#homebrew
1 messages · Page 92 of 1
(Arguably you could get away with a dex barbarian but the game clearly didn't design for that)
So yeah, you get Temp HP, but you take a lot more hits in exchange, and the only way to reset the temp HP is to get very lucky or stop participating in the fight for a bit
Yeah thats one of my favorite builds, its a dex based rogue barbarian multiclass, makes use of reckless to ALWAYS get sneak attack, its awesome
Could've also played swashbuckler but yeah.. I guess that works...
Tbf swashbuckler doesnt get sneak attack when he is outnumbered
Rougebarian does
Das true. But back on topic the item seems fine, no sane person is gonna use it at the start of a fight
Yeah i agree
Actually what does matter, are you playing with 2014 or 2024 rules?
Yeah if its 2024 there is a lot more temp hp options in it
Armor of agathys tech is funny
Because in 2024 a lot of monsters do rely on just getting through AC to straight up apply effects
That too lol, the on hit poisoned or god forbid fighting cloud giants
On hit incapacitated
Same with the lich, Paralyzed on a hit
Which if you're a melee fighter using this item could very well end in a permanent cc of doom and despair
Too be fair too the lich that is a bbeg stat block its designed too be a "I can run away now" ability not a
"Haha get screwed" thing, I am terrified of the cloud giant because their incapacitated on hit is a 300 foot range lol
Its a thunderbolt thingy
300 foot range? 
240 feet that's not okay. How many times a round can they do that?
I feel like 2 of them alongside a few minions would become tpk simulator 101
Yep definately no question there lol
On an unrelated note would yall be willing to check out my animate dead rework
I think its pretty cool
Its gonna take me a sec to post it all cause its long and discord is rude
ANIMATE DEAD (BUT COOLER)
3rd level Necromancy
Casting Time: 1 minute
Range: 10 ft.
Components: V, S
Duration: Instantaneous
Classes: Cleric, Wizard
This spell turns the corpse of a beast, dragon, giant, humanoid, monstrosity, or a creature agreed upon with your DM into either a skeleton or zombie which obeys your commands. The statblock of the creature created with this spell is created by applying the zombie or skeleton template (seen below) to the statblock of the creature that the corpse originated from. You can control a maximum of 4 CR worth of creatures using this spell. If a single creature created using this spell would exceed this limit, the spell fails. If you exceed this amount of hit dice, you lose control of creatures of your choice until you no longer exceed the limit. You may control no more creatures than the level that the spell was cast at. You must recast this spell every 24 hours or lose control over your creatures.
.
Skeleton -
Ability Scores: Unless its natural ability is lower, the skeleton's Intelligence score becomes 6, its Wisdom score becomes 8, and its Charisma score becomes 5. Two ability scores of the caster's choice are not reduced in this way. It does not retain its personality.
Type: The skeleton's type becomes undead and it loses all other subtypes.
Poison Immunity: The skeleton is immune to poison damage and the poisoned condition.
No Flesh: The skeleton is immune to necrotic damage and the exhausted condition.
Fragile Bones: The skeleton gains vulnerability to bludgeoning damage.
Skeletal Appearance: While the skeleton is lying still, it is indistinguishable from a mundane skeletal corpse. It can still be detected by a detect good and evil spell or similar magic.
Dead Legend: The skeleton loses all Legendary Actions and Legendary Resistances. They use your proficiency bonus in place of their own, and their max health is equal to one half of the original creature's rounding down.
Zombie -
Ability Scores: Unless its natural ability is lower, the zombie's Intelligence score becomes 2, its Wisdom score becomes 7, and its Charisma score becomes 1.
Type: The zombie's type becomes undead and it loses all other subtypes.
Slow: Each of the zombie's speeds are reduced by 10 ft. to a minimum of 10 ft.
Poison Immunity: The zombie is immune to poison damage and the poisoned condition.
Mindlessness: The zombie loses all Spellcasting and Innate Spellcasting abilities, but it retains other abilities that allow it to produce magical effects. Furthermore, the zombie loses proficiency with all tools, skills, weapons, and armor. It can no longer speak, but understands the languages it knew in life.
Cadaverous Appearance: While the zombie is lying still, it is indistinguishable from a mundane decomposing
corpse. It can still be detected by a detect good and evil spell or similar magic.
Undead Fortitude: If the zombie is reduced to 0 hit points it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success the zombie drops to 1 hit point instead.
Slam: If the zombie has arms, the zombie gains a slam melee attack that deals 1d6 bludgeoning damage, unless the zombie already has a claw, fist, slam, tentacle, or other natural weapon attack. The zombie is proficient with this attack. A Large zombie deals 2d6, a Huge zombie deals 3d6, and a Gargantuan zombie deals 4d6 with its slam instead.
Dead Legend: The zombie loses all Legendary Actions and Legendary Resistances. They use your proficiency bonus in place of their own, and their max health is equal to one half of the original creature's rounding up.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may add 2 CR to the total CR of creatures you can control for each slot level above 3rd
'14 rules
Ahh that does solve your issue
The basic idea is fairly simple, instead of the honestly terrible zombie stat block, you can ressurect something you fought before too fight for you but its changed into an undead version of the statblock
Instead of just humanoids its creatures that arent "made of magic/extraplanar in nature" like fiends fey elementals celestials etc
Notably you also cannot bring back an undead, so if your zombie is killed he is gone (think like in skyrim they turn too corpse ash)
Skeletons are better for humanoid enemies zombies are better for monsterous ressurections
It is pretty strong but its a lot like the old conjure X thing spell, but difference being its a little below rate unless upcasted and you need to find a dead version of the statblock beforehand
I think it's an interesting approach given usually people just use animate dead to summon 30 skeletons to shoot people to death
yeah I dont like the fact that its just the basic "zombie/skeleton" stat block, this one is much more evocative of a "necromancer" type ya know
idk you think you would allow it in your games?
Trilobites, Sea Horses, and Pill Bugs are three of many creatures which definitely have negatives in all ability scores…
To be off topic ofc, but I was just thinking about it, what kinds of animals like the aforementioned would have negative stats
Dedicated Melee Warlock (2024) just isn't good. Trying to make a subclass that would make it complimentary to the Playstyle but wouldn't outshine a subclass like Great Old One.
Warlock Subclass, Guardian.
Lvl 3, Vigil
When initiative is rolled, you aquire a lightly shimmering barrier that gives you resistance against one instance of damage, then dissipates, returning at the end of your next turn. While your barrier is down, any melee attacks dealt by you deal an additional 1d6 (1d8 at lvl 11) force, necrotic, or radiant damage. This barrier is removed should you concentrate on any spells, and returns at the end of your next turn should concentration end.
Additionally, while affected by Mage Armor and adorning your Pact Weapon (Pact of the Blade), you can manifest a spectral shield of which you're proficient which given you have a free hand.
Lvl 3, Additional Spells
(Mostly Healing and fortifying spells)
Lvl 6, Fervor
When using a Pact Magic spell slot to cast a melee attack spell that deals damage, gain half of the additional damage granted by the spell as temporary health and +2 (+3 at level 15) to your AC for 1 minute. The AC cannot be stacked by using this feature again.
Lvl 10, Grit
When you kill a creature, gain back one of your hit-dice should any be used. This feature cannot be used again until a short or long rest.
Additionally, healing from Lifedrinker adds your charisma modifier.
Lvl 14, Shared Influence
When an ally within 30ft takes damage, you can use your reaction to use Vigil's barrier on them instead, then dissipates as normal.
When you use this feature, you gain advantage on attacks with your Pact Weapon against the damage source, and becoming a critical on 19-20.
You can use this feature 3 per long rest.
Rough idea, unsure where it stands balance wise as Ive only played a barbarian in 2024 so far.
Hey, I made one and its fine (well, can be used as a caster, but one of the features is just pure melee)
too many hanging effects imo, you should make it much easier to run, it also just does too much
usually, things that affect your rolls either let you reroll 1s or treat 1s or 1s and 2s as 3
and if you do that to healing effects, you’re taking away the whole Healer feat
Changed it slightly cause I'm in agreement. Is that what you meant?
another thing is that you generally don’t wanna refer to invocations in your subclass
and you change your scaling too much on awkward levels
The scaling of the damage coming every 6th level after 3 is awkward?
double CON AC scaling is also too much + Shield proficiency
yes, subclass scaling comes with subclass levels
usually only scales up once
at T3 (level 10)
The Resistance barrier is pretty strong by itself
usually, you would need to use your Reaction for that
Uncanny Dodge on Rogues is just that but with a Reaction
almost all sources of AC require either STR or DEX
I would suggest scaling Mage Armor with STR, which allows a Bladelock to use heavy weapons without losing AC
treating it as a Heavy Armor
Mmm Ill look at the scaling in a moment and compare with others. Removed shield proficiency so that with max constitution youll get 21AC.
Level 10
Mmm.. maybe lower, or make it the 14th feature.
you could do something like
“While you are affected by Mage Armor, the base AC of the spell changes to 14, and you can replace the Dexterity scaling on it with twice your Strength modifier up to +4 AC.”
Yeeeeah, but if you're going to try and stretch the stat disparities that much just play a paladin
instead of Shield proficiency, you can use “Additionally, while you are affected by the Mage Armor spell if you have a free hand, you can use a Magic Action to create a spectral shield in your hand or to make the shield disappear. You have proficiency in this shield while you are holding a weapon.”
usually, Warlocks are running +2 DEX, your suggestion is +0 DEX without compensation and my suggestion is +0 DEX with +2 STR compensation
Bladelocks wanna have STR but are limited by AC issues
this is like turning Mage Armor into a Heavy Armor
and this way, you no longer need to specify Pact of the Blade
the fact Bladelocks can use their weapon as a spellcasting focus will make it so it’s most beneficial for them
if they can get around that as a caster, let them
that was a great idea, she loves it
Hmm.. True, I like that.
Though I might also take it the way of expending your caster resources to gain benefits in the melee front.
Like after using Eldritch Smite, your AC is increased by a certain amount for a minute and removing the other things that buff the AC
you have 2 spell slots, you’re probably already using one for a spell and the other for a smite
unless you’re a Sorlock, then you’re using a 2nd level concentration with Pact slots for Smite
don’t touch AC imo
Temp HP is already good
I would recommend you tie the barrier to that instead
make it a level 6 feature instead of level 3
honestly, I wouldn’t even make it Eldritch Smite specific
I would instead make it something like
“If you expended a spell slot this turn and you are not concentrating on a spell at the end of your turn, you gain a barrier…”
it blocks Darkness builds with a Sorlock
Is this like a good subclass ability or what would I need to change about it, and if so what level would you recommend it be
Take an action to start juggling 1 + your proficiency bonus weapons. When making an attack you can either attack with any weapon you are juggling, or you may attack with all weapons at disadvantage. Thrown weapons do not have disadvantage when used in this way, but are still removed from the cycle.
When attacking with a single weapon, two handed weapon attacks are made with disadvantage.
If you are grappled, stunned, unconscious or cannot juggle in any way, all weapons fall to the ground, and 1 weapon hits the juggler, dealing 1d6 damage.
I want to use a sort of a corpse golem in my campaign but the best I could find was a flesh golem(budget frankenshtien) but thats not what Im going for, I want to make something of the likes of a pile of corpses fused into eachother making some sort of golemish thing. I have an image but I cant post here
https://www.dndbeyond.com/monsters/6278996-aurelian-binder
Do you guys think this is abit overtuned? im thinking reduce speed to 0 might be abit to punishing?
I think there is a creature like that in the monster manual somewhere.
cant find it
First of all, I feel like this should require a performance check somewhere if you're gonna be juggling weapons the entire time, even if it is for a subclass. Maybe something like "You use an action to start juggling weapons you've have equipped. Make a performance check. You can juggle an amount up to (successful roll - roll DC) weapons." Or something of that sort. That's simple a suggestion though.
Secondly, considering you'd need at least one hand to juggle multiple items at once, I'd say you probably shouldn't be able to use two handed weapons and instead make versatile weapons attack with disadvantage.
The idea certainly is interesting though, in a good way
I’m also gonna put something in there so it can’t be action surged bc like it has a maximum of 7 attacks at disadvantage per turn
Zombie Clot from VRGtR
Guys do you think my dm will notice if my next homebrew is a bard/artificer that justso happens to know time travel and made a little box they call a time machine?
you shouldnt be trying to trick your dm, tell them this
itll be more fun to work with that way anyway
He hates the doctor who series
oh you mean like will he notice the reference
Yes
eh give them 40 sessions
Im afraid cause last time me and the other players agreed to make star wars characters and he deadass made a boss so diabolical that made our session 3 months long😭
i mean if they really are averse to it then maybe avoid it
Ill try to ask the others wish me luck
go for it
BOO!
someone tell me how broken this is
https://docs.google.com/document/d/12Ug4_kQlrkY0_EZhryfs9LzxkfLQhJP1Ls4CB0gPreo/edit?usp=drivesdk
Uh, I think it'd be helpful if you added a duration to some of these.
Also that +35 boost in speed is insane 😭
my friend is considering the speed boost lasting either a minute or one round of combat
he’s helping me brew it
I'd say one round
Or trim it to 10 feet if you want it lasting longer.
im also thinking of the boost running out based on how much is used
it translates well with how GRACE actually works
im gonna make it a weapon only pure clerics can use (no multiclass)
so, no multi attack
Ic ic, alright then.
This does read like cleric now that I'm thinking about it.
How’s this looking? Sorry for like the wall
Once per turn you may make a DC (13 +proficiency bonus) performance check, on a success you take an action to start juggling 1 + your proficiency bonus weapons. When making an attack you can either attack with any weapon you are juggling, or you may attack with all weapons at disadvantage. Thrown weapons do not have disadvantage when used in this way, but are still removed from the cycle.
If you are grappled, stunned, unconscious or cannot juggle in any way, all weapons fall to the ground, and 1 weapon hits the juggler, dealing 1d6 damage, damage type dependent on the weapon.
You cannot use two handed weapons when juggling, and when using one weapon, versatile weapons have disadvantage.
On a fail you take nd6 damage, where n is your proficiency bonus - 1, damage types dependent on the weapons you are trying to juggle.
Using a bonus action you may add up to your proficiency bonus number of weapons to your juggling.
I have started working on a wizard subclass that is what I wanted the Order of Scribes to feel like when I started playing it. I really like Order of Scribes still but I want a little different stuff when it comes to modifying and scribing spells. I also really want to use the spell modification I found in Unearthed Arcana
Spellwrite
Wizard Subclass
Level 2 features
Scroll Savant
You may copy spells from spell scrolls that are not on the wizard spell list. When you do they count as Wizard spells for you and other Wizards may not copy the spell into their spellbook.
Reusable Scrolls
When you copy a spell from a spell scroll you do not need to make an ability check, in addition the scroll is not destroyed.
When you cast a spell from a spell scroll the scroll is not destroyed, instead it becomes a normal paper with the spell that was on the spell scroll written on it.
6th level feature
Modify Spell. You have trained in the copying and making of spells to the point where you are not bound by what those before you have made.
You may modify spells in your spellbook this process takes 2 hours and costs 50 gold per spell level. When you modify a spell you may change or add one of the following;
Component; Remove one of the spell’s components Verbal, Somatic, or Material. If you remove a costly material component you must have that component and it is destroyed when you finish modifying the spell. You may not remove material components from spells that consume the component.
Concentration; if the spell requires Concentration, damage cannot break your Concentration on this spell.
Damage Type; If the spell has a damage type you may add one of the following types, Acid, Cold, Lightning, Necrotic, Poison or Thunder. When you cast the spell you may use either its normal damage type or any added damage types. If the spell has multiple damaging effects you may choose to change any of them.
Range; If the spell has a range of at least 5 feet and doesn’t have a range of self increase its range by a number of feet equal to 30 times your wizard level.
Ritual; If the spell lacks the ritual tag and has a casting time of at least ten minutes, give it the ritual tag.
Targets; If the spell has an area of effect and doesn’t have a range of self it now affects only your allies or your enemies.
Other Wizards may now add any spell from your spellbook to their spellbook.
Hmm, definitely improved in terms of specification, but I would say there are some things you could still change.
The DC probably shouldn't be dependant on the user's PC considering it should be made harder based on what they're up against rather than being harder because they're more skilled.
Instead of "n", you can change the damage of failing to the same as being unable to juggle, any maybe have a variable for the amount of weapons that hit the user rather than a random dice count variable. The bonus action is a nice addition imo
10th level will be something with scribing scrolls and I have no ideas about 14th level yet
Yeah I only did that because my thought was that if they juggle more weapons it should be harder to juggle, but I get what you mean
I may also increase the damage to 1d8
That's make sense tbh for averaging different weapon damages
https://www.reddit.com/r/DnDHomebrew/comments/1r0c2n5/revised_great_old_one_warlock/
This is a link to a homebrew warlock subclass i made. How does it look?
based however
maybe make it so you can detect thought reading, and allow it if you wanyt
otherwise it would be giving it away if you have to ask if your thoiughts are beimg read
damm i cant spell
would you say the 6th level ability is worthwhile?
per rest
its just that they already get a limited resource ability with their bonus action command and i dont want to give the subclass too many things to focus on
warlocks use charisma, i dont want to make them MAD
maybe i could replace the 6th level feature with something else entirely? But if so, what?
Maybe buff its strength tbh. Make the damage equal to the damage they dealt (like Oath of Redemption Pally, but no save at the expense of way less uses)
That'd prob need it to hit for damage first, but it'd still be a pretty good Reaction, pairs well with Fiendish Vigor to lead out combat.
Are there any rules for formation based combat? Shield walls and the such
made a statblock for a spellcasting creature, wanting opinions
I'd suggest if you don't have any ideas for actions to give to a creature, try looking through the monster manual for some actions that already belong to creatures of a similar style to yours. I would also suggest giving it a swim speed.
yeah, swim speed checks out
well im back to writng again.
Now my world at its end times like shape, ans im takng some time to realy cut loose with the brken mechancs side.
my main DM focus over 20 years of DMing is to let players do the fun high experence characters. (Mainly because i use player actions to write the setting for me.)
Like smeone wants to play a sentent cat wizard with an AK-47 as a weapon, well i do it as the 2014 chart sais for automatic rifle.
but then i thought if the full idea f the burst fire and now im making it i t a custom spell/cantrip for AOE
check out this spell I came up with. please give me feedback on if this is too much for a 2nd level spell
Acid Edge
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of acid, which the spell consumes)
Duration: 10 minutes
You touch a melee weapon that has a metal striking portion (such as a metal blade, head, chain, or spiked tip) and is wielded by a willing creature. The metal portion of the weapon becomes coated in a potent, clinging acid. For the duration, the weapon deals an extra 2d6 acid damage whenever it hits a target, in addition to its normal damage. The weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The spell ends early if you cast it again before the duration expires.
Classes: Artificer, Sorcerer, Wizard
Also, please note that a vial of acid costs 25 gp
dnd spells with material components that cost money include the cost of the component in the spell
Components: V, S, M (a vial of acid worth 25+ GP, which the spell consumes)
wait actually nvm idr if that is the case for spells which use a component already listed elsewhere in the book
easy fix either way. also, is it balanced for 2nd level
this seems like a better version of conjure minor elementals, and conjure minor elementals is big crazy good
Yeah, that isn't what I was aiming for. What about a duration of 5 rounds and +1d6 acid, does it work as a second level spell then
i mean if it took concentration it'd be fine
but it not being concentration makes it stand out above most spells
comparing it at least to Elemental Weapon
alright, throwing this item I made for '14 rules out again, mostly looking for feedback on the description and how broken a build could be made around it
The Spartan's Bracer
Wondrous Item, Requires Attunement
While wearing this bracer, your armor class is reduced, with your armor providing only half of its base value. In exchange, you gain 10 temporary hit points for each point of AC lost in this manner. These temporary hit points are regained every two rounds of combat that pass without taking any damage.
barbarian in half-plate intensifies
let's see, Half Plate is AC 15, and so cutting that in half is tricky, but I'm going to say that the AC penalty rounds down, meaning they get 70 temp HP, which is admittedly quite a lot when combined with rage, and their maximum possible AC even when using a shield and having 14 Dex would be... AC 12. So they're getting hit by, at minimum, half of all attacks thrown at them
I'm working on a space cowboy class "Outlaw" for a space western campaign setting. What should I do to distinguish it from a rogue?
i think rarity specification
make it less about sneak attacks, and moreso like a cowboy
with duels
and more "respectable" battle tactics
I genuinely do not know what the appropriate rarity would be for this item, since how powerful it is entirely depends on how good the armor you're wearing is
as opposed to "dirty fighting"?
yeah
Not sure what you mean by this
also make it more ranged gun wielder vibes too
i mean frequent use of range
im tweaking sorry
think rogue subclass swashbuckler
like that in terms of the duel abilities
very rare could be justified
as it is incredibly strong, even more so the lower the level
isn't there a gunslinger class that could work for a cowboy?
For the subclasses I was thinking Gunslinger for the Cad Bane, Starlord fantasy. Big Damn Hero for the Malcolm Reynolds, Han Solo fans, and the Dynamic Duo for the people who like the interplay between characters like Rocket Raccoon and Groot
yeah
a simple reskin and rework of that could be good too
my plan was to have it be a completely unique magic item that's obtained after a boss fight against an enemy who's wearing the bracer themselves
wassup
Wassup!
what level?
also i just made a homebrew shrek and im kinda hyped about running it lol
don't know yet, the campaign hasn't even started, so I haven't planned when this encounter would happen, it's just an idea for an item at the moment
oh cool
i'd say this would work as a late tier 2 item
or even a tier 3
Shrek
Medium giant (shrek), CN
Armor Class 18 (natural armor)
Hit Points 5163 (100d100)
Speed 30 ft.
STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 26 (+8) 12 (+1) 11 (+0) 16 (+3)
Saving Throws Str +18, Con +17, Cha +12
Skills Athletics +18, Intimidation +12, Performance +12, Survival +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 10
Languages Common, Giant, Fairytalespeak
Challenge 30 (155,000 XP)
Legendary Resistance(3/day). If Shrek fails a saving throw, it can choose to succeed instead.
Dumb Luck. Shrek has a miraculous way of causing attacks that wouldn't hit to do so and. He gains a +3 to hit and upon missing an attack, can reroll the attack, expending a Legendary Resistance to do so.
Actions
Multiattack. Shrek makes two attacks.
Shrek Smash. Melee Weapon Attack: +21 to hit, one target. Hit: Immediately move 25 feet and deal 31(4d10+9) bludgeoning damage to an adjacent creature. Additionally, the target must make a Dexterity Saving throw(DC 20) or fall prone.
Shrektastrophe. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 35(4d12+9) bludgeoning damage. Additionally, the target must make a Dexterity Saving throw(DC 20) or be forcibly pushed back 10 feet.
Shreksophone. Each creature of Shrek's choice within 120 feet of it and aware of it must succeed on a DC 22 Charisma saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Shrek's Shreksophone for the next 24 hours.
Gas Bomb(Recharge 2-3). Shrek lets out a fart, with a smell so horrible it damages everyone nearby. All creatures within 45 feet of Shrek must make a constitution save, taking 5d10 acid damage and becoming blinded until Shrek's next turn on a failure, and half the damage on a success.
BONK WITH SWORD(Recharge 2-3). Melee Weapon Attack: +21 to hit, one target. Hit: 23(4d6+9) piercing damage. If the target is a creature, it is stunned until Shrek's next turn.
Legendary Actions
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.
Move. Shrek moves up to half its speed.
Attack. Shrek makes a Shrektastrophe and a Shrek Smash.
ALL STAR. Shrek makes two of his available attacks.
Hii
shrek is love shrek is life
for context all of these players deal an average above 300 dmg per turn, are level 8 5e gestalt with homebrew items and feats, and i've seen 3 level 8 gestalt players 2 turn a tarrasque(i was one of the three, and the other 2 are in my campaign), while i have 9
unless they're a caster ofc, caster dmg is variable
oh nah not the shrektastrophe 💔
absolutely amazing homebrew this is what we need in the world
this is the statblock for the weakest form of my BBEG if anyone could give any opinions
updated the access on the doc
thanks i love this boss
i also need to up his cr but the statblock thing i use won't let me
30 is the max CR for dnd so that makes sense
yeah
gestalt means im going to need more tho
overall stats a bit low
a CR 4 monster has at least 100 hp, with some going up to 150 based on damage capability
and most CR 4 monsters deal an average of 30ish damage per round, with a +5 or 6 to hit
The real Shrek would definitely be tougher, so this should just be an Avatar of Shrek (consistent with other CR 30s)
it's a zombified shrek
being puppeteered by the bbeg
which is why its weaker
there's this ink virus corrupting characters and making them controlled by the bbeg
With his weaker int and wis saves, he’s probably going to never want to expend a legendary resistance through Dumb Luck
Maybe if he had 5
yeah 5 is prb better
making shrek the first boss also establishes the stakes
because it shows how many fun and joyous characters are being trapped, pushing the party onward
Shrek Smash: does it do damage to the main target?
i think the wording is weird
you instantly move and attack one adjacent creature
Shreksophone says “tarrasque” instead of Shrek at one point
oh damn
the statblock maker i use came pre-equipped with tarrasque statblock
so i just put my stuff on top
“Recharge 2-3”
Usually recharge means roll a d6 and if it’s within the range they get the attack back, and they use x-6 as the range
its nice having a shrek expert look over my homebrew
yeah i liked 2-3 better than 5-6
if shrek rolls a 2 or 3 he gets the ability back
also shrek defies logic to an extent
-# truth is i wrote that at like 2 am so my mind thought 2-3 bc it was almost 3
I could think of several joke features to also give a Shrek/zombie Shrek statblock, but they’d just clutter it
I Thought Love Was Only True in Fairy Tales
No creature within 120 feet of Shrek can benefit from the Wedding effect of Ceremony.
i'm just keeping the main ones on here since im the only one that will be using this
a 5000+ hp shrek won't be used too often idt
I thank thee for the help
np, i love homebrew
absolute homebrew
Okaaaaaay.. Quite a few revisions now. Made it so nothing is specific for Eldritch invocations.. Made it so if you want a very high AC youll need some more dex investment or spend a pact slot
Ah no images..
Warlock Subclass, Guardian.
Lvl 3, Vigil
When initiative is rolled, you aquire a lightly shimmering barrier that gives you resistance against one instance of damage, then dissipates, returning at the end of your next turn. While your barrier is down, any melee attacks dealt by you deal an additional 1d6 (1d8 at lvl 10) force, necrotic, or radiant damage. This barrier is removed should you concentrate on any spells, and returns at the end of your next turn should concentration end.
Additionally, while affected by Mage Armor and adorning a one-handed weapon in which you're proficient with, you can manifest a spectral shield in your other hand given its free.
Lvl 3, Additional Spells
(Mostly Healing, fortifying, and smite spells)
Lvl 6, Fervor
When using a Pact Magic spell slot to cast a melee attack spell that deals damage, gain half of the spells damage as temporary health and +2 (+3 at level 15) to your AC for 1 minute. The AC cannot be stacked by using this feature again.
Lvl 10, Grit
When a creature damaged by you dies within 1 minute, gain back one use of your hit-dice should any be missing. This feature cannot be used again until a short or long rest.
Additionally, healing from Hit-dice adds your charisma modifier.
Lvl 14, Shared Influence
When an ally within 30ft takes damage, you can use your reaction to use Vigil's barrier on them instead, then dissipates as normal.
When you use this feature, you gain advantage on attacks with your Pact Weapon against the damage source, and becoming a critical on 19-20.
You can use this feature 3 per long rest.
Our table isn't particularly fond of multiclassing. And the flavor for a melee Warlock exists, but it feels almost completely meant for multiclassing as trying to do so without it feels terrible. (2024 edition)
AC is.. slightly less than bladesong wizard, more damage with melee.
so many conditions. could cut out about half of it for the same thing 
so level 6 fervor is useless at all level except late game for spell slots four and five. . you only get ever at most 6 pact magic slots throuhout the entire game, and a +2 AC isn't good on someone who's job isn't to tank. So you aren't actually protecting anyone (pretty obvious from its effect), and you are solving something you aren't supposed to solve in a team game (hello, martials, barbarian, monk, fighter, rogue, or any of the half-casters)
and their actual guardian feature is at level 14 and not level 3???
This looks completely unfun to play, doesn't actually stack with any of their features aside from their already limited spell slots, and doesn't actually guard anything. It makes someone who's tankier who's not supposed to tank anyways 
What level would you put a spell with these capabilities at?
- 10ft range, 10min to cast, ritual property
- sends a soul to the Realm of Souls, preventing it from becoming certain types of undead (ghost, spectre, vampire, etc)
- the above property can be circumvented with certain powerful spells, such as the wish spell, which recalls the soul from the Realm of Souls
- the target can still become a zombie, ghoul, or other type of non-ensouled undead, and can still be targeted with a speak with dead or resurrection type spell
- the spell can also send a willing ghost, spectre, etc. back to the realm of souls
Currently I’ve penciled it in at lvl 2 or 3
level 1.
its low range, ritual, 10 min toc ast (doesn't care), doesn't actually do any reviving, damage, or any actual effects.
That works great actually. I’m making it for a party of mercenary exorcists
The only thing that should justify increasign a spell level is the more applicable it is. It's too narrow is why I suggest that level, otherwise it's competing with everything and anything that is related to combat, support, or faster casting time.
It's why I like comparing things to find familiar. is it as narrow as that spell, or even narrower? probably there.
Well lore-wise it’s a funeral rite basically. It’s a very common spell that is an integral part of funerals in the setting, so lvl 1 makes sense
oh yeah, ceremony (2014 at least, idk 2024) was also level 1
so if that's its prupose, there's already a standard for such spells to be level 1 with a ritual tag
Thanks:D
wanting opinions on this statblock for a creature I've made for '14 rules
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made. How does it look?
Pretty cool take on a psionic cleric! Only thing I would say is the channel divinity feels a little strong, maybe I would get rid of having disadvantage on all attack rolls. But one thing I would add to the Channel Divinity is maybe instead of disadvantage on Dex Saves, you could make it Strength Saves so it would combo with the Telekinetic feature? Thats just my personal take though.
fair on that one. Personally i dont see much problem with the channel divinity if we compare it to some of the other stuff clerics can do like get a garuanteed crit, constantly gain temp HP and just instantly killing anyone they touch with mass necoritc damage.
Yknow what I lowkey forgot this is for 5e, I’m used to 2024 Cleric features.
I just think the speed reduction and constant chip damage even without the disadvantage on attack rolls makes for a pretty cool and unique cleric subclass where you can basically just constantly shove enemies way/keep them far from you while wearing them down with your psychic powers, feels pretty fitting.
its important to note that not every mentalism cleric will get the telekinesis option, so that synergy wont always work
It's meant to synchronize with the Invocation features that would turn the class into melee oriented. It expressed them specifically before, but it was pointed out that no other subclass does anything of the sort so I made it more open ended. The "Guardian" (Entity you form a pact with) protects you. To start with at level 3 you'll have 17 AC with a shield if you take the basic +2 to dex. You also have resistance to the first instance of damage you take each round. Level 6 casting a smite would give you hearty temp health, and bring your AC to 19 if you've made no further dex advancement. At level 10, you're healing 1d8+CON+CHA on hit by expending 1 hit dice using that one invocation. The subclass is just meant to use the flavor of those invocations that are just terrible to take outside of multiclassing.
That’s true! Fun option though
All features stack well if you're using it for the intended purpose.
Sounds like a fun subclass I would pick myself so regardless I think it’s well made
Made a lot of changes for balance reasons cause there was someone I agreed with. Made mage armor scale with con before, increased AC just by being within 5ft of a creature etc etc.
Seems to be sitting in an okay spot in terms of giving Full Warlock a means of playing melee without just killing themselves and being actually decent.
I'm making a Fey BBEG with the power to curse people and I need 4 more for an even 40 curses
Anyone want to help? I want kind of medium consequences
Examples are:
1: Every time it makes an Intimidation check, it lets out a hilarious fart that grants it Disadvantage. (Me)
2: Its True Name is changed to Raefarty Stanke, and every time someone refers to it by a name that isn’t Raefarty or Stanke it takes 1 Psychic damage. (Me)
3: Its ears become donkey ears. (Me)
4:It is True Polymorphed into a Grung. (Me)
5: It gets a permanent itch on the part of its back that’s the hardest to scratch. (Me)
6: Its hair grows by an inch every hour. (Me)
7: It Critically Fails on Natural Twos. (Me)
8: It deals 1d10 Necrotic damage to every Tiny or Small Beast it touches. (Me)
9: It forgets how to speak normally and can only whisper or yell. (Me)
10: It is Reincarnated at the end of every Long Rest. (Me)
Thank you
God forbid me trying to justify this to my DM
are you playing dnd or doom eternal?
Maybe sprinkle a bit of Ultrakill in there....
coins upon thee
God forbid the railgun coin combo, I might make those two next
the DM shivers
Me and one of my friends have made both a coin and ricoshot revolver for a campaign. It was the same gun that let you switch between the two modes
Ooo, that's interesting, mines more custom made where the different modes and alt fires are the effects of the weapon
Define "effect"
🤷♂️
💀
Fair enough ig lol
Anyone want to help?
It becomes frightened by all creatures within 10ft of it for the next minute. If the creature leaves the space, it is no longer frightened
Good, but these are supposed to last a tenday
I see. I mean, you could still use that. Otherwise, how about:
It loses it's balance for 15ft it moves and makes a DC 15 Dex save or falls prone
Idk if that's too harsh here
That’s good
I’ll just lower the DC
That works 🫡
Is there a free resource or a section of any books that reference how you should balance damage across levels for custom creations?
Not necessarily for homebrew that I’m aware of. Are you designing a subclass, item or creature/npc?
Base attacks or spells
What about generally that I can reference when creating homebrew?
Best thing you can do is look at spells of similar level and function and balance around that.
Attacks similar, a lot of damage calcs
True that makes sense thank you
For sure.
I feel like I'm going to make my DM cry once I'm done with the railgun, but either way, revolver is done
Why does it have the Light and Finesse properties? Light makes it too strong and it doesn’t make sense to be able to use Str with a Revolver like it does to use Str with a Shotgun
Hey, this gun is for precision, you aren't shooting someone with a 357 magnum
anytime I hear realism, its over for that homebew 😭
YOU
No but these are actual D&D logic based points 💀
Yeah, this being no limited uses, Auto hit, higher damage, AND LIGHT makes it better than Oathbow, a literal Very Rare. This is Legendary hands down.
Neither finesse nor light show that
Finesse makes no sense because it's a gun, and light makes no sense because it's a railgun
Finnese is already redundant because it's a ranged Weapon
Which already uses Dex.
Yeah, Light is about its wieldiness too, not weight
I exist.
why have leaf
Also, wait, no action economy on coins?
Is it a BA, Action? What?
cause I hop in and out of this server
Magic Item "Effects" are called Traits. Btw. And Revolver could heavily benefit from being limited by per Dawn charges.
real. you still doing homebrew?
At this point, just monsters and the occasional campaign related magic item
I have the coin revolver limited by actual currency in inventory, different coins dealing slightly different damage increases due to supposed weight changes
You can also stack them by waiting a turn and shooting the coins only after throwing another, but that's limited by a specified time range because obviously coins fall
Make it so you gotta do a dc 28 perception check per time you shoot the coin to see if you can time the shot right to make it ricochet like its supposed to
28 is very high considering it wasn't a homebrew character, just a homebrew item
I got the gun at like 4th level or smth
But a perception check makes sense
Usually we just had the shot aim for the coin's AC (I don't remember how we calculated it)
Alr, fix a couple of revolver problems.... It should be good now and I never claims to be a good homebrewer, so that's why some of my stuff seems off to you guys
We love the floating gold coin 💀 (no hate, just find it funny lol)
Ultrakill vibes
That's where it takes reference from, yeah
Even then tho, those coins last like 3 seconds 🥀
Bruh, the beginning was hard enough for me.... Maybe because I was using a laptop
Definitely why 😭 Tbf it's a hard game and it takes getting used to tho
In the words of hakita, well get good....
He probably did say something like that
He actually did said that when someone talked about parrying
You've worded Charge Shot as if it's an automatic passive
That's pretty much the whole intent of it
Why not
I just added it in because it pretty much the user accidently clicking the m1 after clicking m2 on a laptop
I mean, fair reasoning... but that's assuming we're playing Ultrakill and not D&D
Action economy doesn't exist in Ultrakill 🥀
This should prob still be very rare, also "per long rest" is pretty odd for a magic item.
6 charges (uses), 1d6 Charges back at Dawn seems more standard, but still around what you want I think.
because youre throwing around coins for trick shots
No, that's the other one
This is specifically "Charge Shot" I'm talking about
i-it was a joke
Also they're still called features, but that's more a nerf to yourself than anything lol.
Maybe, but I'm going to combo the coins with the railgun soon.....
Otherwise this I think is more in line balance wise, probably a Very Rare tho.
See, this is where we're forced to implement a gameplay mechanic called 🌟 Object interaction 🌟
Not sure what this means? That the magic items will interact? That exists in DND. Still doesn't use "feature" anywhere
Dual Wielder Feat incoming ig
A railgun is a different weapon, which in Ultrakill you can quickswap to after throwing coins. Then you shoot the coins with the railgun instead of the revolver and BOOM big damage
I've played Ultra kill vro
Mb, I though that was the confusion
Nah, the need for them to be called "features" and not "traits" is
Because magic items have Traits, not features
Maybe that's why he thought making the revolver a light weapon would be useful
Ahh, that makes more sense
(oh, and no worries Abt nonstandard homebrew, we get it all the time around here lol)
Hm
Last note Abt Revolver
You could probably make it Versatile and not Light
D8 one handed, d10 two hands.
That'd make it way more balanced with the Rail gun interaction
I don't really see how holding a gun with two hands would increase the bullet damage...
if anything, isnt # of hands more for control over the gun?
That's what I was thinking
Yeah I was about to say....
But that'd just be the case for any weapon tbf
recoil and all that
Yeah, I was thinking in a balance sense, flavor wise that would be odd.
Then again for some not moving boosts damage here
Good point actually
With melee its kinda both
Which follows similar logic
you have better control and can apply more power
True
youre not really applying any power whatsoever for a gun. Youre just pulling a trigger
Then with bows you just. Need two hands
Yeah, pretty much
A one handed crossbow, maybe? I don't remember if it's already versatile or not
now the idea of a pressure sensitivity trigger is stuck in my head......
Hand Crossbows?
I hate to put this in your head but iirc that does exist
no way
In that case, you'd have more misfiring and overpowering too, no?
Str check? Slight of hand?
maybe 
Looking it up I only see that some firearms can adjust the PSI needed to pull the trigger (light for quicker draws, heavy for safety)
ooh ic ic
I coulda sworn I've seen a video on this tho lol
All that comes to mind is the .50 caliber bat vid
(Bat that goes boom on a hit)
Enter the Gungeon ah weapon
what level of warlock should i make a cr 1 harpy? im thinking 3 but not sure
that mostly depends on the ocverall statblock, and your spell picks
im thinking witch bolt and eldr would be the only attack ones the others i wanna use as a buff
EB would be fine under level 5
Witch Bolt? I think you can probably get some ideas from the Tarrunak Raider
mmm?
Their main gimmick is Witch Bolt
ooo alright, my idea with it is to use it as a basic for the settings simple spells (its a eso game)
ima give them warlock and cleric spells
Tarrunak literally brings up no results on Google
So I am making a Blood Sorcery subclass for the 5.5e sorcerer. So here are the subclass spells I have for it. But right now, I feel they do not very effective or fit the theme well. What do you think will work better.
Level 3
Cantrip: Chill Touch • 1st: False Life, Inflict Wounds • 2nd: Blindness/Deafness, Ray of Enfeeblement
Level 5
3rd: Vampiric Touch, Bestow Curse
Level 7
4th: Blight, Death Ward
Level 9
5th: Contagion, Cloudkill
Maaaaybe drop either of the 2nd level spells for Arcane Vigor? But really you have all of the "greatest hits" for a sorcerer subclass that uses something called 'blood sorcery' and leans in on that meaning necromancy/necrotic damage.
I probably wouldn't give it a cantrip, Sorcs get more than the other classes... but it is the best cantrip for the flavor, so I like it.
Is Negative Energy Flood 5th level? Not sure if that spell isn't base 5.5 PHB though.
well, remember that abberant sorcery also gets a cantrip, so it is not too bad. And yeah, that spell is not in 5.5e yet
I hadn't forgotten 'bout ye olde Mind Sliver, hence the 'probably'... but no criticism here from me. The secondary effect of Chill Touch is perfect for someone wielding blood sorcery.
Basically "locking any healing or similar magic out" of a creature when you mess with their blood... yeah.
... low key want to play a character like that, I think.
Hello, I want to create a chain-spear weapon that can also be used as a grappling hook. Is there any homebrew weapon similar to the one I'm envisioning?
A grappling hook is already an official item - i can't imagine it would be too difficult to just allow a weapon to double as one?
As for the chain spear, one of my players has a sickle on a chain. I pretty much just said that it requires two hands but has a 10ft reach
And does more damage
Take a polearm, change its mastery and name, and let it double as a grappling hook
ok thx. So the main gimmick of my blood sorcery subclass is spending hit points to power up Innate Sorcery even further. What would you think would be a good HP price for that, considering Sorcerers low hp?
Well this was hell to make (mainly because photo positioning)
Is there anyone that could give me feedback on a homebrew bossmonster? :)
Having a quick pop in for a showcase of three statblocks I am highly likely to use in a campaign that is in the works. Although Slayer and Marksman are being used currently (the game is continuing in under 2 hours actually)
A major part they'd play in the story of the campaign-to-be is them being manifested hatred and malice in a city wrought by corruption and insidious machinations, and the night curfews of a city being rather convenient coverups for their existence and making underground traversal dangerous to make the decision notable when it's between city checkpoints and oppressive laws and the underground's sewer monsters and the Malefactors. Also, sunlight tech/magic in the setting being made valuable, and conveniently excused for use by the city, for use against vampires and other creatures of the night.
https://imgur.com/a/hKBQwwM
A link to screencaps of the three statblocks so far and the inspiring images. I do plan on getting dedicated original artwork for each of them in the future, as well as making yet more of my own.
What originated as "these monsters are cool I'll make stats for them in D&D" eventually progressed to "I might split this off into making my own original things in this theme".
I think the Mainliner's Leap could use some specification, of course... But maybe aside from that they could use some more reliable method of attaching?
Oh actually that's a clever workaround
Thank you for the idea! Much appreciated
I am free right now, so yes!
I think them being able to pile on someone and stab is already enough, no? Especially once they gang up on someone and explode
Y’all ever try out ways to kinda modify the math on weapons via magic enchantments? Stuff like a magic weapon type that adds your damage modifier to each damage die rolled, so that weapons that use 2d6 instead of 1d12 can sometimes have a higher potential maximum
Or, something I’ve been working as the inverse of that: a magic weapon that, if you roll higher than your damage modifier when dealing damage, you add your damage modifier twice. Kinda quirky stuff like that
Weapon (Flail), Rare (Requires Attunement by a Paladin)
**Dormant**. While In the Dormant state, the The Conquerer's Flail has a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it gains the following properties:
**Douse The Flame**. Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points with The Conquerer's Flail, you can force each creature of your choice that you can see within a 30ft radius to make a DC 15 Wisdom Saving Throw or gain the Frightened condition until the end of your next turn.
**Fist of Iron**. You have advantage on Charisma (Intimidation) checks. ```
Would love some thoughts on this Magic Item I'm making for my player. (Conquest Paladin, currently Level 6, on the verge of Level 7, likely by the end of next session). I really like the idea of it but I'm not fully settled on the specific mechanics. Some design notes:
- It's using the Dormant/Awakened/Exalted system for magic items seen in books like Taldorei Reborn. I'm designing each step as they go, so this is currently only at the Dormant Stage (rare), but will eventually become Legendary.
- I'm locked on it being a magical flail and it already has some established lore that an important conquest paladin historically wielded it. I'm really hoping to lean into those traits of the weapon
- The player mentioned they *really* wanted their "personal" weapon to have some crowd control ability and give ways to hold the line.
I do like the idea of Douse The Flame but one thing that I'm very aware of is that it's just conquering presence, but again. (The action economy to trigger it is different but the effect is the same, which I don't love.)
I also enjoy the idea behind Fist of Iron but it's a too broad for my tastes just yet. Maybe I could change it to a d4/d6 at this stage and bump it up later?
douse the falme has too many conditionals that are built in for it to be something of use.
its a DC 15 wisdom saving throw which doesn't increase (because you haven't posted any of the other forms so we don't know), and wisdom is a very high resisted mental skill. It is contingent on a critical hit (5% chance) or reduce to zero hitpoints (you msut be the final striker).
So you have to attack with two attempts per turn at 5% chance each, locked on once per turn, using a low-easy-to-beat save DC on a high-resisted mental skill, for a condition that last only one turn, dependent on its gaurantee being tied to who the last hitter is.
This boils down to; give them a flametongue. It's more reliable.
Your player's more likely to forget its even a thing because its like "oh critical hit as a paladin" and then move on because he has to remember everytime fo a low percent cahcne or build into it as final striiker. It's gamey and doesn't actuallyenhance anything about the conquest player.
Yes, frightened creatures can't move using this feature;
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
But it's only half the paladin level, so at best you're locking an enemy in place for a turn, technically speaking. It's great in theory, in practice it doesn't actually play into a consistent strength.
So the actual way to make this fun and interesting is simply make this effect an action. Lock it to once per long rest. If you want them to use this multiple times to make use of a locked unreliable zero speed reduction, give it charges. Consume charges. Build into charges later.
Die is fun and all but when its locked beyond 5% chance and/or final striker + resist, its dead on arrival.
Honestly, I'd say that it's much more likely to be triggered than it would be at first glance.
It's basically GWM's Hew, for context.
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
But the staple feature that makes GWM reliable is the latter, Tamms. That has a context to it. 
You aren't getting GWM for the crit. You're getting it for the consistent effect.
That same context appplies here.
Aye, though this is also a +1 Flail, too.
It's basically a Flail that gives the Paladin a mini-CD when it crits or drops a creature.
Thanks for all of these points. This isn't a magic item that's done, this is a first draft and I'm really looking at ways to improve the core essence of the item.
My reasoning behind not wanting to go for a flametongue, which I mentioned earlier, is because I had a chat with the player in question, who really said that out of a magic item, far more than extra damage, they wanted Crowd Control and more defensive options. A flametongue doesn't really contribue to that, and there's already another player who has a magic item which is functionally similar to that. It also doesn't fit my other goal for the item, which is that I want a magic item which can grow and change over the course of the adventure, and that is special and specific to the player's character. A Flametongue could be that, but when my other players also have all of that, it would feel bad to just give them a flametongue.
More damage is very explicitly not the main goal here
I should have been more clear Knome. I use the example as a player-facing focus of "my options versus this"
I will also say that I personally think that magic items focusing on consistent effects is a huge flaw in the magic item ecosystem that has lead to magic items being extremely boring.
Consistency is a big thing when deciding to track or use something. I don't see it as a staple feature becasue it is blocked by several dynamic things. (Where as, we got a GWM example, it is not blocked by multiple variaibles not tied to the player)
I also think that it triggering on enemies being dropped to 0 is beneficial within the magic item space because it actually makes this magic item truly affect the PC's playstyle, which is much more impactful than anything like a Flametongue.
The PC essentially can aim to create a death spiral within enemy ranks via focusing on the weakest link at any given time.
It also really ties into the conquest paladin idea in that sense where they are stomping out the lesser foes, literally dousing the flame of hope. That was a big idea I had.
One option I'm considering is instead of it being when an enemy is crit/drops to 0, they instead get to just use that channel divinity as a part of hitting on an attack
But I'm not as sold on that.
I also considered mentioning that, yeah.
I suppose I should boil it down differently.
If player enters fight, player is not expected to have information on enemy statblocks.
Player enters fight with group, they have one turn per round. Assume they have no enhancements such as haste that give them additional attacks.
Players must not metagame, and must achieve a 5% or final strike (which is not guaranteed), to accomplish the trigger. Recall trigger. Trigger must then be resisted with common save. Most creatures beyond level 5 have a +2 to wisdom (exclude creature types like constructs). They have a 35% chance to succeed against the die. 50% of a d20 is 10, each point afterwards on a d20 is 5%. (they need a 13)
Using that as a reference, they must meet several triggers to activate an effect, which boils down to frightened for one turn (no repeat save).
The paladin has two attempts per turn (we assume here no hold person, no paralysiss, or anything in between).
Magic items are made with a bigger context. That is why consistency as a framework is essential if you are making a "staple feature". Accessibility to it is dependent on how many blockers it is. Knome wants this to be a staple feature.
My suggestion was they simply get tou se it, put a locker on it. This actualy adds to their playstyle. "When do I use an action to do this instead of this"
The original does not alter playstyle. It simply makes busywork. This is not the same thing in comparison. If you have multiple blockers, the less of an actual playstyle modification there is. Accessibility does inform playstyle.
I am also factoring in something else. Player recall and how much they're tracking. It isn't just about the balance of a weapon. My suggestion is alo centralized to how much recalling they need to do to make it work, and how much their attention is being divided.
I dunno his players, but I know when I see "many conditionals = busywork" formula.
The net effect is ultimately all of these blockers for "speed zero, disadvantage on all rolls for one turn" assuming you meet everything else previously (stacking with paladin aura.), assuming they are in range of it (20 feet).
Context added by Knome was level 6 (so upcoming level 7)
If you aren't actually making sacrifices (in this case, roll a die, get an effect), then it isn't a playstyle alteration. it's just an option. And options are often ignored/forgotten (tying back to how much busywork is tied to something.)
That is why I pointed out the GWM example. GWM's staple feature is -5 for +10 damage, which isn't dependent on anyone else but the player. The zero/critical hit is a bonus feature. If its a bonus feature, it's not a staple of whatever the identity that mechanic is selling to the player.
A player doesn't have information on enemy statblocks, but the meta information of when a creature is Bloodied is known at this point in time. Why that matters is that it will likely push the Paladin to focus on these weaker enemies so that they can get a burst of AOE Frighten. That AOE Frighten also plays into the fact that it deals further damage to nearby creatures within the Paladin's aura at level 7, pushing them closer to death in the same vein, and causing a death spiral.
Why I say that affects the gameplay of said Paladin is that it gives them a relatively clear set of "tells" as to when this item would be most useful (this is the playstyle alteration I was referring to), aside from its normal +1 bonus that is already good for a rare item. The Paladin uses those tells as information gleaned from the game state and can respond to them, which is generally textbook good design, as providing decisionmaking information without the audience really consciously recognizing it is easier said than done. Essentially, it makes the Paladin player feel "smart" when they pull it off, and the fact that it has the 30 foot radius, it can entirely swing the tide of the battle.
Lead dart
Conjuration 2nd level
Casting time:one action
Range:60 feet
Components:V, S
Duration:1 minute
You create a dart of heavy metals and launch it at an opponent. On hit they take 2D4 piercing damage and become poisoned for one minute. While the target is poisoned this way, they suffers a D4 penalty on all saving throws using intelligence or wisdom for the duration. The target can make a constitution saving throw at the end of each of their turns, ending the effect on a success.
Spell lists:artificer
Does this spell look balanced to you?
So your perspective is highly dependent on the GM's ability to convey information in that described context (which is an essential perspective). I can get behind that, but there is such a thing that you can accomplish the same thing similarly with timing, planning, and strategy by action economy control (self).
So you can get to this same effect, abridged in a strategy by using that formula, instead of a roll die formula that uses a lot of blockers. They're working with the same information in both our cases, but one distinctly is formula + memory based, vs just "action roll" based.
god I forgot being medicated makes me insanely detailed. 
Conditionals are also generally something that goes best with magic items, and are extremely commonly utilized across the board. Conditionals exist in magic items more than any other place in the entire 5e rules, and it's not even close. The key is that "action roll" is generally something that leads to worse gameplay experiences, because it results in the player being coddled by the mechanics. As such, even though they might feel as if their actions were cool, they themselves don't really get "the credit" from that due to psychologically associating the button press with the "flashy boom", instead of their tactics with the "flashy boom".
Then why not abridge it this way. We can meet both worlds here.
Once per long rest, they can deliberately cause it as an action. Do both! 
They get one guaranteed use but otherwise roll on the die of luck.
Well, the simplest reason is because that's just their CD. That would largely cheapen their actual Paladin feature, so it's important that this separates itself, and is why I don't think that it allowing them to effectively use their CD again is an amazing idea, even though I did consider it.
Why I'm so fond of the Hew-trigger for the feature is that it truly gives the Paladin a huge incentive to play in a way that fits the design of the item, which Khome is intimately aware of because he's playing a subclass I made for Monk that does this exact same thing 
One of the fundamentals of enjoyable play is tricking the audience into the illusion that the exact situation you designed for was caused by them. Despite Khome knowing all of those details and the illusion being "broken", the subclass itself leans so heavily into that situation where it's enjoyable regardless. That's the type of thing I think ends up being cemented in a player's memory and also doesn't feel gratuitous.
Err, I dunno about that. They already have an item that increases the CD count. That isn't unusual if it was just fused into this.
I suppoose. I am not fond of staples being conditionals. With my ADHD condition, it causes me great frustration if my memory is being checked on a feature based on a crunch die probability. It's probably why I am not vibing with it since the context relies on moving factors that go beyond just that. I am not easily overwhelmed but I DM for others and have been iin groups where other players are overwhelmed because they're tracking "how many conditionals for xyz"

It's why I am usually pro "conditionals as a bonus, staple shouldn't be reliant on that"
Looking for any feedback/advice for this familiar centered warlock magic item:
Bracer of the Patron’s Tether
Wondrous Item, Rare (Requires Attunement by a Warlock)
This bracer is forged from materials that reflect the nature of your otherworldly bargain. Whether it be infernal iron, shifting starlight, or petrified wood. Set into the surface are several otherworldly eyes that twitch and roll, mirroring the gaze of your patron.
Ocular Bond
While you are attuned to the bracer and your familiar is summoned, your familiar gains following benefits:
-
Patron’s Protection: The familiar adds your Charisma modifier to its Armor Class, ability checks, and saving throws.
-
Empowered Strikes: The familiar uses your spell attack modifier for its attack rolls and adds your Charisma modifier to its damage rolls.
-
Vitality Link: The familiar’s hit point maximum and current hit points increase by an amount equal to three times your warlock level.
Additionally, the bracer has a number of charges equal to half your Proficiency Bonus (rounded down). It regains all expended charges when you finish a Long Rest. As an action, you can expend 1 charge to cast a Conjuration spell you have prepared without expending a spell slot. When cast in this way, it doesn't require concentration and instead lasts the full duration.
They already got a lot to track. I just don't see how fun it is to track even more ontop of everything else they're already trying to do.
To be clear, what I think would feel cheaper is if you could trigger it once per LR as an action, because it still only lasts until the next turn. The alternative is to give another usage of CD (alongside the trigger), but then that's yet another thing stapled on the weapon that's already a +1 with a separate bonus for Intimidation, likely pushing it close to Very Rare.
hey everyone
https://docs.google.com/document/d/1ZKjpqoVtlVVSEJAYBJbGvMUDodOpEX7qG55rd-d6ne4/edit?usp=sharing
i made a document which has a simpler form of everyone's sheets and a list of their actions because my 8 players were having a lot of trouble some wanted dnd beyond some roll20
im also a relatively new dm and i made some tweaks to the mechanics to balance the game but most things are as they should be
would love if an experienced DM can check it out and let me know their opinions
Err, I dunno about that. Most very rares do a lot as it is. Using 2014 variations anyways. I would pu this on the more stronger side of a rare but definitely not in the very rare category.
I'm saying it would probably be very rare if it had:
- +1 bonus
- Trigger to do this thing.
- Ability to force it once per LR or (especially) ability to use your CD an extra time per LR.
- Advantage on Intimidation.
Oh, okaky. yea, that makes snese.
With that said, I think the real staple portion of the weapon that is being overlooked is that it is, in fact, a +1 Flail. Looking at the existing list of rare +1 weapons, the list is much smaller than you'd expect and is likely much less powerful than you'd expect.
I think another good option for the last part could just be spell storing but only for conjuration spells.
This is a 2014 Basic Rules rare +1 dagger with additional effect:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Err, that's not me overlooking. A statistic isn't a staple to me, and that's a me thing. A +1 is a long-term investment in a numbers basc checking game, so It does't register too me as anything but the "bare minimum to hit higher AC creatures".
I know for a fact I am throwing that one to the side as a "okay, +1 flail, cool, uh, whatever" aka what else does it do other than that +1.
What I'm getting at is more looking at what this flail does in comparison to other things like it.
In comparison, this is actually a strictly more exciting magic item than probably anything RAW at its rarity (which is not a criticism, as I think a lot of 5e's magic items are saltine crackers in comparison to what they could be).
This is also a force multiplier, in the sense that imposing Disadvantage on potentially an entire battlefield worth of size out of the blue can totally swing combats. It's also impacted (in terms of crit chance) by Advantage, which means there's a soft synergy with Advantage generators.
I think the key with the "tracking" portion, too, is that Hew (and by extension, this) are both effects that trigger off of dopamine hits (killing an enemy or critting), ergo you get rewarded when you get rewarded, which means they are more easily cemented in the group's mind for what it brings to the table (both literally and figuratively).
I've put a lot of thought into what parts of the magic item ecosystem I think fails for me, and the fact that magic items are just "additional bonuses" is probably the biggest thing. Stuff that truly changes your playstyle for you to get the greatest effect is the type of magic item I'd want to see nearly everything being.
Genuinely I've considered pseudo-abolishing the +X stuff if I get around to doing magic items, too. Spicy, but true. Same with abolishing the "this just does additional XdY [damage type] damage."
Want to get some feedback on this ability:
Esprit de Corps
When you join the College of the Siren at 3rd level, you learn to use your inspiration to instill fixation in the hearts of others. Some Sirens use this ability to deflect their enemies towards their most durable companions; others fixate the hearts of their own allies, focusing their ferocity towards one particular enemy for targeted destruction.
As an action, you can expend one Bardic Inspiration die and target a creature you can see. That creature must succeed on a Wisdom saving throw or become Fixated; or can choose to become Fixated without attempting the save. When a creature becomes Fixated, you designate one creature it is hostile toward. While Fixated, the creature can only target the designated creature with its attacks and spells. At the end of each of its turns, the creature may choose to repeat the Wisdom saving throw, ending the effect on a success. Otherwise, the effect lasts for 1 minute.
As a bonus action, you can spend 1 Bardic Inspiration Die in order to quicken a Fixated creature’s heart, allowing it to make one attack or cast one spell of its choice as a reaction, targeting the designated creature.
- is this for 2014 or 2024? the wording is way wrong for 2024, or even 2014 post-tasha's.
- the fluff text is way too long, even in 2014 its almost never more than a isngle sentence.
- action cost is a lot. most BI uses are a BA
- since it's not a spell you should probably specify that the WIS save is against your spell save DC
- if its 2024, you dont need to specify that the creature can choose to become Fixated, there's a standardized rule that any creature can choose to fail any save it wishes to
- using a BI without rolling it and adding/subtracting/otherwise using the number rolled is deeply uncommon and always feels bad to play. it's die. you should roll it
- what is the benefit of being Fixated? i guess i can see the benefit of forcing a beefy enemy to focus-fire the barbarian instead of the wizard, but there's zero benefit to having an ally be Fixated, which makes the line about choosing to become FIxated even weirder and more out of place
- wording is weird on the duration. usually it's more like "A creature can be Fixated for up to 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success."
- blowing a BI as a BA (and again, not rolling it or applying it in any way) to get a single attack feels bad. it feels weak, particularly since the most BIs you'll have in a regular Bard's career is 5/SR (or 5/LR when you get this ability at 3rd, which is far worse) or roughly 5 for every 1 or 2 combats. you're already spending one just to Fixate them, then another for an attack/spell. that's two gone, possibly on the same round, meaning you've only got 3 left to actually inspire your allies (what the BI is mostly intended for) for either the entire day at 3rd level, or the next fight and a half or so after 5th level
- i think you need more beef on this, and more efficient BI usage, basically
i might try something like
"LEVEL 3: ESPRIT DE CORPS
As a Bonus Action, you can choose one creature within 30 feet which you can see to make a Wisdom saving throw against your spell save DC. On a failure, that creature has the Charmed condition. While a creature has the Charmed condition in this way, at the start of each of your turns, you can fixate it on a target of your choice, forcing it to make any attack rolls it chooses against that target or lose its action. A creature can have the Charmed condition in this way for up to 1 minute or until you have the Incapacitated condition. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
While a creature has the Charmed condition in this way, you can, as a Bonus Action, expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. The creature must use its Reaction to make an attack against a creature of your choice, adding the number rolled to its attack roll."
im sure thats not perfect, probably requires some more details/wording fixes, but it kinda addresses most of the problems i see
im hoping this is the correct place for this, im trying to homebrew the fate domain from UA so my players can use it, and i want to publish it when im done for 2024e and ive made sure all the class levels are hit, tested at 1/2/6/8/17 and tested 3/3/6/8/17 and tested at 3/3/6/17 and neither is allowing to publish i made sure the toggle of can this sub class cast spells wasnt on yes, and matched to the life domain copy to make sure i had features set up correctly i still get the error " This Subclass cannot be shared with the community for the following reasons:
This homebrew Subclass does not have the necessary class features with the correct required levels."
2024 cleric has subclass feature technically 2 at level 3 feature + domain spells, a 6 feature and a 17 feature. so i suited it to that and it still throws error.
i think you want #ddb-support for help with the homebrew tools on the site
this channel is more for discussing mechanics
Can someone help me balance a Monk subclass I'm making, and suggest ideas for the capstone?
The subclass is based on Jujutsu Kaisen's cursed technique system, so the capstone will be a domain expansion, i.e. a concentration AoE with an effect based on the technique
https://docs.google.com/document/d/150SxRR4FpxNw-_VR_IfaeHBDPcgxmqj6UbQoWdb2ez8/edit?usp=drivesdk
- Jujutsu Kaisen subclass
- looks inside
- monk
Yeah ik they're called sorcerers but each of them use one type of cursed technique, which feels more like a subclass than spells (with the sole exception of the Copy technique)
no thats actually a cool subclass, i like it. Hidden Inventory is a hilarious name
Couldn't find a suitable name so I went for the reference pun
I don’t see much use for hidden inventory outside of the “parry”, so i’d either remove it or merge with the parry ability
which is actually called divergence
It fits well
It's mostly utility but has a few niche uses like stealing and preventing opponents from re-arming
eh, your choice. I don’t like inventory based abilities at all
And it's even funny when you realise it's basically the Minecraft inventory
Ah, no problem friend
Equilibrium monk carrying 98 trillion tons of gold:
All that's left is the capstone/domain expansion. I just can't come up with good ideas. Any suggestions?
paladin aura scaling 10ft-30ft@18, you have advantage when in this state against targets within your Domain when expending a ki point for the attack.
... that's actually interesting, I'll note that down
made a statblock for a mechanical mimic that is actually more dangerous than the real thing, but I'm thinking that perhaps the actual stats I gave it are too low
Could treat it as a make shift banishment spell of some kind
Or just straight up stores away the enemy for a certain period of time until they make a saving throw
like the banish spell?
Or a plane shift sort of spell
I worry that it has the same issues banishment does but arguably worse as it allows you to choose where to remove them from your inventory. I.e. over lava
That’s why I imagine there would be a time limit or until the enemy makes a saving throw
If the monk is also required to go into the inventory for a one v one it would balance turns again and disincentivizes pulling bosses you cant solo
That is how a domain expansion usually works, so that would make more sense
Ive attempted by own JJK dnd entry. I ended up making it a whole class since its too complicated to fit into one unless you building one specific niche or character. Is there a specific fantasy you are trying to find with this subclass?
I have a fairly interesting but perhaps queeestionable idea: introducing Farkle as a dice game for tavern gambling, or gambling in general (ala Kingdom Come: Deliverance); as well as collectible loaded dice which basically consist of custom dice expressions, think "1d[Wild,2,3,4,5,6]" or "1d[1,1,1,3,5,5,5,6]".
The party could find these dice as quest rewards, by beating people in Farkle at taverns, pickpocketing them, as loot or at shops, etc.
This is a text-based campaign, so it's certainly easy to implement as long as I can teach the players how it works beforehand. And it doesn't seem that hard to learn to me.
Problem is, it'd be a 3-5 player campaign, these Farkle games typically take about 15-20 minutes (shorter or longer depending on luck, point total to win and loaded dice power-level), and they're exclusively 1v1, likely between an NPC and a single PC.
Should I just ditch this idea? Maybe make a much simpler version, keep the idea of some kind of collectibles? Or would this be fine to run as-is?
I like the idea of a mario party like dice system where you statistics are even more random. though it would need to have a really good boon for this bane.
I've also done so for a JJK campaign I'm currently running. Though I ended up just making the thing a whole race and class to fit lol
I've never played Mario Party, so you might have to explain it a bit more to me...
as you collect different companions, each companion has a custom die with a unique spread that you may choose to use to change your probability of rolling a specific number. Mario party is a board game that requires one to actually land on the space so highest isnt always best. You would want to give incentive to roll low in dnd as it is very rare you want to fail without being able to willingly do so.
I was also thinking of Liar's dice, and I think I'd love to keep that as an option for a quasi-boss-fight ala that deleted scene from Pirates of the Caribbean. I could even keep the same collectible dice, let them use them!
Weeellll, I'm not sure how to turn this into a relatively short tavern gambling game
you could use them as randomized bardic inspiration or attack die
make it a game that requies specific numbers like blackjack with dice
There's probably a thing like that!
maybe I just need to look into more dice games...
you cant roll above 21 you may use 3d6, or 1d20+1d4, or 3d10
you need to get closer that another player, so 3d6 may be the safest but you may not win either
Feels quite random
what determines their options will need to be flushed out but its a start
I mean, the game of Farkle is already fully fleshed out. All the rules are already written
i thought you made that up ngl. never heard of it
Pffft
No it's a real dice game. You roll 6 dice, and you add together score based on the numbers rolled. You can put dice aside and reroll the rest, but if you ever roll and not get any scoring dice you lose your score for that round
i think doing that in the same manner of pairs and sets, but with the 7 dnd die
1s and 5s score by themselves, any other numbers you have to get a straight, a 3oak or more, or three pairs
I feel like using any dice bigger than d6s would complicate it and make it take way longer
With d8s, would you have to roll 8 of them?
reduce the goal score, it makes it much harder to get pairs and sets, also does the rare thing that you want to roll low on a d20.
oh, like roll all 7 of them at once?
yeah
idk that just sounds like Farkle but slower, less predictable, more random and with way more whiffs
and more complicated...
I also think, in-universe, it'd make more sense for people to carry around a bunch of cubes rather than varying polyhedrons, yknow? hard to carve
fair. it is. but I dont carry that many of a single dice type as once and if everyone is playing, its harder to pull from others.
if you do online this problem is irrelevant
as mentioned previously, it's a text-based campaign
my bad, forgor.
nws!
but yeah it's as easy as...
ah I can't use apps
as typing /roll 6d6 basically
or /r 5d6 1d[Wild,2,3,4,5,6]
what exactly does wild do? just pick from the number available on the die or does it pick a different die to roll?
pick any number from 1-6!
when scoring it
so it can be used to just score as a 1 or 5, as part of a 3oak+, or to fill a straight
Uno type wild. I would make the wild your highest number as it generally more beneficial to have matching high rolls
in Farkle, 1 gives the most points
a die that's 1,2,3,4,5,Wild would actually be pretty sweet as an even stronger version, as it basically has two 1's
Hello, I was looking for some homebrew items to give for my level 10 Sun Soul, Four Elements and Open Hand Monks. Does anyone have a good homebrew item list for Monks? Much appreciated!
i want to grant one of my players prof with cook's utensils as they have been the ship's cook for weeks now. how can i grant an additional tool slot as a homebrew option? does the character need to uncheck the prerequisits block or some other hidden hurdle?
You can use the downtime training rules
right but how do they actuall get to add it to their sheet
on DDB? click tools, you should be able to manually add it in
too easy, thx
Would it break balance to implement PF2es striking runes to the game?
Effectively a +1 sword deals double damage dice, a +2 sword deals triple damage dice, etc etc
Honestly, no. I use that in my games
For example, a +1 dagger deals 2d4 damage, and a +2 spear deals 3d6 (3d8) damage. It's a good way to help the weapon-using classes do more damage
Thats what Im thinking, plus it makes magic swords feel that much more magical
Anyone here familiar with laserllama? They seem really interesting as a creator and I wanted to know if it’s worth using their barbarian or fighter versions?
Is there a monster that does something similar to this in 2024?
Revelry's Protection. Trigger: The empyrean is targetted by an attack. Reaction -- Wisdom Saving Throw: DC 24. Failure: The attacker must choose a different target, or waste the attack.
a statblock I made for an extremely simple Combat Dummy construct, intended solely for testing the combat ability of a given individual
So making a homebrew tiefling bloodhunter. I want a character the manipulates blood. Would it be too OP to say he can form any object out of blood as long as the attack dice stay the same as a lvl 1 attack?
sounds like neat flavor for a pact of the blade warlock
He'll be played in the back as a controller as fist and then add some healing in later on. Blood tentacles for crowd control. Blood daggers and blood spheres for attacks. And small blood heals/cleanse on self to begin with
Later on it'll grow into blood wolves and siphoning health from one party member to the other
Yo!
I made a homebrew mace for a DnD campaign.
In the campaign you can use your magic however you want.
At first, I launch myself in the air 1d50 feet and deal 1d8 per 10 feet. Then fall onto the opponent.
Is it too OP?
Theres already (optional) rules for falling on an enemy namely they get a dex save and if they fail they take half the fall damage and get knocked prone. Does this stack with that?
huh
Also may i suggest changing the d50 to 5x the result of 1d10. Dnd doesnt by default have a d50 and its probably easier to keep track of dnd grids when its in 5ft increments
So the way this would go is
-hit an enemy?
-launch yourself up dealing damage depending on how high you go
-land down and resolve falling on an enemy as normal?
It’s online with a dice bot
I have air magic
witch allows me to change the weight of an object
My str is 8
I make it weight almost nothing
launch myself
and fall onto the enemy targeting its skull
then I probably make the mace weight nothing
and return to my spot like 30 feet away
Sorry I missed this yesterday; if you're still looking for feedback, I have a couple of questions before thinking about the HP cost:
What kind of power up are you considering for Innate Sorcery? Is it like, a single power up that always does the same thing forever? Is there a scaling component to it? Is the power up something that's used to empower a single action, like additional to hit or DC or a damage bonus (one use and done), or does it empower Innate Sorcery for its entire duration?
Does anyone know how to make it so a feat adds a spell to your classes spell list like the dragonmark feats on D&D Beyond?
was thinking extra damage for spells for sure as one of the benefits, but I was thinking of a couple more that I am not sure. And it empowers Innate Sorcery for the full duration.
I have not fully fleshed it out yet, but that is the general idea
Later features might give additional bonuses, btw
Im making a homebrew zombie race, anyone got any ideas?
2014 rules or 2024?
2014
gotcha, in that case I'd recommend the ability that construct species get that allow them to be healed by healing word and cure wounds, as well as being a valid target for the various resurrection spells
also, turn immunity
maybe some kind of necromancy
Would there be a possible way for my path of the juggernaut barbarian to have a bulette pup as a pet? And if so how would that work?
How would you work the specifics of "biting"
Grapple check + attack?
What ideas do you have that separate it from the Reborn race?
Reborn is more like a full revive from death after a long time, mines more like you were animated dead or something but for some reason you remain after the spell fades
Depends how your DM wants to handle it. A noncombat pet would be more likely to be approved of. You could create a stat block that is comparable in strength to something from Find Familiar, then stick on unique traits of Bulettes like burrowing.
Hey, looking for someone to rate and maybe give advice on my homebrew weapons for my steampunk WW1 campaign (I can copy the descriptions here if someone would like or I can send screenshots in dms)
bout to drive home rn but have thoughts when i'm done.
I’ve got a friend joining a budding campaign of mine and is joining as a level 7 beast barbarian. He’s the werewolf leader from CoS, so we’re trying to adjust the shape changer aspect of beast barbarian to just a werewolf. Other players are minorly power gaming, so I’m buffing him somewhat by allowing him to both bite and claw when he rages, and also buffing the bite healing. +3 healing (proficiency) is terrible, so I was thinking instead he’d heal half damage dealt from the bite (d8 + 4 + 2 rounded down). Is this too strong or is it fine? Max healing would be 7, with minimum still being 3.
What would be a good feature for the lvl 14 Battlerager one to replace it
err, tie to barb level. They're a barbarian right? They already have "healing but not healing" in resistane
Think about it this way - you have a 7th level barbarian that's already taking half damage from everything* and can now regain ~7hp on each bite attack while raging.
That's... pretty resilient. I might leave it as 3, honestly. It's hard to want to put it behind a gate or activation ability; that feels bad.
- = everything he's resistant to, i can't remember if it's any better for that subclass
If he has typically poor Barbarian AC and you've boosted encounters a bit to handle other players with more "power gamey" characters, maybe he is taking enough hits that that makes a fair balance.
@olive sand I know that this can make some DMs cross (or roll) their eyes, but you don't need a supercomputer to think about the types of encounters your run, damage (-ish) your players can expect per round, etc. You have the sense of what your players are doing and can handle in a round; if your gut check says that's a good place to start, it's a good place to start. You can always change it between sessions if it's too strong, too weak, etc.
I went down a rabbit hole here; would it be okay to DM you my thoughts on using blood sorcery to enhance innate sorcery?
go ahead
Following up on the werewolf barbarian questions;
Do you think this would be an acceptable human/werewolf racial variant bonus wise?
- 2 strength
- 1 dexterity
- 1 constitution
-proficiencies in stealth and perception
-dark vision
+10 movement speed
-mask of the wild (hide in dim light and stuff)
-brave (advantage against fear)
-speak with wolves
2014 or 2024 rules?
Makes a difference
2014
Scrap one of the ability scores. Races in 2014 either give you +2/+1 or +1/+1/+1
- profs probably fine
- Dark vision is fine
- +10 is probably too much but +5 might be fine.
- Hiding stuff could be cool and unique but personally idk if werewolves come off at stealth types.
- I would scrap this maybe. Idk if advantage against fear makes much sense.
- Speak with animals but for wolves is cool. I dig.
unless youre mountain dwarf or half elf
I was basing it off that in part
Also +10 movement is a lot but feels like a werewolf person somehow idk
I think the brave thing doesn’t fit you’re right
I mean, werewolves do get 10 more ft while shifted
Why no shifting feature?
He’s going as a beast barbarian flavored as a werewolf transforming when raging
But none of the normal races fit what he’s going for so we’re doing a custom variant human. Trying to embody what he’s going for without making it too good or bad
What about advantage on smell based perception checks?
In that case, why not just use normal variant human?
Then he can pick a feat that best fits the character
I was thinking keen senses ability of advantage on smell and sight based ones would be good, but straight proficiency is cleaner, but many too good. Barbarians get that option already
None of the feats are appealing he’d rather have better stats and racial abilities
Also I do a higher powered campaign and allow free feats with character creation so hes already taking martial adept (with 2 superiority dice)
Does Attunement count a set of paired items as one or two items?
There are some paired items in first-party rulebooks, like notably the Gauntlets of Flaming Fury from BGDIA
Those two guantlets compose a singular magic item entry / attunement.
Also, any Boots or Gloves items, like Boots of Elvenkind or Flying, Gloves of Thievery or Missile Snaring, etc.
So having a "magic item" be two things for a set, is a thing.
Also, stuff like plate armor also exists. It's a set of armor
i sometimes see magic weapons with the phrase
When attuned to insert item here and insert item here, it counts as only taking one attunement slot
or something along those lines
Hallo everynyan! I'm creating a revised Arcane Archer subclass more akin to the Alchemist Artificer mechanically
What are some things that any of y'all who have tried the Arcane Archer subclass think is lacking about the subclass that I can take into consideration during my revise?
more then two uses
my Spellfletcher (arcane archer but better) ranger had uses per LR equal to WIS mod
how does this look, if you don't mind offering your opinion on it?
I was thinking about potentially making it so that rather than rolling on the table when you fire an arrow, you roll when the arrows are conjured, so you have a bit of room to strategize which arrows you use
Hello, what item can I give my Sun Soul monk with Dragon Scales and Dragon Heart? Preferably something more permanent than a potion
Oh, I have given them a magical belt and fist wrap was well
are there any gaps in the characters mechanical abilities you'd like to bridge?
Amulet of Health is good on literally every character
If you wanna go basic, ring of protection is simple and useful.
But there are just a lot of cool rings in general
Still would really appreciate any feedback from someone in chat
Hmmm actually I did not think of this
I guess better ask the Monk first
Your missing an 18th level
As for balance. It looks the same to me lol (im tired so that helps)
That
Is strange.. Arcane Archer doesnt have an 18th level
yeah just double checked
3rd through 15th, no 18th..
I believe the arrows just all do more damage at 18th
The main difference is there are more uses, the formatting is more streamlined, and it's framed closer to that of the alchemist artificer than if the base arcane archer, with a focus on the rolling table to help balance out the average of 5 arrows at level 3
I think it's pretty good and balanced. The fact that you used second wind as a resource is pretty clever considering archers are probably not going to be damaged much
Also yes, it's missing a 18th level
Yeah, like wolframite said I think it's just the additional damage framed in the arrow options
Because in the base Arcane Archer there is no 18th level ability
I could definitely add one though, just need to think it up
Honestly having 1 arrow with 2 effects at level 18 is pretty acceptable, no?
Maybe something that lets you add some elemental damage to shots, like sorcerous burst, but an arrow.
Take advantage of any vulnerabilities a target might have
That might be problematic, if only for Piercing Arrow going through cover and hitting every target in its path
The 20 con barbarian
The 20 con any class
Yeh but most classes are hard to justify going to 20 con
I already have all the extra damage arrows dealing an extra 1d6 at level 5, 2d6 at level 11, and 3d6 at level 17
so I think that's fine as is
Okay, I need some feedback on some homebrew I did (already been approved by my DM) for a feature pack I made.
Sacred Beast Blood:
-> Whenever you land an Attack increase the count of Sacred Beast Blood by one.
-> If you miss and attack, decrease the Count of Sacred Beast Blood by one.
-> When ever you land an attack, add the amount of Counts on this Feat to your damage role.
-> Max Count on Level 1/5/10/15/20
-> 5/10/15/20/25
Sub-Feat (in that case the one I went with): Resilient Beast Blood
-> This sub Feat activates every 2 Rounds and gives you Temp-HP based on how Many counts of Beast Blood you have
The Curse-Feat that accompanies Sacred Beast Blood:
Curse of Beast Hood
-> Whenever you maxed out your Count on Secret Beast Blood you must Continue to Count on the Curse of Beast Hood.
-> You still get the same combat benefits as you do with Sacred Beast Blood
-> For every count of Cursed Beast Hood you will have calculated an Percentile amount of your Maximum Beast Hood and topple this on a Percentile Dice
(If I was not writing this at work I could even give the amount of percent based on Max Count)
-> on a Success you continue to play as Normal for this turn.
-> on a Fail, your DM gets to play the character for the duration of this turn.
-> Cursed Beast Hood only resets after a long rest.
-> max Counts on Level 1/5/10/15/20
->25/20/15/10/5
can someone Help me Decide the Gold prices/rarities of some Items I made? Trying to be more official with the stuff I create for my campaigns
*Bonemarrow Charm: Whenever you kill a creature (except an UNDEAD or CELESTIAL) you heal for 1d6 points.
Cocoon Charm: Whenever you fall to 0 hit points, but don’t die outright, you instead fall to 1 hit point and become incapacitated for 1 minute (10 rounds), at the end of the minute, you return to half hit points, if you are attacked while incapacitated, you regain 2d4 +4 hit points for each round that passes before you’re attacked.
Ghoulspawn Charm: As an action, you can become semi-Incorporeal for up to 1 hour (or until you choose to end it) a number of times equal to your proficiency bonus per long rest.
Harpysong Charm: You can cast the spell Charm Person (using your spell Save DC) a number of times equal to your proficiency bonus per long rest.
Hidden Charm: You can cast Invisibility on yourself a number of times equal to your proficiency bonus without expending a spell slot.
Mothwings Charm: Grants a Fly speed of 15 feet. (This doesn't ADD to your flying speed, only grants you one)
Protection Charm: Grants +1 to Armor class.
Spiderlimb Charm: You gain 4 additional limbs, each can only carry about 5 pounds. You gain a Climb speed of 35 feet.
Wasp Charm: All weapon attacks deal an additional 1d4 poison damage on a hit.
Wolfman Charm: You can use your bonus action to Wildshape into a wolf once per short or long rest, this form lasts until it falls to 0 hit points or until you choose to end it.*
Bonemarrow Charm, Spiderlimb Charm, Protection Charm and Wasp Charm can probably be uncommon items
Mothwings Charm, Wolfman Charm, Ghoulspawn Charm can probably be rare items
Hidden Charm, Mothwing Charm and Harpysong Charm can probably be rare items, except that they cannot be bought
Cocoon Charm doesn't have a limit? Then it's probably Legendary and comes from Lloth herself.
I did Forget to give it a Limit, I'd say so it isn't legendary or anything like that then the Limit could be that after the effect is used it can't be used until the next Dawn?
The Spirit Warrior can summon forth their inner battle spirit and us it to argument physical abilities and enhance the power of their weapons. The avatar Spirit Warriors call fourth takes the form of an animal or creature, that avatar sums them up as a person and the form in often influenced by the persons experiences.
Spirit Avatar
Starting at 3rd level, you can summon a spirit avatar from within you. The Avatar's aura surrounds you and it can stay in effect for 1 minute. You can use this feature up to twice per long rest.
The while the Spirit Avatar is active it gives you a +1 to your AC and it give a +1 to your weapon and damage rolls. You also gain and additional effect depending on the type of Avatar you have, choose between Spirits of Land (Horse, Wolf, Owlbear), Sea (Shark, Octopus, Turtle Dragon), or Sky (Eagle, Bat, Wyvern). Your Spirt Avatar take the shape of a creature or animal that lives in that domain. Once you choose your Avatar's type it cannot be changed.
Spirit of the Land. When you have an Avatar of the Land you have advantage in Athletics checks and Strength saving throws.
Spirit of the Sea. When you have an Avatar of the Sea you gain 30 ft. of swimming speed and you have advantage on your attack rolls will fighting in or underwater.
Spirit of the Sky. When you have an Avatar of the Sky you gain advantage of Acrobatic checks and Dexterity saving throws.
this is a subclass i cam up with for the fighter this is waht i have so far
i was planing to change the up to twice per long rest
to up to a your proficiency bonus per long rest
Spirit Strike
At 3rd level, you can channel your avatar into your weapon. While your Spirit Avatar is active you can use a bonus action to channel your Avatar's energy into a one weapon, and the weapons will change appearance to match the Avatar. While your Avatar is channeled into your weapon the next time you hit with a melee or ranged melee attack you will deal an additional 3d8 force damage, the effect ends once the attacks hits. The damage increases by 1d8 at 7th, 10th, 15th and 18th levels.
Once you use this feature it ends the effect of your Spirit Avatar, you can use this feature a number of times equal to your proficiency bonus per long rest.
What do you guys think of mechanically, giving martial characters a number of hands equal to their proficiency modifier? Would that be a massive buff?
the high five game alone would be unthinkable
So they're all Shiva?
Suppose so
I’m trying to homebrew a boss for a 2nd level party (3 players)
And it’s the incarnation of envy
So I gotta homebrew a special skill it has where it copies something from one player of its choice (a spell, weapon, feat etc etc)
theres a move in pokemon called imprison that stops the enemy from using anything other than what it used last turn, you could do a similar thnig in dnd and just switch it too whatever action they took last turn
then to make it actually decent you could do it so if they cannot or do not have the capabilities to do said action again. they take damage or something 🫡
True... could I interest you in my Con oriented homebrew class ? (Joking)
I am working on a campaign that has a slightly more grounded medieval fantasy approach, with a sprinkle of mystery-horror. It's a bit darker than most campaigns but not overly dark fantasy I'd say; so I was thinking of a potion that has an effect that lets you avoid getting downed once, but with a higher likelihood of a downside the more you drink it regularly looks roughly like this:
Elixir of Death Ward
-# Potion, Rare
When you drink this potion, you regain 2d4+2 Hit Points, and for the next 8 hours, all instances of you taking damage are reduced by 1, and the first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point.
Whenever this effect wears off, you must succeed a DC 6*X Constitution saving throw, where X is the amount of times you've drank Elixir of Death Ward in the past 7 days, or gain the Magical Contagion "Wardblight" (wip name).
Wardblight would likely not actually be contagious
Think like how Sewer Plague has no 'Spreading the Contagion' - honestly, I could even just slot Sewer Plague in
or I could change up Sewer Plague to have a worse effect, say, -X to all D20 tests, but the Magical Contagion is subdued or reduced as long as you're under the effects of the Elixir, but it resets the required three saving throws or increases exhaustion
p.s., the effects of the potion shouldn't stack on top of each other, so no 3 damage reduction or whatever
Snickelfritz you scare me you been typing for 20 minutes
I think I've got it! The Homebrew Support Monk I've been trying to nail down for a few weeks.
Baseline goal: A Warrior of Mercy Monk with Buff spells.
The Buff:
-At Level 3 you get a specific Cantrip and a specific 1st lvl buff spell (say Guidance and Bless) -You get 1 spell slot between long rests.
-At every 3rd level you get 1 specific buff spell (say Aid) from the next higher level (spell lvl 2 at class level 6, 3 at 9, 4 at 12 etc).
-With every new spell you get a 1 matching spell slot.
-Normal spell slot rules apply.
The Nerfs:
-All Hand of Harm effects from the subclass are removed.
-Spells can come from any list and are chosen at session 0 in conjunction with the DM
-All spells must be true buffs No hp restoring spells. No nurfs. (condition cures like Lesser Restoration is ok). Spells cannot add to damage in any way.
-Monk cannot cast spell on themselves unless they are also casting on other player at the same time
-Each spell costs 1 Focus Point
like many others
who come before me, I ask
is this spell balanced
Conjure Space Shuttle
3rd level conjurationClasses: Sorcerer, Wizard, Warlock
Casting Time: 1 action
Components: V, S
Range: 30 feet
Duration: Concentration, up to 1 hourYou summon a fey spirit that forms into a replica of a space shuttle of your choice. The replica is created at a point within range.
The replica has similar stats to the original space shuttle, including tolerance to space, except it's speed does not exceed 30 feet, and any weapons the original had are nonfunctional. The replica does not need to consume fuel or supplies to function, and it is always capable of generating a comfortable environment for all passengers inside.
The replica is capable of understanding the caster's languages and can operate its controls independently and pilot itself.
I think there are a lot of details here missing... Also seems really really good for 3rd level maybe
"The replica has similar stats to the original space shuttle" - what is that statblock? It needs to be provided or reference a specific statblock. I'm unsure what statblock this is in reference to.
"The replica has similar stats to the original space shuttle"
- needs to be specific. 30 foot fly speed? I know it's fly speed but its important to add those details in a spell.
"generating a comfortable environment for all passengers inside."
- I would use a different word than "comfortable" since its intended to describe the survivability of the space.
I think some things which need to be factored in are... How many creatures can the space ship hold? A specific statblock is needed. The spell says concentration for 1 hour but if this is meant to deep space travel, I don't think you are getting very far anywhere moving 30 feet fly speed for an hour at most.
the statblock depends on what space shuttle you choose
i dont know what word to use other than 'comfortable'
obviously its not meant for deep space travel, its only 3rd level
Are there official space shuttle statblocks in DnD?
I imagine in Spell Jammers
not that I know of
Yeah, so then the power of this spell becomes dependent on how powerful a space shuttles statblock is. I would just make your own statblock and add it to the spell and make it “you summon this statblock but it can physically appear however you want”
it should be balanced with any stat block
for the sake of argument, if it could pick any spelljammer to replicate, then it'd be balanced?
I’m skimming through some spell jammers right now… some of these ships can carry up to 5,000 people at a single time. Are very long in size (probably much bigger than the 30 foot space the spell lists), and seemingly has all kinds of additional rooms and tools on them besides just weapons
So I think you are going to need a lot more clarification here
For cyberware in DnD I can use a scrap system used to make new cybernetics or upgrades to existing ones. You take them to a Cybersmith who is proficient in Cybernetics and is an available artisan tool for CC so classes like artificer can get in on the action
Could also make Rune-types that utilize magical technology from 400 years ago that was popular in a still-ongoing nation
I do something like this in my campaign setting using mechanical gears, gems, or runes depending on the 'species' that originates the object. The base material determines what, if any, additional magical technology it can be set with, etc.
Making a "the division" homebrew because the new mobile game is dropping soon but sadly all my friends are busy 😢
Needs more tinkering with stuff but I was thinking of making crafting recipes for guns and medicine and armor and make advance base building
Im considering a "homebrew" one shot based on the SCP
Dude that would be so awesome
I had a common hb magic item that basically has the reverse effect of a clokwork amulet: roll a d20, if you roll 1-10 you get a 1 on your roll, if you roll 11-20 you get a 20 on your roll
Clockwork Amulet, meet Chaos Amulet. 😉
I once done something like this
My player asked, "Can I roll 20 when I roll above 10 and 1 if below?"
Me: "Aight."
He made 6 rolls that session. All rolls were below 10
"The curse of extremes"
i dont think monk should be buffed in any way
I'm actually currently actively writing a campaign based on SCP!!
I think it's a great idea, but you do have to bend some things a bit in favour of the medieval fantasy feel, I'd say
though, there is the complete conversion to the SCP universe I found that's really quite amazing that is intended to be set in contemporary times
by u/Michele_MikeruLauvie 3 years ago. Honestly some of the homebrew mechanics are sooo nice I'd say they're very well worth introducing even into medieval fantasy or high fantasy style D&D
tell me if anyone does homebrewing with the species/races of dnd. I like doing some alterations for mostly fun little flavor or to fit my homebrew setting.
I've made a few in the past, namely a moth race
I'm working on my reworking homebrew collection and have a few planned
I for instance, I mentioned before on the server, allow tieflings to take "alter self" spell in a reduced form (only change apperance) instead of thaumaturge. So they can hide their infernal traits
Though no one has ever found this idea interesting among my players
You could make a new subrace for tielfing, where they get psychic resistance and disguise self + other illusion stuff as their spells
yeah probably should do it that way
Though you can always just flavour it as the ability to hide their horns and tail at will
And just say they learnt some minor magics
I do also like to do purely aesthetic changes like making the Aaracokra look like the Rito from legend of zelda
That's awesome. The thing about appearance though is that there technically no mechanical difference so just flavour it as anything you want to look like
Half dragon born? Sure
Parrot/rito aro? Sure
yeah! you can be any bird you want
I cannot post images on this chanel but I have a vulture NPC
Oh cool! Yeah I love making unique looking guys
I love drawing little NPCs, sometimes taking written ones and altering them or just making my own (I have a LOT of OCs not even counting all of my dnd player characters or NPCs)
I actually drew up like 3 bird NPCs the other day!!
I'm also working on a bird race, specifically griffons, and I'd like them to be of a variety of different birds. I think they will probably all be the same race with aesthetic changes, buuut... it could be interesting to maybe introduce a subrace of specifically primarily herbivorous birds/non-birds-of-prey, for e.g. pigeon-griffons? cus I sure done drew a pigeon
I have a homebrew monster thats a pigeon griffon thing
Called a pigeoon
its a pigeon crossed with a racoon its very silly
genius..!!!!!
Griffin's are often said to be noble and are quite rare, so features around that could be good
griffins eat horses
Oh god it flies
Technically everything can so
a little trash goblin can that flies
well, in this universe, griffons make up a solid 2/3rds of the continent and most of the other 1/3rd are horses lol
Welp nm
of course they do you my little pony profile picture haver. (compliment)
hehehehe you got me
I got a lot of art for monsters creatures OCs but ot always nice to spam those things on servers like this
I've been putting off writing homebrew, gotta get back to it
but In terms of a griffin/humanoid species I think that might be a case where I would like the 6 limbs look
I'd love to exchange some of my drawings and ideas with you, if you don't mind Shadygal!!
Hell yeah
sure if you want to dm :)
I do!
I homebrew mostly my own world an alternate ttrpg for it. My homebrew moves too far at certain points
I am also kinda going that route but I'm trying to keep it semi faithful to base D&D, just to not overwhelm myself hahah
I just like to put my ideas into rules
I am working on a new type of magic item for the Way of The Living Weapon Monk. Since they struggle a lot to use normal magic item. So the item I came up with is called Transmutive Sinew. These are made from combining muscle tissue, bile from organs and other such parts of monsters. After attuning to it. It becomes one with your body, giving some passive traits and also new options to reshape your body.
Example: Green dragon
Passive:
immunity to poison
Immunity to the conditions: poisoned, frightened and charmed
Gains 10ft Truesight
Gains the ability to change melee damage to poison instead of slashing, bludgeoning and piercing.
Any thoughts?
Sounds cool and it's exactly what I am looking for (a DM having to think of magic items to give his 3 monks other than a belt, wrap and rings here)
would it be a bad idea to add a stunning mechanic to a subclass? like daze in zzz or weakness break in hsr
the way i'd implement it is probably every x amount of hits you can stun an enemy, making them incapacitated (or restrained? with a saving throw ofc), and removing the condition at the end or start of their next turn 
monk has (had at least) stunning strike so its not too far out of the question
Just keep in mind muticlassing with monk. You don't want the player(s) to be able to stun cycle the boss to death.
Turn based combat, be careful how you effect turns.
No. GMs like to cry about everything (yes this is a callout).
Although save or sucks should not be a dependency for the class (we sew that with monk).
I run a variant of the slow effect on most of my homebrew where they choose an action.
So if the enemy is affected by it, they choose to have a bonus or an action on their turn, not both, and can only make one attack
It also usually justifies it being cheaper
Homebrew should never be designed with multiclass in mind.
Otherwise its unreasonable to homebrew anything since you need to predict 8 other classes plus all combinations.
❌
whats your experience been like with it? has it been hell or rather normal? I'm curious to hear from someone with experience
Err, stunning? Rather normal. I find its more acceptable though not to stun or suck if thats not the primary feature
From experiences with other
I see, naruhuddo 
thank you dynamite, syntho and goose
Set multiclassing requirements to 23 in all stats 👍
I'm making a centaur unicorn home brew species for a player
While I've figured out the spell side of things I was wondering if species influences what a player has proficiency in or where they get a bonus in their stats
What would you recommend for this? I was also thinking of having two sub species, one a deer the other a horse based unicorn so I'm wondering if that would affect it as well
so stats are now based on background, but most tables just do +2/+1 to any stat so dont worry about that.
Proficiencies, whilst a common trait many species get, arent required. you get them mostly from class, background, and feats
unicorns being celestials and horse like, id expect them to have increased movement speed (35ft is the norm for that) and perhaps a way to heal? id use Satyr and Centaur as baselines
the subrace usually just decides whether they get this bonus or that bonus
nowadays lineages all do the same thing but just change what exactly they give
so it would always give a resistance, but the subrace changes what resistance that is
a deer could have perhaps a way to disengage whilst a horse could have a way to dash
bonus action x times per short rest is my go to for those
Ahhh ok that makes sense
That's amazing tysm!
I asked in the DM Discussion channel, but cause it's about a homebrew...
I'm making a homebrew Arrow that forces the target to make a CHA save to avoid using the first action of their next turn to tell a deep secret about themselves.
I'm canvassing for fun secrets I can have on hand for NPCs to blurt out.
Any ideas?
Also, does anyone have experience with creating items which have a variable number of charges that last for a predetermined period?
I would honestly make a table and have some fun entries but also it's a perfect chance to tie in lore. Maybe they spill the beans on the location of a hidden entrance to the barracks, or the weakness of one of the bosses.
I would also have him reveal he still ocassionally wets the bed despite being a full grown adult 
I probably have a problem. I'm switching between making homebrew class and subclass and currently my brain decided on the class. They have their unique mechanical gimmick, but...they have no purpose. Unlike Artificers or Clerics, they lack any reason to exist other than... "I would like to play one."
I don't know how to feel about that and if I should go far and beyond to find purpose for them to exist.
Say more. What about the class/sub-class is so compelling for you?
What’s the idea? What’s the mechanic?
Different classes can have similar roles as long as they express it in a unique way
I should note that the campaign with 5.5e/2024 rules. I've made special weapons with homebrew mastery properties for most of the party already, so I'd like to continue the trend.
But. I'm left to wonder about balancing/power. With a 👍 to cast your vote, do I make it:
(1) A full spell on the arrow which compells the target to use an Action to spill their secret; or,
(2) A Mastery Property which makes them use a Bonus Action?
... or (3) Do I make it scaled? A failure results in a BA, Critical Fail results in an Action.
I believe posting this here is fine. Correct me if I'm wrong and there's another place this should go that I'm overlooking. Was just looking for a place to share a cool Sub-Class for Fighter I made and am having a good time playing in a campaign. It is on the stronger side I believe, but hopefully someone else can find this useful at some point. 
This is like shortened, description of what they are about with flair:
Remnants are survivors of supernatural trauma whose bodies contain unstable energy. As battles intensify, the pressure within them grows, warping the space around them and empowering their strikes. They must decide whether to contain this power and grow stronger or release it in explosive bursts.
↑
They are like "mage" bruisers that gain momentum as the fight goes on.
So like monks but leaning more ghostly?
More like Wild Magic Barbarians.
Monks are about speed, precision, skill while Remnants are weight, chaos and bonks.
Magical ghostly barbarian counts cool. I think there is room for it
What I tell everyone who designed a class though is… do you believe there is enough about that theme and “trope” to potentially make 4 subclasses for it?
Of not, a subclass may work better
The "barbarian" is with heavy salt. Lore vise many Remnants have no clue about their powers. In origin, their powers are closest to Sorcerers, but unlike them, they don't really manifest that much and mainly under stress.
Sublcases will likely be the easiest thing since the class itself will mainly contain utility, RP, communication things. Subclasses are what carries the combat for this class and will be sorta like Sorcerers or Warlocks.
Could make a melee/gish sorcerer subclass
Wouldn't be even close. Considering Remnants are meant to be d10 HP and their main stat is Con
Then a barbarian subclass?
Likely far too broken since they have their own resource.
well, subclasses do generally want some feature that isn’t full on combat
sometimes the spell list is enough
They have resource which are for now called Stress Points this resource starts at 0 after rests and builts up as fight goes on and to not make it repetitive, I was thinking of mixing Passive effects which remain as long as they have stress points or convert them for burst of power by spending them.
If you don’t want to make a whole class, but want to make their subclass complex with resources and such, want it to be melee, and flexibility…
That’s a fighter subclass
I feel like everything you described makes for a perfect fighter subclass
The problem is that I want them to be class, I just can't justify it. Sure technically they would have enough of different mechanics and that, but they aren't relevant other than "if you want to play common joe that survived something they shouldn't"
... I mean, what's wrong with that?
Would it be good enough?
I feel like I could throw out any classes and get the "no, because..."
It feels like you have a thorough concept for these guys, yeah?
Doubt that with Artificers
Are these guys building stuff or repairing magical things, using magic to add stuff to their bodies, creating things other people use?
Damn, I'll have to go back to work. I will appear again.
Classes really only need to fulfill a few things:
- Unique mechanics
- Unique flavor/narrative they enable
- Enough flexibility to design at least 4 subclasses
Fair; feels like a whole class to me.
Imo, you accomplish those three things and you can make a solid class
+1
If find myself stuck on subclasses when making a full class, I step back and maybe break my idea apart into one or two sublcasses for core classes vs. making a new one.
oof I missed like half that sentence when I sent it the first time lol
I’m toying around with some prospective enemies and boss mechanics. What are y’all’s thoughts on a swarm of medium creatures, so long as those creatures have the incorporeal movement ability, e.g. a swarm of ghosts?
How do I calculate what CR to give a homebrew monster?
in 2014 there's a section in the DMG with tables and stuff, in 2024 the advice is "pick an existing monster and compare it"
Would Tortle be balanced if they didn’t count as Prone while in Shell Defense?
Nice, happy to help
they would have to be extremely balanced to avoid tipping over yeah
Come to think of it, how would the traits Incorporeal Movement and Swarm interact?
If I go by this list:
- Stress, Con focus, empowered attacks focus
- Closest probably to "average Joe" as class, heavy based on survival without being necessarily meathead like Barbarians
- Subclasses are supposed to carry the combat identity mainly revolving around source of your power. Can be magic, psionic, elemental, celestial, shadow
Which one ?
Whenever I personally design classes, I always try to think about character from fiction and media that I believe best represents or fits my class.
So might be something worth thinking about and building from there
I think if you believe there is something here then go for it. Class designing is a beast
So Goodluck. Let me know if you need any help.
I would probably make one as representative. Not "peak" Remnant, but example of how one can come to be and look like.
Thanks for help, I think I went too far for it to be just subclass, but needs quite a bit to actually be full class yet.
One thing I believe I definitely want is to give not much used weapons a chance. Since their attacks are like melee cantrips just for imagination, they will be able to effectively use weapons that you may not always see such as Light Hammer.
Since they will be able to empower unarmed strikes and their weapon in manner suspiciously similar to 2024 Shillelagh
Could be cool. I look forward to see your first draft
It will be most visible on nieche weapons. Since I'm considering proficiency for simple weapons + 1 martial weapon of choice. This choice is made at character creation and can't be later changed. It's usually meant for weapon that's part of their backstory. Also since Remnant weapons will scale like Shillelagh, you don't really need martial weapons and you can actually use any weapon with great efficiency although they may not benefit from magical martial weapons in general.
Since they won't have as many attacks as Fighters or Monks, they simply rely on higher scaling dice and stress bursts
Alright, domain expansion done, all it needs now is balancing
https://docs.google.com/document/d/150SxRR4FpxNw-_VR_IfaeHBDPcgxmqj6UbQoWdb2ez8/edit?usp=drivesdk
The object storing bonus action currently can take objects off of people
You probably don't want that unless the idea is that you strip armor, weapons, and magic items from enemies
Probably gonna need to specify that isnt worn or carried
The animated armor of several giants and the other defenders of an abandoned fortress :)
https://docs.google.com/document/d/1g7IXNbNzumMtxQR3TIZXr-DVRSiO_uwu4ZTjdUPRwnI/edit?usp=sharing
what would you all advise i tweak?
probably the CR
but i very much like how mobile these guys are
moving around on other peoples turns n acting like bowling balls
Aight so 0-5 how bad idea is it to make nearly everything about Constitution for Homebrew class. Make them single stat class and I know "They will be tanky as hell" which is kinda their theme. Constitution doesn't have any skills under it. Also part of the theme is that the class origin is very varied and they could've been anything. Which if we take point buy as standard. After investing in Constitution, players would have enough points to heavily invest in different stat allowing them to show their background. Con + Int your Remnant could've been scholar. Con + Char it could've been amateur Bard.
Them being tanky is both theme and needed for them to be able to build up their class specific resource so that's why I consider making Attack, Damage bonus based on Con, DC based on Con. Since they kinda survive their power rather than control it properly.
It's generally considered to be a 5. The reasons speak for themselves, considering you'd theoretically be making the most truly SAD class.
5
The only reason I consider it is that you don't have to make them basically fighters or Barbs by going Con and Str. They also need bit of extra time to generate their resource so extra survivability is definitely required. Likely not as much as this, but will need a bit more.
Unless you're making a class centered around reducing their HP for buffs, it's a 5
They are centered around having resource that's build up by hitting and being hit back. It's 0 by default.
In that case, they should use STR as their attack stat.
Or Dex with finesse then
Isn’t this class supposed to be like spectral, power bruiser type?
That could also work, if it's not about the power behind the blow. CON just doesn't really make any sense as an attack stat except for very specific inherent powers.
Not spectral. They are centered around stress. So hitting opponent, being hit back. They are closest class to being average Joe, that's why their background can be so varied.
They are empowered strikes. That's kinda the combat thing.
Yeah but the average Joe isn’t very high in constitution. The average Joe dies to a common cold in DnD world
That would generally be STR, then.
Though average Joe, but you are not ultra trained fighter or studied Wizard or God's chosen Cleric
The type of thing that uses CON is stuff like Dhampir's Bite and (previously) Dragonborn's breath weapons.
Though maybe it still does.
Maybe do a weird ability score mix. Maybe… Con/Cha?
Okay, it is still CON.
I was bit considering hybrid approach. Empowered punch being Con and weapon usage being tied to respective str or dex
I don’t think there is a class that is Con/Cha as their main two
I guess the main thing is that when you say empowered punch, I immediately go to the two existing stats for offensive punches.
Yeah, dex/str are the average Joe ability scores imo
Damn, I'll have to go, I'll be back in 1-2 hours. Thanks a lot.
Like, I'm not trying to kill the idea before it's inception from a "this bad because I don't like it" as much as calling out that CON as a pure attack stat for something like punches doesn't really make a ton of sense if the goal is for them to still be physical.
I guess the class concept can be like a bite + swallow grappler and high CON is useful to prevent the thing you're swallowing from forcing you to regurgitate them
Using your life-force/essence maybe
Or a vampire
Agreed, CON for anything but con saves or conc checks are way to much, as multiclassing makes it too sadfe
So I made a cool infection-based class. And it's super fun so far. That first level was pretty rough because I literally don't have resistances to like everything in the universe.
But I'm doing pretty well surviving.
Well it was my bad because of poor description. So think about it like this since this is how the class comes to be:
You are though Joe, not trained fighter, not God's chosen, not magical nerd. You are tough Joe that got exposed to magical/psyonic catastrophe/trauma that engraved itself on your body and soul. Due to that now when you're stressed your body generates said energy which flows inside and leaks out of you empowering your attacks and yourself. You eventually learn to channel it bit more accurately (subclass features). The leaking magic is heavy and disruptive while you tough through it more than anything while it flows in and from you.
That's the general idea.
Had to write it quickly after work.
Here's probably much better description of what the class is and I just poorly described it
Technically Wild Magic Sorcerer exploding near you because Wild Magic be wildin would be enough to make someone Remnant (the class).
Some inspiration hit me for another inspired homebrew subclass but I'm not sure how to work it out, can anyone help me?
I made some more Charms for my campaign, I decided to give them rarities and make them a bit more Tame, anything I should change?
Actor's Charm
Wondrous Item, Uncommon
Once per long rest, you can cast the alter self spell for free as an action
Performer's Charm
Wondrous item, Rare
Once per short rest you may give yourself advantage on one Performance Check or Saving throw.
Gambler's Charm
Wondrous item, Uncommon
Once per long rest, you can cast the Spray of cards spell for free as an action
Jouster's Charm
Wondrous item, Rare
Once per long rest you can cast Find Steed for free as an action. The steed will last for 1 in-game hour.
Archer's Charm
Wondrous item, Uncommon
Grants additional +1 to attack and damage rolls made with a ranged weapon
Illusionist's Charm
Wondrous item, Common
Once per long rest you can cast the silent image spell for free as an action
Mage's Charm
Wondrous item, Rare
You gain a +1 bonus to your spellcasting ability (if you have no spellcasting or pact magic feature, you get to choose between intelligence, wisdom, and charisma to gain the bonus)
I also need help figuring out gold prices
Who/what?
So sorry for the slow response I'm lowk falling in and out of sleep rn
Naoya Zen'in with Projection Sorcery from JJK
Yeah that's the problems I'm having with it
If any other fans of Legend of Dragoon are here, I present a question:
How would you implement the Dragoon mechanic from the game into DnD?
How come you don't see to many ape or monkey races in dnd 5e and or 5.5e if at all
Likely just the lack of variety you can really get from monkeys. If someone makes a monkey homebrew race with climb speed and maybe a prehensile tail feature (and im very confident if I looked it up I could fine one), I'm not really sure what else there is to do, while keeping it as a monkey / ape
At least they have representation as two official races, while there somehow still isn't an official dog / canine race lol
So I have a homebrew class named The Metamorpher, a martial class with d12 hit dice centred on transforming into an alternate superpowered form. Think Venom, Magical Girl, power rangers, it has a wide range on its vibe. I've made the abilities for level 1-5, but I am completely torn on the abilities from then on.
And I need ideas, any, even vague ones, will do
Adaptation. Debuffs. Metamorphosis reminds me of Franz Kafka's and you can lean into that
No clue who Franz Kafka is but I like the idea of adaptation
Debuff stacking, summoning insects, body horror and transformation
I might keep those ideas as subclass abilities
It's the guy whose name becomes the term kafkaesque
I’m gonna have to search them up
Oooh wait, the body horror idea, I could have a metamorph style where you can deal self damage to do something horrific
Voracity, hunger, swarm, propagation, tyranids, zerg
I do like those ideas, Ty
Maybe I should split the class into two, one focused on the heroics part and the other on the body horror
Because maybe having venom and sailor moon be the same class might be a little difficult to make function mechanically
Would be interesting if the class has a barbenheimer moment
Although, maybe the variety in character fantasy might be what makes it so great
On one side: superpowered heroes, anime magical girls, and the like
On the other: Forced metamorphosis, virus, symbiote, insanity, body horror
An incredibly metal ability you can add is definitely causing a creature to mutate as well
The power of subclasses
Ooohohohooo yesss, genius!
This can be benign, or the process can make Marquis de Sade think "wait, that's messed up"
Could be a buff to allies and a debuff to enemies
Okay, I think I’ll have this class have five subclass abilities as opposed to the usual 4
Ty for your ideas Icy tail
Hello chatters
It's very early in the morning and I can't sleep, anyone have any questions or ideas they want advice or feedback on
Swords to Plowshares
A swarm of angry flaming wasps, for torturing your players with
hi lets talk about how hunters mark works
do you guys think it should be a cantrip or class feature like channel divinity or the subclass features that you get for every class?
probably a class feature for ranger and just not have it be a spell anymore
it's not good as a spell anyways
what about the classes that use it also like I think oath of vengeance paladin uses it as a spell?
yeah but vengeance sucks and HM sucks on vengeance so nothing is lost
it could get shield or something instead
shield would be good
Sadfe?
safe id guess
Does anyone know of a really good pirate homebrew supplement?
like ship rules?
More like a pirate themed adventure
not that i know of but its a rather popular theme so im sure theres some stuff out there
Making it a cantrip sounds super interesting. Idk for sure if it should be but thats something i'd love to playtest.
As one of the handful of ppl who actually like the HM focus in 2024, I only hope that it would work to enhance the class.
Similar to my HM focused feature thats the main part of my Micro Ranger Redesign
Level 6: Longshot v3.8.3
While an enemy is marked by your Hunter's Mark, you can cast Ranger spells that require Concentration without requiring Concentration, provided it can deal damage through its effects, uses a stat block, or creates difficult terrain. You can have one spell active through this feature. This increases to two spells at 9th level and three spells at 13th level. Spells that conjure spirits or use a stat block must be the only spell active through this feature. Once you cast a spell through this feature, you cannot cast it again until that casting ends. When your Hunter's Mark ends, spells cast through this feature end early.