#homebrew
1 messages · Page 89 of 1
when you hit with it, much like 2024 pact of the blade
semantics
Would you have a look at a homebrew race I made?
The first thing to scroll to with HB classes, ayy.
oh gods the swarm
You don’t have to
oh my gods Tamms hi!
The T swarm is in one place? Holy carp
The Trio returns
@mighty oasis okay so Tamms is here and Tamms is much better with hb classes than I am. I'm getting used to subs still tbh
I've always been lurking, just most of my HB energy goes to my rework, though I've made flurries of HB stuff, mostly for use in games like Ti's.
brill
oh real. I've been back recently, mostly revising Oath of Hellfire (it's pretty peak now tbh)
now I'm thinking of making a psionic Ranger as my next subclass for Luna's Book of Secrets
Currently writing my entire framework for spellcasting down finally (my least favorite part of homebrew creation because I wish I could just splatter the thoughts directly into the doc.)
Every spell is being gutted and it's a full spellcasting replacement lul
-# save me
Idk... seems kinda OP to me, but I guess it depends on its Damage Die.
Part of the fun of the challenge of fights is how to be effective when you're up against someone with Resistance or Immunity to the typical damage your character normally does.
If you can choose the type of damage per attack rather than per casting/summoning, then it strips that level of challenge.
Again, it works almost identical to 2024 Pact of the Blade, which yk
is official so
and the damage types this gives you are actively worse
Cast/summon... effectively the same thing: using magic to make an item appear
pact gives psychic, radiant, or necrotic
three very rarely resisted types, especially early-game
things cast can be counterspelled. this can't
there is a difference here
theres a difference in dnd
whereas this sub gives you the elemental damage types
which
are pretty commonly resisted, and many are even just flat out immune to some of them, even in t1 play
Ascendant Dragon Monk allows your punches to change to these damage types as well, any time you hit
sorry but doing nothing always feels horrible. having a way to still be able to do your thing and not be locked out of a fight because of an immunity or two is how you make your players have fun
Just cause it's official doesn't invalidate my thinking per attack is a bit OP. You asked for thoughts on the subclass as a whole, and these are my thoughts. Just cause another subclass lets you do it one way doesn't mean yours has to as well; you could make it a per-summon thing which would add another dimension of challenge and another level of differentiation.
I didn't ask for thoughts?
Its-its far from OP is the thing
if you actually go and back-read you'll see that I rewrote this one guy's hb to balance it
which
I have said at least twice
My B 😅
i got aired
I have fun using that horrible feeling as fuel for coming up with clever ideas 😉
I need you to go play an ascendant dragon monk in a game and then tell me that changing your damage type on each punch is overpowered
Dammit, Giant barb needs a BA to switch
oh yeah tamms idk if you saw but I changed the hellfire paladin's first CD
instead of tempest-cleric but fire it's now more similar to devotion paladin
Hellish Flames.
As a bonus action, you can imbue one weapon that you are holding with hellfire, using your Channel Divinity. For 1 minute, your attacks with the imbued weapon deal additional fire damage equal to half your Paladin level (rounded up.) The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
ba light your sword on fire
FLAMING SWORD
Honestly, I do agree that different strategies having a large impact is something that makes fights feel more dynamic, though I also agree that 5e barely cares about damage types in this same schema. The idea that you (individually) can get rekt by a bad matchup is something that's pretty fundamental in my own spellcasting rework. My spellcasters' access to damage types is based around learning what makes that "cluster" tick. Thus, the more specialized a caster, the easier they are to disrupt.
Don't really have the mental energy right now, sorry. Writing some groundwork for how spells are framed for the rest of my rework currently.
ok no worrries
give them bypassment of Immunity
Nah, level 3 /j
absolutely not
they don't even bypass resist til level 7
Had to break spellcasting into three sections, up from two, with the (new) first section being basically what governs the thematics of spells.
Phlegethos' Embrace at level 15 is just refreshing thp for doing the thing you want to do
which I think is pretty strong but
it's 2 levels off from t4
and the whole point of the sub is to be a heavy tank
needed for paladin imo
yeah
at level 20 instead of half your paladin level in thp it's your full paladin level if you give it to yourself
while your transformation is active anyway
I'm actually playing a hellfire paladin in a game rn
so I'll get to see how it does in play and maybe make changes depending on that
but for now it seems fine
It'd been so long since I had made a subclass that I was concerned I didn't still have my edge for them. Made one for a party member in one of Ti's games and can confirm I can still cook.
peak
you should invite me to one of your games sometime btw bestie
It's a gun-fu Monk lul
peak
sending server invite rn, not sure why i havent ngl
Can someone have a look at my HB race please
So far so good with its use.
# Warrior of Pertusion
Warriors of Pertusion learned that always sticking their noses in danger was liable to get them killed. In an effort to prevent this, they've learned to fight both in close quarters and at range, dancing between the two as the need arises. Their weapons become an extension of their own body, allowing them to strike unpredictably to take advantage of any lapse in attention by their foes.
### Level 3: Expanded Armory
Your training wasn't exactly orthodox, which taught you that some of the most effective weapons are the ones no one would expect you to use. You gain the following benefits.
***Firing in Melee.*** Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged Monk weapons.
***Ranged Weapon Proficiency.*** You gain proficiency in Simple and Martial Ranged weapons that lack the Heavy and Two-Handed properties, and can use them as Monk weapons.
***Weapon Mastery.*** Your training with weapons allows you to use the mastery property of one kind of Simple or Martial Ranged weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
### Level 3: Parting Shot
Once per turn when you use Step of the Wind and move out of a creature's reach, you can make one attack with a Ranged Monk weapon against that creature.
### Level 6: Coated Missiles
You become more adept with channeling your focus through your weapons. You gain the following benefits.
***Empowered Weapons.*** Whenever you deal damage with a Monk weapon, it can deal your choice of Force damage or its normal damage type.
***Stopping Power.*** When a creature succeeds on the saving throw against Stunning Strike from an attack made with a Ranged Monk weapon, it has Disadvantage on its next Strength or Dexterity saving throw made before the start of your next turn.
### Level 11: Point Blank
Once per turn when you use Flurry of Blows and miss with one of the attacks, you can immediately make an attack against the same target with a Ranged Monk weapon.
### Level 17: Coiled Reversal
When you reduce the damage of an attack roll to 0 with your Deflect Attacks feature and its damage included a damage type that isn't Bludgeoning, Piercing, or Slashing, you can absorb some of that energy to release it later.
On your next turn, you can take a Magic action and expend 4 Focus Points to release the captured energy, making an attack roll with a Ranged Monk weapon against each creature of your choice within 10 feet of you. A creature hit by one of these attacks takes extra damage equal to one roll of your Martial Arts die. The extra damage's type is the same as one of the types of damage absorbed, and it can't be Bludgeoning, Piercing, or Slashing.
Obviously, Ti, I'm very much open to any criticisms you have from its gameplay. I've thought a lot on Parting Shot in terms of it potentially being too strong, but every time I have to remember that Parting Shot is competing with Flurry of Blows, which actually does more damage on average.
I.
Absolutely.
Love. Parting Shot
I do have to say that I think this subclass is my best work for 5.24 by far, with it far exceeding Tranquil Armament's quality.
I've dug really deep with it to try to find things I'd consider as issues to solve and I struggle to find any.
ayo parting shot should just be a monk feature, but for fists
thats a really interesting idea that i may or may not be copying the general idea for
The subclass can't natively use as many additional Monk weapons as one might think, with the list being limited to the following:
- Darts
- Slings
- Blowguns
- Hand Crossbows
- Pistol
Hmm, I just realized I need to actually add something to the subclass, because the wording currently doesn't allow Darts and Slings to be used as Monk weapons.
i also have made a bard subclass, but knowing how broken manablade sorcery was im just going to assume it is broken
Besides it is kinda unoriginal in terms of subclass features anyways
No features anything like this one
Level 3: Shadow Self
Your shadow acts independently to you. It moves on your turn and uses your game statistics. However, it cannot move more than 30 ft away from you, and all damage any shadow takes is transferred to you. Any damage taken by this transfer is resisted. You can also take a bonus action to command your shadows to take an action in their stat blocks, or to switch places with one of the shadows. You can also replace one of your attacks with the attack action for each shadow to make a single attack with the same shadow, using the statistics of your weapon or unarmed strike but dealing necrotic damage instead.
You gain an additional shadow self at levels 11 and 17.
(the feature above is for an unfinished fighter subclass, prob too complicated tho)
ok but what if both you and shad get fireballed?
aoes are a major weakness of the shadow self feature since you will basically be hit twice by the aoes, even if 1 of those hits is resisted.
Aw where’d my message go
maybe make it so if you are in an aoe your shaodw cant be hit?
Was the creator a fan of Peter Pan? 🤔😅
I said something about increasing range that shadows can go
But discord being not cool
Hey everyone,
I have been working on a campaign for a couple years now and I think I have a really good base. I’m using hombrewery for formatting. I’m wondering how to go forward? I have most of the campaign built, but now I need to polish, playtest, get artwork, proofread, that sort of thing which I’m not as skilled at yet.
Is there a group of people that I could join up with or commission or what is advice at this point in time?
I’m not even sure the final version yet because with each revision I make small adjustments to continuity, but I have the foundation and direction story that sort of thing. Any advice would help!
i can say no
because im the one working on the subclass
I’m asking around a bit cause I’m curious and really passionate about it
ok so how about 60 foot range and add in "the shadow selves are immune to multitarget spell damage"
#looking-for-players and maybe run a few one shots in the world so you can tweak things?
I was meaning more like the shadows increase their range at higher levels but that also works
60 is good for 5th maybe
double every tier upgrade
imune to all is too good, maybe when you are the tauget they also cant be
Fair haha! Just made me think of Peter's shadow.
What if you made it a WIS save? "If the shadow self takes damage, make a WIS throw against your own Spell Save DC. On a failure, take all its damage as Psychic. On a success, take half. On a Critical Success (Nat20 or DC+7) take no damage.
i love that actualy
I have run a few versions of it before with some friends, it’s just a lot to process. Do you find many players like to build the campaign world they are in?
I’m thinking of playtesting and I’m running one right now, but I’m also wanting more people in development.
Alr, taking your suggestions, this is the first (and probably only) level 3 feature of this subclass
Fighter
Shadow Cavalier
Level 3: Shadow Self
Your shadow acts independently to you. It moves on your turn and uses your game statistics. However, it cannot move more than 30 ft away from you. This range doubles whenever you get a subclass feature. If the shadow self takes damage, make a DC 15 WIS saving throw. On a failure, take all its damage as Psychic. On a success, take half. When you are targeted by a spell that has an area of effect, your shadows cannot be targeted. You can also take a bonus action to command your shadows to take an action in their stat blocks, or to switch places with one of the shadows. You can also replace one of your attacks with the attack action for each shadow to make a single attack with the same shadow, using the statistics of your weapon or unarmed strike but dealing necrotic damage instead.
You gain an additional shadow self at levels 11 and 17.
Honestly, at level 17 things just get that crazy anyway, so I think it would be normal and balanced. I always favor the player having more fun though. I might be biased🤣
have decided to change damage to radiant, and change the healing to 1d10 once per turn, and THP at 1d10 once per turn. (Although i think 1d10 might be a bit too much tbh
it may not feel flashy but youre still able to attack 2-3 times per turn, have passive damage redution, make ranged attacks that deal more than your base damage, and passive healing and thp generation. every turn.
id say lvl15 is boring but functional
the new version (v3) has the time stop B)
Is this fairly balanced
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.
Hello folks! I got a bloodhunter subclass that I'd like some feedback on - if its balanced, if it fits the theme set by lore, if the features are clear
https://docs.google.com/document/d/10fe9vEH10xQjVibK5vuBQB5e4o8LWCiQhYF7Sf1kjSY/edit?usp=sharing
Heck yaaaa😎
Oath of Hellfire has been mobed to Homebrewery
https://homebrewery.naturalcrit.com/share/6UseeKI8XAlb
How does one implement not a level system but an experience/training system where you have to physically train a skill like for an example strength starts with natural disadvantage and through training and doing more strength rolls you gain that skill slowly, does that make sense?
use downtime
train for X hours
gain a benefit
but also means you have to have a campaign system were "Time is of the essence"
Interesting, thank you
I think I'm gonna do something like that for this thing I'm working on
Is there anyone here that might be a HB guru as far as knowing how to write the spell blocks for monsters so that HB spells appear in HB monster stat blocks?
Feat:
-
Belligerent Imperative
-
Pre-Req: Level 10+
-
Flavor Text: Your marital or magical skill has been cultivated to such a high potential, that enemies that are significantly weaker pose little impediment to you.
-
Whenever you attack an enemy, or deal damage to them with a spell, if that enemy has a CR that is 1/4th your level (rounded down) or less you drop them to 0 hit points if that attack or spell deals damage to them.
IMO, 10th lvl might be too soon but I see the need at higher levels
I have a homebrew portent pocket watch that when used gives the attuned user the portent feature from the divination wizard for a limited time. Im thinking about a cursed variant that would give "unused foretelling dice are permanently given to the dm" kind of thing. Any suggestion?
Like a pocket watch of delayed fate
so like if they always use their foretelling dice its all upside?
How do I share homebrew or do I just copy and paste all my stuff
It grants portent for one minute. And if they see a future they dont like and refuse to take it then it'll be forced upon them later kind of thing
But yea. Id played with the idea that it would always have a downside but it didnt seem necessary. And I've thought about giving it charges to either increase the duration or grant greater portent instead but it seems cool enough as is
Leaving it uncursed in this way is also fine. Just a thought im outsourcing ideas for
could have a push your luck kind of effect ... or a shoot the moon kind of effect where if you don't spend the portent, it goes back into the pocket watch, and if you get numbers in the pocket watch equal to 21 you get a limited wish, otherwise until then if there's any numbers in the pocket watch you get cursed with disadvantage on things depending on how high the number is, and it resets after 10 uses
Doesnt quite fit in with the theme but its a cool idea
Curseweaver Warlock has officially also made its way into Homebrewery
https://homebrewery.naturalcrit.com/share/PUdbN-wrOkKc
this isn't relevant, but the idea inspired me to make this: (uses the Fortune Bowl #homebrew message)
The Silent Clock
Wondrous Item, legendary (requires attunement)
Curse. This item is cursed, and becoming attuned to it extends the curse to you. While there is at least one Curse die in the Fortune Bowl, you can't break the attunement.
Whenever you would fail a D20 Test, you can instead add that D20 to the Fortune Bowl as a Curse Die and roll a new D20 for your D20 Test.
While there are more than 3 Curse D20s in the Fortune Bowl from this effect, you automatically fail all D20 Tests.
At the start of your turn, you can spend any number of Curse dice from this item. If the total combination is:
7: Add a D20 Fortune die to the Fortune Bowl.
14: For the next minute, you gain the benefits of the Haste spell.
21: You immediately gain the effects of a Time Stop spell, except it doesn't end when you interact with other creatures or objects being worn or carried by others.
Otherwise, you take Necrotic damage equal to the sum result of the dice rolled (can't be reduced).
on my way to rework this nothingburger subclass
https://docs.google.com/document/d/1NRL7JZbX0AgIm80Gjfq7zkrGaDF95WBVUrGlMv4YKhk/edit?tab=t.0
okay I'm gonna be so fr I don't know what I'm doing with wizard subclasses
entirely out of my wheelhouse tbh
@faint sonnet you available to help make this subclass playable
Can one of y’all help me plan a campaign?
best i can do is cursed items sadly
#dm-discussion or #dm-world-building might be more what you're looking for
- homebrew
Alas, still slogging through my writing.
unfortunate
this is for homebrew game options like subclasses and stuff
typically campaign planning is different and you'll find more help for your setting in the channels I linked
Hey, Tara - would it be okay if I asked you take a look at a subclass I wrote? See if it seems usable/balanced. It's bloodhunter, so if that isn't your wheelhouse either or if you got something else to do that's totally alright
lemme take a looksie
Posted it a tad earlier here
ight reading now
okay so level 3 is a small burst of aoe damage and detect magic
mkay seems fine
aoe damage scales to what, 1d12? doesn't get too busted. probably not worth using at higher levels though
level 7. temporary lesser restoration basically but allows for them to make the saves still. interesting. typically effects that temporarily disable conditions don't allow you to continue making the saving throws to end them.
level 11 ignore invis of a creature you've got branded and what feels like an upgraded brand of castigation (range increases from 5 feet to 30 but excludes you. must be an ally) This seems. Not super useful
15 - reroll a saving throw on a fail but not for you. amplify to force the origin to make a save or take damage and use only an action or ba. interesting.
I think as a reaction this is a lot. specifically the amplification. I believe all other things that restrict what an enemy can do on their turn (spells that do this) are an action to use. This is...not an action.
18 gives you evasion on int and wis saves from magical effects. Honestly I'd give that earlier. It's not the best
I find it interesting that certain things can only be used on your allies and not yourself
which feels like it goes against what the subclass wants
You want to be good against spellcasters and to make your party good against spellcasters
but
some of your features only apply to you, and some only apply to your party. I don't think a single one does both
And your aoe damage burst feels...not at all what the sub wants
your level 11 feature doesn't feel in-line with the rest of the class features and flavour
I have a tiny homebrew question. Is savage attacker good if you play it like BG3? As in, it applies to all damage for the attack, not just the weapon damage, and each die is rolled twice, not just the total being rerolled?
I've been critical here so let me list the things I like about the subclass
The flavour is pretty cool honestly
I like that it gives you detect magic
Disabling really bad conditions on your party members is pretty sick
rerolling saves against effects that would disable a party memeber feels pretty nice. Saving them from some real bad stuff there.
I like the level 18 feature but I don't think it's strong enough to be the capstone
Level 7 is a bit weird because it's not supposed to cure the effect or give immunity. The timer ticks in the background, and if that minute is up the condition continues. Hence why it's a bit weirder.
Level 15 amplified is actually inspired by Blood Curse of The Exorcist - an int save against being stunned on that one, as opposed to my curse
Honestly just couldn't think of a good capstone, and the level 11 was the best I could come up with for what the brand could do against spells
As for the features that apply only to me or to my allies, that's because the effects that the subclass combats don't allow you to take actions - except maybe for the curse being on any failed save, but a curse on yourself feels... wierd....
well for disabling effects the timer still ticks, that's not unique here
the only unique part is still making the saving throws
The level 3 burst damage has the possibility of being 8d12 (at max rite die) per round if you are against summoners/large groups of enemies while allowing you to deal damage at a range while technically using melee, hence it's a simpler feature that seems out of place - it's meant to let you force concentration checks without directly attacking the caster as well
As for that latest message, I wasn't aware of that. Not the best versed in all of 5e's mechanics
I don't think geese are that quick when they waddle. Maybe bring the walking speed down to 20 feet? I have seen geese and other water fowl use their wings to get moving a bit faster, so maybe you could add "Terror Dash: To ward off enemies, spread your wings to give your walk speed a boost as you dart towards them, menacingly. Use a Bonus Action to increase your walking speed to 35 ft"? It's not quite double the distance, so a BA instead of a full Dash Action
I've seen some very fast geese in my time
Also 20ft is quite slow for a player character imo
@thick tundra so I've realised a slight issue with this subclass and was wondering something
How are you mitigating the fact that Sorcerer is a d6 hit die class?
Is that what having Shield auto-prepped is for? to prevent you from getting hit in the first place? You don't have proficiency in any armour at all, meaning at best you have Mage-Armour and a +5 Dex bonus if you max your dex out at 20.
which is only AC-18, which late-game isn't going to be that stellar. Hitting a shield reaction gets you to 23, which is at least acceptable, but high level monsters are going to eat through that AC like nothing.
I'm going to be making a similar subclass for Sorcerer on my own pretty soon and I've been thinking about giving it Unarmoured Defense (Charisma) as one if its first features
Literally anything could outrun you
Rumplestiltskin’s Spinning Wheel
? Level transmutation
Casting time: 1 minute
S, M (at least 150 feet of straw which the spell consumes)
Duration: 30 minutes per 150 feet of straw used as the material component
A magical spinning wheel appears for the spell’s duration. You spin the straw into gold, every 150 feet is worth 1,000gp.
What level would this spell be?
I've seen sprites and fairies have walking speeds that slow 🤷♂️
Considering this makes money out of thin air, I don't think it should be a spell - all creation spells have either a time limit or material cost
Maybe a magic item instead
that was what shield auto prep was for
oh i get it, maybe instead of shield auto prep it could give profeciency with light/medium armor+shields
I think that would be a good idea
otherwise your AC is never going to amount to too much and you're gonna go down a lot due to your low HP
20 dex with studded leather is going to get you ac 17 with a shield for 19 and then you can shield for 24
which isn't much better but that's assuming no magic items late-game to assist
Okay - sprites and fairies can't outrun you then. Even dwarves have 25ft, 20ft speed is too much of a downside
New manablades defense
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. You also have proficiency with light and medium armor.
reasonably by tier 3 play you've got +2 items so
14 (studded leather +2) plus 5 dex assuming it's capped, and a +2 shield (+4 total) is gonna hit you a base AC of 23 with shield to hit 28
tier 4 is +3 items so base AC 25 with shield for 30
I'd swap the shield spell for shield proficiency. If they want sheild, it's in their spell list
shield prof would be better in the long run
shield is good by all means but they can already learn that
Alr manablade's defense is now purely proficencies
Level 3: Manablade's Defense
You have proficiency with light armor, medium armor, and shields.
yeah that's a pretty standard starting feature
old clerics used to get similar all the time
heavy armour and/or martial weapons
anyways, with that out of the way, maybe i should continue to work on my shadow cavalier fighter subclass, since shadow self is a pretty cool feature.
Level 3: Shadow Self
Your shadow acts independently to you. It moves on your turn and uses your game statistics. However, it cannot move more than 30 ft away from you. This range doubles whenever you get a subclass feature. If the shadow self takes damage, make a DC 15 WIS saving throw. On a failure, take all its damage as Psychic. On a success, take half. When you are targeted by a spell that has an area of effect, your shadows cannot be targeted. You can also take a bonus action to command your shadows to take an action in their stat blocks, or to switch places with one of the shadows. You can also replace one of your attacks with the attack action for each shadow to make a single attack with the same shadow, using the statistics of your weapon or unarmed strike but dealing necrotic damage instead.
You gain an additional shadow self at levels 11 and 17.
might make the switch places abil a seperate feature too like how trickery cleric does it
Hey peeps
yurt
I did the math 😆 a goose's waddle speed would be 25 ft per 6 seconds 😉
That is very cool, I made this a couple of weeks ago
Xander’s Unbind Shadow
Necromancy
4th level spell
10 minutes
30 feet
S, M (a black pearl worth at least 50gp)
Duration: 24 hours
You unbind your shadow from your body. For the duration of this spell the target does not cast a shadow. Your shadow acts independently of you and can communicate telepathically with you. The shadow cannot speak but understands any languages you know. Your shadow uses the shadow stat block.
This spell ends early if the shadow is dropped to 0 hit point at which point the shadow reconnects with you. If you leave the plane of existence the shadow is on without the shadow the spell does not end until you return to that plane of existence or the ethereal plane. While left in this way the shadow will continue to fulfill your last command.
When you cast this spell at 5th level or higher you may target one additional creature other than for each level above 4th
Artificer, Bard, Ranger, Warlock, Wizard
If i were to make a custom spell maybe i'd make one based on my sorcerer's innovative use of false life
How does your sorcerer use false life?
I have used false life as a touch spell to stabilize allies and give them some temp hp
soo like
Archa's Transferred Life
Necromancy
2nd level spell
Action
Touch
V,S,M (a drop of alcohol)
Instantaneous
An ally you touch gains 1d4+3 temporary hit points. They are also stabilized if unconscious.
Sorcerer, Warlock, Wizard
That seems like a cool thing your DM let you do. Since it’s level 2 you could up the temp HP
Plus it’s 1d4+4 for the first level version
Or 2d4+4 for the 5.5e version
And stabilizing is a cantrip
I use 5.5e
because of the ally buff and stabilizing i wanted to balance it by making the hp lower than false life
unless it is fine with false life's 5.5e temp hp
As a second level spell it probably is
Archa's Transferred Life
Necromancy
1st level spell
Action
Touch
V,S,M (a drop of alcohol)
Instantaneous
An ally you touch gains 1d4 temporary hit points. They are also stabilized if unconscious.
Sorcerer, Warlock, Wizard
I’d probably drop it to 1st level and make it just 1d4 temp HP
I still think there should be a case where you take zero damage. Maybe at a later level you add a "You take zero damage if you roll a 20 on 1d20, or exceed a DC 22 (or 25?)."
@faint sonnet, @stuck raptor
I'm working on my own take on a Martial Sorcerer. Unsure on flavour right now, but here's my thoughts so far
- One of the 1st level features needs to be light armour and shield proficiency to help build AC to mitigate being a d6 hit die class trying to play martial. I've thought about including simple melee weapons, but I'm not sure if I want to do that, or go with a touch-spell based subclass.
- It needs to feel like it fills a martial niche that isn't filled in, so it can't feel identical to bladesinger and hexblade/blade-pact. This is why I thought about touch-spells.
- It can't just be martial character stuff on a spellcaster. I want it to be a good blend of both. I don't want to heavy focus on weapon attacks and things like extra attack. This also helps set it apart from bladesinger and hexblade/blade-pact.
I’d take that on my wizard if my DM allowed homebrew
I know that touch-based sorcerers are also pretty common when people brew melee sorcerers though, so I'm trying to think of the secret third option
I want something to set this apart from the rest
How bout a dual wielding sorcerer?
Alright my other money-out-of-thin-air spell but this one has a catch
Midas’ Touch
7th level Transmutation
Casting time: 1 Action
Range: Touch
Components: S
Duration: Instantaneous
You target one creature or object you can touch.
An object immediately transmutes into gold, if this is used on a wall, ceiling or floor only the individual part touched, such as a brick or a wooden board, are transmuted.
A creature must make a constitution saving throw against your spell save DC or be transmuted into gold and gain the petrified condition.
An object or creature affected by this spell may be soaked in holy water to be turned back to its original state.
I feel like this focuses more on weapon stuff than I'm going for
I have a Touch-based one lul
ik you do
Is this too powerful?
I will say that Touch-based ones are generally much more favorably looked on by experienced brewers because you aren't trying to do the 500th Sorc gish.
and that makes sense yeah
but I feel like there's a secret third option that isn't
gish or touch spells
yes
Absolutely. It truly just depends on what you mean by a "martial" Sorcerer, though. The more strict your definition, the less likely you can make the third option.
What could I change to make it not too powerful? (Also it’s only available to Clerics)
i dunno
Maybe make it 9th level
oh no blades
Unarmed based would be college of dance
yea ig touch spells is the best rout to go
Honestly, I'm not sure. Which, I think
is a little problematic actually I think. I don't know what I want. I should probably know that
Definitely, even if you just know the "result" and not the method to get to it.
The majority of my advice is "Okay, what result do you want? Cool, this is how you could get there."
Wait what about an emanation based martial subclass?
my original idea was another gish sorc but
I came to the conclusion that it would not turn out well, and also be like all the others
which isn't what I like to do
Hellfire Paladin and Curseweaver Warlock are definitely not things I've seen brewed before and
I like that a lot
I think maybe I scrap the idea of a melee sorcerer. I think there's other avenues I could go with here that would suit it better and play into the class better and not against the base class
Like
I don't think there's a fae based sorcerer yet? I don't know that I've ever seen a fae-based sorcerer
Yknow there isn't a lot of ranged weapon based spellcasters either
usually just ranger's job
that's because when it comes to range, spellcasting is always going to be better than a bow
I actually think I like this idea. Fae based sorcerer
theortically yes, but what if the bow on hit could cast touch or emination cantrips from it's location?
maybe limited by modifier so it isn't op
It would be interesting
I've started work on this now
Warlock
Patron
Level 3:
You have proficiency with simple and martial ranged weapons. In addition, Upon hitting a foe with a ranged weapon, you can cast a touch cantrip with the casting time of an action as a bonus action. You can use this a number of times equal to your charisma modifier, and you regain all expended uses at the end of a short rest.
Okay so a fae based sorcerer will focus on charm vs fear. I think this is going to be like Genie where your sub gives you a choice between Seelie and Unseelie. One focuses onf Charm, the other Fear
Cast the touch cantrip next to you or cast it at the creature you just hit?
Level 3:
You have proficiency with simple and martial ranged weapons. In addition, Upon hitting a foe with a ranged weapon, you can cast a touch cantrip with the casting time of an action at the creature you hit with the weapon as a bonus action. This casting is not limited by range. You can use this a number of times equal to your charisma modifier, and you regain all expended uses at the end of a short rest.
What is the patron called? Hexbow?
Dark Archer?
I'm really sold on this idea actually
I have a bias against the fae so this looks interesting but I don’t plan on playing any fae based subclass
Very cool idea though
well, I am a fae so I'm biased towards them :3
So, Sorcerer stuff
well, bows will beat cantrips early on anyway, especially with true strike
a light crossbow which sorcerers can use just fine is 1d8+3 assuming at least 16 charisma, compared to a fire bolt's 1d10
Level 1
- Fae Choice (Seelie or Unseelie) (this doesn't take the place of any of the features)
- Defensive Feature usually
- Expanded Spell List (gotta make two, one for each fae choice)
Level 6- Usually Utility, but sometimes an Offensive/Defensive buff
Level 10- Usually upgrades a previous subclass feature, or some movement buff (typically Flight or Teleportation. Fae are known for teleportation, so this is likely the play here)
Level 18- Usually a transformation effect iirc
Now, we impart aspects of Genie Warlock's design
is this a Fae Ancestry Sorcerer subclass?
Yeah
2014?
if the level 1 feature is defensive, the level 6 feature tends to be offensive iirc
I think the Charm/Fear can be both defensive or offensive
as for the spell list, I would push against having 2 full spell lists
but you can have some overlapping parts and some split parts
I think that’s how Genielock does it as well
after much thought i have decided on a name
Witchbow Patron
So, with this I'm following both Genie Warlock and Lunar Sorcery (which is third party but still)
Cool
Your expanded spell list is based on your choice
do Sorcerers get an expanded spell list instead of a prepared list?
I thought only Warlocks did
I’m pretty sure Lunar is Dragonlance which I thought was owned by WOTC
oh yes you are correct
for some reason I thought it was critical role. I'm off my game
does this mean you’re planning on having 2 completely separate lists or not?
I haven’t played 2014 since 2024
I am, yes. One focused on Charm and one on Fear
don’t recall much
yeah, again, Fey have common spells, you don’t need 2 fully different spell lists imo
like you know you’re giving both of them the basic fey spells
then split the other half of the spells into 2
perhaps
it would still read as two separate spell lists, they'd just have some in common
which is fine
that’s how it works for those 2 that you mentioned
You’re giving both Misty Step and probably both Charm Person and such I would guess
1 spell of each level is common and the 2nd spell is different depending on the choice
the more you split the two subclasses up the less cohesive it is
so even your features gotta be the same trigger condition etc. then the effect is different
I assume you already know that part
Well, not entirely
Genie Warlock has four separate spell lists and Lunar Sorcery has three
and the subs are still cohesive
they have 1 common spell per level and 1 differing spell per level
that’s why they’re cohesive
genie does but lunar doesn't
lunar also only gives you one spell per spell level though because you can swap between them
but Lunar allows you to change forms iirc
if you can change forms, then you get the choice but you lose the extra spell
it’s cohesive because you can change forms
if you only have 2 forms, you would still want a common spell list because you only have 2 sets of spells
probably yes, to make it easier
you’re a Sorcerer, if you have 4 different spell blocks you can access, you’re getting into prepared caster territory
You have my attention
I mean, I wanna see what you’ve got once you have the features written out
not much to critique right now
Note, if you are NOT a Fey:
- Seelie Court is more friendly but less likely to take you seriously
- Unseelie Court is more likely to just kill you, but if they don't, are more likely to recruit you
Just flavor wise if you think you can glean anything from it
Fey Wanderer has stuff with being able to slip in and out of the Feywild for travel Nether style, and seems to be associated with Unseelie Court seeing as they have "Reinforcements".
So features related to Fey actually helping you can be assciated with Unseelie, and stuff to do with more like hospitality/gifts could be Seelie court.
Im starting some work on a bow based spellcaster subclass
Warlock
Witchbow Patron
Level 3:
You have proficiency with simple and martial ranged weapons. In addition, Upon hitting a foe with a ranged weapon, you can cast a touch cantrip with the casting time of an action at the creature you just hit as a bonus action. This casting is not limited by range. You can use this a number of times equal to your charisma modifier, and you regain all expended uses at the end of a short rest.
(Lol, I'm doing the same thing wqith Bladesinger, made a parody version made by Drow called Arrowdancer)
"Why should I attempt to make my weapon sing, when I can force it to dance?"
Sorcerer: Fae-Blooded
(Subclass flavour text here that I'll definitely write later)
You choose your fae-kind or determine it randomly by flipping a coin.
Level 1
- Defensive Feature usually
- Fae Magic
Spell Level | Fae Spells | Seelie Spells | Unseelie Spells |
1st | | Charm Person | |
2nd | Calm Emotions | | |
3rd | | Hypnotic Pattern | Fear |
4th | | Dominate Beast | Phantasmal Force |
5th | Dispel E&G | Dominate Person | |
Level 6
- Usually Utility, but sometimes an Offensive/Defensive buff
Level 10- Usually upgrades a previous subclass feature, or some movement buff (typically Flight or Teleportation. Fae are known for teleportation, so this is likely the play here)
Level 18- Usually a transformation effect iirc
this is what I have so far
I'm pulling only from BR for reasons
Making the Touch spell use the weapon's range instead of saying "Not limited by range" is a good idea. Just in case it's like, a ranged attack spell.
but wouldn’t a Fey Ancestry like Sorcerer subclasses tend to be, completely change the dynamic?
Ok then
Warlock
Witchbow Patron
Level 3:
Pact bow feature
Level 3:
Upon hitting a foe with a ranged weapon, you can cast a touch cantrip with the casting time of an action at the creature you just hit as a bonus action. When cast this way, the cantrip has the range of the weapon. You can use this a number of times equal to your charisma modifier, and you regain all expended uses at the end of a short rest.
could be a bit more interesting than just Dominate and Charm spells
spells that inflict the Charmed condition vary heavily
Probably not? If anything it would skew it Unseelie court side since they're less picky abt ancestry, but having a stake in Seelie court also makes sense depending on the origin ancestry. So it'd work perfectly
There's also the idea that you're given favor by one court to spite the other
They're
Petty like that lmao
your third feature should be 14 not 10, i believe
true ty
Dominate Beast doesn’t really feel like a fae-like spell
sure, it’s Charm, but Beasts are too low stakes for fae
IDEA
swapped it out dw
Make it affect Monstrosities! (Blink Dogs and Displacer beasts are flaunted among the Fae)
Sorcerer: Fae-Blooded
(Subclass flavour text here that I'll definitely write later)
You choose your fae-kind or determine it randomly by flipping a coin.
Level 1
- Defensive Feature usually
- Fae Magic
Spell Level | Fae Spells | Seelie Spells | Unseelie Spells |
1st | Command | Charm Person | ? |
2nd | Calm Emotions | Enthrall | Blindness/Deafness |
3rd | Magic Circle | Hypnotic Pattern | Fear |
4th | Confusion | Compulsion | Phantasmal Force |
5th | Dispel E&G | Dominate Person | Mislead(?) |
Level 6
- Usually Utility, but sometimes an Offensive/Defensive buff
Level 14- Usually upgrades a previous subclass feature, or some movement buff (typically Flight or Teleportation. Fae are known for teleportation, so this is likely the play here)
Level 18- Usually a transformation effect iirc
Cause Fear?
Not BR
^
BR?
Basic Rules
so PHB?
essentially SRD content only
thanks twin
ah got it
timo what do you think of this so far
Not all content in the PHB is in the SRD, which is the free, can post content
Suggestion
yeah yeah, I just didn’t know what Basic Rules entailed
Oh wait, wrong level
Heroism? Prevents frightened. Part of this is choosing who can and can't be affected by the conditions
Bane could fit
this was another thought I had, yes
not BR :(
damn 
gonna slot bane in for now
may swap later
maybe it’s good to have both Seelie and Unseelie be the same concentration status on every level
then I'd need non-conc which would mean switching out Bane
all the rest follow that already ironically
Could maybe steal from Divine Soul Sorc for their extra spells maybe? (No, not the steal entire cleric spell list)
you could do a Bless or Bane type of thing
Disguise Self if you wanna lean more into trickery
Disguise was what I was swapping to actually yeah
Sleep isn’t concentration in 2014 apparently
Seeing how its level 1 subclass, i think this is meant for 5e
Sorcerer: Fae-Blooded
(Subclass flavour text here that I'll definitely write later)
You choose your fae-kind or determine it randomly by flipping a coin.
Level 1
- Defensive Feature usually
- Fae Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fae Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Spell Level | Fae Spells | Seelie Spells | Unseelie Spells |
1st | Command | Charm Person | Disguise Self |
2nd | Calm Emotions | Enthrall | Blindness/Deafness |
3rd | Magic Circle | Hypnotic Pattern | Fear |
4th | Confusion | Compulsion | Phantasmal Killer |
5th | Dispel E&G | Dominate Person | Mislead |
Level 6
- Usually Utility, but sometimes an Offensive/Defensive buff
Level 14- Usually upgrades a previous subclass feature, or some movement buff (typically Flight or Teleportation. Fae are known for teleportation, so this is likely the play here)
Level 18- Usually a transformation effect iirc
Ironically, Magic Circle fits Unseelie court more (They did lots of corruptive rituals and breeding of stuff like Displacer beasts and Yeth Hounds)
I'm pretty solid on this spell list now
gotta work on the other 1st level feature now
something defensive and fitting for Fae as a whole
I don't think I want fae choice to affect this one
Mirror Image>
Oh wait, not spell
I feel the typical fey oriented defensive options are:
- Protection against charm and fear
- Teleporting away
- Causing CHarm/Frighten
level 6 is going to be prot from charm and fear, a lot like aberrant sorcery
level 14 is a teleport effect
I lied, it should affect it
cause charm/frighten respectively
yeah
aberrant also gives res to psy damage so I want to do more than just adv against charm/fear here too
for level 14, I'm going to be looking at 2024 Archfey Warlock for inspiration
not gonna lie, I'm a little stuck on this
I'm genuinely very unsure what to put here
Tara spotted!
AND TIMO
insane
Yeah and we had tamms too all at once for a bit
Holy party comp
Oh yeah sticks uh boreal ranger got blown up I highkey hated it
So valid
Making a psionic ranger once I want to work on it. Some time after Fae-Blooded Sorcerer
Heck yeah
I made Hellfire Paladin idk if you saw
How is there not a fairy sorc
I do remember some stuff about Hellfire pally but I don't think I saw it completed I kinda dropped off the face of the earth iirc
I've been putting things in homebrewery to help make actual progress on Luna's Book of Secrets
I j reworked Dissident instead of doing my homework today lol
Dissident (original 5e version)
Dissident (5.5e 2024 version)
I also spent some of today messing with an alien Tiefling-style race: Murmur
LUNA'S BOOK OF SECRETS
I need to finish Fae-Blooded Sorcerer, and rework Aberrant Scholar Wizard (it needs an overhaul)
I love forgetting things so I can remember them. Also homebrewery goes crazy, I hope they add format for 5.5e (I should ask but I keep forgetting)
Ooh interesting
Once I overhaul it, it'll go into homebrewery
I also made this
This looks like a lot but curseweaver was years ago. This is all the stuff I've done in like
2 years time
- SUCH fun flavor
- holy fire damage
- Aura of Hellfire necessary based tho glad you included it, I was gonna say alternatively it could be an upgrade to branding
- Phlegethos' embrace seems wild but also 15 seems chill for it
- Ik you didn't ask for critique
- 20 is 20ing so hard
Very cool subclass I think limiting to fire damage makes sense here as the tradeoff for ignoring resistance and seems very flavorful
Very fun tattoo
It's true
Like it's a consistent 10hp almost every round to at least one person, you could limit it to once per round, but it doesn't really matter bc at that level people are taking 30-60 damage min
Yeah
This wizard sub is a nothingburger and I hate it and the overhaul is gonna be peak
But
Thats for after Fae-Blooded Sorcerer
Aberrant Scholar is cool too, I'd argue the first ability could just be PB or scale with half Intelligence mod but it's an interesting interaction regardless and I get why you're limiting it so hard
- 2nd level cool and flavorful also rip wizard hp
- Eldritch Insight also fun capstone
And maybe after Stalker of the Mind Ranger
I respect the focus
Help I'm becoming Tamms
I'm enjoying getting back into homebrew (I'm desperately ignoring my real life responsibilities) so it's cool being able to catch up on stuff other people are doing
Yess become the Tamms embrace the power
For the record I think Tamms has essentially built themselves a torture nexus and continues doing so with each new project
So hopefully you aren't that many layers deep
The Tamms Torment Nexus™
Nah definitely not. Working on one thing at a time, just planning the next couple things
Ooh also made this which is what I was starting to work on when I did the aforementioned dropping-off of the face of the earth - same as Dissident rn where I'm trying desperately to simplify the number of options I was trying to force
Wildcrafter - Ranger Subclass
Fae-Blooded Sorcerer -> Stalker of the Mind Ranger -> Aberrant Scholar Wizard Overhaul
Based and exciting
After that I'll be done with 5/12 subclasses
I just found my Luna's Book of Secrets equivalent again recently too, now I'm gonna have to go in and replace all the incomplete stuff Bob & Stanley's Hoard of Knicknacks
Oh you're goin for the whole thang
Once all 12 subs are done I get to sit down and make a bunch of items (easy sauce)
Some feats (sorta easy sauce)
Some spells (yikes)
Spellcrafting? Still on the fence whether to include it or not
Are you keeping to SRD?
Some species
Yeah for sure
Nice nice
Spellcrafting is in the same place as monstercrafting for me where it kinda feels like it has to be structured to create quests to work in the game
Actually no I take that back immediately I was thinking of crafting magic items not spellcrafting
Yeah
Trust me, I know.
I was planning to pre-write all the pages, was my issue
I think I'm scrapping it for LBoS though
I was gonna make a joke about architects but you're an engineer iirc so I won't do you that comparison
seems like it might be better as its own standalone thing anyway if you were to get invested in it
Maybe it's more of a guidance system for DMs and players to work together to develop spells or something.
I do kinda the middle ground, which is arguably the worst part and why it's so accurate.
Perhaps
Literally "the architect's dream is the engineer's nightmare".
Haha nice - so you are indeed an architect designing their own prison
For the record though the designer v. engineer narrative is a lie anyway
(I wouldn't be so sure 👀)
At least in my experience it has been - if designers design with production in mind then everyone can just look at the cool thing they wanna make
But I'm not in construction lol
You overestimate some of them 
You are entirely right about that, though.
I even use those principles in my brewing.
Rough idea I had for a magic weapon my player's can get by passing a Yuan Ti puzzle and access to an ancient Yuan ti armory based off a 3e weapon i found.
Venom Drinker
+1 Scimitar
This weapon deals an additional 1d4 poison damage. Once per long rest the user can attempt to force a creature to perform a dc 14 con saving throw. On a failure they are poisoned for 1 mintue.
Tamms, sticks. What do we think here
My thoughts are
Lvl 1 feature should be different based on Seelie vs Unseelie
Lvl 6 should be adv against charm and fear. Also something small on top
Lvl 14, teleport stuff
Lvl 18, transform. No clue what
Dude the number of times I've been approaching a brew and had to stop and think about actual, good user convention is far too low (I simply do not apply my knowledge) (college was just for goofs ig)
I always say that if I can tell a brew was made by either a player or DM, the brew is lacking something.
Original version of this weapon I do not really know a good way to convert this
The wicked-looking weapon oozed deadly poison as well as darkness and negative energy. When swung in battle, the Venomdrinker acted like a +1 enchanted blade and with each successful strike it damaged the opponent with deadly negative energy and poisoned them.
Do not really understand how to incorporate dealing negative energy damage works past maybe like uh... force or necrotic damage?
I had a job with some engineers that would come over to look at designs and talk about how to make it work, that's been some of the most fun I've had but I had an annoying (young, inexperienced) engineer in that same job so
Adding this to the Homebrew Advice Document
I think restricting yourself to a specific court can limit use case - different settings will tend to use different organization of fey, and tbh that whole cultural system is pretty abstract from what I've been able to find within D&D. Unless you j choose one and go with it.
Lv6 makes sense
Lvl 14 is very feywild coded yeah
Lvl 18 transformations are hard bc you don't get much time to lean into them in gameplay
that sounds like necrotic damage, yeah. Depending on the level I'd say it could be a charge-based approach dealing necrotic damage and giving a poisoned condition. Definitely with a save tho
I took genie warlock's design into mind when making it tbh because I wanted to do something like that. It feels cool
In reference to which aspect? But yeah genie is so fun
Picking a type
My version seem a bit better?
Or should I go with like maybe some type of build up thing and when it deals damage 3 times from the blade the target takes an additional 1dx necrotic damage
That something it's lacking is generally "the other side of the equation", in my experience. I would also say that DM-designed homebrew is generally of a better quality than player-designed homebrew by a wide margin.
I'm not sure how I want the teleport to function BUT I do know that I want sorcery points involved
Good point. I think the +1 makes sense, the 1/LR Poison effect feels weak so adding a few charges per day could increase usability. Dealing additional poison damage is fine, I was suggesting Necrotic instead because of the flavor of the description you were referencing. Maybe you deal a flat or an additional die's worth of poison/necro damage and attempt a higher level of damage/specialized poisoned condition with the use of a charge
This is definitely something that I can see making a lot of sense. People build what they want to see. DMs are gonna focus more on power balance because they'll be the ones dealing with it, I think I see more vision-first homebrews from a player side
You could take inspiration from storm sorcery and eladrin
Like you teleport when you cast a leveled spell of a certain kind, or you always have misty step prepared?
See I build for both? I build cool shit that I'd love to see and try my best to balance it for play.
I'm playing a hellfire paladin in a game (just started)
yea my subclasses are very much on the player side as i have never dm'd before
That's the way to do it. I also think sometimes as a DM-first designer I personally get too caught up in/afraid of balance (there's a reason I barely ever allow homebrew even as someone who homebrews a lot), and I am betting I'm not the only DM out there who forgets that the party will likely be happy to accept a little extra power (within reason). DMs need to design for the party, not the system, for good games most of the time anyway.
My secret is to not care about either, and care about both, all at once. I could link to my most recent version of this custom-made for a campaign, with the DM and player both extremely satisfied with the subclass.
As a way to restate that idea, focus on the system instead of a part?
Focus on the goal, not the hurdles, essentially.
Gotcha. Based
I also feel like messing with homebrewing is a great way to get a better sense for the systems within D&D and become more familiar with the rules - doing so has helped me as a DM and I think it's similar to powerbuilding where it's a habit that also can help players better understand the game and help it run smoothly/accomplish their hopes as well
Free 30 feet, another 30 for every SP expended?
This is the homebrew in question I'm referring to when I say the DM and player both love it. Player has even said they aren't really a fan of homebrew and this is the first homebrew thing they've been legitimately excited to play.
Good customer reviews are always promising lol
That can get kinda nutty tbh
Yeah I spend 2 sorc points. 90 feet teleport
i mean its a relatively high level feature isnt it?
you can do like 500 with Dimension Door, a 4th level spell that costs 6 sorc points
6 sorc points with my teleport calc would get you 210 feet
if anything, my proposal is kinda crap really
oh wait, the conversion i listed is 2024 and i think youre doing 2014, based on your sub having 1st-level features. let me check 2014 conversion in case its different
I absolutely love that this stems from the idea of taking the established rules and immediately choosing one to break, then just leaning full-force into that as a central inspiration for the rest of the mechanics. Super novel abilities as well, I'm impressed with the ingratiation this has with Monk as a class identity while still maintaining the novelty of the subclass identity
nope, even in 2014, dimension door would cost 6 SP
in fact, my proposal is so much worse than dimension door, im rescinding it lol
forget i even suggested it
the only advantage it has is being a bit more malleable
The chat is absolutely bumpin rn so if anyone feels like offering feedback (or validation lol) on the stuff I've been working on recently, it'd be much appreciated.
Murmur: Psionic Astral species
Wildcrafter: monster-crafting Ranger subclass
Reworked Dissident: Wild-Magic-esque Battlemaster-style Fighter subclass and its old version for comparison
Already I'm seeing how I could benefit from better incorporating central Class mechanics with these subclasses to make them better match the class identities...
i have nothing else going on so ill try and read them
I'm often critical of weapon Monk subclasses because they rarely integrate their features with Monk's chassis.
This is also one of those instances where the subclass was better specifically because I didn't listen to a few things the player mentioned, not that I'm saying that they were giving bad advice. They originally were Kensei, had Sharpshooter, and didn't think the Force damage swap would be very helpful.
They really only had Sharpshooter for the firing within 5 feet, and I basically made a firm choice that I was going to invalidate their entire feat solely because designing with the feat in mind that their character had would make for a worse subclass as a whole. I also didn't share any of this as I was making it until I posted it and pinged both the player and DM (this was a few weeks ago) 😅
I basically told player and DM as part of my initial post that I invalidated Sharpshooter, and preemptively asked the DM on behalf of the PC in the post that they could swap out Sharpshooter.
i also have a full class i wouldnt mind feedback on. its...pretty experimental though
and potentially quite busted
🙇
You took the spirit of the idea and made something better. That makes a lot of sense.
Only Tamms
i will tell you though, a friend of mine recently wrote a 23 page ranger rework with nine subclasses that i went through and gave point-by-point, feature-by-feature feedback on. twice. the second time took me roughly 7.5 hours of a 12-hour work shift (i have a ton of free time at work usually)
point being: im a little tired of rangers hahaha
ANYWAY
on to the murmur
(hot take: i quite like them and think the only thing wotc really fumbled was putting conc back on HM after removing it in the first OneD&D UA)
(well, that and not having an exploration pillar for them to interact with)
This also sounds so bad, but I wrote it in like 2 hours once my steam really got going 
nah that's how creativity goes sometimes - you spend time with the idea on the back burner, then the keystone clicks and it goes from there.
The scope is also a thing that I think works really well there. You're not trying to do much which is a weakness of mine.
ADHD homebrewing be like..
Agreed! Conc is a little silly and hard to work around when you make it central. Still I'm DMing for a Hexblade whose approach is Hex+Hexblade's Curse for every battle so I thank God for concentration every day
Hot Take: Concentration on (existing) HM is necessary for HM to be at all impactful.
Exploration needs to have better structure in 5/.5e before you can meaningfully incorporate mechanics around exploration. Rn it varies so much table-to-table that it feels impossible to effectively write for
Interesting and compelling point
I had to make a Conc tradeoff in the Ranger subclass I just shared as a way to regulate gaining the point system I integrated. Sacrifice conc for points essentially, but it ended up being a great way to integrate and regulate.
Is this where I can get feedback on homebrew stuff? I made a subclass, and haven't gotten to play test it yet due to circumstances
My argument for HM needing conc is that if we remove conc from HM, it's just there for an hour or more. Does it change how one plays? Not really, no. It's not competing with anything, it's just there. We can do everything else, and honestly HM becomes a very unimpactful part of our kit in the sense that it's truly just...there.
I dream of play testing
Eventually, it becomes "Oh, did my HM drop? I suppose I should use another free cast."
Might as well j be an unregulated passive yeah
I've gotten the approval on 2 separate occasions, and the first time the campaign lasted one session, and this time, the campaign is TECHNICALLY on going, but we haven't had a session in like 2 weeks
Anyways, I haven't looked at it in awhile, I'm just tweaking some of the wording bc I wrote a lot of it late into multiple nights
It is unfortunate that a lot of other ranger spells rely on concentration, but that does add a tactical mechanic of prioritization
Like I will gladly drop HM conc for another spell effect, its power level is solid for that tradeoff to be helpful but still be missed
Don't get me wrong, I think Ranger is a half-baked loaf of bread, but I think the real issue is that the Tasha's features for level 6 and 10 were kept at their same levels, which left very little room for any features relying on HM to actually be placed, leaving that huge jump from 1 to 13.
MURMUR
- the impression im getting from The Lore ™ is that their look is kind of somewhere between plasmoid and changeling?
- oops i read the integrated sidebar before the rest of the traits and i get the vibe that i should not have done that. maybe move it to the bottom right for presentation's sake?
- creature type aberration is fun but not hugely impactful. mostly makes you immune to charm/hold/dominate person, which is a rare enough occurrence, really.
- i always like the small/medium choice, despite it making almost no difference lol. theres so few inherent rules to sizes.
- heightened senses is nice, but niche. i might add perception prof here.
- psionic mind is nice. i wonder if it might benefit from a BA to expand its range for a limited time? maybe up to 500 feet for 10 minutes, to do some silent scouting?
- murmur aptitude is clearly modeled on 2024 elves and tieflings so im gonna assume this is for 2024/5.5 lol
- i do think murmur aptitude's casting is a bit unorthodox. casting a certain number of spells per day treats the 1st/2nd level spells as kinda interchangeable, which is a potential power imbalance problem. id go further and directly copy the legacies from elf/tiefling so that each one is 1/LR for free, but you can also cast with slots
- id also probably add a line that when you use your 1/LR free cast (and it should be 1/LR, official language doesn't use "per day" phrasing, it's too vague), you dont need any V/S/M components at all
- adaptive: con advantage on shape changes is nice but very niche. the spells are both pretty good though
- dynamic: jump increase is also nice but niche. the jump spell basically invalidates jump distances anyway. thunderwave and blur are two of my favorite spells despite neither really being optimizer-bait
- prophetic: perception doesnt strike me as "prophetic." insight might be a better prof. or, if you give heightened senses perception prof, this could give permanent advantage. i like the spells
CONCLUSION
- strikes me as a little underpowered, honestly.
- i also dont really understand the flavor on some of the legacies. like: adaptive wont let other people change your form, but gives alter self. those feel contradictory. dynamic should absolutely give the Jump spell over Thunderwave and get a new 1st-level thing. maybe just an increased Speed. and magic missile makes zero sense for "prophetic." it should be a Div spell. Identify, maybe, to give a sort of psychometry vibe
- i like the core concept, but it could use just a liiiiiiiiiittle extra oomph, and some tightening of the flavor on the legacies
the difference is that for warlock, hex is a bonus. for ranger its a tax
whats stupid is that 2024/5.5 actually did improve exploration, adding journey phases and whatnot, but the changes are
A) poorly publicized
B) rarely read
C) still not enough
like...explain hex crawls to us in the DMG, man! give us something
I should really buy the 2024 books lol, rn I'm just working with basic rules and totally no other questionably sourced materials
i disagree, conc HM fights with a lot. rangers have a ton of good conc spells, particularly at higher levels
Wow ok that took me forever, but I'm back with my subclass
It's good to post links in here right?
i recently joined an online campaign run by a guy i know from an old pbp server, and 4/5 players are using subclasses i wrote. its glorious
yeah google docs and homebrewery links are like 90% of how we get anything done here lol
even imgur if youre desperate
(and not in the uk, its banned there)
Just wanted to make sure, don't wanna get banned within like 15 minutes of being here
nope, its the only way we do things here, since the server wont allow picture uploads for some reason
other channels allow it, but not this one
Interesting and appreciated feedback. I think you're right with a lot of this. I'mma conversationally structure some replies:
- Lore is accidentally plasmoid changeling lol, the idea is they're beings shaped by what they believe they should be. Originally they were gonna be far realm creatures but the astral plane/dead god flavor seemed more solid.
- Good point about sidebar.
- perception prof for heightened senses makes sense, might do investigation instead. This was essentially intended as very weak truesight.
- Psionic mind range increase could be interesting. I directly stole the trait from kalashtar, but originally the plan was that these things wouldn't always have mouths so they'd need to talk telepathically. Once-per-day range expansion seems like a good compromise for that.
- Unorthodox casting is an attempt to differentiate psionics from spellcasting, which is why I took away the 1/LR from legacies in exchange for very limited casting capability with that interchangeability. I can see how that'd still present an issue though. Open to suggestions, no v/s/m is a nice piece of flavor for psionics. Also, I was literally just saying psionics are in fact magical so idk what I'm on about.
- Good point on all the lineage abilities.
- Spells for adaptive is fine to me I think (flavor there is mastery of form, so preventing others from manipulating because that's your job).
- Dynamic could just learn jump, I did thunderwave instead because it's intended for melee builds, but I'm not a fan of blur anyway for this - maybe worth switching around but I'd need to think of a better non-spell ability.
- Prophetic having insight could be interesting. Permanent advantage could be interesting but feels potentially unwarranted. Might do +5 to passive perception.
I think I still struggle to gauge intended power level for Species. I always feel like they seem bloated or empty.
holy peak
The issue isn't that HM doesn't fight with a lot, but that removing conc just makes the entire class kit entirely bland and unthematic. The lesser of two evils, in a sense.
HM conc as separate from normal conc could be interesting, there's basis for that, but the tradeoff is an interesting aspect and Tamms' point about making the ability feel valuable remains. That said, I built a ranger for a friend in a BS oneshot we ran and she was "powerful" before being quickly outclassed by the paladin. Which makes sense but still dang dude
Keep in mind, I'm not a 5e Ranger fan at all, and my approach to Ranger is more from the perspective of "not the DM, not the player" like I talked about before.
I also famously don't like HM lol
It's truly a "without HM, the class has nothing compelling" moment, though.
I find the class having nothing compelling far worse than nearly anything else that can possibly be done to a class, because at that point the class's own justification is called into question.
The class relies on subclass to have identity and I stand by that, but I don't know that it's an entirely bad thing. Ranger wants to be a lot which is a challenge.
For sure, though a lot of classes do.
At the same time, the fact that ranger is a lot is part of what makes it interesting
True true, that's kinda my point though
Ranger discourse is always amusing to me, because I've absolutely roasted the life out of it, but HM not losing conc is one of the few things I've stood by.
Prophetic flavor is more about strong mind/spellcasting build than anything. Magic missile is there as a psionic (force-based) pinpoint attack. By level 3 it's not very disruptive anyway
It's interesting talking about such things for sure bc I think people can have strong and arguably justified opinions both ways.
My primary criticism of Ranger (and HM) is that Ranger doesn't actually have a consistent gameplay loop defined by the base class at all aside from literally just using HM, which requires concentration, so stealing that last crumb like the Grinch ends up with nothing.
I just looked at my Obsidian file for Murmur and I literally DID HAVE the change made for passive proficiency boost, I just didn't put it in brewery lol
WILDCRAFTER
- "butcher" is a pretty vicious word to use in that opening flavor text lol
L3: COMPONENT STOCKPILE - cache points seem really easy to replenish. hope they arent too powerful.
- mental stimulant: i have literally written this exact feature for a ranger subclass, but without resource expenditure or limited-use lol.
- proxy components: considering WIS is a tertiary ability score for most rangers, and you're most likely going to have a +2/+3 tops, your max cache points will be 4-6. that means you can at most cast a 2nd or 3rd level spell and that entirely wipes your cache points. you may need to do some number remixing on this whole mechanic in general
- i do appreciate specifying how using cache point casting interacts with the "one slot per turn" rule, but im not certain you need it, power-wise. you could probably just let it be free. especially since youre most likely to use cache points when you're already out of slots so you cant cast another spell with slots that turn anyway hahahaha
- savage arsenal: right off the bat before i finish reading the feature: if you can make a melee weapon or ammo the ammo should be pluralized. like at least five pieces of ammo. a melee weapon can be used all combat. ammo can be used once
- ope, maybe ignore that last point, since its one hit then dust. hrm. considering that cache points are likely to be 4-6 total, you could probably let this last for a minute/5-10 pieces of ammo.
- also, i cant help but notice every usage of cache points is a minimum of 2. you could reduce every use to 1 and make max cache points equal to WIS and lose nothing, simplifying the numbers in the process. only thing youd have to change is HM regen of points, which is a thing im not sold on anyway.
L3: WILDCRAFTER MAGIC - this is a stellar list that, apart from fabricate, doesnt seem to fit the class fantasy at all. you should focus on artie spells here. give mending as a cantrip, maybe alter self, magic weapon
my spell list would probably be:
3rd: cure wounds, mending
5th: alter self
9th: water breathing
13th: fabricate
17th: animate objects maybe? this one is tough
but cure wounds fits an "anatomist" vibe, as does mending. alter self and water breathing are you giving yourself monster traits. fabricate is self-explanatory. animate objects could be animating dead monster corpse parts lol
- Balance of component stockpile is intended as being easy to get rid of but easy to replenish. Prevents novas (ideally) but still remains sustainable throughout the adventuring day. That could still be inherently flawed as an approach tho idk
- Needless one slot/day rule is fine but yeah lol I see you
- ammo returns to you and dust happens. That's based on other rangers' additional damage output, but I see where you're coming from. Part of the dust thing was brevity.
- Good point for simplifying cache system. IDK why I didn't do that.
I see I walked in on something
lol yeah
i think species power balance is a lot like a good compromise: a successful one leaves everyone a little unhappy, lol.
I see you with this and think these spells would be an interesting way to go, but the class structure really ended up straddling more of an arcane theme than an anatomist/grafting one. Your suggested list is also good though so idk I will have to meditate on this. Been thinking of getting rid of shield anyway
maybe the single best species feature out there is halflings luck. no 1s ever is baller
but generally, species traits are a little useful, all the time
i do like occasionally giving them bursts of awesomeness though, like that BA telepathy increase i talked about
oh btw if youre curious, here's the doc for my very experimental partial-martial support class, the Prodigy
https://homebrewery.naturalcrit.com/share/MxK6QTqBjE6w
i wouldnt spend too much time on the subclasses, theyre very much in flux lol
the first two especially, themed around acrobatics and animal handling are bad. theyre first drafts im likely going to throw away. the other 9 have been through some level of feedback and revision
added BA telepathy increase and Investigation proficiency, currently thinking of spellcasting changes for two of the lineages
I will certainly peep
Can I share a homebrew to get constructive criticism (and hopefully compliments) on it?
I formatted it better, just whenever yall have the time
STILL WILDCRAFTER
L3: NECESSARY SKILLSET
- this is mostly pretty niche, but also very nice to have. its nice that arcana and nature are skills rangers cant normally get through their class. id almost recommend subbing out nature for history or something to continue that theme. i get that nature matches the subclass concept, but, like...85% of rangers will have prof in it at 1st level and expertise in at 2nd anyway. well before they get the sub at 3rd.
L7: VERSATILE CACHE - i like the oppo recharge. if you do slim down the L3 cache max and usages to WIS max and 1 point per use, you could probably change the HM recharge to 1 point every time you reduce an HMed enemy to 0 without dropping conc and be fine.
- bolstered power: its really weird that this doesnt interact with the rest of the feature. no cache point expenditure or anything. maybe it should be separated out into its own L7 feature? im also not really sure how it fits the subclass fantasy/flavor
- defensive salve: i would probably slim this down a bit, especially if you do the reduction i talked about earlier. 1 cache point for resistance for a minute, and an additional 1 cache point per 2d8 healing, just across the board. im also not sure why it qualifies as a Help action.
L11: EXPLOIT ENERGIES - the header on this one is missing an extra # somewhere, its way bigger than the other feature headers lol
- mortal arsenal: this is mostly fine as-is, though i think the wording needs to be cleaned up and maybe expanded. it feels awfully short for what its doing and not in line with standard WotC verbiage.
- i will say, the added energy types are not a huge power increase and you could probably include them at third. i wrote an entire class built around energy types and the feedback i got was uniformly that damage types dont really matter in 5e or 5.5e.
- ensnare energy: this is mostly pretty good as-is. should reduce to 2 cache points, and maybe change the duration until just the end
(ran out of space lol)
...change the duration to the end of the target's next turn instead of having varying durations for on-turn and oppo attacks
just clean it up a tad
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?
L15: ARCANE LOCUS
- "locus" is such a great word
- i think i get what youre going for, and it may be better phrased as "creatures of your choice can cast spells without Material components, except those with a cost or those consumed by the spell." using "as though they were holding an Arcane or Druidic Focus" not only isn't explicit enough, but also excludes clerics and paladins. and bards, now i think about it. they use instruments as foci.
- i do not know anything about circle casting and cannot judge that aspect lol
- this is pretty weak for a capstone, honestly. and it doesn't really fit the flavor in any way i can see.
- i definitely think you need something stronger here, and something that fits the "crafting" or "augmentation" vibe.
- sadly, i have had a bad day and don't have better replacement suggestions at the moment.
- Cool class, just different enough from Bard that I feel happy with it but admittedly I'm always opposed to new classes for the most part. This seems to fill an interesting support niche in a novel way so I'm okay with it.
- Don't scale things off CR. It's an unreliable system and some DMs (me) don't even consider it when designing monsters. Cool ability that uses this though. Currently reminding me of a blend of fighter subclasses
- Guide action should be a type of Help action I think, no reason to invent a new action type unless there's precedent I'm unaware of in which case I need to do more learning for thsis 5.5e system
- I would also just limit guide to 1/turn, that seems less crunchy which feels more system compatible
- Ritual casting is a really interesting take on unique spellcasting for a semi caster, also thank you for an intelligence caster. I do think the rituals could maybe slow the game a little bit
- Guide improvements at higher level are cool. Again I think it could just be a specific Help action, also maybe specify that you're granting additional movement speed
- Tips and Tricks based
- Spell Mimicry seems situationally volatile but very interesting. 15+spell level is an interesting metric for deciding ability to cast it, I'm always hesitant to force someone to succeed on a check to use their own abilities but so far where you're using it there's rationale
- Flexible Defenses is interesting and idk how to feel about it - you may be able to cater more specifically to this class' abilities but at the same time it's good to be straightforward. Leave as is probs
- Seems like a really fun and interesting tactician class overall. I will be really interested to see it develop.
WILDCRAFTER: CONCLUSION
- i think in addition to the cache point max/expenditure/regen math problem, you have a flavor problem. at the moment, it feels like two different concepts mooshed into one, and i think both are currently suffering for it.
- it also doesnt really interact with the rangers base kit except for the HM regen thing
- id like to see it once its refined a bit more. maybe split into two "actual crafting" and "arcane support" subclasses
L3
- History is a good point, I do think Nature is more flavorfully reflective though and a good final "hey you should have this"
L7 - Good point, I think I'd consider not dropping conc if it just gives one even with slimmed resource system. Mostly because it'd cost a bonus action to replace, honestly there are so many free recasts of HM I don't think that's an issue
- Bolstered power is a passive, somehow I removed the flavor text on how your component pouch radiates energy. Needed something that wasn't points-based, but it still groups as a team-buff-based ability. Could be its own feature but that feels excessive.
- Salve can slim yeah. Help bc it's administering first aid, but yeah it's probably better as a Magic action.
L11 - oops on the header
- good point on phrasing and damage types. Mostly flavor atp because the idea is you're likely encountering more damage types and therefore more exotic materials.
- If I scale down I'll do EE as two Cache Points. Wow I wish the abbreviation wasn't what it is for those points.
- bard is my favorite class lol. i main bard, and love support characters
- i tried a lot of different calcs for combat analysis, and nothing really worked. it sucks because in other games, like cypher system, everything has a level, and you could just use that level to gauge how weak or strong an enemy is. but in 5/5.5e all we have for that is CR. one person suggested using 10+the monster's Deception modifier (potentially CHA+prof+maybe even expertise), but thats just a ton of work for the DM to do on their side for monsters that dont have Deception listed, and Deception is a pretty niche skill for monsters. like, i know CR is semi-unreliable (though a lot better in 5.5) but it really is the best i've found for this
- the problem with Guide as Help is that A) Help gives Advantage on things, and I didn't want that, and B) Guide is so different from Help, that the amount of language id need to use to modify it is actually more than just creating my own action. really, what Prodigy is doing is just saying "you take your Action instead of me taking mine," but working that into a system not built for it is a pain in the neck lol
- initially Guide was unlimited (which means 1/turn, since you only get 1 action per turn lol) and i got a lot of feedback that that was far too stronk, thus the new restriction that makes it more like 1 every other turn
- i love ritual casting. and while it technically slows in-narrative time, it rarely slows actual table-time, if that makes sense. my last two campaigns have had wizards that used a ton of rituals and it was almost never a problem.
- Guide improvements over a time were a post-feedback change. initially Guide allowed all actions, then it was pointed out to me that it would just become letting casters do everything, which is why the Magic action is waaaaaaay up at 13th hahaha
- spell mimicry is potentially quite busted. you pass the check, thats a free Wish
- flexible defenses came out of feedback too
- i am too
lol
(i keep running out of space on responses hahahahaha)
No pushback on capstone crits so just responding here - I think you're right about the flavor problem. The lack of clarification makes it confusing and the abilities need to be better integrated. Not too worried about a weak capstone, but if this is a support class that works through crafting then I need to better merge those concepts. Catch me writing down this whole exchange next time I sit down to fine tune, it sounds like I've got plenty to mess with. Thank you for thorough feedback.
No pushback to your responses to my responses lol, all these make sense logistically.
L7
- Magic action makes sense. Help automatically gives Advantage, it does its own thing. Magic is more versatile
L11 - my youngest daughter has Cerebral Palsy, so i use "CP" as an abbreviation all the time and never feel bad about it. it means many things
Great points
Can you change access to anyone with link can view, por favor?
Oh I didn't know, my bad 😭
allg!
I think you need a "Wild Artisan" and an "Arcane Aide" subclass to support the differing flavors lol
Ok it SHOULD work now, idk if I have to resend it or not tho
You may be right lol. I've got a flesh-grafting Artificer on the docket, so I still think there's a way to blend these things as "walking component pouch"
also curious if you read any of the subclasses. theyre all themed around the 18 skill proficiencies. the acrobatics and animal handlings are awful (please skip them) but the rest are pretty functional.
I'll read through the (good) subclasses. Gonna give Infolve a glance first.
i have tried to write a flesh-grafting "Anatomist Specialization" for artificer several times, think i have three full drafts. i hate all of them. i cannot freaking make it work
REAL.
I tried to make a Monk who learns features from each creature type. Terrible idea. Hate it.
I think the flesh grafter is going to center around some "summon x"-spell theming
as in summon aberration, beast, celestial, fiend, etc
the 5.5e versions of those spells are really interesting
the best version of Anatomist i wrote had a table that listed the kinds of body parts you could harvest, and what you got from them. like if you harvested an eye, ear, or nose, you got whatever senses the creature had. there were skill checks for harvesting. it was technically functional, but still just felt sloppy and like a lot more work than it was generally worth. monster traits dont translate well to PC features
it requires a ton of bookkeeping
(This is my first attempt at serious homebrew btw)
This is the problem!!
If you're gonna use specific monster parts I think it needs to be part of a quest, not passive collection and harvest unless you're j trying to sell
I am having thoughts
Ok I have spontaneously generated to give input, first what do you do with the Conjured ball? Is it a thrown weapon, bc by wording right now it just appears
Great question, hadn't thought of it, it's supposed to be a projectile but I guess I forgot the wording
I swear I put "shoots from your fingertips" or smth but maybe not
Lowk I gotta tweak the damage on that it's too high
Anyways it's fixed now
Secondly, maybe redo the wording on the damage increase? Give the main wording it’s own paragraph then under it put: increase this damage by 1d8 at 7th, 9th- so on so on
Restless Gambler
3
- Maybe change scaling to 1d6? I'm not the best person to ask for damage balance but this is a fighter so 3d8 flat increase is an additional 6d8 damage per turn EASILY. For magical damage, just say weapon attacks are considered magical and then add damage to the attack without specifying (or use Force if you want it to be pretty much neutral damage). I don't know that this first ability is reflective of the flavor of the subclass.
- "bigger number" isn't actually very common in fighter subclasses, I've noticed. Battlemaster adds a superiority die to maneuvers, but that's the biggest example and that's just one d8/d10/d12.
7 - Pachinko is fun, add more flavor to the roulette ball! Is it a ranged weapon then? It seems like it could be the primary weapon for this class, or you could summon a number of implements like cards and pachinko balls and poker chips.
- Shutter doors is funny. Look for a similar reduction metric somewhere though, like monk's redirect missiles (or whatever it's called in 5.5e). Alternatively, it seems like you could integrate something inspired by a psionic energy or superiority die and build several class features around that system. I have a point system bias though so careful with that
10 - You could probably lower the stakes here to 2d4, I realize that's a 1/4 chance but right now there's no benefit to being stuck in RG and dice are evil. Consider adding more to the Restless Gambler mode, so there's a reason to wait for JP.
- Increase base speed by 10 or 15, but don't flat set it. You could also increase by some other scalable increment but that's probably unnecessary.
- Okay there is a LOT you're getting from Jackpot Mode. Consider what feels reasonable to gain for 10th level - that's not godhood yet. Think about what skills are specifically relevant to the subclass and what you've added just to add.
Perhaps Hand change the wording weapon attacks to be more clear?
Jackpot mode needs to be your central ability for this class. Right now, it's a lot very suddenly at level 10, when really it seems like something where you could gain it at level 3, then gain traits at 10 and 18
Typically class feature levels for Fighter are also levels 3, 7, 10, 15, and 18. You are not following this which could be intentional but may not be.
Also more wording, it says place your strength at 20, if it’s already there add 2, change it to already 20 or higher
I second this
I'll say it does make a lot more sense if you realize it's based off a character
Are you writing for 5e or 5.5e btw?
This is actually a way toned down version of said characters abilities
5e
Yea but if your making homebrew you need to make it more dnd then what it’s based off
Other wise wording becomes very strange
As I personally have not indulged in jjk
The concept you have is genuinely cool, it just seems like you need to centralize around Jackpot and maybe scale your damage output and such based on other Fighter subclasses.
So know very little
JJK is a fun one but it exists at a very high power scale
So you'll kinda have to adapt for D&D's tiers of play.
Didn't know of this at the time of its making, I'll adjust as needed
These aren't entirely accurate, but I have used them as a general guideline for myself when working on a fighter subclass (Dissident):
4 feature levels - 3rd, 7th, 10th, 15th, and 16th level
- 3rd - Central Ability (Combat Superiority, Psionic Power)
- 7th - Tactical Flexibility (Know your Enemy, War Magic)
- 10th - Viability Improvement (Guarded Mind, Eldritch Strike)
- 15th - Battlefield Control (Bulwark of Force, Arcane Charge)
- 18th - Maximized Ability (Ultimate Combat Superiority, Telekinetic Master)
Here’s a tip that I like to use, have a tab open of the fighter class on dnd beyond, and cross reference the abilities Power and level stuff, it helps for scaling and just getting little things correct
Ah that’s fun
Let me put you all on something cooo
Cool*
The important thing is that this class seems genuinely fun as a concept, and the abilities (primarily pachinko and Jackpot) are really cool. It just needs to be tuned. You're doing a good job and we're not criticizing you or the idea, just trying to help direct execution.
Absolutely in no way, have I been telling you off and I’m not criticising
No I completely get that don't worry, I'm tweaking it right now as we speak actually
Yea I’m seeing that
DISSIDENT
- i probably wont read the old version lol. new one is enough for me
- this is entirely vibes-based and entirely a "me" thing, but i dont think the name "dissident" matches the flavor you've written. i feel like "iconoclast" works better. a "dissident" is just..."someone who disagrees." an "iconoclast" is someone deliberately breaking down tradition.
L3: BEND THE RULES - oh my god randomized maneuvers
- im not inherently against it but a lot of people are really going to hate this. wild magic is one of the least popular subclasses
- aside from the randomness, this is just battle master. ill probably review the individual maneuvers under a separate header
L3: FORGOTTEN MEMORIES - honestly? lean into the theme. specify that you can't have the same prof from this feature two days in a row.
- otherwise: nice to get a skill feature on a fighter
L7: GEM SICKNESS - holy crap its a pet class too. there is a lot going on here hahahaha
- probably hit the demislaad stat block under its own header
- some of the language probably needs cleaned up. id say look at the 2024 beast master ranger for the most up-to-date pet class phrasing
L10: STRAIN THE RULES - exactly what BM does. no notes
L15: IMPROVISED STRATEGY - only thing id add here is a QoL detail: " Once you use this ability, you cannot use it again until you finish a Short Rest, unless you expend a use of Second Wind to use it again." kinda like all those spellcaster abilities that let you blow a spell slot to restore feature usages.
L18: BREAK THE RULES - no real notes
Could you make people with the link be commenters instead on veiwers,
Bc then we can show what we mean more directly
Let me see if I can figure out where to find that button
its in the share tab
Do you think if I do that you could do something where instead of editing the main text, you copy, scroll down, paste, and edit it there so I can compare or smth like that?
Oh wait
Commentor not editor
Anyways, should work now
can you send the link again?
Already edited a small bit for clarity (mainly Pachinko abilities) but nothing too much yet
ah, newer brewer's brew, i can see many, problems with it
ok have left a comment, have a look
Is this monster balanced? How does it look?
Saltlouse
Large beast, unaligned
Armor Class 17 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 25 ft., burrow 15 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
15 (+2)
2 (-4)
10 (+0)
6 (-2)
Senses darkvision 60 ft., passive Perception 10
Languages Saltlouse
Challenge X
ACTIONS
Multiattack. If the saltlouse is Tucked in, it makes one Roll attack, otherwise it makes two Salt Slash attacks.
Salt Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Constitution Saving Throw: DC 14. Failure: the target becomes vulnerable to all slashing and piercing damage for 1 minute, or until it’s submerged in water.
Roll. The saltlouse moves up to 25 feet in a straight line. Dexterity Saving Throw: DC 14, each creature in its path. Failure: 11 (2d6 + 4) bludgeoning damage and the target has the prone condition.
Tuck In. The saltlouse tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can’t take use its Salt Slash attack nor burrow. The saltlouse can return to its true form as a bonus action.
Iconoclast could rock as a name actually lol. Dissident is legacy name from original work
3 HAHAHA YES RANDOMIZED MANEUVERS
- Mostly this is attempting to apply Wild Magic system in a novel way. I pulled back to make it even more similar to battlemaster because it was so bloated; the remaining non-maneuver features are formerly maneuvers including FM
- Yes FM should absolutely be that way you're right!
- Like it's almost shamefully similar to battle master but that felt better than coming up with words for what are essentially maneuvers and superiority dice. I used to have no superiority dice but they're way easier for scaling than what the old version had (upgrades to specific maneuvers at specific levels)
L7 - Good point on phrasing cleanup
- THIS USED TO BE A MANEUVER lol, I put it here because it was already so complex it may as well be a feature (also, it provides a slightly more predictable variable while still contributing to the chaotic theming and challenging the player to adapt new strategies, which is kind of the point)
L15 - Great idea with QoL on Second Wind. This used to be a level 7 ability, but I moved Gem Sickness to be Level 7 for the sake of learning so this actually feels pretty underpowered. It would be helpful at this level instead
L18 - I almost put a scrapped maneuver here that was essentially compelled duel, but in a demiplane. I wish it could be integrated bc it's a fun idea but that has too much chance of just ruining combat.
formatting issues but seems fine. Tucking in is a fun idea. Could probably do 1d6 for slash and 2d6 or 8 for roll. Would be nice to let characters heal with spells and improvisation as well, but that's a table decision. The main thing with balance for this will be checking damage output per round based on a similar power level monster. Especially to make sure HP and Con (which seem to make sense) are appropriate for your current level of play.
well i gave my thoughts on it, it needs alot of work
main thing boils down to, look at offical subclasses and how they are worded and written
DISSIDENT MANEUVERS
- blunted blade: most melee attacks will already be b/p/s, and aside from skeleton vulnerability, there's almost no difference between them. this is basically a non-feature
- event horizon: needs a duration. "within 1 minute" or something. also: why a bonus action? BM maneuvers almost never increase action economy. i cant think of one offhand that does
- flowing earth: BA criticism again. anyway. Difficult Terrain might be simpler. not as strong, but simpler. you could also probably increase the duration using a weaker effect
- generous pickpocket: WOW this is niche lol. enemy creatures with weapons arent all that common, and though i havent read the new MM yet, im not sure they use mastery properties at all. also counting by rounds is more bookkeeping than 5 or 5.5 generally goes for. reaction usage is probably fine, not like the BA usages earlier lol
- ordered chaos: definitely add "of your choice" here.
- peace among flames: ouch this sucks to use. adding your own superiority die to damage you take is gonna feel real bad. and what happens if you miss all your attacks? youre gonna end up eating a lot of crap with this one
- relative time: yep, into it. Incapacitated until the end of its next turn may be a little much. until the start maybe. biggest issue really is taking away the creature's reaction.
- soothing currents: OOF this one feels like a bummer too. failing saving throws can really screw a fighter over, especially at high levels. thats why indomitable got buffed as much as it did in 2024/5.5. also the counting rounds thing from generous pickpocket
- trouble in paradise: it is weird that this uses Wisdom when very little else in the subclass incentivizes boosting that ability. i think only two of the ten maneuvers have saving throws attached. id almost just let them use their regular attack modifier for STR/DEX weapons
- walk on air: ugh a BA again. and i dont really get the benefit of it, either
Feel like I'm back in grade school with how much red text is on the document now
Oh my god I somehow left out a very important feature in the subclass you gotta be kidding me
DISSIDENT MANEUVERS
- most of these are not great, Bob. too much bookkeeping, too much text, too many action economy impacts, weird erratic reliance on Wisdom, some effects that hurt you more than your enemies, and overall just not that broadly useful.
- i would take most of these back to the drawing board
- the best one is relative time. ordered chaos would be a close second, because it would let you pick relative time
look over our suggesstions at the top plz
I'm reading over it all dw
yippeeeeeeeeeeeee
subclasses are annoying to make lol
No I had it made I just didn't copy and paste it into the document
yupp
It's in there now at the bottom
oh ahhahaha
classes, even more so (ive made 5 and finshed 1, working on the 5th one now :P)
send it here, im sure somebody will
DEMISLAAD STAT BLOCK
- i always read "slaad" as "salad," and im not even dyslexic
- armor class is okay. could maybe get away with 13+PB
- hit points: i think its usually 5 + 5 times [class] level. something about how hit dice are calculated.
- thats a ton of negative ability scores
- and a ton of damage resistances lol
- the one skill is insight? random. i dont hate it, but...random. its bonus should also only be +1. -2 WIS +3 proficiency = +1
- senses: darkvision is great, passive perception should be 8. 10 + -2 WIS, no proficiency.
- no languages is a bummer. does it least understand the languages you speak?
- regeneration is great. wonder if 5 is too many though. maybe 1d4+2 (for CON)
- claw attack is solid. wish it scaled though.
well while you wait for that one, i can throw mine here, although its in the mist of a 1st level feature rework among other features
go for it
nice formating god damm
homebrewery lol, its not really that crazy (ive seen better on it lol)
ah yes, custom gun here, my fav
mines a google doc so far better then that
working on a Gun/Thrown weapon expanison aswell, mainly to complement this class (and others), so thats why thats there :P)
fair fair
in the first level it says: 'when you reduce a creature' in the mark wording
So just to clarify I should add more flavor text to my writing? I know I gotta make it seem more aligned with how WotC writes too and all, but also flavor text?
L3:
- i wouldnt be ashamed of BM similarities. thats clearly the vibe youre going for and trying to hide from it would be more "shameful," honestly
L18: - capstone is too high for compelled duel, anyway. thats like a 1st level spell. demiplane is 8th, but it sounds more like a combination of compelled duel and banishment, which is a 4th-level spell. even half-casters get it at 13, not 18. and the appeal of banishment is that it removes an enemy from the action economy. forcing it to focus fire on your fighter is, like...not as good as that lol
ah fair, meant to throw to 0 Hit Points :P
yes, a sentace before an 'as an action' on each ability is good
anyway ive reviewed what i said i would review lol
heres one of my abilities as an example: Skirmisher
Starting at 2nd level, the vile are experienced with hit and run attacks, being agile and tricky. As such, as a bonus action, you can make a weapon attack on a creature within range, but the damage for this attack is replaced with 1+ your Dexterity modifier (max 2) of the weapons damage type. This attack does not benefit from damage bonuses from weapons, such as the bonus damage given by +1 weapons. This attack can trigger the Plague Bearer feature, but if it doesn't, or it misses, your movement doesn't provoke opportunity attacks from that creature for the rest of their turn.
Once you use this feature twice, you must finish a short or long rest before you can use it again (regaining all charges). This feature can be used an additional time per short or long rest at 4th, 8th, 10th, 12th, 16th, and 19th level.
and ive kinda lost the plot on what else has come in while i was reviewing @vagrant egret 's stuff
just a handful of words but it makes a diffrence
Blunted Blade: Yeah this is literally only for the confusion. The only other aspect is skeles
Event horizon: Essentially a spell, so has to take some non-attack action
Flowing earth: Why did I make this BA (that'll come up a lot). Also this can be DC you're right. I thought it was I must have gotten caught up in it
Generous pickpocket: My pushback is it depends on the campaign. Fighting pirates and goblins vs fighting dragons and slimes. Good point though, I should adjust for more broad applicability.
Ordered chaos: oh yeah
Peace among flames: This one's intentionally a gamble, but you're right I made it incredibly punishing in simplification. Also way too volatile
Relative Time: Slay. 1/10 is a fine batting average lol. I may get rid of the condition entirely, the initiative offset is enough.
Soothing Currents: Missed the point about counting rounds, good point for bookkeeping. Will reapproach.
Trouble in Paradise: WIS is primarily for Save DC. So much of this is save or suck it's gonnar really require investment. I'm realizing this class needs to build these features as activated, not conditional, for them to be useful.
Walk on Air: BA for non-attack-dependency, but fair point. This is for battlefield control and flight - bookkeeping problem but fun. Essentially wall of force.
a HB sub that was poorly worded and didnt fit dnds wording, now my class (which is a WIP)
And I'm hearing my 10th level ability is a bit too complex, I'll try and break it into smaller sections as well, maybe add a few abilities to 16th level thing but then I gotta rename it
in fan the hammer, the wording is a little unclear, clean that up a little maybe?
also magic space for no reason
ah, its suppose to and holding no weapon, shield, item ect
me forgets words :P
i was talking about the additional attack roll
I should probably do this later bc it's 1 AM but when else am I gonna get inspiration to work on this
Thank you so much for your feedback, you are an icon and a saint. I look forward to reworking these more intentionally now that I have a list of things to go off of. I'm sure I'll be wanting to avoid my obligations tomorrow anyway. I may ping you once I've applied the changes, but that won't be soon. Seriously thank you so much, I've been desperate for perspective on these.
Time to read your subclasses for Prodigy then possibly eep
is it against another crearure within range? or do you pretty much hit the same creature again?
for what its worth, maneuver stuff is hard. my last attempt was a divination themed warlock patron (The Oracle) that works a lot like a sort of reduced, caster/div-focused battle master, and it took like a zillion drafts to get remotely right, and im *still * not sure the "maneuvers" (i called them revelations) are balanced against each other.
now that said, someone is playing my oracle warlock in that largely-homebrew campaign i told you about, so we'll get to see how it actually works in practice haha
Fan the Hammer. When you make an attack roll with a Light Ranged weapon and are holding no other weapon, shield or object in your other hand , you can make an additional attack roll with the same weapon you made the attack roll with.
who is the attack rol against??
Really true. I like a lot of the maneuvers, and I think part of the fun of this subclass is being challenged to make sense of nonsense, but I need to make sure I'm actually providing functional nonsense
i rarely get time to review stuff anymore, i used to do it all the time in here. but i had a bad day and pissed my wife off, which left me with some free time. kind of a mixed bag, hahahaha
any creature, its just making an additional attack with the weapon, so you follow its range and other stuff
(like extra attack)
let me get you my oracle warlock link, see if maybe you can repurpose any of my endlessly-revised work for your dissident/iconoclast
Hahaha, well I appreciate you sharing the time but hope your tomorrow is better than your day was. RIP wife buy flowers
maybe specify that bc i wouldnt have guessed that
damm it
its pretty simple to understand lol, any player thats played a fighter or other martial with Eattack should be fine
my Oracle warlock. it was hard af to write a thousand times, but im rather proud of how it (eventually) turned out
https://homebrewery.naturalcrit.com/share/VcRUttLOqzCj
Excellent thank you
feel free to steal any of the maneuvers/revelations you like
homebrew is open source lol
Hell yeah dude
That may be something that comes up in future pings/revisions
I'm guessing what I'll do is draw inspiration from ability structures as opposed to the abilities themselves. One of the things I've noticed is I do a lot of stealing and not a lot of novel creation of abilities. That's something I need to work on.
anyway, anything else that caught your eyes with it?
hold
my greatest flaw in homebrewing, something that comes up when im not feeling very inspired, is taking one feature from [class X]'s [subclass Y], then something from [class Z] and throwing them together and calling them a new subclass
REAL
warden seems like, really good, isnt that basicly upgraded pole arm master or sentilal, cant remember which one
when i read back through something ive written and go "i could get all of this with MC and feats," i know its back to the drawing board
Adding that to the homebrew wall
anyway, read Oracle. hopefully something there sparks you
i think its maybe the only "maneuver" subclass ive written lol
because theyre hard
and BLOATED
good ones do take up a ton of text and space
yes and no, its a tool to not get within melee or for some more damage
maybe make the second level be 1 or 2 of the folowing? all three is a lot to keep up with
i usually try to fit a subclass on one page (one column of one page if im feelin' sassy), so maneuver subclasses kinda piss me off, cause they basically necessitate a second page just by definition
Hard to simplify cool ideas sometimes, so making a bunch of unique and compelling ones gets to be an interesting challenge (what's the core of this idea)
I was panicking trying to fit Dissident on two pages today
i can usually fit caster subclasses in one column
2nd level is only 2 features, a fighting style and ways to spend the points, when you pick one fighting style and ignore the rest, it becomes alot better to read :P
i think about half of Prodigy's subclasses are a column
the third-caster subclasses are a whole page on their own
oh yea
3rd level, briliannt
but thats just because spellcasting is such a text-bloated feature
willpower wording could be gain the other option
thats the point lol
you can pick both, or focus in on crits/more damage
yea but the wording is just a little weird
oh wait
no i read wrong
thats sick as hell no yea love that
made it clearer i think
Starting at 5th level, your attacks become enchanced as your justice delivers. Choose one of the following options. When you reach 10th level, you can choose one of of these options again.
yup cool cool
bite the bullet is cool
but at 7th a 1d6 of dammage is not much
even if you pump like 4
thats only 14 avarage
and the low is 4
so idk maybe a d8?
14th, brill
15th, love that actualy
18th is a nice round off
20th is sick as hell
love all them
Ok so I worked on my homebrew a bit, tweaked things here and there, and did my best to add a bit of flavor text but I don't think I did well in that department
OK LOCKING IN AND REVIEWING BAILIWICKS
@fierce dome
Quick thoughts for each Prodigy subclass:
Prof+Exp for each is surprising but a very solid setup
Acrobat: Almost all survivability. Interesting methods of providing it though. I get why you're struggling with this one.
Animal: Interesting but conditional. Familiars are just too weak and Animal Friendship doesn't allow control.
Animal 2 Electric Boogaloo: Way cooler incorporation and strengthening of Familiars. Remember to remove material component requirement. Level 7 seems overcomplicated, just command the familiar with the action? Which you can already do I think. Feels limited but still far cooler. Tarrasque promise is a lie though.
Arcana: Third-Caster. Fix intent of Swift Ritual, do you mean cast without a spell slot essentially? Deadeye is interesting, and potentially could lead to cool table moments. Consider incorporating circle spells with tandem casting, like Guide action to trigger another person's contribution. Again Spell Mimicry is volatile but still neat once regulated.
Athletics: I think the rules for grappling/shoving have changed, check those. This could also result in really high ACs. Something about the Jump spell (jk I like EnPhys). Guided Ruin goes crazy shout out to guiding yourself. Check phrasing with Two Extra Attacks. There's a world where that capstone could be unfair but I don't think it's the Prodigy's world.
Investigation: Maven moved for some reason? Enemy intelligence is very similar to an existing early Prodigy ability, maybe tie it in more. Identify and attunement flavors are exciting and potentially strong but Artificers exist so it's fine. Solid capstone.
Medicine: Search feels weird but 5.5 actions confuse me. Maybe connect Ant Ed with Guide? Bounce Back's based. Maybe a bit strong but I think fine and situational. Capstone seems weak/situational.
Nature: Arcanaish. Entangle is a weird but interesting tradeoff. Nvm immunity v cool maybe abusable. ....words just a sec
at least i wont have to change those ones :P
also big point, you get 5 hit points per level not 4
for a d8
huh, guess i forgot to change the auto generated class thing homebrewery has lol (click a button, makes a class feature thing for all that stuff)
weird
Nature continued: Give more uses of Entangle's additional abilities, it's literally the whole subclass! It's cool battlefield control but one-and-done sucks for the player. 1/SR?
Persuasion: Could be a contest for DisArg, but cool! Also maybe specify D20 tests against you in some way. Persuasion temp HP is almost too situational, a lot of the abilities relying in this way are. Still overall a cool bardic lean.
Religion: Copying Cleric's homework. Still, provides an interesting in-between for Prodigy and Cleric, and has more flexibility overall. Idk if GuidHeal needs bloodied dependency. SUMMON PLANAR BEING YURRR
Stealth: Oh, this time it's Rogue okay. Sneak attackish ability feels slightly disconnected from the class, but not enough that I'm immediately turned off. I'm just in a support-centric mood. Strangely, feels pretty underpowered aside from maybe Serpent's Kiss.
Nature: Snuck up on me! Dogged pursuit is kind of an early teleport ability, maybe fine at lv3 but could move to 6. Exhaustion control is based. The rest is pretty solid.
Overall Takeaways
I find Prodigy really interesting, but I think currently where it struggles is its volatility and situationality. This is especially true in subclasses, which feel interesting but very hit-or-miss when it comes to an ability being worth having. Overall the subclasses seem pretty solid, but I think core features should be usable at least once per battle if they're control focused. Abilities that allow you to pass a benefit to an ally or skew the playing surface a bit seem most unique and compelling.
I must sleep now but if I have pings tomorrow I may respond if I'm being irresponsible again.
- the "maven" features are meant to be a non-caster parallel to wizard subclasses' "Savant" features. seemed like subs themed around the skills should be real good at them skills lol
- yeah acrobat is a mess
- both animal handling features are also a mess. the first one does let you control tarrasques even if the second doesnt though lol
- arcana: yeah, basically cast something slotless. its a roundabout way to give it, i know.
- athletics: i reread the grapple/shove stuff right before i wrote it. it should work as written? ill need to review. i also know nothing about circle casting, i need to read the FR book. guided ruin is cruel hahaha. oh and two extra attacks is exactly copy and pasted from official level 11 fighter
-investigation: maven moved because the feature starts with the skill name, and official features are alphabetized within level. since I is later than C or E, investigation maven comes after create opening and enemy intelligence. do you mean combat analysis for enemy intelligence? - medicine: the "search action" is basically any time you do an insight, medicine, perception, or survival check. ability checks should always be a full action unless a feature grants it with different action economy. this was true in 5.0, but now its just better codified, really. and yeah, im unsure of the capstone too lol
- nature: yeah, Arcana, Nature, and Religion are wizardy, druidy, and clericy third-casters. like eldritch knight and arcane trickster but for the different "branches" of magic.
-
nature cont: its 1/SR for free. youre a third caster, so you also get 1st-level spell slots if you want to use it more.
-
persuasion: "DisArg?" OH, disorienting argument haha. i would've done it as a contested roll, but 5.5 seems to have done away with those entirely. for the tHP, remember that disorienting argument, a combat ability, is an Influence action/persuasion check.
-
religion: guided healing got stuck with bloodied post-feedback rounds because it was pointed out that without it, its unlimited out-of-combat healing
-
stealth: i figured the sneak attack would work well on your off-Guide turns, since Guide is every other round basically. you still have to do something when you're not Guiding. underpowered, huh? i thought the capstone was pretty righteous, myself.
-
survival: dogged pursuit is technically not a teleport. it says you can move, which means you're still subject to oppo attacks. also i love playing with Exhastion, especially since 5.5 fixed it to be less of a death spiral
-
takeaways: i think a lot of what happens next with the class/subs is going to rely on playtesting. its been through several rounds of feedback and revisions, and i think ive reached the limit of what whiterooming can do for it, unless i get a real whiteroom master like treantmonk or something to go over it. interestingly, my biggest worry is that the class is overall too powerful more than being situational, but that kind of disparity is part of why im eager to playtest it
@true forge how did you get the art for your front page?
not sure if this is too strong or too weak, it’s the only feature at level 11 that I have rn
Vast Knowledge
Ranger Subclass Feature
At 11th level, the breadth of your experience shines.
:
When you roll a d20 for a d20 Test in which you have Proficiency and fail, you can instead choose to succeed. Once you use this feature, you can't use it again until you finish a Long Rest.
that seems fine for a 11th tier upgrade, its only once
thats pretty close to some epic boons, i might move it to the 15th level capstone, honestly
the proficiency part is a bit nonstandard. i get how its supposed to work, but i cant think of any official features that do that
also holy dang ive seen a lot of ranger homebrew lately
i may be getting sick of it
someone homebrew a wizard dangit
it’s mostly me, I’ve been on a Ranger marathon
the subclass is a skill pawn focused Ranger subclass
nope i got it
weirdly i dont think ive seen/reviewed any of your ranger stuff hahaha
ive written about 5 ranger subs, i think only 1 i actually like
I honestly think it’s too low frequency for a capstone
i wrote a survival-themed subclass for my full homebrew class, the Prodigy, that's kind ranger-coded, but im not sure that counts
1/SR should be nearly every battle
it’s Long Rest
unless I accidentally put in Short Rest
yeh, it’s Long Rest
and it should be 2-3 encounters per SR generally in my experience
otherwise Warlock would be insane
oh, i was going off what @mighty oasis said but it looks like thats been edited now lol
even at 1/SR...the epic boon of fate lets you add 2d4 to a failed roll and it refreshes on init or SR. and that's at 19th level
As always someone’s poor wording fractures the community… it was me, it was my bad wording
boon of combat prowess is attacks only, not all D20 Tests...but its once every turn
still...that's 19th level
Mageslayer is saving throw
oath of glory capstone at 20th lets you turn a missed attack roll into hit 1/turn
oath of genies paladin lets you do all d20 tests and turns a fail into a success at the cost of a reaction
(both the paladin ones are at 20th level and as part of a 1/LR 1-minute super-saiyan mode)
if it really is only 1/LR 11 is probably fine.
and Ranger halfstones are their 11th level subclass features since Tireless doesn’t do anything
if it were 1/SR id say capstone
yeah, if it was 1/SR I would probably make it only for skill checks
um what? as an action you can grant yourself like 7-8 tHP, and you reduce exhaustion on a short rest not just a long rest
(the tHP is not strong to be limited to WIS mod uses, but wotc is afraid to give ranger cool things)
but the SR exhaustion is pretty good
its not combat good, but its pretty good
SR exhaustion is circumstantial
and at that point, full casters have Greater Restoration and Heroes’ Feast
unless you’re smack dab in the middle of a heat/snow storm, you’re not gonna need to remove exhaustion on SR
theres no guarantee every party will have a full caster, and both those spells have costly components
i dunno how your table runs it, but in my current game we're level 11 and havent been to a town since level 6, so getting costly components is a huuuuuuuuuge pain.
i took mass suggestion on my creation bard instead of heroes feast because i couldnt guarantee id ever be able to cast the latter, given the costly component
we do go to towns frequently in my campaigns I guess, but 1 level of exhaustion isn’t really that bad, you can sleep it off
Leomund’s Hut will relieve a lot of your exhaustion issues
and that’s pretty easy to set up
we've been doing a ton of dungeon delving and overland travel, exhaustion is a very real worry
and Rangers get Goodberry anyway
i do have tiny hut which i can ritual-cast, but monsters can just dogpile it and get you when you wake up, or worse, dig up from under it. its an emanation not a sphere
tiny hut means nothing to an ankheg
interesting point of view, but I still don’t think it’s equivalent to 10 3rd level spells or an extra 5th level slot per SR
or any of the other class halfstones
goodberry staves off malnutrition, but not other sources of exhaustion
man, i took teleportation circle last level-up and can't even use it because of the costly inks you need for it
we reached a small settlement (not a real town) and they don't have a component shop.
we can buy mundane weapons and armor but thats about it
5 levels without a component shop sounds like the DM is just punishing casters tbh
what’s the point of the gold you’re getting if you can’t buy materials to craft components and magic items
its actually kinda how the game is supposed to work. casters are supposed to be limited by component scarcity. thats why those spells have those components.
its part of the reason so many people complain about martial/caster stuff. those things arent often enforced like they should be
but monsters are also supposed to drop a lot of those components
and again, 5 levels?
and heck, as a party we only have 5000 gp. thats 5 casts of heroes feast if no one else buys anything
thats literally nowhere in the phb/dmg/mm.
the game I run isn’t a walk in the park, and I get them to a safe haven every 2 levels
i mean we get plenty of LRs. at least half of them are uninterrupted.
but equipment and components arent always easy to come by
5k gp for a whole level 11 party is again, too low
so your campaign is obviously on the lower material end
which is fine, but isn’t the norm
you can spend gold for information on where to get material components
or you can try to charm your way to that information, and those both require downtime
it’s not supposed to be that easy to get the materials, I agree, but what you’re talking about requires you to stock up for your 6th level spells when you’re still getting your 3rd level spells and that’s not usual
lol im not sure ive ever had a campaign that employed downtime
if you’re traveling, you generally have downtime
8 hours of rest, 8 hours of “downtime” and 8 hours of dealing with threats and interruptions
non-consecutive sometimes
i may need to reread downtime rules, but dont downtime activities like carousing and whatnot require full days
afaik all the downtime “days” are 8 hours
but a lot of them require you to be around people
a workweek is 40 hours
i just did a quick search on beyond, and while beyond's search function is maybe the worst ive ever seen on any site, it returned zero results for "downtime" in 2024/5.5 sources
downtime is in Xanathar’s and I think Tasha’s
everything was 2014 dmg or xanathar's guide. 5.5 doesnt appear to employ downtime at all apart from bastion stuff
but xanathar's says downtime activities are tasks that take a workweek (5 days) or longer to perform
Xanathar’s and Tasha’s are supposed to cover the holes in 2024 PHB
yeah, a workweek is 8 hours per day for 5 days
Its a Magic the Gathering card lol, just its art
yeah but isnt it in units of workweeks, not in hours split up?
the hours don’t have to be consecutive to count
I don’t recall there being a partner time discount, but depending on your DM, they could allow overworking or partnering up
with similar rules to fast pace travel and partner crafting
2024 does have the rules for downtime crafting
A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion.
i read this as you having to spend 8 hours a day, not being able to split them up
it has to be on the same day I think, but it definitely does not have to be consecutive
The days of an activity don’t need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity’s costs to represent the inefficiency of the character’s progress.
it says the days dont have to be consecutive, but it doesnt say that of hours. it also says the period of time shouldnt be more than twice the required time, which means youre having to work 8 hours a day at least every other day
i dunno, the only campaign i ever had that used downtime was one i ran and i ended up having to homebrew a ton of stuff because the official rules were such a mess
and 2024 seems to have done away with them entirely. if you're not using bastions, you're not using downtime
plus, most downtime activities require you to be at a base of some kind. have equipment, a place to work, connections to people for carousing or information gathering. overland travel is not conducive to that
going through the xanathar rules you might be able to get away with scribing a low-level spell scroll during overland travel
but not much else
you can do that with 2024 rules too
and it doesn’t say the hours have to be consecutive, just that you have to spend them in a day
if it had to be consecutive they woulda said that
either way, I think this is getting waaaay off-topic at this point
About to make some homebrew enemy ideas, how do i make a balanced boss fight with a literal minor goddess for 2 lvl 5s
or 6s
You don't. You make a balanced boss fight with a CR5 nymph or something that's temporarily possessed by a literal minor goddess
So it has all the tactics and knowledge and personality of your minor goddess, but it's limited by the goddess' servants form
Make the nymph do a little radiant damage for that celestial flavor
https://www.reddit.com/r/DnDHomebrew/s/H6vFM8xnYQ
This is a link to a homebrew artificer subclass i made. How does it look?
still really cool
thank you
I'm telling you in advance that I saw this notif and immediately jumped in here cause I'm doing a jjk campaign of my own rn xd
REALLY?
thats insane
YEAH 😭
It's been going for a few solid months now and literally everything is homebrew
Goated. I'm checking out your CE system now cause I'm really interested as to how you did it
okay, could we continue this convo in dms btw the 5s slowchat is annoying for me since i often send message in multiple parts
im quite proud of the system btw its one of my greatest works so far, it took like 3 ish days to make
to anyone around, is the following ability, one, cool, two, balanced? i will answer any questions anyone wishes to ask: Counter Execute
Starting at 11th level, your Rot channels mystic karma to benefit you. As a reaction to becoming the target of a damaging effect, you become karmically charged.. The next damaging effect made against you(within 1 minute), from a creature with your Rot, automatically hits and you automatically fail any saving throw related to it. You are also treated as if you are not resistant to any related damage types of said effect. Damage rolls for that effect are made as usual, but you may negate any effect it brings about (for example negating the prone condition).
:
You gain hit points equal to the damage that effect would have dealt, to a max of 15 hit points per Rot stack the damaging creature is suffering from. Excess damage that can not be converted into health is not dealt as damage. The creature who triggered this effect loses all stacks of rot they are currently suffering from.
:
Once you use this feature, you must finish a long rest before you can use it again.
rot is an effect from the class it comes from, applyed on hit after a saving throw
i changed it a little mb
What is the thing which triggers the Reaction? Or is it meant to just be an Action to activate?
Also, "negating any effect it brings about" is way too vague, and doesn't seem to have a limit, so you could just negate everything about it, including damage or any additional effects as written
Balance -wise, heavily depends on the specifics on what it can "negate", but overall once per day reaction to stop something isn't TOO bad, especially since it seems the creature targeting you needs to have something called rot on them already
Fun -wise, you enter into a state for 1 minute, during which the first thing that hits you, IF something hits you, it's entirely gonna depend on what actually hits you on how fun that's gonna be to use. You're basically leaving things to everything else to decide for you
changed the reaction wording
On the new wording, so you activate it when targeted by something that can damage you, and then for 1 minute the next effect after the damage that triggered it will actually activate the effect?
the idea of the negating thing is like: im about to be hit with a masive rock, that would knock me prone, i face tank the rock and dont fall prone
no more like, becomes the target, activates, that thing trigers it
I don't understand what you mean by this
so about to be hit with big rock or pychic brain exploder, no actualy
So the point is, you activated to avoid taking a lot of damage from a big attack and then heal off of that attack
It’s from a tanky subclass
So when you see a big attack is incoming, you can activate it to avoid being smeared across the ground and then gain a little bit of benefit from that
Hence the name: counter excecute
Counter being executed
So, shouldn't it just be a Reaction to the damaging effect which triggers it, rather than a 1 minute effect?
The one minute is still there from when I had it being an action mb
Counter Execute
Starting at 11th level, your Rot channels mystic karma to benefit you. As a reaction to becoming the target of a damaging effect from a creature with your rot, you become karmicly charged. The triggering effect automatically hits and you automatically fail any saving throw related to it. You are also treated as if you are not resistant to any related damage types of said effect. Damage rolls for that effect are made as usual, but you may negate any effect it brings about (for example negating the prone condition).
:
You gain hit points equal to the damage that effect would have dealt, to a max of 15 hit points per Rot stack the damaging creature is suffering from. Excess damage that can not be converted into health is not dealt as damage. The creature who triggered this effect loses all stacks of rot they are currently suffering from.
:
Once you use this feature, you must finish a long rest before you can use it again.
there fixed
what do you think?
My cursed energy system but organized in a trello: https://trello.com/b/KrulGU3e/cursed-energy-system
Incite Rioting (Recharge 5-6). The empyrean chooses one willing creature, or one creature with the Charmed condition within 60 feet of it. That creature makes an attack using its Reaction to make an attack against a target of the empyrean's choice. If the attack hits, it deals an additional 14 (4d6) Force damage.
something feels a bit off with wordding here, but not sure what it is.
i feel like the
of empyreans c hoice should be of users choice
but other then that cant think of anything
thats intentional
okay
OH I KNOW
THERES A COMMA BEFORE THE OR MAKING IT SO THAT THERES A PAUSE BETWEEN CREATURE AND OR
it is called incite riot, what good is it if it causes the charmed target to hit a creature allied with the empyrean
like theres a comma after teh first time you say creature making you pause inebetween saying creature and or
its two seperate things though
Working on a yuan ti scimitar.
Venom Drinker
+1 Scimitar
This weapon deals an additional 1d4 poison damage.
Serpent's Fangs. Once per long rest the user can attempt to force a creature to perform a dc 14 con saving throw. On a failure they are poisoned for 1 mintue.
A possible alt i have is
Okay uh possible alt version of it.
Or possibly
Bushmaster's strike: Once per long rest the user can perform a special melee attack with the venomdrinker. The target must succeed on a DC 14 saving throw or take 3d6 poison damage.
it can target a willing creature, or it can use it on a charmed creature
yeah but the or connects sentences i think
' as a reaction, the creature makes' thats the wording thats off
thats what needs to be there
As a reaction (to this effect), that creature makes an attack against a target of the empyrean's choice. If the attack hits, it deals an additional 14 (4d6) Force damage.
the first brakets are optional
whatever you think sounds best
i think ill omit the brackets, sounds a lot more in line with wotc wording now. danke!
no worries my guy
oh, heres another one
Card Toss. Ranged Spell Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean’s choice). Additionally, draw from the Deck of Many More Things. The target is treated as the drawer, and the card takes effect immediately.
I have an ability (cursed technique) that I made for my campaign kinda like this
nice.
im not sure if i worded it correctly though, i think this works for me
That's fair lol, just thought to mention
make sure ranged spell attack is itaisised, and 'the target is treated as if they drew this card' maybe?
that does work a lot better, might use that too
Which version sounds better
-# 2014 rules btw
and yeah, will italcize and bold, discord just didnt copy the formatting when i coped from homebrewery 😅
'once per short or long rest, as a free action, cause the next successful attack made with this weapon, with one min, to make the hit creature make a dc 14 constitution saving throw or take 3d6 poison damage, or half as much on a successful save'
could be a cool thing
once a combat poison damage spike
I debated in it being necrotic to play into bushmaster's venom being a cytotoxin
thats an intresting idea, maybe make it weilders choice
A roll a d6 and it determines the venom type
On second thought a 1d4 random venom type might be a higher rarity because some would be kinda evil
yea actualy
proteolytic: ray of enfeeblmeng effects
Cytotoxin: 3d6 necrotic
Neurotoxin: disadvantage on int saves
Hemptoxin: 1d4 damage until a medicine check or healed
love the others tho
Fair basically the way each venom irl works
Proteolytic: damages muscle tissue
Neurotoxin: damages nervous system specifically around the brain and spine (some damage the control of the lungs)
Hemotoxin: damages circulatory system to either prevent blood clotting or cause clotting in the blood stream and potentially cause a cardiac arrest
Cytotoxin: just destroys all types of cells causing necrosis
yea i knew most of them
Fun fact: Constrictor don't actually strangle prey to death as it would take far too long, instead that cut off blood flow to cause a heart attack
loving the snake facts tbh
