#homebrew
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Funny enough yuan ti arent even a combat thing in the game the players are just in a yuan ti temple
...also I know a lot about snakes.
-# Fun fact snakes really struggle with smooth surfaces like glass and sand but sidewinders can do a weird sidestep
Ive done a lot of the thing ive been puttying into this chat a lot, and would again like someone, or hopefully a lot of peoples opinion so here it it, the current full prototype of the Vile, its a poison and slow death based class, that dont kill quickly, but rapidly bulid up effects, feel free and encouraged to criticise and comment on whatever you wish, and yea, have a look: https://homebrewery.naturalcrit.com/share/6X_ddeDUrcN1
Oh man im bad with classes
haha no worries, give it a look over, no need to make big changes, even a spelling correction would be lovely
I’m making a sorcerer subclass based off the idea of being someone who was synthetically created by another being whatever that context may be. (A clone, a god molding you, a robot/cyborg, etc.)
I want to represent like a sorcerer who was designed with a specific purpose by their creator and is designed to adapt and accomplish that goal by any means.
Does this spell list give off synthetic?
- Alter Self, Enhance Ability, Guiding Bolt, Magic Missile
- Conjure Barrage, Glyph of Warding
- Fabricate, Polymorph
- Circle of Power, Skill Empowerment
absorb elements? purpose built to counter something
I see the vision... Any idea of what 1st level spell to replace though? Magic Missle?
That's good
I'll replace enhance ability since Sorcerer's already get that spell
ye
Midas’ Touch
8th 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. If a creature is immune to the petrified condition they are immune to this effect.
If holy water is poured on an object or creature affected by this spell the spell ends and it is turned back to its original state.
Cleric
Is this spell too powerful and what might I do to make it more balanced?
for an 8th thats cool, maybe give it a time limit tho...
That’s what the holy water part is supposed to do. A first level spell (Ceremony) can cure this in a hour
Aside from it being apart of the myth
true, however, infinet money, but if they start selling bold bars that transmute into bricks, someones going to assasinate them
or try too
I think this works. idk if con save fits the myth though
Maybe a dex save to avoid being touched
Or people will begin pouring holy water on gold to make sure of it
I’m changing it to that
yea
That is a really good idea
smart
I only made it Con because this is a higher level version of Flesh to Stone
I think the counter to it being infinite money is that this is an 8th level spell
And, at least in my world, the dwarves would want them dead
yup
do you guys think this subclass is balanced?
One other spell;
Animate Armor
Level 3 transmutation
Casting time: 1 Minute
Range: 10 ft.
Components: V, S, M (a puppet’s strings)
Duration: 24 hours
School: Abjuration
Attack/Save: None
Damage/Effect: Creation
You animate a suit of plate armor into animated armor. If the suit of armor was some sort of magical armor the animated armor gains its properties. You may cast this spell again before the spell ends to extend the duration another 24 hours. If you cast this spell on the same suit of armor every day for a year the armor becomes permanent. (the GM has the creature's game statistics).
alright, back to working on this
So, I'm a little stuck what I want the first level feature to be, but I want it to be a little different based on if you're seelie or unseelie
6th level is going to be a lot like aberrant mind. Adv on saving throws against charmed and frightened. I think I want it to have a touch extra too. Aberrant has res to psychic damage. I think I want something that spends a sorcery point here.
14th level is some form of movement, and typically either flight or teleportation. fae lean more towards teleports.
18 I have no clue
I think I want to give deception vs persuasion prof and some other small thing
For 6th, have you considered doubling down on the Charmed/Frightened boost? Like perhaps on a fail, you can spend a Sorcery point to reroll it with a bonus equal to your Charisma Modifier?
Smth smth, "Fey Bearing"
At 1st level, you gain proficiency in a skill determined by your patron's kind: Persuasion (seelie), or Deception (unseelie)
Additionally, (something small and defensive mayhaps)
I like this. I think I do that instead of the adv because
it basically gives you adv but better
Tbf that is somewhat weak by itself. Maybe Temp HP if you succeed? (Again, Smth to do with Fey's Pride)
How would you guys update the Ring of Winter to 5.5e standards?
clunky wording, will fix later
At 6th level, (flavour text.) Whenever a creature you can see within 60 feet of you fails a saving throw against being charmed or frightened, you may spend 2 sorcery points to cause the creature to reroll the saving throw with a bonus equal to your charisma modifier. The creature must use the new roll.
I like the flavour of this. yelling at your party members to snap out of it
@stuck raptor what do we think bestie
3 is reaaaal steep. By this level a Devotion Paladin gives teamwide Charm immunity within 10ft.
Maybe 2
Can I share my homebrew here again chat I've worked on it a bit 
What this chat is here for lol
nobody is stopping you :3
https://docs.google.com/document/d/1-bEHYoY4csl03a0VVA-zKgh-o09PGV8J2C45ga541BE/edit?usp=drivesdk
you do have commentor privileges fyi
oh yay this again
I have a new idea for it actually
I'm trying to do better with it but I need outside help
Whenever a creature you can see within 60 feet of you makes a saving throw against being charmed or frightened, you may spend 2 sorcery points to grant your choice of advantage or disadvantage on the saving throw. If you grant the creature advantage, it gains a bonus to the saving throw equal to your charisma modifier. If you grant the creature disadvantage, it gains a penalty to the saving throw equal to your charisma modifier.
Thoughts on this magic item? Built to boost non-sorcerer casters with the metamagic feat:
Metamagic Conduit Charm
- Wondrous item, uncommon (requires attunement by a creature with the Metamagic feature).
- While wearing this charm, whenever you expend a sorcery point to use a Metamagic option, you may roll a d20. If the result meets or exceeds the charm’s 18 DC, the sorcery point is not expended.
- You may seek within your lifeforce to increase the potency of this magic item. You may choose to lose 1d4 hit points to lower the DC of the conduit charm by 2 once, for 1 day.
- Once this feature prevents the expenditure of a sorcery point, or the user loses hit points increasing this magic item’s potency, it cannot do so again until 12 hours have passed.
At higher rarities:
- Rare: 16 DC, feature may be used twice before 12 hours have passed to use again.
- Very rare: 14 DC, feature may be used three times before 12 hours have passed to use again.
(I am pondering whether or not this item is balanced, mostly. I think it is fairly strong, but the attunement factor requires a magic caster to leverage this item among their other high-grade attunement magic items.)
this helps you do your thing a little better (from your fae spell list) and helps you protect yourself and the party from the same effects. I do quite like this
I like the charisma bit, gonna add it in
I can always rebalance later. This is a first draft. I like it
okay so that's level 6 done
level 14 I know I want some kind of teleportation since sorcerers usually get either that or flight here
or a buff to a previous subclass feature ig
So basically meta magic becomes a cantrip after 4.5 days?
I love the idea but it’s very powerful
My evil brain is telling me to make the damage permanent
Oops
I forgot a clause
Hrm? Please explain the "becomes a cantrip after 4.5 days" part XD. Is it very powerful?
I am thinking the attunement and the non-modified d20 roll makes the rare regeneration of a sorcery point fairly balanced
But all opinions matter in this case for balancing
I don’t see it either it looks powerful but not becomes a cantrip
Yeah, that is what I am confused about
I don't know any cantrips that grant metamagic features
Anyone good at making homebrew items? im in a pickle
I dunno, non-sorcerer metamagic users (with only 2 sorcery points) do not get increases in metamagic per level like sorcerers do, so I figure that this item could assist that. Also, sorcerers get quite a few sorcery points at higher levels, so I figure that this item would be discarded by a sorcerer after they reach a higher level.
Shoot
Im trying to make a rare consumable that gives temp health and bonus damage for 10 turns. but i want it to actually apply to the character cheets and rolls
But im failing at making it work
I do ask that you explain what effect you are trying to achieve a little bit more than that
What specific feature of a character sheet are you trying to have the item adhere to or provide benefit for?
+10 temp hit points
+4 to damage (piercing, bludgeoning, slashing)
I want it to be applied to their rolls and visible on their sheets
When they use the item i mean
Oh, so that is like a Roll20 or a D&d Beyond type of question
Oh right yea silly me, i meant dndbeyond homebrew item creation xD
Im so deep into work i forgot to say that very important detail xD
Yeah, I would talk to people who troubleshoot that
#ddb-support I think is the right channel for that
Aight ill try that thank you!
anyone know of any brewed magic weapons that reward hitting high HP targets and punish hitting low HP targets?
Would this be a good place to ask to be shown subclass homebrew in case one would be looking to use it?
yea
I would very much be thankful for any druid subclass homebrew that's not focused on doing damage but by giving support directly or by means of CC/disabler
this one seems like that #homebrew message
Might work, but I don't like its not complete. Still, thank you for the suggestion
how does one go about made a homebrew race?
i’m trying to make a Graveborn, and i’ve gone through all the other homebrews and picked things that stood out to me. But i dont know how to balance it
kind of a hard thing to describe in words
there isn't a magic formula for balance, but putting yourself in the shoes of player and DM at the same time gets you in the mindset for it
and then after that, balance is found through trial and error
hello there,
i'm running a campaign and woul'd like my player to make a great army battle where they can lead troups and make great battle, do any of you knows a good way to rule all of this?
(don(t know if it's the good channel to ask this but eh, don't find any better place :/ )
there UA mass battle rules https://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf
i am once again asking for peoples opinion on my current class, A quick, poison based striker, the Vile serve to fill a relatively unoccupied space in 5e, the affliction class. Still a work in progress: https://homebrewery.naturalcrit.com/share/6X_ddeDUrcN1 do give any feedback you wish, i wont take it personal
Size
Choose a race that the Graveborn came from and they follow those limitations.
Speed
Choose a race that the Graveborn came from and they follow those limitations.
Vision
Choose a race that the Graveborn came from and they follow those limitations.
Deathvision
You can sense life in a 120 radius around you.
Tremble Before Me
You gain proficiency with the intimidation skill.
Ability Score Increase
Your Constitution score increases by 2, and one other ability scores of your choice increases by 1.
Undead Constitution
You have resistance to necrotic damage. Vulnerable to radiant damage.
Natural Weapons
Your body realigns itself to adjust to undeath and the hunger that racks your existence. You gain a bite attack that deals 1d6 piercing damage.
Sleep like the Dead
You don't sleep the way living creatures do, but during long rests, you enter a dormant state resembling death; during that time, you have disadvantage on Wisdom(Perception) checks.
Eyes of the Departed
You can cast Speak with Dead once per long rest without material components.
Undying Fortitude
Graveborn have a tighter hold on life than the living. Because of this it is very difficult to kill them. So long as the body is in one piece when you hit 0 hit points you may make a Con save DC 10 to instead drop to 1 HP. Each time you do this per day the DC increases by 3. The DC resets after a long rest.
finally got the images transcribed into text. These are what i pulled
not familiar with what the graveborn are--- how would they differ from the reborn?
Name. Sounds cooler
they dont need to eat raw meat to remain sane
no particular magician rose them, just random twist of Wild Magik and fate
Reborn don't need to eat at all. Dhampir are the ones who (possibly) need raw meat
If you want an undead race that isn't a vampire/is a zombie type reborn are right there
i mean, i guess. But i also want to learn. I dont really need a reason to make my own version for my own personal campaign
I just made it to lvl 3 ranger and I’m considering beast master as a subclass because 1, it seems like the best option for this campaign, an 2, my ranger has been rehabilitating possum.
My question, is there a way to pair down a giant possum stat block to make this work within the 1/4 CR rules? I’m going to work with my DM on it, but he is a first time DM and has been differing to me on a bit for standard ruling.
dont see why not
If you want to learn, that's very fair - I am just pointing out that existing published material does matter when creating homebrew. Hells, most of my homebrew is just adaptation of existing material into new forms
I mean to say that there’s no lower limit on how low you can make the dc so spending sorcery points on meta magic doesn’t happen
And after 9 cycles the dc is 0
Which is 4.5 days
What’s the difference between a Granted trait, and an Additional trait?
There is a limit
And it resets
"You may seek within your life force to increase the potency of this magic item. You may choose to lose 1d4 hit point to lower the DC of the conduit charm by 2 once, for 1 day."
Yeah, I'm sorry, I don't quite see how you got that number to be honest
Could just be me though
Anyone have recommendations for a Goblin race? I know it exists in 5e, but I’m wanting to play one as a rogue and it’s hard to justify nimble escape and cunning action
Friend made a Cantrip
Is it good, bad, or broken?
Yoink
Transmutation Cantrip
Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: 60ft
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 10 pounds within range. You pull an object you can see from its position to your hand. If this item is being held by another creature, make an ability check with your Spellcasting ability modifier, adding your proficiency bonus if you're proficient in Sleight of Hand, contested by the opponent's Strength (Athletics) check. This spell’s weight limit increases by 5 when you reach 5th level (15 lbs), 11th level (20), and 17th level (25)
Doesn't seem too bad no
You wanting to modify goblins or optimize them?
Because if you want to optimize them then check #optimization
If you are wanting to modify them, I don’t see much reason needed. They get other features of course
what is the easiest way for my players to look at my HB spells and magic item descriptions?
If you mean notes you have for them, then either sending them the descriptions (or screenshots) or letting them view the place where you have all of them written
They should be able to look up the description like any other spell or item in DnDB. But, it doesn't show up in catalog list.
Ahh you're writing them in Beyond?
I wouldn’t say optimising, but I wouldn’t want to have cunning action twice I think. I’m probably just going to reflavour another race
yes
The players need to be in your D&DBeyond campaign and then any homebrew you have and they ahve can be shared among everyone in that campaign.
You don't have to publish the homebrew for this to work
Right, but the only way they can see it is if they go through their character sheet and change their inventory. They can't just look up my HB items.
Correct - they would have to add it to their character to see it.
If you just want to show everyone, a screen-share might be the easiest way to do it.
They can't look it up normally becasue it has to be published to be publicly findable on D&DBeyond. But we don't recommend publishing until it's been throroughly playtested and you are absolutely certain it's good to exist in that state forever.
It just seems to me, that players in my campaign should be able to look them up without having to go through the extra steps. One less thing for the DM to do.
I should design pre-built characters for all of my homebrew subclasses (some of which will use my new races too)
there's going to be one for every class.
Luna's Book of Secrets is going to be so fire
Animate Armor
Level 3 transmutation
Casting time: 1 Minute
Range: 10 ft.
Components: V, S, M (a puppet’s strings)
Duration: 24 hours
School: Abjuration
Attack/Save: None
Damage/Effect: Creation
You animate a suit of plate armor into animated armor. If the suit of armor was some sort of magical armor the animated armor gains its properties.
The armor acts independently of you and can communicate telepathically with you. In combat the armor shares your initiative and acts after your turn. The armor cannot speak but understands any languages you know. The armor uses the animated armor stat block.
You may cast this spell again before the spell ends to extend the duration another 24 hours. If you cast this spell on the same suit of armor every day for a year the armor becomes permanent. (the GM has the creature's game statistics).
Artificer, Wizard
Second draft
I also added the in combat clause to unbind shadow as well
seems like it should be concentration
It’s based off of animate dead but is less powerful
oh its less powerful than animate dead?
It should be you can have four zombies or skeletons using that this is one Max per spell slot
And one year to make it permanent is longer than most campaigns go
You also need a suit of plate armor for this
thought animate dead only created one undead at a time
At a time but within four days, which is not very long, you can get up to four. Also you can upcast that and not this
These are the differences
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
prob should be conc
If anything I’ll up the cost to cast it or up the level I don’t want to add concentration
Maybe make the Plate Armor consumed unless it is recast.
How do you playtest spells? Just run sessions with players who have them?
Then I need to find players who would do that
Where do I find that?
How is it a baseline if I home brewed it myself?
well i mean baseline as in one you have used before in regular play
so you can see the difference
Oh, ok. I haven’t run much stuff so that is just the haunted house from Saltmarsh.
Which is not high enough level for these spells
I just really like making stuff I’ve not run the game very much hopefully I can do that more.
I’ve been working on a Paladin order that’s based around the idea of penance, I am aware redemption exists but this one’s different in a way
Redemption is all about taking an oath that others can be redeemed
Penance is all about the paladin themself seeking redemption for their own actions
had a barbarian I wanted some feedback on
Path of the Brawler
Level 3 — Back-Alley Brawler
Improvised weapons: martial, one-handed, 1d6 (1d8 without shield), bludgeoning, no heavy/light, any Weapon Mastery you know. Picking one up is free. Unarmed strikes: 1d6 (1d8 without shield).
Level 3 — Streetwise
Proficiency in Sleight of Hand (or any skill if already proficient). Expertise in one skill you're proficient in.
Level 6 — Roof Runner
Climb speed = walk speed. Improvised weapons gain thrown (20/60).
Level 10 — Everything is a Weapon
While raging, use a grappled creature as an improvised weapon. Attack roll vs. target within 5ft (or 20/60 if thrown). On hit: both take weapon die + Str + Rage. No Weapon Masteries. Throwing ends the grapple.
Level 14 — Street Smart
Uncanny Dodge. Proficiency in Wisdom and Intelligence saves.
Seems good but it seems like you turned the tavern brawler feat into a class
Also idk how I feel about rage not being a part of the class until level 10
It also seems quite similar to the new pugilist class
for sure, it's meant to be the improvised weapon class, there's a lot of flavor from The Scofflaw, which was third party content I saw a while back. But the mechanics are mine, and I want to mostly check them for balance
Isn’t pugilist third party
the level 10 feature is the only one of them that i like and it needs to be more complete, saying 'both take weapon die' isn't very helpful to the DM that needs to figure out the weapon die of a bulette
Yeah technically
Treated as an improvised weapon, with dice of d6 or d8 (if no shield)
if that's it... that could be better
I don’t see a reason to balance around third party material
There are lots of third party classes and material
My vision was to lean in heavily to flavor, control (very interchangeable weapon masteries, grappling), and some utility
damage starts to rise around 10, with the ability to effectively do two attacks at once
survivability in a major way at level 14
so a mix of a lot of the pillars
Yeah that’s fair
Especially since it's often so wildly unbalanced itself
People complain about WotC balancing but in my experiencing it's not near as bad as what I see in third party stuff
Almost every third party subclass I've read has been either crazy underpowered or crazy overpowered
balance be hard
Freal
I’d like to make a few edits to the sun soul monk, would anyone wish to join me?
Primarily I wish to look at what its issues are and how they can be fixed while still keeping the same feel of the subclass
Would trying to add red and blue die to a campaign like a deck of many things be easy to come up with?
Cause theres 32 different outcomes but thats so many things that could happen
Wdym by this
Like its a normal die and it has 3 red and 3 blue sides and i sorta wanna come up with a way to incorporate it like the Deck of many things
Well it's just a matter of coming up with that many fun outcomes from using them
I made a 100 sided magic die that works like deck of many things, and it took a good while coming up with a 100 effects lol
Oh my goodness
I was just thinking I’m not the best with making things up so I was just wondering if it’s realistic to do but I guess it is
Definitely realistic. The only difficulty is creativity to make the effects fun and/or varied enough so the results are meaningful, and not just the same thing but slightly different
Makes sense
Thinking of homebrewing a cartoon/toon class got some ideas? I was thinking of a gag point/bar that works like ki points in a way that replaces spell slots and I gain 3 gag points at level 3,5,7,15,20
For example with 1 gag point I can use a bonus action to pull out an item that costs 1 gp or any improvised weapon
With it being sperated into like 1st level 3rd level and well you get the idea and it costs more gag points depending on how powerful it might be but a rule is I can't reuse the same gag power more then twice in combat
The main stat would be charisma
With at level 5 I can use some classes abilities but toonified
Like divine smite becoming idk a name yet but it would be 3d8 psychic damage and they are knocked proned or take knockback at level 5 costing 2 gag points
At level 3 I would be able to use dash or disengage as a bonus action instead of a normal action and costs 1 gag point
And I would gain gag points when ever I make the dm laugh and they choose to give me 1 or I regain them at a long rest
Wanted to use some ideas from yugioh mainly the toonified class thing like how toon cards in yugioh are just toon versions of original monster cards
What if using the gag points you could increase a stat of your to like +15 but your other stats would be -5 so like if you are against a very strong opponent and your party has no frontline you could use this skill in constitution and become like a wall or something
I have an idea to sorta buff a person riding a mount.
My players are gonna encounter a gnoll camp and theres gonna be some gnolls who are riding axebeaks. Im thinking of allowing them to charge at the target and having a chance to knock them prone
Sorta like how a boar charges
Didnt know if i should post this here or #dm-discussion
Updated version. Changed Imprisonment for Forcecage and added a free Command spell.
How does this seem? This is an item that the party has reforged over a long ass time of finding the materials.
Gaolblade of Alkdaria
short sword, legendaryA Gaolblade is given to the champions of the God-Empress of Alkdaria as the executors of her will. Bearing it almost makes one want to kneel.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Alkdari Champion. You gain the following benefits when wielding a Gaolblade:
- You can speak and understand any language, but you will hear and read them as if they were Alkdari.
- You are immune to being charmed.
- You are intrisically aware of the locations of any current and former Alkdari city centres. Additionally, while you are in or within 30 ft. of an Alkdari city centre, you gain a +2 bonus to your AC.
The Empress' Jail. You may cast Forcecage (save DC 17) with the weapon. Casting it this way extends its duration indefinitely as long as you are within 100 feet and remain concentrating on the spell with a -5 to your concentration checks. Once used this way, a Gaolblade can't be used this way again until 48 hours have passed since the spell has ended.
Her Will. You may cast Command (save DC 17) at will as long as you are holding this weapon.
(@fierce dome ) I just did some revisions to a psionic species called the Murmur I was getting feedback on yesterday. If anyone wants to take a look, hopefully the flavor is a bit clearer now.
Um, hi.
With all due respect, i made my own little bard subclass and I would like you people to check it and look what and how i should change to make it more balanced without losing main idea of huge various combos.
https://docs.google.com/document/d/1r6_e5D7hswxzqTY7Q2rddmPTsCMIXD1SSGrfKateCCY/edit?usp=sharing
It is also unfinished, since i haven't written 14th lvl yet
Uhm I will say the Art of harmony is way too strong imo
Well, any ideas of what to make instead?
It should give some extra things during rest
I'd say maybe spend less hit die and recover some spell slots but full on long rests are way too strong especially for a caster class
I want to give some sort of casting penalty to this subclass
What exactly were you thinking of?
Hello Hello, I'm making a curse/hex oriented warlock for 2024. What would be good spells to grant them as pact spells? I'm struggling a little there
I actually dunno
My main worry is that Fancy moves are too strong.
And a fact that on 6 lvl you have 10 different moves
Not even talking about 14th
They're fine mostly cause you can only attack once per round anyway
well, bestow curse and remove curse, hex/hunter's mark, branding smite (if melee), uhhhh
Blindness/Deafness, Enlarge/Reduce
Fear
Banishment, Polymorph
Modify Memory
thanks I'm still looking for another at 5th lvl but yea I placed some smite. The class has an ability the play with pact invocation
how so?
It grants additional bonus depending on which pact you took
Pact of the Blade. When conjuring a pact weapon you can conjure another one as long as both of them have the Light property.
Pact of the Chain. When your familiar hits a creature under the effect of your Hex or Bestow Curse, you familiar deals extra damage to the target equal to the bonus damage of that spell.
Pact of the Tome. When casting a Warlock spell targeting a creature cursed by your Hex or Bestow Curse, you have Advantage on the Attack Roll. If the spell requires the target to make a Saving Throw, it does so with Disadvantage.
ah, well, warlocks dont need to take pact boons now so i would rework that feature
to be honest I didn't really have many idea
whats the patron?
I called the subclass Hex Master
hmmmm, i may have something that could work lol
to give you ideas at least
take a look at that, its not hex based but has a 'hex' spell, although that is more for a melee 2024 warlock (and is kinda old lol)
Helloo!!
I see, I did mine based on the hexblade. I liked that it made the player pick one specific choice. I wanted the class to make the player pick one or more of the pact boon
I remade it a lil
Helloooo! This is the homebrew channel for juicy self made stuff
What about it now
Okk^^I have a question for a dnd character ,which chanel do i use?The character discussion?
Yeah for general character discussion and feedback #character-discussion
Yes or #dnd-newcomers if appropriate
Did you like sense a newcomer or something
Tyy!
I'm a newcomer too btw
A third is very weird phrasing I recommend setting an exact number, maybe increase it with levels
I just learned some theory
Would it be inappropriate to include a link to a mini-maker site like HeroForge or Eldritch Foundry in the notes/description of a Homebrew monster?
What about throwing Inspiration Dice on his many you will restore
It's alright in the comment section
That's fine
Undying
Yes?
Would you mind checking my bard subclass
Sorry I don't have time right now but feel free to leave a link to it here in the channel for folks to see/respond to.
I did
So I've come up with the main grunt/canon fodder for my TMNT one-or-more shot. They're pretty easy to pick off, and cause they're Foot Soldiers, they can kinda come out of nowhere, so I can throw lots at them at the party on the fly. They've also got a few things that can make 'em tricky to deal with.
One of their reactions, Parry, is a slight modification of a Mastery Property I came up (which is, itself a variation of Deflect) with to add to the Turtles' weapons and can show you more if you're curious.
Screenshots of the Foot Soldier's block can be found here...
https://drive.google.com/drive/folders/19C_OGDIXZdzcnu78w-WGiRsrcASYinev
TMNT?
Lol
Teenage Magic Monk-ish Tortles 😉
Oops sorry my dyslexic ah being stupid
Okay a recommendation: Shorten your stat blocks, you have 5 different attacks. Will you really use all of those? If no then just have one or two different attacks
well, changed some things about this pally sub, but still want feedback
Me with 10 different bard attacks...
XD
I mean yours is a subclass not a monster statblock
Monstrous subclass
Hmmm idk I was thinking of being a utiltiy/jack of all trades so maybe that could work but the stats I would be using who be Cha and cont mainly and they are usually gonna be above or around that value already
The numbers are just examples not actual suggestions you can increase them as you'd like however I think what your doing is probably better for this type of class
Seems like a strange concept but do you think jjk binding vows or hunter hunter restrictions could work in dnd
They could, but they are kinda annoying for dnd lol
Specifically binding vows? Probably.
The entirety of cursed energy and Nen systems? No.
Oh, okay 😂 nah you good
Okay, tbf, Cursed Energy maybe could be done well, compare it to smth like Heroic Inspiration that has ways to get it as a player but also has a fast track to get more via the DM awarding it.
Eh... CE in general is a very complicated system that I don't think works well in DnD. Like, you can probably get away with reflavoring a lot of stuff in DnD as CE related things, but when you get down to like... specific techniques and adapting them. idk. Seems like more effort than its worth
Spoiler free, it rly isn't that complicated once you start lining them up
Because the primary way they're scaling rn
Is just stacking the same technique on itself creatively
So the original powers are the most complex thing to get down
Yeah, but those are everyones main interest in a CE system
Everyone wants their own unique ability. So you basically have to design a subclass of sorts
To that I say: Feats and Subclasses!
So martial only campaign with custom subclasses 😭
And custom CE system for the generic techniques
Crits are just black flashes
Spending CE on a Crit has GOT to be a base option.
Sooooo, any more feedback for this?
me in a MHA game with a custom quirk thing while limiting casters unless they fit
Im yrying to make an extremly strong spell, with a major drawback, heres what i have so far:
Fury of Wrath: All enemies are struck by a bolt of Uncanny Lightning, setting their HP to 1. When used, all spell slots are used, and your AC is set to 10, and you are set to 10% of your max health. You cannot heal unyil yhe next rest. Cannot be used against major bosses. Can be used once per long rest (my campaigj only has a few)
- level 3 is fine balance wise.
- Level 7, Aura of Witchcraft is pretty strange. It's based on a spell they don't get on the spell list, better Oathbreaker Aura in practice against single targets, which is kinda where you'd shine most, and although does require you to get hit though, I just feel like you could rethink this one, because "Aura of Witchcraft" is a banger of a name and could have tons of potential.
- Level 15 Cursed Armory is redundant with letting you change your damage type of attacks, since you get that with a CD at 3, and makes it at odds with flavor of Cursing people when it feels like you just suddenly get to affect everyone with it
- 20th, Witching Hour is a dope as hell name. Max damage is good but boring the same way adding level in damage can be, Rolling dice is fun. Reroll your Charisma modifier in damage nerf maybe? That way I think you can tack on a CD recovery to this.
Recovering slots, CDs, AND getting one common and one rare immunity? That'd be pretty enticing
Necrotic is uncommon :P
. . . Are you sure Abt that?
Like, play Descent into Avernus or Curse of Strahd and come back lol
They aren't super common, but super concentrated
I'd say that's campaign dependent though haha
I dunno, I'd say necrotic is an very common damage type. If a creature isn't dealing BSP, it's dealing Poison, Fire, or Necrotic.
Same as fire. People talk about how it's the most common (and commonly resisted) damage type but that's mostly because there's so many fiends in the MM. If you're not playing Avernus it's a lot less of a thing
I didnt want hex on the list as I feel like it makes the aura feel worthless
15th is more for the chill touch and no remove curse, the transmute arms is mainly for CHA weapons (changing damage type is a small buff for both)
Keep in mind, that Max damage goes along with smites
Technically the uncommon types are radiant thunder and necrotic, but they may swap depending on game, they are called uncommon mainly as well, they sure as hell arent common or rare lol
In 5e, Necrotic is 7.5x as common as Radiant
You might be thinking of Resistances
Its also only obtained through one specifix magical item
Idk, im going off my brains bank lol
Using all spell slots being more punishing on a caster is strange, no?
Also Warlocks could probably not care less, because they cast level 6+ spells without a slot lol.
There's not lots of drawback spells
But a notable one is . . . (Gimme a sec)
hm. How do i make that punishing against a warlock then? The player whos getting the item is a warlock
Tenser's Transformation
Tenser's Transformation is a mess that doesn't actually function though
But it's the best we have to go off of that isn't Haste, which can target other creatures, and isn't good either
It gives you proficiency in heavy armor, and lasts ten minutes...but it takes ten minutes to don heavy armor
Exhaustion is always a good baseline for downsides in my opinion
And you can't don it before you cast, because you can't cast while wearing armor you're not proficient in
What level is this spell? Also, if it's lightning, I literally have a spell for this lol
Tenser is broken not in that it's too powerful, in that it literally doesn't work
HB one that is
Ik, ik, Artificer Dip is pretty much necessary
But we're talking power here
Let's assume you're able to baseline use it.
Going by spell levels I suppose level 9, but its an endgame spell
Not if you're designing for 2014, it's not. It's a death spiral that's hard to get out of. There's a reason they removed exhaustion from the only player option that gives it (berserker barbarian) when they redesigned it for 2024
Big assumption lol
Oh goodness no not 2014
2024 exhaustion
2024 exhaustion is much more manageable
Also its not ACTUAL lightning, its a whole thing within my campaign, it just takes rhe form of lightning
Hey I’m new to this server just joined and abit new to dnd can someone help me out about dnd and how to join a campaign
Yeah, here, if you wanna steal this one, and maybe buff it further if you rly wanna get the point across (change the name as you see fit):
Trevor's Lighting
-# 9th Evocation
-# Casting time: 1 action
-# Range: 1 mile
-# Target: One point you can see within range
-# Components: V, S
-# Duration: Instantaneous
-# Classes: Sorcerer, Warlock, Wizard.
-# You call forth a single massive bolt of lightning from the heavens, directing it to strike a point you can see within range. It strikes with electrifying power, forceful magic, and booming thunder in a 20ft radius around the point. Every creature and object in the area takes 15d6 Lightning damage and is knocked Prone, and must make a Constitution saving throw. They take 15d6 Thunder damage and 15d6 Force damage on a failed save, and half as much on successful save.
-# The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. After being cast, natural lightning cannot occur anywhere in the 1 mile radius around the point of Origin for 24 hours.
This is an Artifact then right?
Yes
Sounds like whatever you're planning would better fit as just a property of the item than a spell
It is, im just formatting it as a spell for ease of understanding for my player
Like a 1/LR move kinda thing
going to be honest i dont know what this means
Most Artifacts don't have that big of a drawback, maybe look at the Major Detrimental Property list and add like 2 or 3
Maybe even 4
And ONLY have them trigger when they use it
Once per long rest
Lots of them are particularly debilitating
Once per long rest
It is.
Lemme DM you
ty!
Pretty sure it's in the DMG
Here's a direct link to the section on artifacts in the 2024 DMG, if you have it on Beyond:
https://www.dndbeyond.com/sources/dnd/dmg-2024/treasure#Artifacts
There's tables of minor beneficial, major beneficial, minor detrimental, and major detrimental properties
Most artifacts in the official rules get a few random properties taken from those tables
Like the description of the artifact will say
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
Nodnod
In addition to all the other properties it gets
Then the DM will either choose the properties themselves or have the player roll for them
Player never gets to choose lol
My first attempt at making a homebrew creature. It's probably kinda bad. 😔
Grootslang- Huge Monstrosity, unaligned
Armor Class 24 (Natural)
Hp (70)
Speed 30ft, Swim 30ft
STR-20
DEX-14
CON-12
INT-1
WIS-10
CHA-1
Challenge 5
Abilities:
Trunk: Reach of 5 feet, can lift up to a 100 pounds, can do simple tasks like pushing and pulling.
Actions:
Gore (copied from elephant)
Constrict (copied from giant constrictor snake)
Also appearance-wise, it's a snake with an elephant's head
I think int and cha should at least be higher than 1, because if you want it to be a challenge at all its going to need to succeed in some saving throws
20 Str is kind of small for a huge monstrosity, even at CR5
Yeah, I haven't thought it out well, I just made a mish-mash between giant constrictor and elephant stats 😓
Eh, maybe not. Hill Giants are at 21.
Give it like immunity to something random like the frightened condition as well
I might incorporate some of the wackier lore too then. Like it being a ancient creature. Its species was so OP that God himself came and split it into elephants and snakes, and Grootslang is the only one who escaped God's wrath by hiding in a cave, where he defends his diamond hoard lol.
Immutable Form maybe too . . . This Fusion seems intentional
Oh yeah, Immutable Form for sure
I guess Ageless, Immutable form and Fearless
And I also give it extra weakness to cold damage because snake
So would it be too bad of an idea to set up homebrew warlock subclass feature around the Armor of Agathys ? The subclass should revolve around Abjuration and Transmutation spells mainly and since those usually don't scale well with higher spell slots in particular, I might just have to...make do. AoA is now even better and I was thinking that maybe...I could increase it's efficiency by allowing to deal damage to ranged attackers to certain distance as sharp piece of ice is launched toward the attacker.
It was originally meant to be for 2014, but gotta evolve.
I do too so I can't be objective. Especially 2024 buffed it so I'm not sure if it wouldn't be too unhinged.
On the other hand, I have to make up for ass prepared spells since many of them will be Abjuration and Transmutation.
Add a line in the additional spell list that you can cast one spell from the list free/LR
Since the nature of the subclass is Symbiote Warlock. There's many ways I can go about it. High defense, high survivability or Armor of Agathys focus + Eldritch Claw like transformation weapon with cleave which gets it's damage further boosted if you have Armor of Agathys active.
That's what I did with my div warlock since divination spells upscale like crap (if at all)
Here, let me find it real quick, you can copy my feature verbatim
Tbh, I was actually thinking about making custom spell for the subclass.
2024e basically erased Transmutation Wizard and with that Transmuter's Stone.
I'm bit considering making spell that would allow caster to make stone of concentrated magic that can be used to cast multiple low level spells.
Basically you use 5th level spell slot and then it gets 5 charges for 1st level spell or 2 charges for 2nd level spell.
Here's my Oracle warlock. Everything on the ASL is div except glyph of warding, and those spells scale like dirt so I gave one free cast
Pretty sure transmutation wizard is in UA for 2024 and set to come out in the literal next official book lol
Well the lack of it gave me this idea. Although it could potentially be problem since imagine that, you can sacrifice one high level Warlock spell slot and then you get to divide it's levels and cast ton of low level spells.
Sounds like you're just trying to give a ring of spell storing as a feature hahaha
Damn, this is actually really cool
It's structured a lot like battle master. I copypastaed a ton of the text straight from BM
Then made little tweaks lol
I don't remember magic items at all so it's absolutely possible it's something like that.
Since this is basically countering the weakness of Warlocks by letting you divide your high level spell slots in to smaller ones so you don't have to waste them...the more I talk about it, the more broken it seems. Could probably work if I gave it some loss as you only gain half of the spell lost invested.
Someone is playing it in an online campaign I'm in, I'm real excited to see how it works out
I like the Farsighted
Could maybe restrict it by saying the lower slots can only be used for spells on your ASL, since a ton of those will be low-power and not scale well
But I recommend finding and reading the ring of spell storing. Some of the rules text could be useful for your feature
Yeah, maybe I could extend it to only some specific schools of magic. Perhaps Transmutation so you can use multiple weaker transmutation spells without wasting high level spell slots, but so you can't abuse it for Shield.
Yeah, it's very much like it.
I think it'd be easier to restrict it to your ASL. There's other features that do that, though I can't think of any off the top of my head
I wanna say Archfey? But that could be wrong
That could work. I will have to carefully pick the spells, but I'm feeling bit fancy. So Rope Trick could be a thing.
I still have to decide on the paths. Either somewhat close range Warlock or hard to kill Warlock.
I'd have to go do some digging lol
I think if you're centering agathys it should be a survivability/retributive damage warlock
So instead of front line or back line you're kinda mid line. You hope you won't get hit, but if you do the attacker regrets it
Well the Armor of Agathys is still questionable since now that it's Bonus Action, it's far stronger.
The survivability angle does make more sense since this Warlock's patron is always with them...inside them.
So naturally by protecting the warlock, they protect themselves.
I'm not sure agathys really matches transmutation and abjuration anyway. You might have two different subclass ideas here
Isn't agathys Evo
Well Agathys is Abjuration and does protect you while also punishing attackers. What I'm trying to avoid is headache for DMs and not to become passively dangerous just by being there.
If I'm putting all ideas together.
Imagine it as this:
3rd level: Unarmored Defense (10 + Dex + Cha)
6th: Eldritch Claw like transformation of your hand
10th: Armor of Agathys buff
14th: Something about being almost one being
For Armor of Agathys, Mark of Warding lets you alter Mage Armor to target several creatures
See you're trying to avoid exactly what I think your goal should be hahahaha
So maybe smth similar?
Also, yeah on a Warlock that isn't exactly broken on a d8 Hit die
Would be bit too strong due to the flat damage.
I was thinking of extending the retaliatory range and either requiring reaction to attack someone at range or have them make saving throw instead of being sure hit attack.
I would probably have the core 3rd level feature be a retributive damage aura that modifies agathys so creatures take the damage if they get close to you
. . . Would it? It's Armor of Agathys. A first level spell
So switch them or apply them at same time ? Since the Unarmored Defense doesn't allow shields if someone would want to stack it.
It can if you want it to. Iirc there's an Unarmored Defense that does allow shields
"You can wear a shield and still gain this benefit"
I believe that's the wording
"When you cast the Armor of Agathys spell, you can modify it so that it generates an aura around you. The aura is a 10-foot Emanation that originates from you. Any time a creature enters the aura or starts its turn there, you can use your Reaction to force that creature to make a Dexterity saving throw. On a failure it takes the damage from the spell."
Worded specifically to scale if you upcast
. . . Wait
Ooooh nasty, I like it. Maybe being a Headache isn't that bad. I would just make it Con save.
I think every unarmored defense except Monk's allows shields
Con is the best, most commonly strong monster save
Dex is slightly more likely to actually hit
Yeah, I meant like this one doesn't specifically. I don't want Warlocks to run around with 25 AC.
A) This is just Astral Self Monk for Warlock reading it this way
B) Theres already a UA Subclass that is this exactly for Psion
Like, the body warping, symbiote flavor
True, but Con makes sense based on effect since it's not projectile, it's freezing mist right ? If I understood correctly.
Flavor is free, it's only that if you decide that
I left the flavor up to the player to decide. I was thinking flying shards myself
If it takes a Reaction, yeah
Well I don't have access to UA, I believe because of Beyond.
. . . UAs are free
Here
Gimme second, I will take a peak at the psion.
Metamorph
UA is definitely free on Beyond
You might need an account, but basic accounts are free
I couldn't even find it when I tried to search it, but it could just be automatically inserted.
If you go to the main page and click rules it's near the bottom
Yeah, they do share the idea of altering your hands in to weapons.
So maybe I will truly lean more in to the magic part of the Warlock.
Well, like I said, you may have two different ideas here
And melee warlocks are hard in 2024. You have to be able to synergize with blade pact without requiring the player to take blade pact
2014 was different since blade pact offered so little actual melee benefit
In 2024 though, you have to not assume the player is taking blade pact, but also work with it while simultaneously not overriding or invalidating it
Also, this UA I just sent has that one Bit Die interactive spell I told you abt
Life Siphon
I think it's why so few 2024 warlocks have melee features, and why new hexblade has struggled say much in UA
I need to reread that
I think going all in on altering Hex spell is the way to go, imo.
Instead of the weird second curse overlay from 5e.
That's pain. I'll probably stick with mid-range and make Armor of Agathys retaliatory on range so it would still be useful even if you won't be hitting enemy with your face.
Yeah I think they're on the right path, it's just that the specifics haven't really been working
Honestly, "upgrading" blade pact has caused a lot of design headaches with "melee" warlocks
I haven't even tried one, lol
My only 2024 warlock is the divination Oracle one I linked earlier
And it's decidedly not melee. All its features are like a 60-foot range
Well it replaced blade pact since you technically don't need it if you get your own personal weapon from transforming your hand.
But I will probably lean in to the Unarmored Defense because that one reflects both defense and transmutation since it's achieved through the symbiote altering your body.
Agathys is a weird choice for a symbiote warlock anyway. I don't usually think of symbiotes as being "cold"
Perhaps some damage change would be at place. It's more about the idea of Agathys of defense and retaliation in one. Also it's one of those spells you can successfully add subclass feature too because of being 1st level and signature like Hex for GOO Warlock.
I do think that perhaps the Warlock could change the damage type of Agathys from Cold to Necrotic as tendrils of your symbiote attack enemy that harms you. Sorta like giving it bit of Arms of Hadar feel.
At a certain point, modifying a specific spell is more trouble (and text) than it's worth, and you may be better off writing a whole new feature that borrows from agathys rather than explicitly using it
Dunno, doesn't seem like it's possible in this case. Since you can't reasonably explain the flat damage Agathys can do as feature so either you nerf it and then it becomes just another "oh yeah, I can poke you a little bit back if you attack me" or limit it's uses. I think I could probably cut down the explanation for the Agathys feature to quite short text.
I have an idea for a extremely high level artifact
**★FORGOTTEN TOME★: "This ancient book has no title, it's made of some material that feels alive yet metallic. It's weightless and seems to levitate when opened, there's a feeling of something all knowing and dread emanating from this strange book. It's pages seem infinite and each one has infinite knowledge on everything in the world, even detailed extinct creatures no one's heard of from the beginning of creation, every artifact, NPC, and monster is found in this book"
It'd be super hard to find though and the dm gets to decide when and where it'd allow itself to be read since it's also a living creature**
I wanted to make a monster using a domain expansion from jjk, so I used the Veteran as a base. I had AI suggest me a CR but since AI can be a bit whack, I'd like to double-check with you all.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
VETERAN OF THE SURGE
Medium humanoid (any race), any alignment
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Armor Class 17 (splint)
Hit Points 100 (roughly 16d8 + 32)
Speed 30 ft.
───────────────────────────────────────────
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
───────────────────────────────────────────
Skills Athletics +5, Perception +2
Dmg Immunities Lightning
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 6 (2,300 XP)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
ACTIONS
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Multiattack. The veteran makes two Lightning
Jab attacks.
Lightning Jab. Melee Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10 + 3) lightning
damage.
Spark Shot. Ranged Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1)
lightning damage.
Deploy Domain (Recharge: Once, when reduced to
50 HP or fewer). The veteran expands their
domain in a 30-foot radius sphere centered on
themselves. The domain lasts until the veteran
is reduced to 0 hit points or a stronger domain
supersedes it. While active:
• All attack rolls gain a +20 bonus.
• All saving throw DCs increase by 20.
• All attacks deal an extra 1d6 lightning
damage on a hit.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
DOMAIN — SURGE ETERNAL
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
The domain manifests as a crackling sphere of
suspended lightning and ozone-scorched air.
Creatures outside can force their way in by
dealing 30 or more damage to the boundary in a
single turn (AC 10 object). Entering this way
does not allow those inside to exit. Creatures
already inside cannot leave until the domain
ends.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
I'll make the drawbacks be more clear when I'm done with school work
yep it's whack
I built some of the attacks based on the gear I put on the mini in HeroForge. I think, for the purposes of publication, I'll tweak the mini which will help cut down on those attacks.
Playing around with ideas and brewing a bender inspired psion subclass because I’ve been on an ATLA kick lately.
Which is better:
- an elemental affinity-type feature that grants 3 Druid and/or wizard cantrips and lets you choose an element to attune to at 3rd level and have benefits based on that at later levels
- an elemental affinity-type feature that grants sorcerous burst and lets you choose an element to attune to at 3rd level and have benefits based on that at later levels
OR - a feature that grants sorcerous burst and grants specific bonuses to that cantrip only
Just a last note. I guess I found the path.
A Warlock whose body is a living hazard zone, punishing proximity and assault alike.
That's going to be the path. Remaining mid range while making sure it's not beneficial for enemies to be near you.
Just waned to say that.
Thank you for your help.
This has been an idea I’ve struggled around and played with drafting at least 10 different iterations thereof, and only recently did it occur to me to make this more bender-esque and attuned to specific elements
Do you have a narrative/theme for it beyond just a mechanical identity?
I would call the patron "The Storm" and focus on retributive elemental damage
If you don't use that idea, I might lol
Maybe a little bit of druidic stuff on the ASL
I actually made a brew around this idea: a lightning patron/subclass for warlock
But have the patron be an elemental or storm entity, maybe even deity, that turns your body into a living storm
It’s gone through some revisions since I posted it here and it’s in the middle of revisions right now. I may finish it and post it again soon here
This was an idea I had for either a capstone or scaling feature. I ultimately discarded it but tbh i have some more ideas on how to brew it better now
I discarded it before because I’ve seen a few lightning warlock subclasses from Reddit and almost all of them had a feature like this, so I wanted it to be unique
It's the symbiote. The whole "special" thing is that unlike normally where patron is some powerful being that's giving you crumbs of power, this patron hides inside you and absorbs different energy sources from your surroundings growing stronger (reflected by your levels in Warlock class).
That's why the last feature will be revolving around becoming nearly single entity with your patron.
I think people can make up whatever symbiotic thing they want. Personally, I will go with Dwarf in Flask that being Child of Hadar in the lore I made up. They are like small fragments peeled off from Hadar, nothing too important.
Lightning alone feels a little empty. It doesn't really pay to lean too much into a single damage type
Agreed. Especially for warlock too
I just also like lightning damage and flavor lol. That’s why I brewed it
This is really cool
"Child of Hadar" would be a killer feature name
That's actually pretty fire
The other reason I am struggling with this is that’s it so easy to just have the subclass concept be subsumed into the ideas for having a Druidic/Holy Order type feature at 2nd level for psion and working with the existing official UA subclasses
Ngl, that could be the name for 14th level feature. Instead of something overused like We are one , Child of Hadar would be fire.
I just realized that this is...storm herald barbarian, but for warlock lol
Child of Hadar feels very final, in a sort of “I’ve earned my title” kind of way so I agree
Never mind forget I said anything hahahaha
I might make it anyway, storm herald barbarian sucks
. . . Would you be surprised if I told you numbers wise it's goated
You could and just rework the abilities to be more castery
Even the "updated" one in UA is weak
I very much would. I've seen others crunch numbers and come to the opposite conclusion
I'm not usually a number cruncher myself lol
You could make the ESLs like the genie warlock and make them based on the elemental you choose as a patron
Yeah, now I have to make equally cool mechanical feature. I will let it simmer in my head so that I won't mess it up by being too hasty.
Valid lol
That's what iterations is for lol
The easiest change to make it feel best I think is if you could change the option every time you take the BA.
For current UA iteration
Or even just at the start of your turn (no action required)
Because barbs need their BA to maintain rage
Tbf two of them are ranged options that reset range anyway
But maybe just simply as part of the BA you use to extend Rage
Well I'm lacking even the first mechanical idea. Lore vise it's basically you sorta almost fully merging with symbiote. How to reflect it in to mechanics ? Beats me. Right now I'm thinking in terms of feeding being extended to you and allowing you to absorb something.
I think start of your turn is fine
I think it's gonna be hard to do until you have all the other mechanics done, because it needs to feel like a culmination of those
Giving the feeling of merging with the symbiote. It should no longer be symbiote doing something for you or giving you something, it should feel yours because now you are sorta almost one entity.
Ok. Retooled the Foot Soldier.
Showmanship is a Mastery Property I added to the nunchaku Mikey has.
Parry is a tweak to the Mastery Property I came up with, based on the Monk's Deflect, for the Tortles' weapons.
Thoughts?
https://drive.google.com/drive/folders/19C_OGDIXZdzcnu78w-WGiRsrcASYinev
Crazy how I get more work done during the workday... I revised some of the Psionic and identity/flavor of the Murmur. Would love to hear if this is starting to push it on power levels.
(The revision stemmed from seeing the discussion on Armor of Agathys)
...also need to revise the art lol
Just one last thing. I believe I have an idea...probably. Bringing back ancestral legacy sorta and the 14th level will literally change your race in to the symbiote hybrid. You get automatic retaliation which is your Charisma modifier necrotic damage to enemy that hits you with an attack within 15 ft.
When the transformation happens, you will get the ability to chose extra limb(s) which will give you some logically related passive bonuses.
Is there a way to create a weapon DNDB, that adds more than one Stat to the attack/damage rolls?
That's sick...sorta like Psionic Changeling
Might be a #ddb-support q? Not sure.
nevermind, i figured it out
well, i figured it partly.
i can get the STR to apply to the HIT, but not damage yet, on a longbow
Thank you! That's what I'm kinda wrestling with lol - I don't mind the comparison but don't want it to just feel like a reflavored Changeling. Aside from Adaptable Lineage, I want to make it clear that the physical appearance of a Murmur doesn't change much past their initial formation of identity.
It's not. The changeling was closest thing I could think of, mainly because of the "taking on identity", but other than that I don't really see it being re-skin for changelings. More like Empyrean of Eldritch Gods that developing on their own.
It's really interesting tho to think about entity this way.
Okay awesome lol, that's the level of comparison that I think is ideal. I really like the idea of a creature whose capabilities are technically only limited by their own self-perception, so I've been trying to figure out how to accomplish that for a while.
It feels like "being that had no specific shape or form being forced to develop one in our Universe". It's really cool.
I would want to see one integrated, how it would feel to intearact with them.
Would someone like GOO Warlock feel something is off ?
I have a PC in my current campaign who has a similar background but doesn't necessarily know her origin, and while I'm not gonna make her become a Murmur I think the interesting thing has been when there are inconsistencies in her identity, like off-hand comments by powerful fey or other beings.
I think the most interesting aspect of an integrated is that they might not even know what they are, but hints like strange physiology or milky eyes might help start them or an ally off on discovering it.
the dndb solution for anyone interested, in adding str to bows, i assume it works in reverse for melee str weapons
#ddb-support message
So other beings do recognize Murmur like beings, but the person suppresses it most often ?
More like once they've formed an identity they perceive themselves as a Tiefling or a Human or whatever, but that doesn't ensure that they're actually one. Beings who can inherently sense things (like hey this is an aberration in front of me) or maybe have Truesight would at least be able to tell that something's inconsistent, even if it's not technically a disguise.
So it depends on the power/perceptiveness of the being. That aspect of the white eyes is the primary indicator among all Murmurs.
(and is specifically included for that reason)
The easy answer would be getting some of your features at-will instead of limited-use
Yep, that's why I think I will really go for the full transformation so that your biology is now enhanced by magic and you have passive effects to show your body is different now.
Should DM me that so I can check it later
I've had a lot of kid stuff to do today lol
That seems far more pertinent lol
Yeah, and harder to get out of hahaha
So fair lol
I do wonder if they would be able to break down mentally if they would truly believe to be Human for example and someone proved they aren't.
That sounds like an EXCELLENT roleplay opportunity lol
I don't know about coding it into mechanics but I can see that resulting in a change of appearance or a drastically modified set of capabilities (like losing the Origin Feat and gaining the Lineage trait)
Probably doesn't have to be coded mechanically, but could be mentioned as possibility.
That's a good point. Might mention something about it in the flavor text about appearance/capabilities and identity or just change some of the language about integrated Murmurs
Also the information you shared would lead me to believe they are very likely to be Sorcerers or some high Charisma beings because it's charisma that ties to identity isn't it ?
Yeah, Warlocks use to assert their contracts and sorcerers their magical origin ties
Identity is pretty well tied to Cha.
I wouldn't probably expect Murmurs to be Warlocks, but definitely Sorcerers, Bards, Paladins.
I dunno about Paladins. Because they are Charisma tied I kinda image them as people that are so delusional they get superpowers
Counterpoint, being liked by their patrons for their innate deception.
And for this, are murmurs not Abberrants so delusional they believe they're a different race?
Is it deception if they aren't often aware of not being what they claim to be ? Would be more persuasion as they persuade even themselves to believe they are what they believe they are.
Warlocks' patrons also seem to focus more on how they can use someone than their innate morality, so I can see them being taken advantage of well.
Okay, this seems pedantic, both worth fine
Persuading your Patron for more power leads to the same end
Also hopefully they lend well to being Psionic subclasses like soulknives and psi warriors. I absolutely would love to see a psi warrior Murmur, that was lowkey my inspiration - I once played a winter eladrin with this flavor in a one shot
Oh, THIS could be good. Imagine dangling someone's past in front of the only to reveal it was a lie?
"I don't have your wife. You never had one."
I could see them being Celestial Warlocks for some reason.
I mean yeah technically they're most likely to come from the Astral plane where dead gods rest - it would be cool to see a Gith integrant or a cleric of a dead god too
Ooh I was imagining them as kids but that's a whole new level of deception
You could also have a narrative where someone manipulated a Murmur into being the person they want them to be
Like a sharran cult or something
You said also Far Realms so possibly GOO Warlocks ? Being connected to Eldritch Being since the beginning of their existence?
Absolutely, same with Sorcerers of the same flavor
I believe there is a word for it
Gaslight gatekeep girlboss baby
Imagine the legendary and most famous trio of Murmurs.
Gregor Gaslight, Gunther Gatekeep and Gertrude Girlboss insert JoJo pose
Intuitive, Dynamic, and Adaptive respectively
I'm slightly considering scrapping the telepathic bond mechanic and going back to just passive telepathy, but I don't think it's so problematic as to really present issues. It's essentially just a sending stone or table talk
You could give them a Psionic spell
From the UA
Currently, that's handled by the Lineage trait plus the Psionic trait below it. The versatility of that Psionic trait is something I'm a fan of
But I should look at the UA
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its "Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.
This bit?
The spells at the end I meant
Not sure if there are any inspiring ones for you
Ah, gotcha. They're interesting, but I think using other spells and giving them the psionic aspect essentially accomplishes the same goal without overlapping with Psion or other Psionic classes. That was something I was trying to avoid (after being reminded to)
I need to also take more design cues from UA and 5e when homebrewing for 5.5e, I think. Because they're technically outdated I forget that there's still solid inspiration/graceful mechanics I can borrow inspiration from.
I might incorporate that V/S/M stipulation, but I don't know where. Don't wanna modify the spellcasting aspect of the trait to avoid confusion - in the Weird Magic trait maybe I'll say it, but that's kinda bloated too. Maybe you can just use your body as a spellcasting focus.
Lol, I have a race that does almost exactly this.
They can use their cap as a Spellcasting Focus
Then I'd definitely have to adjust something elsewhere I think, though. That gets to be on the powerful side for a Species
Cap?
Like a mushroom species?
It's a Mushroom race, Witch Cap
Made from a spellcaster dying near a special Weave sensitive Mushroom
Dope dope lol, that's flavorful
Nah mushrooms taste horrible
I would be inclined to maybe reflavor as a myconid grown from the corpse of a spellcaster but then witch cap would have to be a lineage thing so maybe not
I have finished my Shadow Cavalier fighter subclass, it might be too strong since i made it but it is cool imo.
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. 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.
Level 7: Shadow Transportation
You can take a bonus action to teleport within 5 feet of any of your shadows. You can use this bonus action a number of times equal to your intelligence modifier and regain all expended uses on a long rest.
Level 10: Resistant Shadows
Whenever a shadow takes damage, you now take half damage on a failed wisdom save and no damage on a successful one.
Level 15: Surging Selves
Whenever you use your action surge, your shadows can also take an additional action, except for the attack action.
Level 18: Simultaneous Strike
You can take an action to cause you and all of your shadows to merge into one being and make a single attack against a target. On hit, this attack deals damage equal to four rolls of your weapon’s damage dice as necrotic.
Witch Cap:
-# "When spellcasters die, this fungus sensitive to the weave occasionally reincarnates them as a new being, with similar magic to the recently departed. As vastly differing as they may be, the one thing they all share is a signature Cap, of which no two are quite the same. Metallic blue and oversized, or sparkling red and miniature, they are always attention drawing.”
-# You are a Plant.
-# Fungal Nature: You don't need to eat, drink or sleep, but do need to rest and absorb sunlight to sustain yourself and gain the benefits of long rest. You require 4 four hours of bright light, or 8 hours of dim light a day.
-# Echo of Magic: You can use your cap as a Spell Casting Focus, and you learn a cantrip of your choice, from the Wizard, Druid, or Cleric spell list. Starting at level 3, you can choose a first level spell from the Wizard, Druid, or Cleric spell list. You always have that spell prepared, and cast it without expending a spell slot. Once you cast it this way, you can't do so again until you Finish a Long Rest. You can also cast it with any spell slots you have. Starting at 5th level, you can cast the spell you chose without expending a spell slot again after you finish a Short or Long Rest.
-# You gain Proficiency in the Arcana Skill.
So they can look like Bishops with their tiny red hats ?
You get this race
Heck now you got me thinking of even funnier hats . . . Imagine a shelf mushroom vertical, like a Mohawk for a Bard
I would want big, Deep Purple cap and Bladesinger Wizard. I would call myself Shiitake Goomba
Yeah that's dope and also giving me comparative reason to step back on the amount of Murmur features lol
Can you have sub-race with specific innate spells ? Illusions ?
Whenever one of y'all writes a species or a class in one page without worry (let alone a column!) I have some self reflection to do
You're mistaken. If I made it look easy, it was NOT
I tinkered with the spell list like this for a while, but it just didn't pan out as varied as I wanted it to be for people who wanted to be reincarnated from someone specific
I traded power for Versatility
The time I got reincarnated as a Mushroom
TOTALLY FORGOT TO REPLACE FALSE LIFE WITH ARMOR OF AGATHYS
It's there now, that was literally the whole reason I added Weird Magic
Sorry if im asking too much or derailing the conversation but could i get some feedback on this?
I could see one being Cordyceps and can raise one dead as mushroom zombie, other being Psilocybe being able to cause some illusion spell. Amanita that has poison spell.
Based on what school of magic you were closest to when alive
I would look I'm j indisposed
"Except for the attack or Magic Action" is a good idea for level 15, other than that seems like a balanced take on Echo Knight not tied to it.
Oh, wait, caught smth small
Base range being 15ft is a good idea
That way final range caps at 120ft
oh i thought i was being unique with the shadow self feature, not actually making Echo Knight (Variant) but with different flavoring
But yea level 15 could use no magic action, and honestly 240 foot range at 18 was actually prob too much
It's totally fine, Fighter could use a Shadow sub and some people don't like the flavor of Echo Knight anyway
And just reflavor the cool mechanics instead anyway.
actually
Level 3, 15 feet
level 7, 30 feet
level 10, 60 feet
level 15, 120 feet
Level 18, 240 feet
I might need to tinker with it a bit more to get max range at 120 feet
You could flat double it then ig
Double at at levels: (specify every Subclass level except 7th)
However, it cannot move more than 30 ft away from you. This range doubles at levels 11 and 17.
honestly makes more sense this way
like every time you get an additional shadow you can have them further away to make more room
I gather there is a big update to homebrew weapons coming down the pipe which will allow for specifying all the damage when making a weapon from scratch
Bump
Working on a few statblocks now, but what do y'all think of this as a concept? Does my wording make sense?
Carryon Sludges
Carryon Sludges are a magical ooze which forms colonies in forgotten ruins. They consume corpses and ideas, draining psychic energy and adopting a form reminiscent of some They consume corpses and ideas, draining psychic energy and adopting a form reminiscent of some race or species not from their area, making some odd circumstances, and believing they are something they are not...
Over the course of their growth, Carryon Sludges begin to gain a thinking mind, believing they are proper members of the species or race they mimic with their own history. As they lack proper understanding of the history where they were, they tend to create a false tale they believe with all of their hearts.
Carryon Tales
In cases where Carryon Sludges mimic sentient creatures, they can forge false histories that make more or less sense. For example, a colony that mimics goblins may grow to believe they have tended an abandoned shrine for generations, when it was an elf shrine that had been destroyed only 100 years ago. Carryon Sludges are almost like an inverse of a false hydra in that way: instead of distorting history by removing things, they add to it.
makes sense
I find it generally pretty to fit species traits on one page, even one column
It's the lore stuff that's hard
Alrighty, good. Right now I'm thinking of making about 5 statblocks: a young Sludgeling form, a medium-aged form, and 3 adult forms that are specialized. Like, one on its way to mimicing a Humanoid, another mimicing a Beast, and maybe another for Plants? (Like Treants so they believe they are guardians of some forest or whatnot.)
I think you mean "Carrion"
Actually that's intentional. A play on words.
Ah
They "carry on" a false history, but they also feast on carrion.
Good catch otherwise though lol.
Gotcha
I think I have an affinity for complex traits and features which leads to a lot of very long strings of nonsense. Real about the lore tho
This is hilariously similar to the Murmur species I'm working on lol
Oh really? I just randomly had the idea and knew I'd forget if I didn't write anything about it.
I might draw inspiration from it if I make a monster stat block for feral Murmurs
Nice. Give me a few and I'll have some prototype statblocks (unbalanced) for you to reference lol.
Yeah it's a rockin idea lol, the false identity vein is a rich one
Peak. I might also draw inspiration from Star Spawn though, not sure yet
How would one Stat a large chakram it would be able to be thrown, think Tira from Soul calibur
If you're going for a normal chakram, I would use something like a short sword as a starting point and change the Weapon Mastery. Then add the thrown property and get rid of the light property?
Potentially (though i should mention this should be for 2024 not 5e edition)
That's where the mastery comes in
yea derp
I wrote six species for my own setting, I should show you sometime. Each one fits on two pages, but The Lore ™ is like 75% of that
Im halfd a ssleeep didnt see that xd
At that's the good stuff
So short sword 1d6, with Vex annd thrown property? essentially?
I'd consider Slow?
You also might wanna regulate the throw range, 1d4 is the standard for thrown weapons so you'll need a tradeoff with 1d6.
I'm thinking of Smash Bros chakram tho
Javelins are 1d6 thats as basic as it is for thrown right xd
aside from daggers
Oh dang catch me lacking ig
i would like vex as im trying to make a barbarian echo knight fighter lol who uses a chakram but yea
slow is okay
I figure slow reflects the idea that a chakram user discourages approach
Fair
Vex advantage is fine tho just makes it feel a bit more like dagger but stronger - doesn't really mean it's a problem though
ye essentially xd
Level 14 Rogue feature for a Rework I'm working on:
Perilous Gambit:
-# You acknowledge sometimes dangerous plans gain invaluable advantages. Whenever you choose to fail a Saving Throw, you can use your Reaction to move up to half your Speed and make a Weapon Attack at Advantage against the creature that forced you to make the Saving Throw. On a hit, it is a Critical Hit.
This break anything?
Only if 11d6 damage as a reaction breaks things. (4d6 for critting with a greatsword, 7d6 from sneak attack)
In all seriousness, I'd advise placing it on a limited use.
Alrighty, I made 4 statblocks for Carryon Sludges instead of 5, but here they are on a fresh Homebrewery:
https://homebrewery.naturalcrit.com/share/Y8rWdultckOl
It's also pages 12 and 13 of my big collection:
https://homebrewery.naturalcrit.com/share/8XeeYx_L8NjD
If anyone has balancing notes, let me know!
Extended logic: proficiency with martial weapons isn't hard to obtain, so basically all weapons are on the table. Just considering melee weapons, Greatsword is maybe not the best (don't really know because I'm not generally a min-maxer), but definitely a good option for an autocrit, and the advantage lets you use Sneak Attack.
So realistically, it plays into the Rogue burst damage philosophy. If your rework doesn't affect Sneak Attack conditions, then I'd say putting it at a # times per some type of rest limit.
Does anyone else have synchronicity experiences with critical role? Just me?
Like they say something as a group that relates to your own experience
It's far out man
Consciousness is complex huh?
It's hard to explain just use your intuition.
Critical role is so special of a thing to happen.
Love to you all 🫠♾️❤️🔥♾️
Lots of folks enjoy critical role - we even have a channel for it: #critical-role-spoilers
Thank you I just got here
I'm on episode 108 of campaign 2
Watched every episode
Traveler con 🥹
Of campaign one as well.*
Best character of campaign one?
Obviously Scanlan
Right? 😛
Let me nudge you to #critical-role-spoilers to continue discussing - I need to bounce around being a moderator but hope you have fun here!
Ok thanks man, love your name btw
Great sword wouldn't even be able to be affected by Sneak Attack lol.
Either limited use or no crit is what I’d advise
Two sneak attacks isn’t that broken at that level, but an offturn crit being the main source of damage would be weird
The feature does clash somewhat with the rogue’s slippery mind
Nevermind, I dumb lol.
It would, but since it specifies it needs to deal damage, it does lean more towards things you are trying to riskily "tank" to get off an unexpected hit
Physical saves that is, or at least mental saves that you know are gonna hurt.
Limited use seems to be what I'm hearing, which I'm hesitant on just because it's so niche.
A) Needs to be save.
B) Needs to deal damage on a fail.
C) Need you to fail the save on purpose (which, although I gave them a decent survival ability, still is not a great Prerequisite in the first place)
I don’t see the “needs to deal damage on a fail” part
Aaaaand I missed that lmao
Assume that lol
The save needs to deal damage on a fail, forgor to type that
I think “no crit” would feel best, since getting another sneak attack off is still big
A crit is double the damage a rogue would deal in a normal turn
So, question is, would that rly be worth auto failing let's say, a Fireball?
Taking an average of 14 damage (instead of taking either 14 or no damage) in return for getting a Sneak Attack, yes that’s worth
If they still have Evasion
They do, hm. Good point. Don't wanna be pedantic, but throwing out, what Abt a Cone of Cold?
Con save, so Evasion not at play.
It may not be worth it for certain Wis saves, since that may make the rogue unable to take a reaction
8d8
So 36 on fail, 18 on success
Rogues aren’t proficient in con, so against a DC of, say, 16 with a +3 in con saves, that’s a 40% chance of success without trying to fail (without bonuses from anything), so they’d take 18*.4 damage extra on average from choosing to fail
Still seems like it could be worth it
Although keep in mind that reaction could be used for halving the damage from an attack as well
I reworked Uncanny Dodge lol
Now it's a Dodge buff
Basically works exactly as before, but until the start of their next turn for taking the Dodge Action
(but gets turned off if they get Incapacitated or get their Speed reduced to 0)
Basically same as how you shut off normal Dodge
If they don’t have any other good reactions, it’s definitely worth it against cone of cold
Even with buffs (like a paladin’s aura), let’s say it’s a 75% chance of success for the save
Sacrificing an average of 13.5HP for a sneak attack opportunity (at that level, it’s doing at least 31 damage on hit)
I like the idea a lot
Well that's good, would it be out of line for a level 13 feature for a Subclass to turn it into a Crit?
Probably, because it goes from 2 sneak attacks of damage per round to 3
Could buff it to disadvantage instead of autofail for the save maybe
Or limited uses of the feature without autofail
Hm. Feels like smth making it less risky defeats the point
Oooh. Perhaps a d6, on a 4-6 you don't autofail?
50/50, so it has that gambling feel?
Feels kind of redundant when the save is already a gamble
Ah wait I see
It’s kind of equivalent to disadvantage (although this means it can stack with disadvantage)
If the class has other gambling features then it may work
It also means you’ll use the feature more, thereby generating more risky moments
Hm. Seeing as you know the math, would you mind taking a look at the rework? This is the first Draft.
https://docs.google.com/document/d/1t3rsi_ROk-5YfDE1FkMsAqzOhB6OxEImceaFg2HZQaI/edit?usp=drivesdk
I uh, definitely need some polish
But hoping it's got the right flavor, while still tinkering with its damage since Rogue is the weakest combat class.
Ok. Retooled the Foot Soldier.
Showmanship is a Mastery Property I added to the nunchaku Mikey has.
Parry is a tweak to the Mastery Property I came up with, based on the Monk's Deflect, for the Tortles' weapons.
Thoughts?
https://drive.google.com/drive/folders/19C_OGDIXZdzcnu78w-WGiRsrcASYinev
Useful to have, but not something that's gonna matter TOO much, as long as you aren't notocably below average
Outside of combat your speed is rarely gonna matter, since you usually have to move with your slower party members
In combat it can be useful, but at a certain point its gonna stop mattering as much. You're rarely gonna be in a situation where you're gonna have the room or need to move faster than you could dash with a normal speed
depends on the type
okie, so for a class i making, one of the core things is body part targeting, ive got the basic legs (hamstrings), arms, chest and head, with claws wings and tails being options, but what are some uncommon body parts and or some fantastical ones (E.G Wings, claws ect)
Movement
i meant like walking, flying swimming ect ect
I think it'd be a little funny to have an ability that just makes you faster than the fastest person in the room, idk by how much tho
Walking most likely
Different movements are different levels of good.
Walk speed is good. High walk speed is very good. But it does have diminishing returns at a certain point.
Swim speed is situational but good to have when it comes up.
Fly speeds are always good and keeps you away from enemies. The more of this is usually the better.
Any dig speed is generally seen as broken and gets around a lot of mechanics in game.
Yeah burrowing is broken as a player option
It's fine on monsters when used sparingly
And I'd add that climb speed is like swim speed: a little niche but great when you need it
(I would also add that fly speeds are less good on melee-focused classes. They're much less of a bonus on a barbarian or a paladin than on a warlock or a wizard)
Default burrow is admittedly overrated in many scenarios, even if still very powerful.
I've previously speculated that burrow would largely be fine if you couldn't concentrate while underground.
Obviously, there are still problems, but concentration + hiding makes up for the brunt of them, from pondering it.
Quick question! I have this ranger subclass ability that does this (When a creature you see within 30 feet is hit by an attack, you may use your reaction to subtract a number equal to your wisdom modifier from the attack roll. If that attack misses, that creature takes additional acid damage equal to your wisdom modifier.) Would it be okay to also add proficiency to con saving throws onto this?
I'm also willing to reduce that ability down to a certain amount of times per day if necessary
That is very necessary
I assumed so
Otherwise that's Star druid but better
I think i'm gonna make it twice per long rest and add the con proficiency
WIS mod/LR should be fine
The CON save prof depends on what level the ranger gets it at
Gloom stalker gets WIS (another major save like DEX or CON, as opposed to a minor save like STR/INT/CHA) at 7th
So if you're granting CON saves at 7th, you shouldn't grant anything else
3rd shouldn't happen at all
You could probably get away with combining it with your acid reaction at 11th or 15th
Though 11 is generally a damage boost for rangers
Oh I should probably tag the person who asked lol @simple tinsel
Okay
Con is important sure, but is it as important as dex or wisdom for ranger?
I'd prefer to do both even if it means the reaction is once per day
this is for 7th level btw
Considering how many ranger spells are concentration? I'd say probably yes
If anything, you might be able to move your reaction to 3rd
And leave 7th as just prof in CON saves
3rd already has a bunch of abilities
An idea I've had for a while actually:
Since conjure X spells are broken in 5e (not 5.5) by absolutely ruining the action economy with 20 summons. Could you technically fix that by just making a single swarm statblock for conjure spells that summon a ton of things, so instead of having 8 velociraptors you get 1 swarm that roughly equates their stats
yes
Yes..I think a simpler and better way personally is just to do what 5.5e does and give them the same initiative and whenever they attack deal the average total damage on a hit
The only issue is keeping track of hp really unless your on VTT
https://www.reddit.com/r/DnDHomebrew/comments/1rzmeul/prismist_artificer_subclass/
This is a link to a homebrew artificer subclass i nerfed recently. Any comments?
I think the best way of solving the issue is just running 5.5e versions of the spells
the Conjure spells in 5e have too many options that creating a swarm for all the scenarios would require a procedurally generated, simple to math out stat block, and then you treat it as a Summon X spell instead
at that point, to balance it, you need to make it equivalent to the Summon X spell anyway, so why not just use the Summon X spell instead
Everything seems fine to me, but the prismatic spray ability doesn't need the expend a spell slot verbage because artificers are half casters and prismatic spray is a 7th level spell, which means artificers don't get access to that spell anyway
is the damage changing ability too powerful?
you do need that verbiage, although it’s a bit different
You can cast Tasha’s Bubbling Cauldron without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist’s Supplies as the Spellcasting Focus. Once you use this feature, you can’t use it again until you finish a Long Rest.
you need to add the “without preparing the spell” part
why? I have no idea, but that’s the way it’s written in official stuff
the level 3 feature is too strong
you need to give it limited uses
how many uses?
probably INT if you let it be active for the full turn
or INT x2 if it’s 1 instance of damage and the extra effect only affects 1 target
it is only one target once per turn
and you have to hit the target with an attack/make them fail a saving throw to apply the effect
yeah, you can have INT x2
Yeah I know it's better but personally I do understand players wanting a bunch of animals and I do also like it a bunch
hmmm... what if i give it a recharge mechanic similar to a dragons breath weapon?
a bunch of animals is what the 5.5 version does, it’s just when you have so many animals they stop acting individually
you can flavor Summon Beast as a swarm if you want
it’ll end up being the same as conjuring an actual swarm using Conjure Animals
what recharge mechanic?
you can make it so your Magic Item disassembly restores 2 uses
instead of giving a 2nd level spell slot
as in the ability only has one use, however whenever you start your turn you roll a D6, and on a 6 you recharge the ability
oh, yeah, you can do that
if it’s 1/SR
then recharge on 6
or 5-6
I do like that
updated it to add the recharge, how does it look?
Reminds me while I'm here, I changed the circle of the land Druid a while ago, might have overturned it (originally I wanted to just change a few things but oh well)
https://docs.google.com/document/d/1mQjxtVqCnkya_oJsWgeO8ulIAceN7p0i7jXk9gSiVeI/edit?usp=drivesdk
the 9th level feature is too strong
https://docs.google.com/document/d/1_eRO-jD7k8L-xeVAymuzpvMVqRI-vMCx5S603GWOgSs/edit?usp=sharing
Here's a ranger subclass I made, feel free to critque and suggest nerfs/buffs
that’s Twinned Spell 2014
the subclass is for 2014 D&D
you can give them 1 use per Short Rest
I wanna say you can make the 5th level feature stronger
wait shit i should update that feature too
why isn’t it the same types as your level 3 feature?
Whenever you cast a spell using your Alchemist’s Supplies as the Spellcasting Focus, you gain a bonus to one roll of the spell. That roll must restore Hit Points or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).
i updated it to make it the same types
this is the wording you wanna use, just replace the types
should the cold option cause the target to be restrained instead of slowed or would that be too strong?
too strong
it already stacks with Ray of Frost
fair
other than the level 9 feature, it looks good
Twinned Spell is very expensive for Sorcerers
this if you guys wanna look at it
and that’s their class feature, having it be PB/SR makes this artificer better at it than Sorcerers
its per long rest
also, do you think the radiant debuff overshadows all the other effects?
CON save proficiency should be a level 7 feature if you wanna have it
you can’t replace a high priority save with another high priority save
so you could need to make it CON or INT/CHA
instead of CON or WIS/INT
you could also make it INT or STR
Rangers start with str
but that’s unconventional
yeah, but Rangers don’t start with CON
so you could assume STR might not be covered, but the convention is to have it be the 2 low prio that are not covered
Why would I make the alternative proficiency str if every ranger already starts with proficiency in str?
well, it’s not the ideal option, but it activates if your starting class is not Ranger
the game assumes your starting class is the same one, so convention is INT/CHA
i think im gonna go with int/cha
if it really matters that much instead of con or wisdom/int
CON/DEX/WIS are more difficult to get than the other 3
so making it CON or WIS makes it easier to grab the high priority ones
move the level 7 feature to level 3, decrease the power of Venom Burn, it’s 1d8 > 1d12, passive damage options on Rangers are 1d4 > 1d6 or 1d8 with restrictions
Of all the saves, wisdom and charisma are the easiest to get
or the ones you will most likely get
the CON save part, move it down to level 7
I think its fine where it is
the fey wanderer gets extra attack which gives it a possible total of 2d4 at level 5 going to 2d6 at level 11
dreadful strike gives you 2d6 at level 3 and 2d8 at level 11 just a certain amount of time per day
yeah, it’s limited times per day
Fey wanderer lets you deal an extra 1d4 (or 1d6) to a creature per turn, but you can do it to multiple creatures per turn
that’s why it gets to be higher damage
sure, but being able to do it on the same creature is stronger
it needs to have some restriction for 1d8
and turning it into 1d12 is assumed to be part of the level 11 feature at that point
yes, but the average damage of 2d4 is better than 1d8
because you generally don’t get that
no, you’re a Ranger
I fail to see why being a ranger changes this?
Rangers are single-target DPS
when you attack more than 1 creature, you’re losing your possible riders
2d4 have an average damage of 5 1d8 has an average damage of 4.5
what does this even mean?
1d4 to 2 targets vs. 1d8 to 1 target
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
this is an ok feature
3rd Extra Attack is an amazing feature
why? because you can target the same creature with your 3rd Extra Attack
huge difference
What does this feature have to do with venom’s bane?
I’m demonstrating the difference between 2d4 extra damage and 1d4 extra damage on 2 creatures
Its literally a pool of points equal to the dies roll that you can distribute amongst multiple targets if you want
The only difference is making two attacks
and 1d8 does not equal 2d4
they may add up to the same number but 1d8 gives more potential while being worse on average
worse by 0.5 DPR doesn’t mean much
that can add up
much like the dueling fighting style
when you’re able to benefit from Hunter’s Mark or Push the same target into Spike Growth
Dueling is +2
0.5 average and not flat, doesn’t add up
you can do the same thing with a fey wanderer though?
you’re probably over killing by more than 1.5 damage
you lose the “2d4” you’re talking about
or you lose the other riders
sure, not everything has to be a 2d4
what are these “other riders” you are talking about?
Hunter’s Mark, Spike Growth, being against 1 enemy
you’re losing a lot of damage potential for that extra 1d4
the d8 isn’t losing anything
nothing changes about hunter’s mark?
you’re allowed to have a 1d8 rider on level 3 Ranger
you just need to pull it back somehow
also, isn’t Tremorsense an active?
What about it?
I’m pretty sure Tremorsense is an active sense and not a passive one
Doesn’t say that in the rules
I mean if you can find a passive Tremorsense, you can keep it
but I don’t think it exists
Just because a passive ability of it doesn’t exist doesn’t mean it can’t be passive
if it doesn’t exist, there’s usually a reason for it
blindsight can be taken as a fighting style and is better than tremorsense
you can make it Blindsight for creatures that aren’t flying if you want
Tremorsense can sense things other than Blindsight
you wanna make it blindsight, you can make it blindsight
Sure, but it doesn’t prevent you from some of the conditions of spells like darkness or invisibility like blindsight does
if you attack an invisible creature, you’re still at disadvantage unlike blindsight
just as an example
Asking again, but could someone take a look at my changes to the druid of the land subclass? I feel like I might have overtuned it but I'd rather hear opinions on it
https://docs.google.com/document/d/1mQjxtVqCnkya_oJsWgeO8ulIAceN7p0i7jXk9gSiVeI/edit?usp=drivesdk
the issue isn’t the combat potential
Tremorsense trivializes some encounters
as would blindsight
having it always be on trivializes encounters for no cost
I’m not talking about combat encounters
also knowing where something is in a 10 ft radius doesn’t trivialize an encounter
I understand what you’re saying
the things within 10 ft of you still have to be moving though
I can for sure put a timer on it though or a certain amount of uses for a turn
i just didn’t want to get rid of tremorsense
all I’m saying is if it doesn’t exist in the game, it’s not accounted for
I wouldn’t give anyone 5 feet of Truesight before T3
the sense virtually doesn’t exist in the game until tier 3
and thus, I won’t allow stuff that give it earlier and I won’t make stuff that does it earlier
unless passive Tremorsense exists already in the game, I’m not letting it come close
if you’re designing this for your players or something, it’s up to the DM if they wanna allow it
not up to me, I’m just the person in this chat who makes sure everything is balanced and up to the standards of published content
if that’s not what you’re hoping for, my feedback isn’t all for you, maybe let me know what type of feedback you’re looking for though so I can help
in terms of combat balance, level 3 is a bit strong if you have anything else in level 3, 5 feet of Blindsight wouldn’t be an issue with your current setup, but 10 feet would be. So you can compare that to Tremorsense the way you want
level 7 feature is a bit weak
it’s equivalent to Shield for 1 attack could be used for an ally, number of uses could be higher
otherwise it’s fine power-wise
CON save at level 11 is too much, if you aren’t putting it at level 7 as the only feature, it’s too strong with extra effects here imo
hello (I have come for advise or help how to homebrew my character)
homebrew a character?
you might be looking for #character-discussion
Idk im new here mb
homebrew means creating extra stuff within the rules
if you’re just making a character, you’re looking for #character-discussion
Thank you so much, also sorry
Hello, homebrewers. Do you have any interesting creature that manipulates gravity that I can use for inspiration? I am trying to make a homebrew boss for my players to fight.
Thank you so much in advance!
updated the subclass, how does it look now?
I don't have much experience with Artificers, yet, but it looks solid 🙂
Came up with a stat block for a Foot Clan soldier...
I based Parry and Showmanship on Mastery Properties I came up with for the Turtles' weapons. I didn't know Parry already existed until today, so I thought I came up with something unique haha
Thoughts?
https://drive.google.com/drive/folders/19C_OGDIXZdzcnu78w-WGiRsrcASYinev
Actually, yes. I have such a stat block. Since I cannot post images here, I sent you information on The Inverted Sovereign. 😀
Take a roper and give it the telekinetic abilities of a poltergeist.
Asking again, but could someone take a look at my changes to the druid of the land subclass? I feel like I might have overtuned it so I want some opinions on it
https://docs.google.com/document/d/1mQjxtVqCnkya_oJsWgeO8ulIAceN7p0i7jXk9gSiVeI/edit?usp=drivesdk
What would you think about replacing the Wild Magic Barbarian’s Magic Awareness feature with the Arcane Trickster Rogue’s Spellcasting feature, just with Druid or Sorcerer spells and Wisdom or Charisma as the spellcasting ability?
I think it would be a cool idea to include both
Make the WM Spellcasting wis based and 1/3, with the sorcerer spell list, throw in normal wild magic randomness shenaniganery, and keep magic sense
For a homebrew variant you could also include a higher level feature that allows for casting while raging
I will definitely think about that
@hollow siren How does this look?
Level 3: Spellcasting. You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details How you use those rules as a wild magic barbarian.
Cantrips. You know three cantrips: Sorcerous Burst and two other cantrips of your choice from the sorcerer spell list. You learn other sorcerer cantrip of your choice at level 10.
Spell Slots. The Path of Wild Magic table shows How many spell slots you have to cast your sorcerer spells of level 1 and higher. You regain all expended spell slots when you finish a long rest.
Spells Known of Level 1 and Higher. You prepare the list of level 1 and higher spells that are available for you to cast with this feature.
The number of spells on your list increases as you gain barbarian levels, as shown in the Spells Known column of the Path of Wild Magic Spellcasting table. Whenever the number increases, choose additional sorcerer spells until the number of spells on your list matches the number in the Path of Wild Magic Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 barbarian, your list of prepared spells can include five sorcerer spells of level 1 or 2 in any combination.
Path of Wild Magic Spellcasting
Barbarian Cantrips Spells -Spell Slots per Spell Level-
Level Known Known 1 2 3 4
3 3 3 2 - - -
4 3 4 3 - - -
5 3 4 3 - - -
6 3 4 3 - - -
7 3 5 4 2 - -
8 3 6 4 2 - -
9 3 6 4 2 - -
10 4 7 4 3 - -
11 4 8 4 3 - -
12 4 8 4 3 - -
13 4 9 4 3 2 -
14 4 10 4 3 2 -
15 4 10 4 3 2 -
16 4 11 4 3 3 -
17 4 11 4 3 3 -
18 4 11 4 3 3 -
19 4 12 4 3 2 2
20 4 13 4 3 2 2