#homebrew
1 messages · Page 88 of 1
Omg I was thinking the same lmaoo
And they get more PP every 2 or 3 levels
😭 It has to be that
Physical Prowess? Martial slots?
Artes
That sounds posh as heck
<- someone who has consumed too many JRPG and similar media
Antimagic
I thought about that but that would kinda give the vibe that I'm canceling magic
But that's not the goal
Exertion system?
sciencetheorizing
Plus ultra?
Oh my god no way how did I not think of it
Adrenaline system
Is that just the opposite of spellcasting
misspell reeling
@frank leaf I think adrenaline system is clean
Not quite I don't think
Name wise?
Could be an ability in the system tbh
Ye, what I was thinking
"heroic deeds?"
Momentum?
i would say "feats" but that's already taken
Heroic deeds ain't bad either
"martial stunts"
Heroic I think is what's good, like Heroic Inspiration
Heroic Actions?
Stunts makes me think of movies
As opposed to Legendary Actions?
these kids today, always reinventing 4e
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
And you gain slots up to a certain limiter per day
And then you can expend then through the day
thats just draw steel
OK that's kinda why it rung a bell
(ill be honest it really sounds like youd be happier with another system lol)
I just want to homebrew something for fun lol
I still enjoy dnd 😂
Let's stick to the martial spellcasting
Heroic actions then?
If you know anything Abt DND, it's that nowadays people would rather supe it up with the coolest parts of other TTRPGS than try smth completely new lol
or grit
I like the heroic actions but something g about the action throws me off
thats because d&d is so complex to learn that people who cut their teeth on it assume other systems will take an equal or greater time investment
It's because dnd is so vastly more popular there's infinitely more content and players for it
thats a bard college, i dunno if you want that crossover
Crooked Moon Sinner already uses heroic inspiration to use its ability, if that's what you mean by hero points.
Wtf is that
maybe combat?
crooked moon is a third-party 5e supplement
HANK DON'T ABBREVIATE COMBAT POINTS, HANK!!
Oh, that reminds me why it's important
It needs an Action type.
I doubt it would be a Magic Action
So a Heroic Action would fit perfectly
It'd be a heroic action
Okayyy were cooking
Heroism, using <points> to use heroic actions
Prowess Points?
Heroic Mettle????? 😳😳
Valor points (I know there's a college of valor)
Spirit?
Is there "stamina" in the game?
I can't think of stamina as a currently used feature?
Potential?
Hmmm
"You can spend 5 Potential . . . "
Ichor, potential, stamina, grit, Mettle, prowess,
Potential ain't bad I think but
Might?
I really think mettle could be good it literally means to cope with difficulties
It's like resilience
And you can say heroic mettle
Or stamina
"you can spend 3 stamina to"
"You can spend 5 Mettle . . ."
Increasing stamina upon attacking seems strange tho. Mettle I think is best.
SP/stamina point also sound nice
Heroic mettle sounds more thematic, stamina points sounds more technical
Nah I think we scratche the increasing basef on attacking, I don't wanna copy draw steel
Or u wanna still do it?
why would i
Tbf scrapping it just because it exists somewhere else doesn't seem like a good reason
I think should be fine
I suppose
Maybe momentum?
Mettle or momentum?
Momentum for sure fits the theme if that's the case
Also.
Tell me you can spend Heroic Inspiration to regain Mettle.
LMAO
You can just make a spell where it says if yoy have heroic inspiration you make consume it to gain mettle yeah
You may consume*
Ok final
Heroism system, you spend mettle to use heroic actions
So we gain mettle during combat?
I think we maintain mettle during short rests but lose it during long rests?
@fierce dome do u want to join us tomorrow in the crafting?
Although it's 4am here almost lol
lol probably not. ive got three kids, a full-time job, and one of my d&d games tomorrow
hahahaha
im happy to provide feedback on flavor and names though
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
I'll add you and DM you
I think we would have the amount of mettle be tied to level and maybe modifiers
I'm trying to think if this system should match spells 1 to 1 or not
As in, first level heroics, second level heroics, etc
Heroic actions with different mettle levels
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
how do i get people for homebrew and normal dnd mix
im not sure if im allowed to do looking for players
due to it being homebreq
brew
im one i made many homebrew swords and spells and monsters that i put into my campain that was fun
nice this is my second time doing a campaign with my friends do u have any advice
uh not really i kind of go with the flow of my players (my fam) so they kind of just kill the thing then leave so i make them for that aka a lot of dungion crawls so just always be ready to change the story based on how your players play
yeah
#looking-for-players is what you want. Doesn’t matter if your game has homebrew.
ok
i once made a sword that could hit 3 people at the same time
Depending on the player levels it’s probably fine but with extra attacks that does get pretty crazy.
yeah it was for early and late level because if you used it for a 1v1 it would give a -2 to all attacks because of its size it just wouldnt work well
Well that’s the benefit of keeping different equipment on you
yep
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
Idk man casters can do some pretty crazy stuff
Sure but a fighter with a sword that can hit 3 creatures at once, twice maybe three times…
That’s let’s see… assuming it’s the 2d6 time 3 so 6d6 three times… so 18d6 every round for free
Not including action surge
Okay a fireball hits 1 mob for 8d6 assuming it hits 3 mobs it's 24d6?
no, its 8d6 applied to all targets equally (so more like 8d6 * number of targets for effective damage)
Yeah, I know
I just compared it to their 18d6 lol
The sword would do 6d6 * number of targets for effective damage
Not 18d6
But wait isnt that the same
I mean, total damage yes but not per target
Also the sword has a -2 to hit
He said it was only -2 on a single target
I assumed that wasn’t the case if there were multiple targets
But to be fair we don’t have the full weapon description
I mean still, a fireball does what that sword does
And can't miss (or rather will always deal damage)
And is from range
And can be upcast at later levels
Although tbh I'd rule that the sword would only roll 1 time for all 3 mobs since it's one swing
Which could be both good or bad
Most likely bad
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
Just make him dip into a martial?
I mean he could dip into pugilist it's a new third party class and it's pretty much chuck norris
If you don’t want to make him multiclass or dip, do Hexblade/pact of the blade but make the hex weapon like… a gauntlet or something
Understandable although uhm I should mention the stats feel quite high
She is a fallen solar so her stats are copied
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
Sounds like #character-discussion unless you’re using a homebrew class?
anyone seen @frank leaf around
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
Empowered Transformation is good, but Instinctual Concentration feels kinda lack luster.
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.
Overall the first half of the boon is good, but the second part misses the mark imo
True polymorph dose not care about feats
Also In 2024 there took a lot of monster constitution save proficienty away
How would you do the second part?
Maybe upon transforming choose one ability score to have advantage in until the transformation ends
That or when you transform replace one of the creature's ability scores with your own
Not to kill your drive, but they did already make a shape changer epic boon feat in the Faerun books. Look up Book of Fluid Forms
Though I think yours works a little different
Hello
Howdy
I see we’re talking about homebrews
I have a subclass home brew, but I can't post links, should I just post the parts?
Sure
Multi-Hyphenate, Fighter Subclass
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.
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.
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.
Level 10: Broadened Reach
The range of Sage Hand is now equal to your max movement speed.
Level 15: Expert Multitasker
Once every long rest gain the ability to use all 4 Sage Hands on one bonus action.
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.
The strange Reach calculation should just be like, a flat 10ft increase like Elements monk
Just a straight weight Prequisite should also be sufficient for most things
This is all just so extremely complicated
Maybe a more flat one at that
The HP and condition disabling of them seems cool
The limiters seem arbitrarily calculated
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.
- 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
See, I think the fluctuating AC isn't a very good balancing point?
Just having it be Mirror Image lite is cool
Also, noticed it's mage hand like, so I think that's balancing enough
Like, Mirror Image is immune to AOE
Also you need to specify it works on allies
Both that the hands could move and that it works when another creature is hit isn't specified very well.
Overall I think the idea is good
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
Compare with Echo Knight
Which does all this
And is less MAD because it uses CON and not Wis
By level 3
I like this concept better than Echo Knight tho, but think there's a few things it could learn from it
should I just make the AC for the hands just be 10+Wis+Prof. Bonus?
and have it not change day to day?
Yeah, that'd help a lot
Because also
If they hold a Shield couldn't they benefit from it lol?
yeah they do
Yeah, it'd be a shame you couldn't rely on a "Tanky Hand" reliably
Because that's cool
The object weight limit I think could be 5 times your Fighter level, which would eventually mean you could pick up 100lbs pounds max per hand, but up to 400 by them working together
I also forgot to mention that it can be counterspelled
thats... actually a good idea imma steal that
Side note: that's enough to pick up a carriage
Which could make for such aura farming
Also, this seems unnecessary
Maybe Dispel Magic, but that doesn't need to be specified
That's just innate since it's magic.
thats true
The Strength being your Wisdom modifier is strange, and conflicts with your weight limit, so I'd just drop it. Compare to Bigby's Hand for an Object that's pseudo-strong
I'd drop that it has Strength, or use that instead of a weight limit, because strength creates a weight limit.
Its just saying that the hands use your wisdom modifer to attack with melee weapons instead of strength or dexterity
I should've worded it better
. . . Then say that
Like word for word that
I'll revise the subclass with the critiques I now have, and I'll bring back a more finalized version hopefully
Thx DaHo for your wisdom and outlook
guys
@fierce dome
me and daho are cooking
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.
(technically the term "martial" is used no where in the actual game as a keyword, but I think you got the point across lol)
Yeah we just give it a high strength and con check KEKW
Homebrew lowkey the best
itll be a project, but, a cool one
Can I get some opinions on this 2024 Ranger subclass I made? It’s a genie inspired treasure hunter ranger.
https://docs.google.com/document/d/1WDm6ah-Ja0N0nypptw38ABvksDrT2vyabtTCVvzu8sQ/edit?usp=drivesdk
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.
everything else tho is really cool, tho I am also iffy on the ruby being a Bonus Action
so yeah just... stricter time limits across the board, the core is fine, you just need to rein things in a tad
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
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.
In DnD beyond? Check #ddb-support they should be able to help you
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.
Thanks for the suggestion
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.
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?
depends on the details, it is possible to do though
Seems simple enough
If all you are doing is that once per LR
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.
Maybe something like this?
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)
Oh no, it's a permanent reward but can only be used once per day
Also to add context, I rarely do more than 2 combat per session/day so
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.
i suppose it's not too powerful then (unless several members of the party have access to cold damage)
What level is this intended for? because just to be clear absolutely nothing is ever going to pass a DC 30 Dexterity saving throw.
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
saving throws can go above +10 if the creature is proficient in them, it's just the ability modifier that caps at 30, nat 20's exist- the distinct purpose I think is that it's meant to be very rare
Right but, this is still just a crazy ability being described
but yeah I did suggest to them to specify the level PC the item is meant to go to
oh absolutely, I mean power word kill and disintegrate are right there
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
I was thinking around 14, but either way I want a heavy toll for using it
if it's for story reasons, go ahead. As for game balance, it's kind of hard to say, there's no other effects besides power word kill in all of DND that instantly kill a target
and level 14 is a decent few levels before level 17 when players get access to power word kill
Feels abusable maybe. Save it for your biggest bosses. Party member uses a high end spell that’s very debilitating against the enemy to force out their legendary resistance.
Party then uses this to auto win since boss already used their protection
I agree with a big heavy toll for something like this but I worry that as a DM it’s gonna burn you
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
Hello, do we have examples of homebrew Weapon Masteries?
I made a class that can use buffed versions of them
If that counts
I had knuckle dusters who had a knock weapon mastery which prevents them from making an opportunity attack upon you, can only be used once per turn
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
Like wild magic but stupider. How would you go bout making this happened
If I may, can I see the class?
It’s still a work in progress, but I can send the doc in a moment
Much appreciated!
Can someone who has experience making homebrew weapons help me?
I feel like im burning out and could use some help
Like magical ones or?
Yea, I have four homebrew weapons I made for the players on the top of my head
now I gotta make them XD
What are they?
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.
Like maybe a wisdom save throw with a high DC so its a gamble to use it
So the eye is a weapon?
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.
Since they are bad with medicine checks.
Just make them have passive advantage with medicine, its a niche skill besides stabiling people from being knocked down
I also am making a weapon that is a gun for a bloodhunter that inside can hold his blood in the chamber.
Like storage.
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.
this rant was longer, but I cut it down, im just so mad about this.
So just able to use Rites, Curses and other BH things with the gun, seems fine enough
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?
You can either look at similar official monsters and adjust their CR, or use the DMG's table
Where can i see the DMG table?
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.
I apologize, Sorry, and Thank You!
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?
Looks balanced to me.
Seems balanced!
On the other hand tho too this is literally just “I cast gun, prepare to meet God” from another point of view when you think about it
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.
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.
that is A LOT of words
I'd make the shifting equivalent to equipping/unequipping so that you could do it between each attack
(assuming 2024/5.5)
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
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
The session is in an hour please help Tvt
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)
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.
It should say “make a ranged spell attack”
2014 or 2024 cleric?
2014
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?
Check #dm-discussion they should be able to give you some good feedback. 
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
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.
What about… playing into the shadow themes, if you are standing in dim light or darkness you get resistance to BPS damage
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
Only because a Chosen of Vhaeraun would obviously be a drow and they already get Darkness and Darkvision
Yes, sorry I should have added that info in.
Yes to this
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
Oh, I'm DEFINETLY not publishing it lol I'm already so iffy on it.
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?
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!
I know this is an awful idea for balance
But should I homebrew a Strongbow subclass for Barbarian?
It says it on the label
Yo what "fun" mechanic should I put into my campaign that is midway through
Depends on the cantrips but yes
nice 
What level are they?
Ah in that case my idea wouldn’t work
Really depends on what the story and plot of your campaign is. The mechanics should probably tie into whatever stuff is going on in your campaign.
I would discuss in #dm-discussion
Is this 'balanced' with 3 loops, or can I go to 4?
Ready Remedy Bandolier
No Attunement Required, Very RareThis 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.
Does anyone have any sort of Cyberpunk esque stat blocks. Theyre really hard to find without just reflavoring existing stuff
Is this balanced for a Blood sorcery subclass I am making: expend 1d6 hp to boost innnate sorcery?
Depends on the boost
You would need to post the full feature
Try the Ebberon and spell jammers stuff. Or check out the official cyberpunk ttrpg
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)
What would be some possible methods to balance a tiny size playable race?
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
Bedman? Mention
you take up 2.5ft x 2.5ft, but you still move on the normal 5ft grid afaik
only difference is 3 other Tiny creatures can be in your grid space without being "in your space"
They also get advantage on stealth, and can hide bettet
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?
they need to be published, but you can put the items into a google doc and send them like that, although as your new to the server you may have to wait (there is a 30 min grace period before new people can send links)
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
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
I got the Vecna guide/campaign book
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
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
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
Why not Khenra?
Khenras are Jackal Humanoids right?
I may be unfamiliar with them
-# Wait would That make sense?
Ah
I mean, do you play with darkness being important?
I would say, not adding Owlin is a crime
Owls can see in darkness
Oh that's who I forgot
Yeah
I had them added initially
Owlin and Khenra
But forgot to send them here
Yes darkness is somewhat important and has been once before.
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.
try going into modifier and do bonus then armour class and then set ability score to dex. on the dex sectio u tried originally just add none. It should theoretically work
Nope, still hasn’t worked
are there any really fun artificer homebrew subclasses you know about?
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?)
everyones idea of fun is different. I prefer subclasses that u can flavour in so many ways and is actually interesting, while others would see fun artificer subclasses as something that allows u to do something badass
Though I will definitely look for some for u, if u tell me what u look for in a subclass
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
thank you 🤍 . I haven't originally planned to make it the multiclass restriction, but i realized that maybe being able to gain any creature's abilities is still terrifying, because how many abilities you can take scales off your stats. And since monsters are made to 1v4, having a 4-man army as 1 character is insane. Especially in lower levels.
i generally like customizability in my classes and subclasses, along with the ones that have good story hooks
understandable, I will keep a look out
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
I haven’t read through this yet really but goodness gracious why is this 4 pages long? lol
because there's a lot of conditions to the abilities and how you can get them
I’ll read it over in a bit when I have my laptop in front of me
ty!
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?
im currently out atm so cant give specific advise, but I will send some later on if that is alright
On my list of brews, I have an Arcanist that takes some psionics stuff and some wizard stuff. It’s more of a concept tho at this point
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”
what rarity you aiming for
nothing too crazy. Just something to help him out in the fight (it’s a planned 1 on 1 so he needs it), maybe even a consumable
i meant uncommon, rare, etc
i suppose uncommon to rare, nothing higher than that.
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
all good
ty!
Is this a barbarian or a druid?
I kinda thought it fit both, so you can take it as either class
You need to pick one
that's not how subclasses work
Subclasses are tied to a class and the classes mechanics and progression
Whelp, I’d pick Barb then. They’re more animalistic compared to Druids
More animalistic than the guys who transform into animals?
Most Druids don’t really use Wildshape at higher levels.
Plus, they retain their minds
Honestly a lot of these mechanics you can scrap all together on this document by just making this a druid subclass and since wildshape handles all the mechanical complexity here for you and then you can just expand
Well they might since this subclass kinda is about improving upon these transformations
Druids maintain their mental stats
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.
That’s why I said they’re less animalistic. They never lose control in animal form, because only their bodies really change
I mean, sure, I’m okay with making it as a Druid tho.
My only issue is that wildshape doesn’t really sweep it away, because this was based on Path of the Beast, and adding on different monster parts to your original body
Well you can go either way so whichever really speaks to you. If you go druid you don't have to cover all the transforming mechanics since Wildshape mostly does that for you. You would just expand upon that however you need it to.
If you go Barbarian you can either mimic something like the beast barb or take langage from something like the Polymorph spell
No offense, but I think I want to go Barb. (Really sorry, I see your points with the Druid, it just doesn’t fit with me)
Ah so you want monster grafting basically rather than full on transformation
That's fine
I will say wildshaping all depends on the player I met players who don't do moon but wildshapes a lot.
I'll approach this then as if its a barbarian subclass then. Give me a bit to read
Tbh, it still feels very overpowered, so I might add this part.
"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."
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.
- 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.
- 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.
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.
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)
Yeah just drop it here in chat
Glutton's Constitution: Scrap this. A subclass shouldn't be making a players LR/SR worst. That's just bad. Barbarians alreayd get access to survival and nature prof so you don't need to give it to them. There is already too much going in thsi subclass. Scrap it. You can probably keep some of this if you simplify all the earlier stuff.
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.
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
If I slapped Attunement required on a +1 weapon, what kind of effects could I get away with, without falling into Rare territory?
Repeated Shot
you get very little extra space, on a melee weapon, you can get away with something like spellcasting stat scaling
First impression is that Bloodletting is pretty bad. Unfortunately quite, quite bad. Swapping an Attack action attack for 1d6+(1 to 5) is quite a massive loss in action economy. And you lose the spell? Youch.
or replace 1d4 with 1d6
multi-attack allows you to heal multiple times
and if you’re playing melee, you can heal 4d6+12
for a 1st level spell slot
I was actually thinking about that one when asking the question, it also weird to me that Repeating requires Att, but Returning doesn’t
How are you hitting multiple times if the spell ends when you use the feature?
spell ends at the end of the turn
so you’ve got the full turn to do whatever you want
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.
Returning Weapon doesn’t really have as much value as you would think, the range is generally super low and the weapon is still melee
Repeating Shot gives you infinite ammo and much higher range
True. So what kind of effects would be acceptable on a +1 Greatsword with Att?
1 minute is 10 rounds of combat, the item is very convoluted and requires too much bookkeeping
also, removing the Loading property iirc
That's all the feedback I can provide. You need to severely simplify this down. The early features are too open ended and powerful which is going to hold you back at doing cool things with your later levels.
I think you need to do a full rework on this. Sorry homie
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".
whoops ur right abt the rounds my bad
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
assuming you wanna use STR still, you could maybe play around with Graze
something like Vex on Graze activation I think wouldn’t pass Uncommon
you could still get 3 attacks just as an action assuming the ally is within 20 feet
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.
Assuming the Ranger is using Light weapons, sure.
you don’t need to use your main weapon to heal
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.
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
By attacking... The corpse?
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
you move the mark to your ally and then attack them
the creature you attack is the one that gets healed
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
the current flavor text says “you learn… unconventional ways of healing others” 
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
what I posted did not include the full text, for briefness
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
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.
you can’t quite do degrees
yeah i thought that might be an issue
the wording in general is quite confusing, I can’t tell if it’s increasing or decreasing your speed
well again this subclass already has a feature to triple its movement so if it does this it can essentially do 1.5*3 this turn
im mostly wondering how i can properly word not being able to turn around so much
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
but maybe this math might get too complicated
understandable
you can move 900 feet in 1 turn as a Tabaxi monk with this
besides making it more obvious, do you think it’s still too weak?
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
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
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
. . . they both say Relic Hunter
Ah, there we go lol
Thanks, I realized that right after I hit enter.
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!
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.
You good, man. Thx for the feedback.
Mind if I come back in a bit with a rework?
it’s a very big document, you might wanna point out the changes you made
That’s fine
Let me know if you need help
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.
-
The targets armor class is reduced by 1 for each shade attached to it
-
The targets Movement speed is reduced by 5 feet for each shade attached to it
-
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!
- 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 ?
Is this 'balanced' with 3 loops, or can I go to 4?
Ready Remedy Bandolier
No Attunement Required, Very RareThis 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.
Is this meant for 5e or 5.5e?*
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
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.
Mind if I DM you? This channel gets too crowded
Sure
Looking over Hellfire Paladin again and wondering if I can get more people's thoughts on it
https://docs.google.com/document/d/17p6tdz0twbk0vz5UTvzh_ZBRRF2pjVFBDp6TMLHO-Ac
4 tenets is . . . Different . . .
fairly sure 2014 pally had 4 tenets
5.5 or 5e btw
yeah
all of the subs for 5e have 4 yeah
only reason why i remember is because my own Oath of might had 4 tenets
5e but I'm pretty sure it could transfer over pretty seamlessly
and that was made for 5e
I'm already too used to 5.5 lol
I'm looking at making Hellfire Sigil concentration
same here, but a lot of my homebrew phase was for 4e
since it does kinda a lot for a non-conc spell
Tbh, I think the big thing is it proccing off saving throws. Basically a better and reusable Hellish Rebuke. It being off of Fire damage only helps though. Maybe consider a costly Component instead?
Smth along the lines of "a Brand made (Insert Valuable metal) worth X+ GP"
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
.. i read castigation as something else.
Infernal Steed . . . Yeah, so, have you considered that Nightmares can go into the Ethereal Plane.
Comparable to an upcasted Etherealness spell, at 9th level
Since Nightmares can target creatures in a 5ft radius around them?
ah yes, a spell that paladins cant ever get to.
- 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?
Yeah, getting a 9th level spell within a 5th level one that Bard can steal is uh . . . Problematic
At least in 5e
I think comparing these is actually good for its case since both happen at 17th level
So, again
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.
idk I don't feel like this is too big of an issue
Etherealness has only a duration of 8 hours
Alr, welp, I don't see this critique going anywhere, but I left the opinion of the sub, so whatever. The sub itself shouldn't have any issues.
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?
idk leave it? this is more of a #dm-discussion thing
Thanks!
When it comes to homebrewing a feat, is there a way to increase the Spell Save DC of cantrips specifically? And not every spell?
just have it say "The Spell Save DC of cantrips you cast is incresed by {x}"?
#ddb-support might have answers for you
ooh, in VTT
(I assume VTT, right?)
Yeah, my table lives all over the country
I wanted it to work with Avrae, but if it can't do it without increaseing the DC of all other spells, then I guess that's that
wonder if it would work if you could somehow call out the specific spells it changes
similar to how the Edlrich invocations and certain feats like the one that upgrades fog cloud do
That's a whole lotta cantrips...
yep :x
bumping this again
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
that sounds heat
not entirely sure how I'd do it tbh
attacks form a sort of psychic link between you and the target?
like a buffed up mind reading favored foe
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
mhm
swarmkeeper gets a d6 and 2 incredible movement options <3
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
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
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?
Bumping
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.
Oooooh, hear me out: Rangers are Hunters. A Ranger that hunts myths
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)
We aren't too sure about that. It could definitely work but we don't know if that's the vibe we want
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?
Going back to the Psionic idea, most Ranger subs are either namers after a Hunter, or a guardian btw
Or, smth wander-ish
Like Fey wanderer, or Horizon Walker
I'd say common with attunement, uncommon without; it's literally just the item version of a Pact Weapon, but with half the features
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)
Is this the correct channel for finding someone to homebrew a campaign with me?
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?
Is this for a spell, a unique ability for a character? A homebrew class or subclass?
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
You either give them a X number of times per LR they can activate the ability to heal Y number of targets around them on a successful hit by Z amount.
Or
You can have the player activate a "mode" that stays active for like, a minute that can be turned on like... Once or twice per LR and while active heals allies on successful hit
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.
I was thinking something like Stalker of the Mind
I usually do names for subs after all the mechanics though :3
At level 6 you could probably just make speak with plants at will
Would a feat that gave one rage charge be too strong?
Mind Warden, Psi Strider or Dream Delver could work
IF it's just for barbarians to get an extra rage its probably fine. If its so anyone can potentially have rage then yes, probably not great
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.
. . . I'M STEALING DREAM DELVER
Probably, unless it's once per LR instead of Short rest, that way it's like, around 1/8th the uses a Barb gets max, like how at least Metamagic Adept gives only 1/10th of the max amount of Sorcery Points.
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
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.
Aight, just ping me when you drop the subclass here for review, alr?
Is there a limit to how many times this ability can be used?
Well it uses 10 charges. The weapon has 30 total, which can also be used on spells. The charges regenerate at dawn (3d8+6). The amount of charges could be changed, 30 is tentative.
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
All these make it overpowered. The ability itself is very powerful mainly because it gives half cover, and the spells are rather strong ones (notably Spike Growth and Aura of Life)
The large number of charges contributes heavily to this
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
How would you say lowering the charges to 20 (regains 2d8+4 at dawn) works?
Tbh if you're not planning for the weapon to be given to the party, I'd tie the ability to the celestial's statblock.
20 charges is more restrictive, but I recommend you playtest it once beforehand
I’ve already playtested it against 3 CR 16-18 ish enemies, and the celestial character was taken down after killing one. I plan to playtest more with the changes I’ve made to both the celestial and weapon stat blocks.
I have tied in the weapon already, but I made it as a separate item for lore reference reasons.
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
Bump
Dream delver is very good
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
Imagine: Sleep and Catnap Spells. But lets you use the Dream Spell during both of those spell's durations.
wild
Dream is only 5th level . . .
I mean hey, Etherealness with a short Duration was allowed pretty early when they cut the duration . . .
So it stands to me this might be fair game . . .
Yeah but does dream really work with a shorter duration?
The Nightmare 3d6 Psychic damage does. Plus, Catnap has synergy if you trick people to letting you cast it on them, and you get the benefits and they don't.
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
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
Grab the players handbook and look at the existing species/races. Pick if you are doing 2024 or 2014 rules.
Compare and contrast from there
Find yourself the detect balance spreadsheet
It's not perfect, and doesn't always do well with truly original features, but it's a good basic guide
First link I found on Google is a Reddit post
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
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
Has anyone who has read the fireblood series by Jeff Wheeler know about a homebrew species based on the Vaettir from those books?
I mean, homebrew spells in generally are either already designed with specific classes in mind so they get added to a classes spell list.
Or if you want them to not have those restrictions you can certainly take this approach.
Just remember that Wizard is the only class that can actually add spells they find from the wild into their book of known spells that they can cast and such.
Is this a text-only channel?
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.
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?
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.
Just figuring out the ins and outs here haha!
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
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
Is there a version of that for like iPhone so I can do it whenever?
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.
Ah ok thanks 👍
why would a goose have a natural AC
It can’t wear normal armour I don’t want to get absolutely murdered
is that how that works? i feel like i should get some natural AC too for my char
@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
Can someone help me make a homebrew spell?
what do you want to know?
How to turn the Super power into a spell/ability for a subclass (Water Infusion)
and to make it on D&D beyond (preferred)
please clarify "Super power"? And, you're looking for something beyond the 4th lvl Control water?
Katara's waterbending from Avatar the Last Airbender, & yes.
I'm looking at a 3rd party resouce. BRB
Do you have DnD B open to the create spell page:
yes
I normally dont brew for fighter but i felt i had to for this one. pretty happy with it really but feedback welcome as im probably too deep in it to be objective.
https://docs.google.com/document/d/1uefeI-7zkgL9RuRuMnx-ZYPeg6bitONnEoaR_SlzUqg/edit?usp=sharing
Most of this looks really good.
Shooting Star: These are stars, why are they not doing Radiant damage? Force doesn’t really make sense.
Level 15 seems really weak. As written you are only giving/getting 1d6. I think you need to clarify if it’s per starry mote.
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 🤔
you're asking if an ability that auto kills anyone with blood in 4 rounds is balanced?
monsters do not have levels, unless DM gives them some which most dont
you can just reflavor Dominate X as a blood control spell
Might I suggest: Kobold Press' Deep Magic the chapter on Blood Magic. It seems to be what you are looking for.
https://www.dndbeyond.com/subclasses/2765408-way-of-lightning i designed a monk subclass based around movement! tell me if this is way too overpowered and what could be fixed, or if its underpowered and what could be fixed
I’m getting a bad link
should be working now, accidentally tacked an "i" onto the end
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
radiant isnt necissarily celestial, most people wont feel that, and i do agree that radiant would make a bit more sense
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
Also for reference. The starry wisp cantrips does radiant damage
as does true strike
radiant damage can also be interpreted as just radiation, i mean sickening radiance is basically just throwing a rod of active uranium on the ground
ye, laser weapons do radiant damage
any takers?
also should i add a 20 ki point cost time stop to this?
i think i have made an interesting cr 4 with 9 single target average dpr
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?
I dig it! Some play testing may be needed to tweak things... you don't want your players creating a Flashpoint. Or do you? 🤔😆
Seems pretty solid to me. Gives you the chance to swap damages depending on an enemy's immunities/resistances
does it look balanced?
Bump
Nothing immediately jumps out as being unbalanced. It reads as a multipurpose Mastery Property but for spells
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
Correct me if I’m wrong, but I don’t think feats actively deal damage, just increase certain damage aspects at the most, so the feat would probably be you doing an action to proc the effect. You could also buff the damage if you wanted to say set yourself on fire as the action
That makes sense, I was thinking in the sense that it'd have charges so its not always active
Oh yeah ofc but then you have to optimise the amount of charges lmao
I was thinking like proficiency bonus would be the amount
https://www.reddit.com/r/DnDHomebrew/comments/1rzmeul/prismist_artificer_subclass/
this is a link to a homebrew artificer subclass I made, how does it look?
From what I’ve just read
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
To be fair that requires both for a player artificer character to die and for another artificer to also be in the party
My thought was just choosing to play as another artificer after death
Radiantnreads celestial for me but if we're not on the same page there and its more like "light" damage than "holy" damage then yes it definitely should be radiant and im happy to make that change
Funnily I made a series of radiant spells based on radiation and they dealt a mix of radiant plus necrotic damage. Good spells. Too good. Overpowered. Ill fix them one day
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
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
do you guys think i should change the necrotic debuff to something else?
Yo he can do attachments but I can't wtf?
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
Or maybe do what they did, put it on reddit
Yeah
somewhere
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.
Everyone rolls a D20 + creatures dexterity modifer to determine their initiative order
i belive its a d20 plus dexterity
The DM uses that to determine what creature goes when
can someone please help me with this subclass?
first whats the saving throw?
im guessing its spell save? but it doesnt say and thats bad
instantly deleted
the saving throw depends on the damage type, im just wondering if i should change the necrotic damage´s effect to something else
change it to end of the creatures next turn?
instead of start of yours
would balance it a bit
i dont think that would change anything
as in the number
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
love the 5th level effect
there is an offical mana system floating around somewhere
maybe adapt that
Dangit
cool you have hit me with force damage, i roll a strength save: 16, does that work? no idea bc it doesn't state
that isnt what im asking for.
Do you think the necrotic damages prism effect should be anti heal as it is currently or should it be something else?
its a really unique effect and i think its amazing
is there? Mine is based off a mana using character from a tower defence game because i thought the idea was fun, im gonna use my lvl 1 guy from first ever campaign against easy enemy with mana system to see if its fun
but, i think it should end at the end of the creatures turn instead of start of your next
hold on let me find it
https://www.reddit.com/r/DnD/s/mMPA5hSnog
I didnt add something to the title I think that's why it was taken down
Its page 288 of the DM guide i belive
Will look for it, ty!!
called the spell point system
nope gone again
why me
use a diffrent subredit
so you like the anti heal effect?
let me make a full breakdown hold
https://www.reddit.com/r/DnDHomebrew/s/Ua2xtOh3aC hopefully this one works
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
yesss
@native grove
That’s pretty cool
I made it in homebrewery so it's easier to read
do you think i should keep or replace the necrotic damage anti-heal?
I wanted to make a oc druid but wasn't a fan on the subclasses available. Really wanted Norse inspiration
keep 😑
Although I do think scorching ray would make more sense instead of something I don’t know. No offense
i mean i do have a rune based druid if you want
It’s still reaalllyyyh cool
I wouldn't mind looking
yea thats all good, fun effects, have a read over and read it aloud to clean up some wording tho
https://www.reddit.com/r/DnDHomebrew/comments/1po53vh/circle_of_the_rune_keeper_v2/
This is a link to a homebrew druid subclass i made
Holy thats long
rune subclasses tend to have a lot of customizability so there needs to be a lot of options
oh yea I actually came to share homebrew... Here's a class in the making that I want to perfect and balance, I'm not the best at homebrew so all help is appreciated(also its in docs bc I use a different program to write that to my knowledge cant be shared🥲 ) : https://docs.google.com/document/d/1Yf-o-dtTXnc66jt7fTZn0WoQ87TADwZRdDUWC-J10ww/edit?usp=sharing
yea thats why rune figher is one of the best figher subclasses
honestly might be one of the main reasons i now love rune magic. Im a big fan of customizability.
yea same
i love all writen or carved magic like, magic circles are the coolest thing ever when they are detailed
I love the though and detail you put into creating The Vile Subclass.
looks sick
its partly based off a book character, but more the archetype that character was, i just love subclasses tbh, ive spent far more time on the subclasses then the main abilities
they can add so much depth and detail
Guys, any thoughts on leech moth hybrids that live in pitch blackness and consume light from players' lanterns?
my main concern, is the damage creep too much?
hello im planning on starting a dnd campign (homebrew) as a dm. how do i send invites to the #looking-for-players
There are instructions in #looking-for-players
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.
https://www.reddit.com/u/TheEviilGoodBear/s/FVXWc4P6mb I added some more to it could I get another review
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?
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?
3, 7, 15, and 20
Okay thank you
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
No it keeps saying it's using licensed content
If its not in the Free/Basic Rules, its licensed content
What spells could I use for a ghostrider based paladin that aren't licensed content
I think genuinely something similar to Vengeance paladin
I don't know the spells of that
Still having trouble with this I got all the levels but it's still saying that
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.
What do you guys think of this subclass (i updated it)?
I made a fire paladin I think you could look at for the spell list
https://docs.google.com/document/d/17p6tdz0twbk0vz5UTvzh_ZBRRF2pjVFBDp6TMLHO-Ac/edit?tab=t.0
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
i would absolutely love that lol
I would replace Zone of Truth with Heat Metal or Flaming Sphere if your subclass isn't about extracting truth
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
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.
Manablade's Defense needs something telling you when they recharge (I assume long erst)
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
I love this! This is sick
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
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
Sorcerous Weapon is insanely good and makes this subclass an auto-pick over hexblade warlock
ok sorcerous weapon needs to be heavily nerfed
if it beats hexblade it is broken
here's how I'd fix it
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
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
ive been thinking of possibly replacing that with a 20 ki cost timestop that acts sorta like wish in the way that when you use it you take damage when doing stuff for a bit? obviously based off those two amazing scenes in the xmen movies, maybe i dont need to replace those things without it being too crazy?
I would also say free shields is pretty strong and needs nerfed heavy. Lunar Sorcery does this and it only gives you like
one(?) free cast
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
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.
It doesn’t need to say “or dexterity”, all melee weapons can use strength by default
yes it does, that's how things liek this are written in D&D smhsmh
anyway uh you shouldn't be getting two level 6 features so I'm rewriting your subclass to see how you feel about it. give me a few more minutes 💜
like the other subclass built in weapons yeah
Abberant sorcery does tho?
aberrant is an outlier and gives you a different way to cast your spells
and then just res to psychic damage and adv on saves against charm and frightened
not two big features that both up your dpr
gimme a couple minutes, I think you'll like this
Hm weird
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
How to share subclass links?
Nevermind just search up oath of the infernal pit in homebrew discovery
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
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
Is ignoring resistances at level 14 really needed when the blade can already do five different types of damage?
I meant to move it to 6 that's my b
fixed
it's meant to be like monk getting magical fists at 6
fun idea, when you get a tier upgrade(11th and 17th are the martial tier upgrades in my opinion, and 5th but is irelevent for this) make the extra attack do one spell level higher
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
that was the goal 💜
honestly that does make more sense but i feel that would end up with the level 18 feature being more lacking
you seem good at balancing, or at least good at homebrew as that is quite nicely balanced, can you take a look at something I've been making?
I do my best, yeah
let's see it
its a google doc im afraid as its a lot
brill
hold i put it earlyer
there
if that still works...
okay got it open brb while I read it
oki
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
I would go Con Int
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?
I generally like the Sorcerous Weapon at L3, but I think it stays too long. Maybe having it be Concentration based could work? Or "Lasts until the end of Initiative, or you make one Ranged Attack with it"?
it functions rather similar to hexblade, it's fine
also ping @thick tundra with stuff for that sub. it's his, I just balanced it
Me when I try to hit someone with a sword and they hit me back so my sword just dies
@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?
widom
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
it can also be magic so yea
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
Can I ask about optimization involving a Grim Hollow 3rd party resource here or should I go to https://discordapp.com/channels/516367331358801950/1087464483535995022?
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.
head to opt
ask in #ddb-support
I did some reading on Hexblade and Pact of the Blade.
Does your weapon allow you to choose the damage type per attack, or when you cast it?