration and packs some solid oomph, 3) makes the weapon more accurate to their actual use.

I've made a few magica items for my own characters with DM input, so I'm pretty green to doing this for a party. Again, fun, rule of cool, and appropriately fun for the Turtles is the guide, but I'd love other constructive feedback.

#

Ugh. Stoopid Discord. I can't share screenshots yet. If I share links to DnDBeyond for unpublished items, would they work?

true forge
oblique wigeon
#

Welp. I guess I have a few tweaks to make to ensure I can publish them 😅 which is a Tomorrow Me problem cause I need to get to bed

dawn holly
#

Yall see Heliana and Ryoko’s guide to mythozoology? Idk how it took me 2 days to find out about it lol. Instantly super excited to get those books as soon as they release

waxen smelt
#

I got the Vecna guide/campaign book

crisp horizon
#

so i am about to run a caping set in a MTG specifically Streets of New Capenna, and I want to have a possibility of one of my players becoming a planeswalker woud someone have any idea's

frail briar
#

Hey so for a very long time, I have been working on this expansion on the original Grim Hollow Profession System, and rn im working on Bastion Integration System, but other than that, I dont know how I could improve this system, maybe its entiely finished im not sure, but I feel like its missing something. If anyone can help, I would love it. Tjere are pver 90 options for professions, so be aware when u enter https://docs.google.com/document/d/11kGNGMBHKxVk9gMR0X8F-IBS9OPrQvVRzH-Cds2Jj6E/edit?usp=sharing

hasty rune
#

I want an opinion on something

Basically at my table I've restricted darkvision because it feels like way too many species have it for basically no reason making it feel pretty much standard. The one that still have it are:

Dwarves and duergar
Deep gnomes
Dhampirs
Drow
Kobolds
Khenra
Owlin
Tabaxis
Tritons
Shadar Kai

lavish bobcat
#

Khenras are Jackal Humanoids right?

hasty rune
lavish bobcat
#

-# Wait would That make sense?

lavish bobcat
south wasp
#

I mean, do you play with darkness being important?

lavish bobcat
#

Owls can see in darkness

hasty rune
lavish bobcat
hasty rune
#

I had them added initially

lavish bobcat
#

Owlin and Khenra

hasty rune
#

But forgot to send them here

lavish bobcat
#

Ah Ok

#

I would say, thats a Decent list

hasty rune
analog glade
#

So I’m making a set of magic armor on dnd beyond that is medium armor but allows you to add your full DEX modifier to your AC. how would I mechanically implement this via the modifiers function in the magic item builder? I’ve tried the ‘Bonus - AC Max DEX Modifier’ but when I give it to a character, it doesn’t seem to count it.

frail briar
analog glade
#

Nope, still hasn’t worked

frail briar
#

then idk then, it should of worked.

native grove
#

are there any really fun artificer homebrew subclasses you know about?

prime cedar
#

Can you guys check out my homebrew subclass? I’m not sure if it’s overpowered or balanced enough. I tried nerfing it a lot by banning multi classes and consumables, and a few other things, but I’m not sure if it’s still too strong

#

(Also, is there any way to make that line appear without needing ### specifically?)

frail briar
#

Though I will definitely look for some for u, if u tell me what u look for in a subclass

frail briar
# prime cedar https://drive.google.com/file/d/1-U3Wv-Mj0z0XJQRqfR9L9Zp8YXl-9t48/view?usp=drive...

Okay so I actually sat down and read this properly because it deserved that and honestly? The concept alone is brilliant. "You are not building power. You are building a library. And every creature in the world is a book you have not yet read." I mean come on. That is an incredible line. That single sentence tells you everything about who this character is and makes you want to play them immediately. The Card system is genuinely clever too. Making the distinction between consuming something and actually being able to use it is such a good design choice. It stops the subclass from feeling like a shopping trip and makes every meal feel like it actually means something.

My only real concern and it is worth thinking about is the table experience side of things. There is a lot going on here. Physical slots, Innate slots, the Library, Card timers, swap tracking, exhaustion, Feral Break saves, Siphoned Essences. At a live table that is a lot of plates spinning simultaneously and I have seen really good concepts struggle just because the player spends half the session managing their character sheet instead of actually playing. The multiclass restriction converting levels permanently also feels quite harsh. I get why it is there thematically but it closes off some really interesting character directions before they even get started.

But honestly the bones of this are really strong and the flavour writing throughout is genuinely some of the best homebrew writing I have read. With a bit of streamlining this becomes something really special.

#

Also final thing, great work it definitely looks and feels like u put a lot of work into it, so great job

prime cedar
native grove
frail briar
prime cedar
# frail briar Okay so I actually sat down and read this properly because it deserved that and ...

I haven't figured out a way to simplify the system, unfortunately, because I don't want players having the ability to take 10 innate features (Quadron detention drone's 4 shortbow attacks, Lizardfolk shaman's conjure animals and intellect devour, and a bunch of other rather overpowered abilities all in one), so yeh. I loved making this subclass due to the sheer customization it offered (you can literally play any role for your party, and you're probably the best at your role too, because of just how versatile you are)

#

like do you have any advice for that? I kept them seperate, because, to me, it had sense that innate/magical features should use wisdom, because you have to be aware of how to use those magical abilities, and physical features are just based on if you're strong enough to use them

#

same thing for exhaustion, i didn't know a punishing enough feature, and exhaustion seemed fitting

cerulean seal
prime cedar
cerulean seal
#

I’ll read it over in a bit when I have my laptop in front of me

prime cedar
#

Also, if you don't mind, can you tell me later if there are any balancing issues? Any (physical and innate) feature combinations that could get way too broken?

frail briar
hollow siren
clear lance
#

My player is currently on the hunt for an item that will help him in an upcoming fight against an enemy specializing in necrotic damage. What is an item effect i can give him that’s not something as boring as “resistance to necrotic damage”

clear lance
stuck raptor
#

i meant uncommon, rare, etc

clear lance
#

he’s inquired a shop keep that makes alot of consumable items to make him something to help him with this issue. But like i said something like “necrotic damage for the duration” is so boring

cerulean seal
prime cedar
cerulean seal
#

You need to pick one

#

that's not how subclasses work

#

Subclasses are tied to a class and the classes mechanics and progression

prime cedar
#

Whelp, I’d pick Barb then. They’re more animalistic compared to Druids

cerulean seal
#

More animalistic than the guys who transform into animals?

prime cedar
#

Plus, they retain their minds

cerulean seal
cerulean seal
cerulean seal
#

Moon druid even lets you use spells while you are wild shaped

#

Anyways, i'm reading over this now but I need to know what class you are dedicating this to since that's gonna be a big factor into balancing and mechanical complexity.

prime cedar
#

I mean, sure, I’m okay with making it as a Druid tho.

prime cedar
cerulean seal
prime cedar
cerulean seal
#

That's fine

frail briar
#

I will say wildshaping all depends on the player I met players who don't do moon but wildshapes a lot.

cerulean seal
#

I'll approach this then as if its a barbarian subclass then. Give me a bit to read

prime cedar
#

"Multiclass Restriction

The Library does not share space with another calling. You cannot multiclass into or out of this subclass. If you had levels in another class before taking this subclass, that path closes the moment the first feature takes root in your body — those levels convert into Barbarian/Druid levels on a 1-to-1 basis, permanently and irrevocably. What you were before is now part of what you are becoming.

Upon gaining this subclass, you cease to gain features from your class as you level. The Library has claimed that space. Your levels still progress — your hit points, proficiency bonus, ability score improvements, and spell slots if applicable all advance as normal — but the class features your peers gain at each level are replaced by nothing. The hunger is the only teacher you have left.

Your racial features are suppressed entirely from the moment this subclass takes root. The body you were born into is no longer the body you inhabit. Whatever your starting race granted you — darkvision, resistance, innate magic, cultural training — goes dormant, overwritten by a Library that has no use for the original edition. Your base ability scores, starting size, and base movement speed remain. Everything else was prologue.

In addition, your body is already occupied, continuously rewriting. Consumable items and limited-use items that affect your physical form — such as potions and magical tattoos — find no purchase in a vessel already mid-transformation. You cannot benefit from them."

cerulean seal
# prime cedar Can you guys check out my homebrew subclass? I’m not sure if it’s overpowered or...

Devoured Arsenal: I think some of the flavor here is a bit weird. The subclass describes fury and anger and rage, the feature describes an arsenal like weaponry, but the text and flavor is all about focus and study. I would fix this up.
There is a LOT of fluffy flavor text here and not a lot of what the actual mechanics is so I would cut this down to be more straight forward.

From what I can gather... You consume a creature who's corpse is still at least 50% present. After you eat a unique creature you add the statblock to your inventory basically. You then have to spend 1d4 minutes to create physical card representing 1 feature that creature possessed.
This doesn't really gives us too much to do yet just explaining the resource this subclass generates. A lot of text here.

Physical Feature Slot: This is very busted immediately and also potentially not busted at all...
two major issues with stuff like this in general.

  1. These types of features which require you to come across specific monsters in order to gain power means the DM is basically incharge of how powerful your subclass becomes. A dm could throw super powerful monsters at you or super weak monsters to not let you become overpowered and you generally do NOT want a subclass to be reliant on a DM in this way.
  2. Lots of monster features are designed around the fact that they will be fighting an entire party of players. They are not designed with player use in mind. For example, a rust monster can destroy equipment. An intellect devourer can permanently steal intellegence points and instantly kill people. A shadow can reduce an enemies strength score and instantly kill them. etc. These are potentially extremely dangerous things to give to a player.

Beyond that... There are too many slots available here, the limitations on the potential actions/features themselves is too broad and you can create cards currently too easily and have no limit on the number you can learn or have ready to use.

#

This is just the first two features.

cerulean seal
# prime cedar Can you guys check out my homebrew subclass? I’m not sure if it’s overpowered or...

There is TOO MUCH STUFF at 3rd level. Look at other barbarians and what htey get at level 3. This subclass is basically its entire own class alone at 3rd level

Scrap legendary and lair actions fully

Too many charges to use these features in general. The number of uses needs to be greatly reduced

We should not be getting innate feature slots on top of physical feature slots. They all need to share the same slots. Make these all the same thing.

Scrap absorbed proficiency.

Swapping doesn't need to take up half a page. Just make it simple.

You shouldn't be able to use the same cards for the same parts of your body period. Just don't let it and cut out the complexity.

Eligable Creature Types: This table isn't needed. Scrap it. Just keep the section that says you can't eat monsters mor than half your player level. You don't need to address constructs since those are not creatures already.

clear lance
#

if i posted a current home brew item my player has, could someone give recommendations on how to further improve it? (for context, the player has given the item to its original owner to improve it)

cerulean seal
cerulean seal
peak inlet
#

looking for feedback on this specific feature of my subclass, wording and balance

Plague Doctor Ranger

Level 3: Bloodletting


When you target a creature you have marked with your Hunter's Mark with an attack, you can instead choose to graze the target, dealing no damage and instead recovering a number of Hit Points to them equal to your Hunter's Mark damage plus your Wisdom modifier.

If the feature is used, the spell immediately ends at the end of the turn. You can expend a spell slot or use of Favored Foe to instead move the Hunter's Mark to a different creature within range (no action required).

Level 11: Volley of Disease


Additionally, after using the Bloodletting feature to recover a creature's Hit Points, you no longer need to expend a spell slot or use of Hunter's Mark to move it instead of ending the spell. If you move the Hunter's Mark without expending the required resources, the spell ends after 1 minute.

clear lance
# cerulean seal Yeah just drop it here in chat

Armor of Wicked Wicks:
A black cape with thick wax candles on the shoulder pads. When these candles are lit, wax armor fully coats the body in a hard shell, leaving only holes for the eyes, as well as an opening for the mouth filled with sharp wax teeth.

This armor gives the same benefits as a half plate when activated, and can be worn over regular armor to avoid having to constantly change (Your AC and bonuses are replaced by this armor when activated. ACs/Bonuses do not stack.)
The armor’s duration is 1 minute upon activation (6 Rounds if in combat)
(2 Charges Per Dawn)

Buffs
You may use a bonus action to activate the armor
You have resistance to cold damage as long as the armor is active
2 free uses of the Hellish Rebuke spell per charge
Burn Blast: Up to 4 times per charge of the armor, add 1d8 to any melee attack of your choosing by igniting a small blast of fiery energy from your weapon upon impact.
Unlimited uses of Produce Flame spell per charge
You gain sharp wax claws, giving you a climb speed of 20 feet. (Movement debuff does not apply)

Debuffs
-5 movement
Take 1d6 of fire damage if Burn Blast is used.
Disadvantage on all stealth checks
Armor is immediately deactivated upon being doused with water

delicate swan
#

If I slapped Attunement required on a +1 weapon, what kind of effects could I get away with, without falling into Rare territory?

peak inlet
#

you get very little extra space, on a melee weapon, you can get away with something like spellcasting stat scaling

coral delta
peak inlet
#

or replace 1d4 with 1d6

peak inlet
#

and if you’re playing melee, you can heal 4d6+12

#

for a 1st level spell slot

delicate swan
# peak inlet Repeated Shot

I was actually thinking about that one when asking the question, it also weird to me that Repeating requires Att, but Returning doesn’t

coral delta
#

How are you hitting multiple times if the spell ends when you use the feature?

peak inlet
#

so you’ve got the full turn to do whatever you want

cerulean seal
# prime cedar Can you guys check out my homebrew subclass? I’m not sure if it’s overpowered or...

Bloodrage: Scrap this. Your main monster action copying ability is already giving you so much damage potential that a flat buff like this isn't needed.

Feral Break: This is putting you and your party at a severe disadvantage by just using this subclass. Don't do this. I would scrap this. There are other ways to represent this sorta feral mindless attacking.

Predators Convergence - Adaptive Surge: This is pretty cool. I like this.
Predators Read: This is just better than the fighters similar ability that lets them study an enemy. I would make this require a check or have a time frame of how long you are fighting the enemy.

Total Integration - Seamless Swap: This is fine just change it to the start of your turn rather than saying "as a free actions"
Overflow appitite: Scrap this. Exhaustion isn't really something you want to be forcing on the player potentially and this is going to rarely come up. You already have a limit the player follows to access specific creatures of some CR stick to that.

Siphoned Essence: Barbarians don't get anything at level 11, I would scrap this since its spell casting focused and this subclass is already doing so much. You don't need spellcasting on top of everything else.

Apex Predator: This is too complicated on top of everything else and is going to just be the player digging through their inventory and doing a lot of book reading and keeping. Cut it. On top of all the previous stuff I mentioned in the earlier features.

Primordial: Move this to 14th level. Cut the flavor test. Should be fine.

peak inlet
#

Repeating Shot gives you infinite ammo and much higher range

delicate swan
#

True. So what kind of effects would be acceptable on a +1 Greatsword with Att?

peak inlet
peak inlet
cerulean seal
coral delta
#

I see. 4d6+12 is on average 26 HP. Cure Wounds at the same spell level is 13 HP, so half.

But not every Ranger is going be doing a Dual Wielder Nick build. By default, that's 2d6+6, which is an average of 13 HP, the same as Cure Wounds.

And you can only use this feature in combat. And these numbers are calculated for a 5th level Ranger. If a 5th level Ranger decided to use a 1st level Cure Wounds in the middle of combat, you'd probably think "I don't know if that is the best use of your action economy".

clear lance
#

wasnt rly looking to fix the item, just make it better for the player

#

though i suppose simplfying it would do so, i dont want them to feel like they have a less powerful version of the item now

peak inlet
#

something like Vex on Graze activation I think wouldn’t pass Uncommon

peak inlet
#

you can use a hand crossbow because you don’t care about the damage

#

or 3 daggers

#

or a Returning dagger and a hand crossbow etc.

coral delta
#

Assuming the Ranger is using Light weapons, sure.

peak inlet
#

you don’t need to use your main weapon to heal

coral delta
#

All I'm saying is that this is a lot of investment for a pretty limited payout. Especially in DnD, where dealing damage is the best way to avoid taking damage.

peak inlet
#

also, this could be used after already having benefited from the damage part of Hunter’s Mark

#

I’m not necessarily disagreeing with your point that it’s too weak, I’m just trying to show my thought process in case you haven’t taken it into account

#

it’s a 1st level spell slot for damage and healing

#

you can heal right after a battle ends

coral delta
#

By attacking... The corpse?

peak inlet
#

oh yeah, the level 7 feature allows you to consume hit dice to add to the healing per attack, not sure if that makes a difference

peak inlet
#

the creature you attack is the one that gets healed

coral delta
#

Oh this is a healing option on your allies?

#

I see the "on them" now.

peak inlet
#

yes

#

ah, I see what you thought it was

#

I might have to make the wording more clear

coral delta
#

Not very apparent from the text, might want to open with a flavorful "you've learned benefits to marking your allies". The description otherwise looks like you're trading damage on an opponent to heal yourself instead

#

Which, you're still trading damage, yes

peak inlet
coral delta
#

I suppose that didn't parse as a literal heal on allies and more as a heal on yourself

#

Could just be me. I skimmed and went straight to the numbers

peak inlet
#

it only included the feature itself

#

which I guess can still change, I just don’t want to say “when you attack an ally marked with your Hunter’s Mark” I want this to still be usable on non-allies

sullen shale
#

hows this wording for a feature that lets you stack your speed each turn you keep running while not turning around too much? (this subclass has a way to triple its movement each turn which is why the base is considered half)

#

You can choose to use and action and 2 ki points to continue building up your speed. If you do this, your base movement speed becomes half of however far you moved this turn unless you used it to turn 180 degrees around or more.

sullen shale
peak inlet
#

the wording in general is quite confusing, I can’t tell if it’s increasing or decreasing your speed

sullen shale
#

im mostly wondering how i can properly word not being able to turn around so much

peak inlet
#

I think you can do “if you walk in a straight line”

#

adding that much speed while allowing turning to begin with is quite a lot

sullen shale
peak inlet
#

you can move 900 feet in 1 turn as a Tabaxi monk with this

peak inlet
coral delta
#

I still think it is, regretfully. It's a hard sell to tell your ranger to trade their turn (and their core subclass feature) for healing, especially when they can just pick up Cure Wounds for a very similar effect.

#

There's niche scenarios where this feature is clutch, I'm sure, but I don't know if that's applicable enough to warrant not having, let's say, Fey Wanderer level 3 subclass features instead

peak inlet
#

I have 1 other idea to make it more powerful

#

it would still have to remove the Hunter’s Mark after healing, but I could make it an attack on the enemy

#

you attack the enemy, only nullify the Hunter’s Mark damage to heal an ally within 30 feet of the enemy

#

otherwise, I can just make it end after 1 minute to begin with, but just requires you to reapply the mark with your Bonus Action after healing

left locust
#

I am just curious about the general opinion, no wrong answer. I'm making a sub-class and I wonder which name people like better.
👑 - Relic Seeker
🪙 - Relic Hunter

frank leaf
#

Ah, there we go lol

left locust
#

Thanks, I realized that right after I hit enter.

sullen shale
#

https://www.dndbeyond.com/subclasses/2764460-way-of-lightning monk speed subclass! unlike my last one this is probably ridiculously overpowered and i did way too much, what could i nerf while keeping things mostly feeling the same? are there parts that are a bit too complicated in terms of math? could a feature be worded better? am i stupid and left a billion typos in because i suck at proofreading?

#

any criticism helps!

peak inlet
#

this is what I’m talking about, I know it could be less convoluted if it just works off enemies being marked, but I really wanna keep it with allies being marked if possible

Level 3: Bloodletting


When you attack a creature within 30 feet of an ally marked with your Hunter's Mark, you can recover a number of Hit Points to the marked ally equal to your Hunter's Mark damage plus your Wisdom modifier.

If the feature is used, the spell immediately ends at the end of the turn. You can expend a spell slot or use of Favored Foe to instead move the Hunter's Mark to a creature you attacked this turn within the spell's range (no action required).

Level 11: Volley of Disease


Additionally, after using the Bloodletting feature to recover a creature's Hit Points, you no longer need to expend a spell slot or use of Hunter's Mark to move it instead of ending the spell. If you move the Hunter's Mark without expending the required resources, the spell ends after 1 minute.

prime cedar
#

Mind if I come back in a bit with a rework?

peak inlet
#

it’s a very big document, you might wanna point out the changes you made

cerulean seal
#

Let me know if you need help

bitter whale
#

Im making a minion with the flee mortals rules. A "shadow" minion for an arch night hag. What would be better:
Life Drain (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 3 necrotic damage, and the shadow attaches itself to the target. Up to 5 shadows can attached to one target.

  1. The targets armor class is reduced by 1 for each shade attached to it

  2. The targets Movement speed is reduced by 5 feet for each shade attached to it

  3. Shades attached to the target can be purged by the night hag as a bonus action dealing 5 necrotic damage per shade attached to it.

#

Any suggestions will be appriciated

#

or!

#
  1. When a creature makes an attack roll, or saving throw it suffers -1 to the roll for each shade attached to it at a time
#

What do you think ?

hasty onyx
#

Is this 'balanced' with 3 loops, or can I go to 4?

Ready Remedy Bandolier
No Attunement Required, Very Rare

This magic item is a cross-shoulder bandoleer with three potion-bottle sized loops sewn to it. Each loop contains a small pocket-dimension similar to other extra-planar storage items such as the Bag of Holding, or the Handy Haversack.

The Ready Remedy Bandolier's 3 loops can each hold up to 3 of any identical potion, or flask/bottle/etc. When an item is removed from the Bandolier, another one replaces it at the start of the wearer's next turn. As an action, an item can be inserted into the loops one at a time, pushing them into the extra-dimensional space. If a different item is used in an attempt to push a previous item in, it doesn't work and the items already in that extra-dimensional pocket fall out, possibly breaking if not caught before they land on a rock, or hard floor.

Each loop is a separate space, so a wearer can have up to 3 different options, one per loop. Retrieving and consuming a potion is either an action, or a bonus action depending on your DM's ruling.

DO NOT PUT A Ready Remedy Bandolier IN ANOTHER EXTRA-PLANAR-STORAGE ITEM.

frank leaf
#

Is this meant for 5e or 5.5e?*

sullen shale
#

dw i know in 5.5 its "warrior"

oblique wigeon
#

Ok. Trying this again...

As I was saying previously, ICYMI, I'm running a "Teenage Magic Monk-ish Tortle" session based in Vasselheim (on Exandria from Critical Role). With the new Mastery Properties with 5.5e, I had some fun coming up with custom weapons for the fantastic foursome. My guiding principles for them were 1) fun, 2) damage whose averages are roughly even between them all, matches the weapon's configuration and packs some solid oomph, 3) makes the weapon a bit more accurate to their actual use.

In previous campaigns, I've made individual magical items for my own characters, with DM input, so I'm pretty green to making multiple items for a party. Again, functionality and appropriately fun for the Turtles were the guide, but I'd love other constructive feedback: do they make sense? Have I provided enough direction to handle the majority of situations? Do they seem particularly "broken?"

It may be helpful to note that the characters are all minimum Level 6 Monks (so they have 6 Force points) multiclassed to a total Level 10.

Since I don't have the clout in this server yet to post pics, here are the DnDBeyond links...

Donny's Bo
https://www.dndbeyond.com/magic-items/11353846-donnys-bo-staff-playtest-pending

Leo's katana...
https://www.dndbeyond.com/magic-items/11353857-leos-katana-playtest-pending

Mikey's nunchaku...
https://www.dndbeyond.com/magic-items/11353860-mikeys-chuks-playtest-pending

And, finally, Raph's sai https://www.dndbeyond.com/magic-items/11353864-raphs-sai-playtest-pending

bitter whale
#

The arch night hag:

Bonus action Consume shadow. Target: A creature with shadow attached to it. Effect: 4 (1d6) necrotic damage for each shadow clinging to it up to 18 (5d6). The hag regains a number of hitpoints eaquel to the amount of damage dealt.

The shadow

Life Drain (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 3 necrotic damage, and the shadow attaches itself to the target. Up to 5 shadows can attached to one target. The targets movement speed is reduced by 5 feet for each shadow clinging to it.

prime cedar
cerulean seal
bronze patrol
frank leaf
bronze patrol
#

no it isn't?

#

that's pretty typical

stuck raptor
#

fairly sure 2014 pally had 4 tenets

bronze patrol
#

yeah

bronze patrol
stuck raptor
#

only reason why i remember is because my own Oath of might had 4 tenets

bronze patrol
stuck raptor
#

and that was made for 5e

frank leaf
bronze patrol
#

I'm looking at making Hellfire Sigil concentration

stuck raptor
#

same here, but a lot of my homebrew phase was for 4e

bronze patrol
#

since it does kinda a lot for a non-conc spell

frank leaf
#

Smth along the lines of "a Brand made (Insert Valuable metal) worth X+ GP"

bronze patrol
#

nah the point is that it's a magical brand like what blood hunter does with brand of castigation
and similar to illrigger's brands (I made this sub around the time illrigger came out. It was really funny actually)

#

I finished the sub and then I think like within a week, illrigger revised came out

stuck raptor
#

.. i read castigation as something else.

frank leaf
#

Since Nightmares can target creatures in a 5ft radius around them?

stuck raptor
#

ah yes, a spell that paladins cant ever get to.

frank leaf
# bronze patrol Looking over Hellfire Paladin again and wondering if I can get more people's tho...
  • 3rd scales pretty well
  • 7th is somewhat weak, even though it is a pretty common resist, it RLY wants teammates to make use of it, and you run the risk of running into stuff with an Immunity. Maybe also treat rolls of 1 or 2 for damage as a 3?
  • 15th is stronk, I think it's late enough it's fine though.
  • Capstone is fitting, I'd let the doubling of Temp HP apply to anyone tho. Perhaps also buff the damage on a miss to be adding Charisma modifier in fire damage to attacks, and just dealing normal Charisma Modifier damage on a miss?
frank leaf
#

At least in 5e

bronze patrol
frank leaf
#

Bard

#

If you play 5e they can steal this all the way at level 10.

#

Maybe it'd also be better if didn't have basically unlimited duration.

bronze patrol
#

idk I don't feel like this is too big of an issue

frank leaf
#

Etherealness has only a duration of 8 hours

frank leaf
glad veldt
#

Does anyone habe ideas for interesting things a party could do in a capital city after that city got hit by (and repelled) a wave of undead horror?

sullen shale
glad veldt
#

Thanks!

pine zephyr
#

When it comes to homebrewing a feat, is there a way to increase the Spell Save DC of cantrips specifically? And not every spell?

hallow tinsel
hallow tinsel
#

ooh, in VTT

pine zephyr
pine zephyr
hallow tinsel
pine zephyr
#

That's a whole lotta cantrips...

hallow tinsel
#

yep :x

bronze patrol
#

okay chat hear me out

#

a psionic ranger?

#

I'm looking to make a subclass for each class and I think a psionic ranger could slot in well with aberrant scholar wizard, curseweaver warlock, and hellfire paladin

#

the going theme for my subs list is

Forgotten, forbidden, or otherwise lost to time

#

and I think psionic ranger could fit that pretty well

sullen shale
bronze patrol
#

not entirely sure how I'd do it tbh

sullen shale
#

like a buffed up mind reading favored foe

bronze patrol
#

ranger subclass level 3 features are usually some damage buff yeah

#

usually a d8 iirc

#

fey wanderer gets a d4 that turns into a d6 later
gloom stalker gets an extra attack with +1d8
horizon walker gets a d8 that turns into 2d8
Hunter has an option that's a 1d8 bonus
Monster slayer gets a d6
Swarmkeeper gets a d6

#

seems to focus around d6 or d8

fierce dome
#

its uniformly a damage buff, is the part that matters

#

same thing with 11

bronze patrol
#

mhm

hallow tinsel
#

swarmkeeper gets a d6 and 2 incredible movement options <3

bronze patrol
#

3 - damage buff (usually some d6 or d8 involved. lower die if more utility. tendency to scale)
7 - Some defensive/evasive feature
11 - This one isn't very uniform and seems to be kinda anything tbh, but most focus on combat
15 - Damage Or Defense, depends on the sub. sometimes a little of both

fierce dome
#

11 is mostly damage boosts that expand on 3's damage boosts

#

there are some deviations, but not many

#

a friend of mine is doing a ranger rework so ive been reading a ton of rangers lately

shut salmon
#

Hey yall, been thinking of spicing up my inspiration system in a campaign im making. the world is pretty dream based so I want the inspo system to be a prominent mechanic. Been thinking of making it a stack-like system, each granting bonus equal to a characters level, and with enough expenditure they can do lucid dream type shit. im just trying to find ways to balance it and make it coherent. Any advice?

brittle axle
#

I had an idea for a weapon, what rarity would this be?

Magicblade
Longsword
Anyone holding this weapon is considered proficient with it.
When attacking with this weapon you may use your spellcasting ability instead of strength.

frank leaf
#

Cryptid and artifact hunter typa thing (someone came here with a treasure hunter idea earlier, but extending to myths and legends in general could be peak)

bronze patrol
manic island
#

I’m trying to give my players these sort of runes, but I’m struggling with one, but I need to to be part of the story.

Action, Allows user to eviscerate enemy at the cost of a permanent decrease to their max hp, starting with 15, then increasing by 5 for each use. A black flame with an aura of purple spreads from the user to a chosen target with a range of 5ft. Target must make a dex saving throw, if the throw is equal to 9 or less the target dies, between 10-15 the targets hp is reduced by 75% of its current hp. If the throw equals 16-20 50%, 21-25 25%, 26-30, no damage is taken. on succession the target takes no damage.

They would get it around level 14-15 as a reward for clearing a level of a labyrinth. Does this seem balanced or is there any changes that should be made?

frank leaf
#

Or, smth wander-ish

#

Like Fey wanderer, or Horizon Walker

hallow tinsel
hardy wing
#

So I’m trying to either homebrew or find a fitting species for this wendigo est monstrosity https://discord.com/channels/516367331358801950/540615561751822346

For starters I was thinking at lvl 5 it would gain a kind of 1 minute spectral ability to phase through physical matter.

Starting at lvl 1 I don’t know what it would have so I’m putting it here for the people to help me with

#

If you need to know what class it is (it’s a cleric lol, very ironic)

final girder
#

Is this the correct channel for finding someone to homebrew a campaign with me?

sick plume
#

I'm trying to build a something melee that heals allies in an area by doing damage to enemies. Like a lesser form of life transference, but it takes the enemies life and spreads it around to allies.

My main problem is how much healing, if this can be done with every attack, or once per turn, or once per rest?

hasty rune
frank berry
# sick plume I'm trying to build a something melee that heals allies in an area by doing dama...

Generally healing should not be unlimited, so just spreading healing with every attack is not a great idea. Maybe as something you activate and can then heal with every attack for a limited time, but definitely has to be some kind of limit. (And while dealing damage sounds like a limit by itself, you might wanna avoid a "bag of rats" situation)

Otherwise yeah, might wanna specify what this is. A spell is easier to balance while considering all the limits of it, while a class feature might need bit more thought, but depending on how you want the feature to work, or how much you want it to heal, it's likely to balance things around. There isn't a simple answer to how much things should heal, or how much you can use sonething, without considering the whole picture

cerulean seal
torn orbit
#

Making a plant-themed Druid subclass as a support/controller [basically making them better at what the Druid does already], but I'm a bit stuck on the level 14 ability; any suggestions?
Here's what I have so far:
Circle Spells: Thorn Whip, Entangle, Goodberry, Barkskin, Spike Growth, Plant Growth, Speak with Plants, Evard’s Black Tentacles (as tangling roots), Grasping Vine, Commune with Nature, Tree Stride
Level 2 - Verdant Form: Expend a Wild Shape use to gain the following benefits for 10 minutes:

  • You are unaffected by difficult terrain caused by plants [e.g. Entangle].
  • Resistance to poison damage & advantage on saves against being poisoned.
  • Bonus action to cause roots and brambles to sprout in a 10-foot radius centred on you or a point you can see within 60 feet of you until the end of your next turn - considered difficult terrain for your enemies; each creature of your choice in the area when you create it must make a Strength saving throw or be restrained until the end of their next turn.
  • Reaction to reduce the damage taken by a creature within 10 feet of you by your Wisdom modifier + half your druid level (minimum reduction of 1) [doesn't work on psychic damage].
    Level 6 - Speech of the Forest: Cast Speak with Plants without a spell slot once per short or long rest.
    Level 10 - Conduit of the Green: Resistance to poison damage & advantage on saves against being poisoned; while Verdant Form is active, gain immunity to poison damage and the poisoned condition, advantage on saves against being paralyzed, and a bonus to concentration saves for Druid spells equal to your Wisdom modifier.
bronze patrol
#

I usually do names for subs after all the mechanics though :3

brittle axle
full ravine
#

Would a feat that gave one rage charge be too strong?

sacred current
cerulean seal
peak inlet
#

I just made it straight up more potent

Level 3: Bloodletting

Ranger Subclass Feature

When you target a creature within 30 feet of an ally you have marked with your Hunter's Mark with an attack, you can recover a number of Hit Points to the marked ally equal to your Hunter's Mark damage.

If the feature is used, the Hunter's Mark moves to the target of the attack at the end of the turn, and the spell ends after 1 minute.

frank leaf
frank leaf
peak inlet
#

it would also have to be just +2 Rage Damage unless you’re a Barbarian

#

but Rage isn’t all that great without Reckless Attack, since you still can’t use Heavy Armor and it has to be STR-based damage

#

it’ll be super strong on Fighters maybe but I can’t think of other classes who would want it

#

I think a feat for a magical girl transformation 1/LR for something you can get at less than 3 levels of dip in another class should be fine

analog glade
#

I’m making a legendary magic weapon, and on top of being +3, dealing 2d8 extra force damage, and having a few spells, it has the following ability:

As a bonus action, you can spend 10 charges to create a 30-foot emanation of fog in a Sphere around you. It is considered Difficult Terrain for abberations, fiends and undead, and creatures of those types suffer Disadvantage on saving throws whilst inside the fog. You are also considered to have Half Cover while this ability is active. The fog remains as long as you maintain Concentration, to a maximum of a minute.

Is this overpowered, underpowered, or alright? If it makes any difference, it’s for an NPC, not a player.

sacred current
sacred current
analog glade
sacred current
analog glade
# sacred current How many charges for the spells?

I haven’t finished adding all the spells but so far

  • Aura of Life (4)
  • Fog Cloud (1)
  • Spike Growth (2)
  • Wall of Thorns (6)

I intend to add at least two more, possibly another non-spell ability that takes up charges too

sacred current
analog glade
#

I’ll probably lower the amount of charges. The weapon is for a high CR celestial, and is intended to be best used against aberrations, fiends, and undead

analog glade
sacred current
analog glade
sacred current
analog glade
# sacred current Sounds balanced in practice. Playtesting more is a good idea

For reference, the enemies I playtested against were humanoid. I did another playtest against a demilich and two death knights, which resulted in the celestial winning with about half health remaining.

I want the celestial to be really quite powerful, but not like… tarrasque powerful. I’ve put the HP, stats, and AC somewhere between planetar and solar

fierce dome
#

Psychic stuff, maybe even some fey stuff to mirror dreams druid

#

But no misty step. I'm tired of psychic and fey stuff being defined by misty step

frank leaf
fierce dome
#

wild

frank leaf
fierce dome
#

Rangers can get it...

#

...at 17 lol

frank leaf
#

So it stands to me this might be fair game . . .

fierce dome
#

Yeah but does dream really work with a shorter duration?

frank leaf
fierce dome
#

Alter catnap give it a save

#

Or... catnap isn't even a base spell, just write your own feature that mimics it instead

#

OOOH PHANTASMAL FORCE AND KILLER

hard sigil
#

Does anyone have any resources useful for homebrewing a race? Doing it for the 1st time and am struggling to remember everything/balance everything out

cerulean seal
fierce dome
#

It's not perfect, and doesn't always do well with truly original features, but it's a good basic guide

#

I've run several of my own species through it

#

(they all came out on the high end of power scaling, just a bit below yuan-ti pureblood, but I managed to balance them against each other, which was the important part to me)

#

I do think it overvalues both flight and magic resistance, but it's still useful

autumn lagoon
#

Hey guys, making a feature on how to Obtain homebrew spells

" To obtain Homebrew Spells, You need to read a Spell tome that you are capable with your spell slot, to find them you can either purchase from Court Wizards, or the professors at the College of Magic on Valenmarsh, some specific vendors, or find them across the Continent "

You think it's already balanced? Or maybe i should add some to it, like regarding pricing, spell slots, or other... Need opinions

arctic stratus
#

Has anyone who has read the fireblood series by Jeff Wheeler know about a homebrew species based on the Vaettir from those books?

cerulean seal
oblique wigeon
#

Is this a text-only channel?

sturdy knoll
#

We don't have image embeds allowed on most channels

#

But you can always use a reputable file/image hosting service and link to files/images that way

#

Make sure it complies with server rules (no AI generated work, appropriateness, etc.) and explain the link when sharing it.

oblique wigeon
# sturdy knoll But you can always use a reputable file/image hosting service and link to files/...

Totally fair 🙂
I was wanting to share screenshots of a Homebrew item I'm working on.

If I can test your patience a bit more, to recap things I've picked up over time,
I understand that links to unpublished Homebrew items on DnDBeyond don't work if you're not the author.

So to share the item here, I gather I have to either publish the item (which I have come to understand isn't ideal if it hasn't been play tested), or upload the screenshots of the unpublished item to another site then share the link here.

Is that correct?

sturdy knoll
#

Correct. You could use a site like https://homebrewery.naturalcrit.com/ to use markdown to writeup your homebrew and generate nicely looking homebrew. But even a link to a simple Google Doc would be fine.

oblique wigeon
#

Just figuring out the ins and outs here haha!

oblique wigeon
#

Hopefully this is cool, then...

I came up with an à propos alternative to Potions of Healing for my TMNT campaign. Restricting its use to a Short Rest, I referenced the party's Hit Dice to also make it a compelling alternative to those, too. "I can regain more HP for less coin with this, and by only spending a bit of coin, I can regain more than I can 'for free.'"

A friend pointed out that I'd need to play test it to see make sure the number of charges is appropriate.

What do y'all think?
https://drive.google.com/drive/folders/1twgUdLfwBMYDRTfXlmtNTjqWrNnTlsQ5

main violet
#

So I’ve created a homebrew race, I’ve also ran it past my dm, just thought I’d drop by to see if anyone can see any issues, and I’d also struggle with choosing a class, or subclass after this, so if anyone has any suggestions that have been previously balanced and worked in a campaign

#

Goose Traits

Small chaotic birds with fury against all non geese.
Ability Score Increase: Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age: Geese mature at around 5 months and live for around 20-30 years.
Alignment: Geese are chaotic in nature and rarely deviate from such, but may be good, evil or neutral.
Size: Your size is small.
Speed: Your base walking speed is 30ft, while your swimming speed is 30ft, and your flying speed is 45ft
Darkvision: Over time Geese have developed a sensitivity to UV sight, and are able to see in the dark for 60ft.
Natural AC: Armour Class is 12 + Dex

Fearless: You are immune to the Frightened condition.

Deathly Torment: You have advantage on all intimidation checks.

Intimidating Honk: The goose makes an aggressive display of honking against a target creature within 60ft that it can see. The target must make a DC 12 + intimidation modifier Wisdom saving throw, becoming frightened of the goose until the end of its next turn on a failed save. A creature that succeeds on this saving throw is immune to the goose's Intimidating Honk for 6 hours.

Piercing Beak: Through pure hatred you have invented your martial technique. Your unarmed attacks with your beak deal 1d4 + Dexterity piercing damage. +3 to hit.

Flappy Wings: Geese are unable to equip normal weapons or armour, but may equip specially made equipment.

#

Sorry for walls of text

main violet
sturdy knoll
#

Not that I’m aware of. But you could use Google Docs/Apple Pages/Microsoft Word apps on your mobile device to write out your homebrew concepts.

scenic urchin
#

why would a goose have a natural AC

main violet
scenic urchin
#

is that how that works? i feel like i should get some natural AC too for my char

north elbow
#

@signal valve I houserule that exploration takes place in 10-minute segments, during which players can move (120' in dungeon environments or at chosen pace in safe explored environments like cities, assuming movement takes about 5 minutes, so, 1000'/1500'/2000' feet by pace), take one action that takes a minute or longer, and one bonus action that takes more than a round but no more than a minute. Actions that take only a round can be performed basically for free time-wise.

#

Repeatedly doing something that takes only an action every so often takes a BA though.

#

This means that Observant, Keen Mind, Fast Hands, etc. get a boost since they let you do the thing basically twice in one exploration tick

clever atlas
#

Can someone help me make a homebrew spell?

deep cedar
clever atlas
#

How to turn the Super power into a spell/ability for a subclass (Water Infusion)

#

and to make it on D&D beyond (preferred)

deep cedar
clever atlas
#

Katara's waterbending from Avatar the Last Airbender, & yes.

deep cedar
deep cedar
clever atlas
#

yes

dire sequoia
cerulean seal
night meteor
#

I made a blood hunter character a few months back and never got to use him properly, and am giving him custom abilities. Like a Blood Frenzy, thought I could go into a blood bending route, now I never seen ATLA but I think I got a good concept for it. So for the Blood Bending ability I’m think about making a level 5 or 6 perk.

So far the ability perks I got are, one where he can turn someone’s flesh inside out and they now become a familiar, very gruesome. He can only have up to 2 of these guys and they are gone when they die.

The second is basically a virus where after four turns the enemy just pops like a ballon. On the first turn it’s normal, on the targets second turn they get fear unless they are immune to fear. On the third turn they are prone. And the fourth turn if they are level 12 or under they explode and parts go everywhere.

This will only work with creatures that have blood, and you can only choose one ability of this blood bending per every 4 short rests or 2 long rests.

So is this good or does it need to be nerfed still 🤔

scenic urchin
#

you're asking if an ability that auto kills anyone with blood in 4 rounds is balanced?

true forge
stuck raptor
#

you can just reflavor Dominate X as a blood control spell

deep cedar
sullen shale
sullen shale
#

gimme a sec

sullen shale
dire sequoia
# cerulean seal Most of this looks really good. Shooting Star: These are stars, why are they no...

considered radiant. went force because i didnt want it to feel celestial. Honestly fire could also work. but force felt appropriate too and easier to balance around. But ill consider it.

Agree on clarity - i mean you can get and expend them pretty quickly - with three hits you could gain 2 motes and then spend both making 2 attacks, using shooting star, and and gaining 2d6hp and 2d6thp all on a single turn without even using action surge or second wind

#

but i appreciate the feedback and will consider it. thanks

sullen shale
#

also, a celestial creature doesnt necessarily mean angelic if thats what youre worried about, a celestial could absolutely be a star person, the literal meaning of celestial itself is basically just "outside of earth"

#

which, a star is

cerulean seal
#

Also for reference. The starry wisp cantrips does radiant damage

scenic urchin
#

as does true strike

sullen shale
scenic urchin
#

ye, laser weapons do radiant damage

sullen shale
#

also should i add a 20 ki point cost time stop to this?

daring gate
#

i think i have made an interesting cr 4 with 9 single target average dpr

native grove
#

Arcane prism
At 3rd level, you create a powerful item called a prism. The prism is a tiny object that acts as a spellcasting focus for your artificer spells. If destroyed or lost you can create a new prism as part of a short rest, which will cause the previous prism to become inert. When you cast a spell that deals damage, you can use the prism to change the spells damage type to force, necrotic, radiant, thunder or psychic damage. When a spell is changed by this ability it also applies an additional effect to one creature effected by the spell.

Force:the target must make a strength saving throw or fall prone and be unable to get up until the start of your next turn.

Necrotic:the target is unable to be healed or gain temporary hitpoints until the start of your next turn

Radiant:the target must make a constitution saving throw or become blinded until the start of your next turn.

Thunder:all creatures within 5 feet of the target (target not included) take thunder damage equal to your intelligence modifier (minimum of 1 damage).

Psychic:the target must make an intelligence saving throw or be unable to take bonus actions or reactions until the start of your next turn.

Would this feature be OP on an artificer subclass?

oblique wigeon
# sullen shale any takers?

I dig it! Some play testing may be needed to tweak things... you don't want your players creating a Flashpoint. Or do you? 🤔😆

oblique wigeon
native grove
#

does it look balanced?

oblique wigeon
full ravine
#

Would a feat thats give you storm barbarians level 3 feature be too strong? Like the desert part of the feature only

#

you do damage in a 10ft circle around you, 2 fire damage if they start their turn in your aura

main violet
full ravine
#

That makes sense, I was thinking in the sense that it'd have charges so its not always active

main violet
full ravine
#

I was thinking like proficiency bonus would be the amount

native grove
main violet
#

If you’re artificer dies with an active prism the prism isn’t destroyed

#

And can then be used for another artificer

#

Which is likely not intended, but rather a side effect of me breaking things

native grove
#

To be fair that requires both for a player artificer character to die and for another artificer to also be in the party

main violet
native grove
#

oh right, yeah i should fix that

#

fixed

dire sequoia
dire sequoia
#

Also ive beennthinkin about the level 15 feature and km not sure if you should be getting those benefits on every mote.earned 9r spent. I.might need to play test to see if that's too much

maiden leaf
#

I have a Druid homebrew subclass im working on and I'd like some critique. I have a link but I don't know if it'll let me send it on here

mighty oasis
#

It should

#

i think

maiden leaf
#

It doesn't appear to

#

I made it using homebrewery

native grove
maiden leaf
#

Yo he can do attachments but I can't wtf?

sturdy knoll
#

Correct - image embeds are generally off on our channels.

#

Just give us a paraphrased recap of what the features do and folks can use that to figure out if the features stack

mighty oasis
#

Or maybe do what they did, put it on reddit

maiden leaf
#

Yeah

mighty oasis
#

somewhere

sturdy knoll
#

Oh you're also new to the server - I think there is a cooldown before new folks can share links. This helps cut down on spammers.

heady niche
#

stupid question, but also how do i roll for initiative? 😅

#

first time dming

sturdy knoll
#

Everyone rolls a D20 + creatures dexterity modifer to determine their initiative order

mighty oasis
#

i belive its a d20 plus dexterity

sturdy knoll
#

The DM uses that to determine what creature goes when

native grove
mighty oasis
maiden leaf
#

There we go

mighty oasis
mighty oasis
native grove
mighty oasis
#

instead of start of yours

#

would balance it a bit

native grove
#

i dont think that would change anything

raw fern
#

Hello guys, I made a spell system called Mana
i wont share the details with it unless u ask, but basically every character has a starting mana, higher for wizards n stuff, and every turn in combat you can use up to a max mana amount on spells, and every next your turn u get 10% of it back as return mana

mighty oasis
mighty oasis
#

maybe adapt that

maiden leaf
#

Dangit

mighty oasis
native grove
mighty oasis
raw fern
mighty oasis
maiden leaf
mighty oasis
raw fern
#

Will look for it, ty!!

mighty oasis
#

called the spell point system

maiden leaf
#

why me

mighty oasis
#

use a diffrent subredit

native grove
mighty oasis
maiden leaf
mighty oasis
#

proficencys? good, 3rd level abilitys? good, but spesify what the dc for the saving throws is bc it doesnt say so how are we suposed to know the number. 5th? alright, cool idea. 9th? woah slow down, two disintegrates? two fingers of death? i get that artifers get less spells but thats a little strong in my personal opinion, maybe make it once a day. 15th? fun, like it

maiden leaf
#

I made it in homebrewery so it's easier to read

native grove
maiden leaf
#

I wanted to make a oc druid but wasn't a fan on the subclasses available. Really wanted Norse inspiration

tardy owl
#

Although I do think scorching ray would make more sense instead of something I don’t know. No offense

native grove
tardy owl
#

It’s still reaalllyyyh cool

maiden leaf
#

I wouldn't mind looking

mighty oasis
native grove
native grove
mighty oasis
mighty oasis
native grove
mighty oasis
#

yea same

#

i love all writen or carved magic like, magic circles are the coolest thing ever when they are detailed

maiden leaf
mighty oasis
#

they can add so much depth and detail

raw fern
#

Guys, any thoughts on leech moth hybrids that live in pitch blackness and consume light from players' lanterns?

mighty oasis
#

one hell yes

#

two oh my thats terrifying

mighty oasis
nova flower
#

hello im planning on starting a dnd campign (homebrew) as a dm. how do i send invites to the #looking-for-players

wheat linden
#

Decided to take a shot at homebrewing a race. I didn't use DNDB's absolutely awful system because I just hate it. I just wrote it down as is.

#

Any and all feedback is appreciated.

Undead

Creature Type: You are an Undead
Size: Medium or Small
Speed: Your Speed is 30 feet.
Darkvision: You have Darkvision with a range of 60 feet.
Undead Fortitude: If damage reduces you to 0 Hit Points, you makes a Constitution saving throw (DC 5 plus the damage taken). On a successful save, you drops to 1 Hit Point instead. You can only use this feature successfully once per long rest.
Poison Resistance: You have resistance to poison damage and advantage on saving throws against the poisoned condition.

Subraces

Ghoul
Paralysis:
Unarmed Strikes have a chance to paralyze targets. On a hit from an Unarmed Strike, the target must make a Constitution saving throw (DC equal to 8 + PB) or be paralyzed until the end of their next turn. Once used, you can't use it again until a short or long rest.
Carrion Hunger:
As an Action, you may feed on a corpse of a creature that died within the last minute to revitalize yourself based on the size of the corpse. A corpse can only revitalize you once. Once used, you cannot take this action again until a short or long rest.

Tiny-Small: A number of d4s equal to half your PB rounded up.
Medium: A number of d4s equal to your PB.
Large: A number of d6s equal to your PB.
Huge: A number of d8s equal to your PB.
Gargantuan: A number of d10s equal to double your PB.

Skeleton
Mute:
You cannot speak, but can make clattering sounds that fulfill the requirements for Vocal components in Spellcasting. (I am also up for just saying "You can't speak and therefore can't fulfill the requirements for Vocal components in Spellcasting" btw. I'm just quite torn on it).

Brittle Bones:
You have vulnerability to Bludgeoning damage.

Unusual Nature:
You don't need to eat, drink, or sleep. You can finish a Long Rest in 4 hours if you spend those hours disassembled, during which you retain your consciousness.

Pile'o'Bones
As a Bonus Action, you can disassemble or reassemble yourself. While disassembled, you resemble an ordinary pile of bones. In addition, you can perceive your surroundings based on where your skull is facing, but can't attack or move. Finally, you gain resistance to piercing and slashing damage.

Skeleton Key:
You are able to pick locks and disarm traps with your bare hands. Rolling a 1 on a d20 during a Sleight of Hand check to disarm a trap or pick a lock with your hands causes you to break one of your fingers. For each finger broken, you suffer a -1 penalty to ability checks and weapon attack rolls using Dexterity. If you keep your broken fingers with you during a long rest (or short rest, not sure), you may fix one of them per hour.

Zombie

I'm debating on reducing this particular subrace's movement by 5-10 feet... I'm not entirely sure yet though.

Unarmed Strikes:
You can roll 1d4 in place of the normal damage of your Unarmed Strike. This die changes based on your PB.

PB
2: d4
3: d6
4: d8
5: d10
6: d12

Bite:
You have a bite that deals damage equal do 1d6 + STR bludgeoning damage plus 1d6 necrotic damage. Your bite also uses STR for the attack roll. You can only use this bite once per combat and can only use it against targets who either have their movement speed reduced to 0 or are prone.

(Not sure if I should incorporate Bite into Unarmed Strike 🧐 )

#

How does it look 👀

#

Sorry for the flood. I just can't be bothered to use DNDB's system. I've never been a fan of it.

maiden leaf
subtle berry
#

Hi all ... So last session, one of my players characters died but next session, our druid is going to be packing the Reincarnate Spell to be able to bring him back but as a different race to what he is. We all looked at this spell and collectively decided that the base selection of only 10 races was boring and so I have been asked to come up with a d100 table for a greater possibility of potential races that he could come back as. I have found a site that allows me to generate such a table but what restrictions should I place on what races can be on this table? I have already made sure to remove artificial races like Autognome and warforged as the spell creating an artificial body just doesn't seem right to me but what races would you make sure not to include on this table and why? Are there any races you would want to include on a table like this that I may have overlooked?

final prawn
#

Help I'm making a paladin subclass and it says I need a class feature with a required level. Do I need a feature for every level?

final prawn
#

I'm also having trouble with the spells. What spells are available for all the free stuff?

#

I'm trying to use mostly fire spells

#

Their based on ghostriders

stuck raptor
#

They get all their Oath spells for free

#

Oh, you mean what should you put on it?

final prawn
#

No it keeps saying it's using licensed content

stuck raptor
#

If its not in the Free/Basic Rules, its licensed content

final prawn
#

What spells could I use for a ghostrider based paladin that aren't licensed content

stuck raptor
#

I think genuinely something similar to Vengeance paladin

final prawn
#

I don't know the spells of that

final prawn
hasty onyx
#

Arapaima Scale Armor [Don't fight a Warlock In It]
Armor, (Scale Male), Rare
This fine armor is crafted from the thick scales of the arapaima fish, sewn with mithril thread to a supple leather backing and infused with protective magic. It is a very supple and light-weight armor, allowing for a far greater freedom of movement and range of flexibility over traditional metal mail, the wearer adds their full dexterity bonus to their AC while wearing this armor. The arapaima scale armor is also quieter, and the wear suffers no disadvantage to stealth checks.

However, due to the minor inherent flexibility of the arapaima scale, bludgeoning and force attacks are more effective against it than normal metal scale armor. All attacks, area of effect spells, or abilities that deal bludgeoning or force damage deal an additional 1d6 of that damage to the wearer.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of Arapaima scales. The suit includes gauntlets.

native grove
bronze patrol
#

all of the non-hb spells used here are from the BR and you can replace like
Zone of Truth and the 2 hb spells with something more thematic for your ghostrider based subclass

sullen shale
bronze patrol
#

there isn't really a good BR option for a 3rd and 5th level spell to replace the homebrew ones I made in this spell list
at least for fire

but there's other options you could take that could fit your subclass pretty well

thick tundra
#

I made this subclass a bit back, is it balanced or broken? (if it were broken, i would expect it would be because of MB's defense, quickened blade, or manablade mastery)

Sorcerer
Manablade Sorcery

You had your innate magic come from one of many varied sources, but you trained how to use your innate magic in close quarters scenarios. This lead you to now being able to use blades of sorcerous energy to take on foes.

Level 3: Manablade’s defense
You know Shield and you can cast it without a spell slot. You can do this a number of times equal to your charisma modifier (minimum of one). You gain all expended uses when finishing a long rest)

Level 3: Sorcerous Weapon
As a bonus action, You can create a weapon made of sorcerous magic, which can be any simple or martial melee weapon. You gain proficiency with this weapon, and can use the weapon’s mastery property. You can also use this blade as a spellcasting focus, and it will deal damage of one of the following damage types instead of its original type: Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder (chosen at weapon creation) You can also use your charisma modifier instead of strength or dexterity on attack rolls. Attack rolls with this weapon have advantage during your innate sorcery. The weapon lasts until you create another weapon, or until you die.

Level 6: Quickening Blade
If you used your sorcerous weapon to make the attack action this turn, you can use any non-damaging cantrip as a bonus action.

Level 6: Extra Attack
You can now make two attack actions instead of one on your turn.

Level 14: Powerful Strikes
Your sorcerous weapon now ignores resistances. In addition, on the first attack of your turn, it deals an extra damage dice. This dice is the same type as your sorcerous weapon.

Level 18: Manablade Mastery
Your Manablade’s Defense no longer has a limit, your quickening blade can now cast level 1-4 spells as a bonus action, and your sorcerous weapon now treats immunities as resistances.

bronze patrol
#

Sorcerous Weapon gives you way too much tbh

#

Sorcerer now has a greataxe that it uses cha for, that deals psychic damage instead of slashing
and is also its focus
that also have adv on all attacks when you have innate sorcery up

thick tundra
#

maybe if i drop manablade's defense and the innate sorcery buff it would be more balanced. Am still decently new so still kinda hard to balance

pine raven
#

Brings like a flash vibe to it. I love that you can push people away as a reaction to either save them or move the person attacking. That’s awesome

bronze patrol
#

Sorcerous Weapon is insanely good and makes this subclass an auto-pick over hexblade warlock

thick tundra
#

ok sorcerous weapon needs to be heavily nerfed

if it beats hexblade it is broken

bronze patrol
#

here's how I'd fix it

pearl river
#

Anyone tried the Bloodrager class released by Somanyrobots? I've been considering it for a while but I kinda worry they just get waaay too many features

bronze patrol
#

I wouldn't give access to the mastery right away. That can be something you gain access to later.

I would restrict the damage types to the elemental types. Psychic and Thunder are really good, especially early-game.
I'd also say drop the adv during innate sorcery and have that be something you get later

sullen shale
bronze patrol
final prawn
#

Any help I have all the level features someone told me I need but uh it's not working it keeps saying I don't have the required class feature with a required level

thick tundra
#

Heavily nerfed, is this good now?

Level 3: Sorcerous Weapon
As a bonus action, You can create a weapon made of sorcerous magic, which can be any simple or martial melee weapon. You gain proficiency with this weapon. It will deal damage of one of the following damage types instead of its original type: Acid, Cold, Fire, Lightning, Poison. (chosen at weapon creation) You can also use your charisma modifier instead of strength or dexterity on attack and damage rolls. The weapon lasts until you create another weapon, or until you die.

Level 6: Quickening Blade
If you used your sorcerous weapon to make the attack action this turn, you can use any non-damaging cantrip as a bonus action.

Level 6: Extra Attack
You can now make two attack actions instead of one on your turn.

Level 14: Powerful Strikes
Your sorcerous weapon now ignores resistances. In addition your sorcerous weapon can now use its mastery property, and attack rolls with this weapon have advantage during your innate sorcery.

Level 18: Manablade Mastery
Your quickening blade can now cast level 1-2 non damaging spells as a bonus action. In addition, on the first attack with your sorcerous weapon on your turn, it deals an extra of its damage dice. This dice is the same type as your sorcerous weapon.

unique parrot
bronze patrol
bronze patrol
stuck raptor
bronze patrol
#

not two big features that both up your dpr

#

gimme a couple minutes, I think you'll like this

bronze patrol
#

mmm I am going to give this sub 2 6th level features in my rewrite of it but you'll see what I'm up to

final prawn
#

How to share subclass links?

#

Nevermind just search up oath of the infernal pit in homebrew discovery

bronze patrol
# thick tundra Heavily nerfed, is this good now? Level 3: Sorcerous Weapon As a bonus action,...

Manablade Sorcery

You had your innate magic come from one of many varied sources, but you trained how to use your innate magic in close quarters scenarios. This lead you to now being able to use blades of sorcerous energy to take on foes.

Level 3: Manablade's Defense

You know the Shield spell, and it doesn't count against the number of Sorcerer spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Level 3: Sorcerous Weapon

You can use your action to create a weapon made of sorcerous magic in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity; and you can cause the weapon to deal Acid, Cold, Fire, Lightning, or Poison damage instead of its normal damage type. This weapon lasts until you use your action to create another weapon, or until you die.

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Level 6: Magic Weapon

Your Sorcerous Weapon now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 14: Powerful Strikes

Your Sorcerous weapon now ignores resistances. In addition, you can now use your Sorcerous Weapon's Mastery Property, and you have advantage on attack rolls with your Sorcerous Weapon while you have your Innate Sorcery feature active.

Level 18: Manablade Sorcery

Whenever you take the Attack action on your turn, you can cast one 1st or 2nd level spell in place of on of the attacks. Additionally, the first attack you make with your Sorcerous Weapon each turn deals additional damage equal to its damage dice.

#

it follows more closely to hexblade/pact of the blade and bladesinger wizard

thick tundra
#

the second level 6 ability currently does nothing since the level 3 abil already got the effects

But i do like this a lot, it doesn't stray too far off my original concept while being a lot more balanced

unique parrot
#

Is ignoring resistances at level 14 really needed when the blade can already do five different types of damage?

bronze patrol
#

fixed

#

it's meant to be like monk getting magical fists at 6

mighty oasis
bronze patrol
#

that's up to Cyberpunk Ninja, I just rewrote their sub to be a bit less...busted while keeping a lot of the same elements

thick tundra
mighty oasis
bronze patrol
mighty oasis
bronze patrol
#

ope

mighty oasis
#

brill

mighty oasis
#

there
if that still works...

bronze patrol
#

okay got it open brb while I read it

mighty oasis
#

oki

bronze patrol
#

oh shit is this a class that's based okay

#

1 sec this looks interesting

#

okay first note

#

Con + dex saving throws. Usually you get one good save and one bad save

#

the good saves are Wis, Dex, Con

#

bad saves are Int, Str, Cha

mighty oasis
#

yea but i have zero clue the other

#

int? bc make stuff?

#

maybe?

bronze patrol
#

I would go Con Int

mighty oasis
#

thanks will change that

#

done

bronze patrol
#

Cloaked and Clad both care about stealth in different ways. Maybe combine these

#

Studied I assume is to give you the other proficiency that you didn't take when starting out?

oblique wigeon
bronze patrol
#

also ping @thick tundra with stuff for that sub. it's his, I just balanced it

main violet
bronze patrol
#

@mighty oasis okay so The Vile is dex based. what's their secondary ability score?

#

generally follows the bad saves, so I'd say int maybe?

mighty oasis
#

widom

bronze patrol
#

wisdom okay

#

hrm

mighty oasis
#

well no actualy

#

i lied, would be con bc they dont use anything else so hp

bronze patrol
#

Crafting stuff is generally Intelligence based and one of their features at level 1 is about crafting
and the class seems to focus on making poisons and stuff. I'd
maybe make this a Dex/Int focused class.

The reason I bring this up. Plague Bearer's Rotting DC should be int based I think

#

how well you made the poison, yk

mighty oasis
bronze patrol
#

yeah

#

I would consider maybe changing the saving throw profs to Dex, Int
but Con makes sense as well since you care about poisons and need to be able to like
resist them yk

#

Con, Int or Dex, Int
either work. I think I'd lean more towards Dex, Int since the saving throws usually tell you some of your main stats for the class.
Some notable exceptions are Paladin getting Charisma Wisdom

mighty oasis
#

ok then thats a good start thank youy

#

now what about the other stuff

upbeat sigil
ionic gale
#

When making homebrew and I want to use markup to link to spells, conditions, etc. Is there a reference list somewhere of what all those markups are? I know a few but I was trying to figure out the one for Weapon Property, which given existing items that link it, seems like it should exist.

oblique wigeon