#homebrew

1 messages · Page 90 of 1

vagrant egret
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Fair and reasonable pushback here - some of my thoughts may have been affected by the 4-am-ness of it all. Excited for you to get a chance to play test!

lethal cedar
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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

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...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

mighty oasis
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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

lethal cedar
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Oh man im bad with classes

mighty oasis
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haha no worries, give it a look over, no need to make big changes, even a spelling correction would be lovely

cerulean seal
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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
mighty oasis
cerulean seal
mighty oasis
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yea probably

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borrowed knolage?

cerulean seal
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I'll replace enhance ability since Sorcerer's already get that spell

mighty oasis
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ye

brittle axle
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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?

mighty oasis
brittle axle
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Aside from it being apart of the myth

mighty oasis
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true, however, infinet money, but if they start selling bold bars that transmute into bricks, someones going to assasinate them

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or try too

cerulean seal
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I think this works. idk if con save fits the myth though

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Maybe a dex save to avoid being touched

brittle axle
brittle axle
mighty oasis
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yea

brittle axle
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That is a really good idea

mighty oasis
brittle axle
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I only made it Con because this is a higher level version of Flesh to Stone

cerulean seal
mighty oasis
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true

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also anyone selling mass amouts of gold is going to be investegates

brittle axle
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And, at least in my world, the dwarves would want them dead

mighty oasis
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yup

native grove
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do you guys think this subclass is balanced?

brittle axle
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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).

mighty oasis
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thats sick as hell

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who does it listen too? bc it doesn't specify you

bronze patrol
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alright, back to working on this

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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

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I think I want to give deception vs persuasion prof and some other small thing

frank leaf
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Smth smth, "Fey Bearing"

bronze patrol
bronze patrol
frank leaf
dry lintel
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How would you guys update the Ring of Winter to 5.5e standards?

bronze patrol
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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.

bronze patrol
bronze patrol
frank leaf
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Maybe 2

bronze patrol
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I can see 2

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3 was just the first number that came to mind

thin harness
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Can I share my homebrew here again chat I've worked on it a bit dndOwlbear

thin harness
mighty oasis
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oh yay this again

bronze patrol
thin harness
mighty oasis
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im always here to help

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my main thing is

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that just a monk now

bronze patrol
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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.

olive harness
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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.)

bronze patrol
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I like the charisma bit, gonna add it in

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I can always rebalance later. This is a first draft. I like it

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okay so that's level 6 done

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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

main violet
brittle axle
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I forgot a clause

olive harness
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I am thinking the attunement and the non-modified d20 roll makes the rare regeneration of a sorcery point fairly balanced

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But all opinions matter in this case for balancing

brittle axle
olive harness
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Yeah, that is what I am confused about

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I don't know any cantrips that grant metamagic features

worthy cipher
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Anyone good at making homebrew items? im in a pickle

olive harness
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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.

worthy cipher
# olive harness 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

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But im failing at making it work

olive harness
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What specific feature of a character sheet are you trying to have the item adhere to or provide benefit for?

worthy cipher
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I want it to be applied to their rolls and visible on their sheets

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When they use the item i mean

olive harness
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Oh, so that is like a Roll20 or a D&d Beyond type of question

worthy cipher
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Oh right yea silly me, i meant dndbeyond homebrew item creation xD

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Im so deep into work i forgot to say that very important detail xD

olive harness
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Yeah, I would talk to people who troubleshoot that

worthy cipher
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Aight ill try that thank you!

scenic urchin
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anyone know of any brewed magic weapons that reward hitting high HP targets and punish hitting low HP targets?

sterile shadow
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Would this be a good place to ask to be shown subclass homebrew in case one would be looking to use it?

scenic urchin
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yea

sterile shadow
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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

scenic urchin
sterile shadow
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Might work, but I don't like its not complete. Still, thank you for the suggestion

hexed stratus
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how does one go about made a homebrew race?

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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

scenic urchin
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kind of a hard thing to describe in words

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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

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and then after that, balance is found through trial and error

hollow light
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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 :/ )

scenic urchin
mighty oasis
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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

hexed stratus
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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.

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finally got the images transcribed into text. These are what i pulled

scenic urchin
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not familiar with what the graveborn are--- how would they differ from the reborn?

hexed stratus
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Name. Sounds cooler

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they dont need to eat raw meat to remain sane

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no particular magician rose them, just random twist of Wild Magik and fate

sterile shadow
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Reborn don't need to eat at all. Dhampir are the ones who (possibly) need raw meat

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If you want an undead race that isn't a vampire/is a zombie type reborn are right there

hexed stratus
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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

teal yew
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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.

scenic urchin
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dont see why not

sterile shadow
main violet
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And after 9 cycles the dc is 0

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Which is 4.5 days

hexed stratus
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What’s the difference between a Granted trait, and an Additional trait?

olive harness
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And it resets

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"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."

olive harness
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Could just be me though

pearl river
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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

dire sparrow
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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)

umbral dust
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Doesn't seem too bad no

cerulean seal
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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

deep cedar
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what is the easiest way for my players to look at my HB spells and magic item descriptions?

kind spruce
deep cedar
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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.

kind spruce
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Ahh you're writing them in Beyond?

pearl river
deep cedar
sturdy knoll
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You don't have to publish the homebrew for this to work

deep cedar
sturdy knoll
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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.

deep cedar
bronze patrol
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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

brittle axle
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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

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Second draft

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I also added the in combat clause to unbind shadow as well

scenic urchin
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seems like it should be concentration

brittle axle
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It’s based off of animate dead but is less powerful

scenic urchin
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oh its less powerful than animate dead?

brittle axle
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It should be you can have four zombies or skeletons using that this is one Max per spell slot

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And one year to make it permanent is longer than most campaigns go

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You also need a suit of plate armor for this

scenic urchin
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thought animate dead only created one undead at a time

brittle axle
scenic urchin
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sure but also zombies and skeletons suck

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animated armors are a bit better

brittle axle
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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.

scenic urchin
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prob should be conc

brittle axle
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If anything I’ll up the cost to cast it or up the level I don’t want to add concentration

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Maybe make the Plate Armor consumed unless it is recast.

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How do you playtest spells? Just run sessions with players who have them?

scenic urchin
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yes

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preferably with a baseline dungeon

brittle axle
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Then I need to find players who would do that

brittle axle
scenic urchin
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you make it

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or you grab a hardcover and borrow one of your choice from there

brittle axle
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How is it a baseline if I home brewed it myself?

scenic urchin
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well i mean baseline as in one you have used before in regular play

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so you can see the difference

brittle axle
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Oh, ok. I haven’t run much stuff so that is just the haunted house from Saltmarsh.

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Which is not high enough level for these spells

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I just really like making stuff I’ve not run the game very much hopefully I can do that more.

marble hull
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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

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Redemption is all about taking an oath that others can be redeemed

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Penance is all about the paladin themself seeking redemption for their own actions

brave gazelle
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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.

marble hull
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Also idk how I feel about rage not being a part of the class until level 10

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It also seems quite similar to the new pugilist class

brave gazelle
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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

cerulean seal
scenic urchin
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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

marble hull
brave gazelle
scenic urchin
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if that's it... that could be better

cerulean seal
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There are lots of third party classes and material

brave gazelle
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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

marble hull
fierce dome
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People complain about WotC balancing but in my experiencing it's not near as bad as what I see in third party stuff

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Almost every third party subclass I've read has been either crazy underpowered or crazy overpowered

scenic urchin
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balance be hard

fierce dome
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Freal

marble hull
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I’d like to make a few edits to the sun soul monk, would anyone wish to join me?

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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

left perch
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Would trying to add red and blue die to a campaign like a deck of many things be easy to come up with?

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Cause theres 32 different outcomes but thats so many things that could happen

left perch
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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

frank berry
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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

left perch
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Oh my goodness

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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

frank berry
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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

left perch
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Makes sense

polar matrix
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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

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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

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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

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The main stat would be charisma

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With at level 5 I can use some classes abilities but toonified

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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

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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

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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

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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

granite wasp
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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

normal wolf
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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

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Sorta like how a boar charges

queen crater
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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, legendary

A 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.

vagrant egret
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(@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.

spark orchid
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It is also unfinished, since i haven't written 14th lvl yet

hasty rune
spark orchid
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It should give some extra things during rest

hasty rune
spark orchid
hasty rune
floral robin
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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

spark orchid
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My main worry is that Fancy moves are too strong.

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And a fact that on 6 lvl you have 10 different moves

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Not even talking about 14th

hasty rune
true forge
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Blindness/Deafness, Enlarge/Reduce
Fear
Banishment, Polymorph

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Modify Memory

floral robin
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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

floral robin
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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.

true forge
floral robin
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to be honest I didn't really have many idea

true forge
floral robin
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I called the subclass Hex Master

true forge
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hmmmm, i may have something that could work lol

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to give you ideas at least

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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)

granite flax
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Helloo!!

floral robin
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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

hasty rune
spark orchid
granite flax
sturdy knoll
hasty rune
granite flax
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Tyy!

spark orchid
hasty rune
spark orchid
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I just learned some theory

oblique wigeon
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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?

spark orchid
spark orchid
spark orchid
sturdy knoll
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Yes?

spark orchid
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Would you mind checking my bard subclass

sturdy knoll
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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.

oblique wigeon
#

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

oblique wigeon
main violet
hasty rune
true forge
spark orchid
#

XD

hasty rune
spark orchid
polar matrix
granite wasp
#

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

astral pulsar
#

Seems like a strange concept but do you think jjk binding vows or hunter hunter restrictions could work in dnd

true forge
cerulean seal
olive harness
frank leaf
cerulean seal
frank leaf
#

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

cerulean seal
#

Everyone wants their own unique ability. So you basically have to design a subclass of sorts

frank leaf
cerulean seal
#

So martial only campaign with custom subclasses 😭

#

And custom CE system for the generic techniques

#

Crits are just black flashes

frank leaf
true forge
true forge
rocky spear
#

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)

frank leaf
# true forge Sooooo, any more feedback for this?
  • 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

true forge
#

Necrotic is uncommon :P

frank leaf
#

Like, play Descent into Avernus or Curse of Strahd and come back lol

#

They aren't super common, but super concentrated

fierce dome
#

I'd say that's campaign dependent though haha

coral delta
#

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.

fierce dome
#

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

true forge
frank leaf
#

Just checked

#

In 5e, 13-15% of all monsters deal Necrotic

#

So pretty common

true forge
# frank leaf . . . Are you sure Abt that?

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

frank leaf
#

You might be thinking of Resistances

rocky spear
true forge
frank leaf
#

There's not lots of drawback spells

#

But a notable one is . . . (Gimme a sec)

fierce dome
#

5e tries to avoid malus design in general

#

It tends to be...unfun

rocky spear
frank leaf
#

Tenser's Transformation

fierce dome
#

Tenser's Transformation is a mess that doesn't actually function though

frank leaf
fierce dome
#

It gives you proficiency in heavy armor, and lasts ten minutes...but it takes ten minutes to don heavy armor

high pendant
fierce dome
#

And you can't don it before you cast, because you can't cast while wearing armor you're not proficient in

frank leaf
fierce dome
#

Tenser is broken not in that it's too powerful, in that it literally doesn't work

frank leaf
#

HB one that is

frank leaf
#

But we're talking power here

#

Let's assume you're able to baseline use it.

rocky spear
fierce dome
fierce dome
high pendant
#

2024 exhaustion

fierce dome
rocky spear
#

Also its not ACTUAL lightning, its a whole thing within my campaign, it just takes rhe form of lightning

tiny sundial
#

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

frank leaf
# rocky spear Going by spell levels I suppose level 9, but its an endgame spell

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?

rocky spear
#

Yes

fierce dome
rocky spear
#

It is, im just formatting it as a spell for ease of understanding for my player

fierce dome
#

Like a 1/LR move kinda thing

rocky spear
frank leaf
# rocky spear Yes

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

high pendant
frank leaf
#

Lots of them are particularly debilitating

fierce dome
frank leaf
rocky spear
#

OHHH

#

Where do i find the major detrimental property list

frank leaf
rocky spear
#

ty!

fierce dome
#

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
rocky spear
#

Nodnod

fierce dome
#

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

plain grove
#

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

main violet
coral delta
#

20 Str is kind of small for a huge monstrosity, even at CR5

plain grove
#

Yeah, I haven't thought it out well, I just made a mish-mash between giant constrictor and elephant stats 😓

coral delta
main violet
plain grove
frank leaf
frank leaf
plain grove
#

I guess Ageless, Immutable form and Fearless

#

And I also give it extra weakness to cold damage because snake

scenic dew
#

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.

fierce dome
#

I think it's an interesting idea

#

But I just love agathys so

scenic dew
# fierce dome But I just love agathys so

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.

fierce dome
#

Add a line in the additional spell list that you can cast one spell from the list free/LR

scenic dew
#

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.

fierce dome
#

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

scenic dew
# fierce dome Add a line in the additional spell list that you can cast one spell from the lis...

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.

fierce dome
fierce dome
scenic dew
fierce dome
scenic dew
fierce dome
#

It's structured a lot like battle master. I copypastaed a ton of the text straight from BM

#

Then made little tweaks lol

scenic dew
# fierce dome Sounds like you're just trying to give a ring of spell storing as a feature haha...

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.

fierce dome
#

Someone is playing it in an online campaign I'm in, I'm real excited to see how it works out

scenic dew
#

I like the Farsighted

fierce dome
#

But I recommend finding and reading the ring of spell storing. Some of the rules text could be useful for your feature

scenic dew
fierce dome
#

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

scenic dew
fierce dome
#

I'd have to go do some digging lol

fierce dome
#

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

scenic dew
#

So naturally by protecting the warlock, they protect themselves.

fierce dome
#

I'm not sure agathys really matches transmutation and abjuration anyway. You might have two different subclass ideas here

#

Isn't agathys Evo

scenic dew
#

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

frank leaf
fierce dome
frank leaf
#

So maybe smth similar?

frank leaf
scenic dew
fierce dome
#

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

frank leaf
scenic dew
frank leaf
#

"You can wear a shield and still gain this benefit"

#

I believe that's the wording

fierce dome
#

"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

scenic dew
fierce dome
fierce dome
#

Dex is slightly more likely to actually hit

scenic dew
frank leaf
#

Like, the body warping, symbiote flavor

scenic dew
frank leaf
fierce dome
#

I left the flavor up to the player to decide. I was thinking flying shards myself

scenic dew
frank leaf
#

Here

scenic dew
#

Gimme second, I will take a peak at the psion.

frank leaf
#

Metamorph

fierce dome
#

UA is definitely free on Beyond

#

You might need an account, but basic accounts are free

scenic dew
#

I couldn't even find it when I tried to search it, but it could just be automatically inserted.

fierce dome
#

If you go to the main page and click rules it's near the bottom

scenic dew
#

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.

fierce dome
#

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

frank leaf
#

Life Siphon

fierce dome
#

I think it's why so few 2024 warlocks have melee features, and why new hexblade has struggled say much in UA

fierce dome
frank leaf
#

Instead of the weird second curse overlay from 5e.

scenic dew
fierce dome
fierce dome
#

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

scenic dew
fierce dome
#

Agathys is a weird choice for a symbiote warlock anyway. I don't usually think of symbiotes as being "cold"

scenic dew
# fierce dome Agathys is a weird choice for a symbiote warlock anyway. I don't usually think o...

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.

fierce dome
#

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

scenic dew
#

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.

gray token
#

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**

tall perch
#

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.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

gray token
scenic urchin
#

yep it's whack

oblique wigeon
hollow siren
#

Playing around with ideas and brewing a bender inspired psion subclass because I’ve been on an ATLA kick lately.

Which is better:

  1. 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
  2. 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
  3. a feature that grants sorcerous burst and grants specific bonuses to that cantrip only
scenic dew
hollow siren
#

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

fierce dome
#

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

hollow siren
fierce dome
#

But have the patron be an elemental or storm entity, maybe even deity, that turns your body into a living storm

hollow siren
#

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

hollow siren
scenic dew
# fierce dome Do you have a narrative/theme for it beyond just a mechanical identity?

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.

fierce dome
hollow siren
fierce dome
frank leaf
#

That's actually pretty fire

hollow siren
scenic dew
fierce dome
hollow siren
#

Child of Hadar feels very final, in a sort of “I’ve earned my title” kind of way so I agree

fierce dome
#

Never mind forget I said anything hahahaha

#

I might make it anyway, storm herald barbarian sucks

frank leaf
hollow siren
fierce dome
#

Even the "updated" one in UA is weak

fierce dome
#

I'm not usually a number cruncher myself lol

hollow siren
#

You could make the ESLs like the genie warlock and make them based on the elemental you choose as a patron

scenic dew
hollow siren
#

Valid lol

fierce dome
frank leaf
#

For current UA iteration

fierce dome
#

Because barbs need their BA to maintain rage

frank leaf
#

But maybe just simply as part of the BA you use to extend Rage

scenic dew
# fierce dome That's what iterations is for lol

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.

fierce dome
fierce dome
scenic dew
oblique wigeon
vagrant egret
#

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

scenic dew
# fierce dome I think it's gonna be hard to do until you have all the other mechanics done, be...

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.

hasty onyx
#

Is there a way to create a weapon DNDB, that adds more than one Stat to the attack/damage rolls?

scenic dew
hasty onyx
#

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

vagrant egret
# scenic dew That's sick...sorta like Psionic Changeling

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.

scenic dew
#

It's really interesting tho to think about entity this way.

vagrant egret
#

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.

scenic dew
#

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 ?

vagrant egret
#

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.

hasty onyx
#

the dndb solution for anyone interested, in adding str to bows, i assume it works in reverse for melee str weapons
#ddb-support message

scenic dew
vagrant egret
#

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)

fierce dome
scenic dew
fierce dome
#

I've had a lot of kid stuff to do today lol

vagrant egret
#

That seems far more pertinent lol

fierce dome
#

Yeah, and harder to get out of hahaha

vagrant egret
#

So fair lol

scenic dew
vagrant egret
#

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)

scenic dew
#

Probably doesn't have to be coded mechanically, but could be mentioned as possibility.

vagrant egret
#

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

scenic dew
#

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 ?

frank leaf
#

Identity is pretty well tied to Cha.

scenic dew
#

I dunno about Paladins. Because they are Charisma tied I kinda image them as people that are so delusional they get superpowers

frank leaf
frank leaf
scenic dew
vagrant egret
#

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.

frank leaf
#

Persuading your Patron for more power leads to the same end

vagrant egret
#

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

frank leaf
vagrant egret
#

Yurhrhhhhsss

#

Yeah dude

frank leaf
#

"I don't have your wife. You never had one."

scenic dew
vagrant egret
#

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

vagrant egret
#

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

scenic dew
#

You said also Far Realms so possibly GOO Warlocks ? Being connected to Eldritch Being since the beginning of their existence?

vagrant egret
#

Absolutely, same with Sorcerers of the same flavor

scenic dew
vagrant egret
#

Gaslight gatekeep girlboss baby

scenic dew
#

Imagine the legendary and most famous trio of Murmurs.
Gregor Gaslight, Gunther Gatekeep and Gertrude Girlboss insert JoJo pose

vagrant egret
#

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

frank leaf
#

From the UA

vagrant egret
#

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

vagrant egret
#

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?

frank leaf
#

Not sure if there are any inspiring ones for you

vagrant egret
#

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.

frank leaf
#

They can use their cap as a Spellcasting Focus

vagrant egret
#

Then I'd definitely have to adjust something elsewhere I think, though. That gets to be on the powerful side for a Species

vagrant egret
#

Like a mushroom species?

frank leaf
#

Made from a spellcaster dying near a special Weave sensitive Mushroom

vagrant egret
#

Dope dope lol, that's flavorful

scenic dew
vagrant egret
#

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

thick tundra
#

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.

frank leaf
# vagrant egret I would be inclined to maybe reflavor as a myconid grown from the corpse of a sp...

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.

scenic dew
frank leaf
#

Heck now you got me thinking of even funnier hats . . . Imagine a shelf mushroom vertical, like a Mohawk for a Bard

scenic dew
#

I would want big, Deep Purple cap and Bladesinger Wizard. I would call myself Shiitake Goomba

vagrant egret
#

Yeah that's dope and also giving me comparative reason to step back on the amount of Murmur features lol

scenic dew
vagrant egret
#

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

frank leaf
vagrant egret
#

Easy is irrelevant. Efficiency is key

#

Also, feature bloat

frank leaf
#

I traded power for Versatility

scenic dew
vagrant egret
#

TOTALLY FORGOT TO REPLACE FALSE LIFE WITH ARMOR OF AGATHYS

#

It's there now, that was literally the whole reason I added Weird Magic

thick tundra
scenic dew
#

Based on what school of magic you were closest to when alive

vagrant egret
frank leaf
frank leaf
#

Base range being 15ft is a good idea

#

That way final range caps at 120ft

thick tundra
frank leaf
#

And just reflavor the cool mechanics instead anyway.

thick tundra
frank leaf
#

Double at at levels: (specify every Subclass level except 7th)

thick tundra
#

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

oblique wigeon
main trellis
#

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.

scenic urchin
#

makes sense

fierce dome
#

It's the lore stuff that's hard

main trellis
# scenic urchin makes sense

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.)

fierce dome
#

I think you mean "Carrion"

main trellis
fierce dome
#

Ah

main trellis
#

They "carry on" a false history, but they also feast on carrion.

#

Good catch otherwise though lol.

fierce dome
#

Gotcha

vagrant egret
vagrant egret
main trellis
#

Oh really? I just randomly had the idea and knew I'd forget if I didn't write anything about it.

vagrant egret
#

I might draw inspiration from it if I make a monster stat block for feral Murmurs

main trellis
#

Nice. Give me a few and I'll have some prototype statblocks (unbalanced) for you to reference lol.

vagrant egret
#

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

brave basalt
#

How would one Stat a large chakram it would be able to be thrown, think Tira from Soul calibur

vagrant egret
#

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?

brave basalt
#

Potentially (though i should mention this should be for 2024 not 5e edition)

vagrant egret
#

That's where the mastery comes in

brave basalt
#

yea derp

fierce dome
brave basalt
#

Im halfd a ssleeep didnt see that xd

brave basalt
#

So short sword 1d6, with Vex annd thrown property? essentially?

vagrant egret
#

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

brave basalt
#

aside from daggers

vagrant egret
#

Oh dang catch me lacking ig

brave basalt
#

i would like vex as im trying to make a barbarian echo knight fighter lol who uses a chakram but yea

#

slow is okay

vagrant egret
#

I figure slow reflects the idea that a chakram user discourages approach

brave basalt
#

Fair

vagrant egret
#

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

brave basalt
#

ye essentially xd

frank leaf
#

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?

main trellis
main trellis
main trellis
# main trellis Only if 11d6 damage as a reaction breaks things. (4d6 for critting with a great...

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.

drifting cradle
#

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 🫠♾️❤️‍🔥♾️

sturdy knoll
drifting cradle
#

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? 😛

sturdy knoll
#

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!

drifting cradle
#

Ok thanks man, love your name btw

frank leaf
unique parrot
#

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

main trellis
frank leaf
#

Physical saves that is, or at least mental saves that you know are gonna hurt.

frank leaf
# unique parrot Either limited use or no crit is what I’d advise

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)

unique parrot
#

I don’t see the “needs to deal damage on a fail” part

frank leaf
#

Assume that lol

#

The save needs to deal damage on a fail, forgor to type that

unique parrot
#

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

frank leaf
unique parrot
#

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

frank leaf
#

Con save, so Evasion not at play.

unique parrot
#

It may not be worth it for certain Wis saves, since that may make the rogue unable to take a reaction

unique parrot
#

Although keep in mind that reaction could be used for halving the damage from an attack as well

frank leaf
#

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

unique parrot
#

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

frank leaf
unique parrot
#

Could buff it to disadvantage instead of autofail for the save maybe
Or limited uses of the feature without autofail

frank leaf
frank leaf
#

50/50, so it has that gambling feel?

unique parrot
#

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

frank leaf
#

I am SO glad you see it

#

Hope this means it's a sufficiently "Rogueish" feature

frank leaf
#

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.

oblique wigeon
thin harness
#

How important is speed in DND would you all say

#

I have ideas brewing

frank berry
# thin harness How important is speed in DND would you all say

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

true forge
#

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)

thin harness
true forge
#

i meant like walking, flying swimming ect ect

thin harness
#

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

thin harness
cerulean seal
# thin harness How important is speed in DND would you all say

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.

fierce dome
#

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)

faint sonnet
#

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.

simple tinsel
#

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

simple tinsel
hasty rune
#

Otherwise that's Star druid but better

simple tinsel
fierce dome
#

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

simple tinsel
#

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

fierce dome
#

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

simple tinsel
fierce dome
#

Might take some juggling

#

But that's just my recommendations lol. Gotta get to bed

simple tinsel
#

Alright I'll think on it

#

have a good sleep

hasty rune
#

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

scenic urchin
#

yes

simple tinsel
#

The only issue is keeping track of hp really unless your on VTT

native grove
peak inlet
#

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

simple tinsel
native grove
#

is the damage changing ability too powerful?

peak inlet
#

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

peak inlet
#

you need to give it limited uses

native grove
#

how many uses?

peak inlet
#

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

native grove
#

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

peak inlet
#

yeah, you can have INT x2

hasty rune
native grove
#

hmmm... what if i give it a recharge mechanic similar to a dragons breath weapon?

peak inlet
#

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

peak inlet
#

you can make it so your Magic Item disassembly restores 2 uses

#

instead of giving a 2nd level spell slot

native grove
#

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

peak inlet
#

if it’s 1/SR

#

then recharge on 6

#

or 5-6

#

I do like that

native grove
hasty rune
peak inlet
simple tinsel
peak inlet
#

that’s Twinned Spell 2014

native grove
#

the subclass is for 2014 D&D

peak inlet
#

you can give them 1 use per Short Rest

#

I wanna say you can make the 5th level feature stronger

native grove
#

wait shit i should update that feature too

peak inlet
#

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).

native grove
#

i updated it to make it the same types

peak inlet
#

this is the wording you wanna use, just replace the types

native grove
#

should the cold option cause the target to be restrained instead of slowed or would that be too strong?

peak inlet
#

it already stacks with Ray of Frost

native grove
#

fair

peak inlet
#

other than the level 9 feature, it looks good

#

Twinned Spell is very expensive for Sorcerers

simple tinsel
peak inlet
#

and that’s their class feature, having it be PB/SR makes this artificer better at it than Sorcerers

native grove
#

its per long rest

native grove
peak inlet
#

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

simple tinsel
peak inlet
#

but that’s unconventional

peak inlet
#

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

simple tinsel
peak inlet
#

the game assumes your starting class is the same one, so convention is INT/CHA

simple tinsel
#

if it really matters that much instead of con or wisdom/int

peak inlet
#

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

simple tinsel
#

or the ones you will most likely get

peak inlet
#

the CON save part, move it down to level 7

simple tinsel
simple tinsel
peak inlet
#

all Rangers get Extra Attack

#

but the extra damage is once per turn

simple tinsel
#

dreadful strike gives you 2d6 at level 3 and 2d8 at level 11 just a certain amount of time per day

peak inlet
#

yeah, it’s limited times per day

simple tinsel
peak inlet
#

that’s why it gets to be higher damage

simple tinsel
#

1d8 is the entire pool

#

you can split it how you want when you land a hit

peak inlet
#

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

simple tinsel
peak inlet
#

because you generally don’t get that

peak inlet
simple tinsel
peak inlet
#

Rangers are single-target DPS

#

when you attack more than 1 creature, you’re losing your possible riders

simple tinsel
#

2d4 have an average damage of 5 1d8 has an average damage of 4.5

simple tinsel
peak inlet
#

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

simple tinsel
peak inlet
#

I’m demonstrating the difference between 2d4 extra damage and 1d4 extra damage on 2 creatures

simple tinsel
#

Its literally a pool of points equal to the dies roll that you can distribute amongst multiple targets if you want

simple tinsel
#

and 1d8 does not equal 2d4

#

they may add up to the same number but 1d8 gives more potential while being worse on average

peak inlet
#

worse by 0.5 DPR doesn’t mean much

simple tinsel
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much like the dueling fighting style

peak inlet
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when you’re able to benefit from Hunter’s Mark or Push the same target into Spike Growth

peak inlet
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0.5 average and not flat, doesn’t add up

simple tinsel
peak inlet
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you’re probably over killing by more than 1.5 damage

peak inlet
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or you lose the other riders

simple tinsel
simple tinsel
peak inlet
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Hunter’s Mark, Spike Growth, being against 1 enemy

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you’re losing a lot of damage potential for that extra 1d4

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the d8 isn’t losing anything

simple tinsel
peak inlet
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you’re allowed to have a 1d8 rider on level 3 Ranger

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you just need to pull it back somehow

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also, isn’t Tremorsense an active?

simple tinsel
peak inlet
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I’m pretty sure Tremorsense is an active sense and not a passive one

simple tinsel
peak inlet
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I mean if you can find a passive Tremorsense, you can keep it

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but I don’t think it exists

simple tinsel
peak inlet
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if it doesn’t exist, there’s usually a reason for it

simple tinsel
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blindsight can be taken as a fighting style and is better than tremorsense

peak inlet
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you can make it Blindsight for creatures that aren’t flying if you want

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Tremorsense can sense things other than Blindsight

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you wanna make it blindsight, you can make it blindsight

simple tinsel
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if you attack an invisible creature, you’re still at disadvantage unlike blindsight

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just as an example

hasty rune
peak inlet
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Tremorsense trivializes some encounters

simple tinsel
peak inlet
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having it always be on trivializes encounters for no cost

peak inlet
simple tinsel
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also knowing where something is in a 10 ft radius doesn’t trivialize an encounter

simple tinsel
peak inlet
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stuff underground, within walls, or behind walls

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all meaningless if you have this

simple tinsel
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I can for sure put a timer on it though or a certain amount of uses for a turn

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i just didn’t want to get rid of tremorsense

peak inlet
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all I’m saying is if it doesn’t exist in the game, it’s not accounted for

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I wouldn’t give anyone 5 feet of Truesight before T3

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the sense virtually doesn’t exist in the game until tier 3

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and thus, I won’t allow stuff that give it earlier and I won’t make stuff that does it earlier

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unless passive Tremorsense exists already in the game, I’m not letting it come close

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if you’re designing this for your players or something, it’s up to the DM if they wanna allow it

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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

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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

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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

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level 7 feature is a bit weak

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it’s equivalent to Shield for 1 attack could be used for an ally, number of uses could be higher

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otherwise it’s fine power-wise

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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

azure badge
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hello (I have come for advise or help how to homebrew my character)

peak inlet
azure badge
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Idk im new here mb

peak inlet
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homebrew means creating extra stuff within the rules

azure badge
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Thank you so much, also sorry

lament meadow
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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!

native grove
oblique wigeon
plush pagoda
midnight chasm
hasty rune
jade temple
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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?

hollow siren
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I think it would be a cool idea to include both

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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

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For a homebrew variant you could also include a higher level feature that allows for casting while raging

jade temple
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I will definitely think about that

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@hollow siren How does this look?

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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.

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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