#homebrew

1 messages · Page 93 of 1

wintry wave
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Should just be able to take anything on a coastline, add piracy, add some boaty words, add some booty words. Bam, pirate adventure.

lusty nova
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Yo so I'm kinda new to dnd and wanted to know if warlocks can do magic rings

ionic needle
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it would take attunement like every other class

fierce dome
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What do you mean "do" magic rings?

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Make them? Use them? Eat them?

ionic needle
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Im assuming use. in which case its limited by your attunment slots. default 3, however tying it to proficiency instead make it more fun for the players but you need to take that into account when handing out or crafting these rings.

fierce dome
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I don't think all rings are attunement but I'd have to check

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The best ones obviously are

ionic needle
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once could always homebrew a number of rings that dont require attunements. Or rings with an upgraded "attuned mode" and you swap em on a long rest.

fierce dome
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I just checked beyond, and there's several that don't require attunement

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Including the ring of three wishes

ionic needle
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thats bananas. but i believe the rule of thumb is that if it can be recharged it requires attunement. This isnt 100% but its a good way to stay on the balanced side.

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I asume a warlock with rings would have each one set to a specific effect or spell. If it doesnt require attument i would just allow one to imbue a cantrip into a single ring of spell holding. it grants you that cantrip once until your next long rest at which point it recharges.
Any one with access to cantrip level magic may spend an entire short rest , or their action during a long rest. to change it. Assuming you have 8 rings.

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it would grant the warlock other class cantrips once per long rest. not too bad

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wouldnt count against cantrips known. though they couldnt cast it without the ring

dry lintel
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Would Entagle be a fitting Domain spell for a 5.5e Spider Domain cleric subclass I am making?

tepid belfry
dry lintel
heady stream
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Î think Ensnaring strike would be a more interesting choice

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since that is usually for rangers only

dry lintel
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I am also considering Ray of Sickness

heady stream
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yeah spiders (the monster) get a ranged web attack in dnd too

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I feel like entangle is too similar to web

dry lintel
dry lintel
heady stream
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well you get 2 domain spells per level

dry lintel
heady stream
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also isnt ray of sickness second level?

dry lintel
heady stream
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ah i was thinking of ray of enfeeblement

hollow siren
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I’m thinking of adding and addendum to the Psion’s Psionic Power feature that reads as follows. Would love your thoughts!

Psionic Talent. In addition to the above benefits, when you take any of the Wild Talent feats, the spells gained from the feats count as Psion spells and cantrips, and the features gained from these feats count as if granted by the Psion class itself. Moreover, you may take a total of two Wild Talent feats, instead of just one.

This is intended to be accompanied by my universalized 4e style Potent Spell sub-feature under Spellcasting and/or variants of the Wild Talent feats I am drafting.

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I’m on mobile so I can’t format that super great

dry lintel
# heady stream ah i was thinking of ray of enfeeblement

ok, got the spells taken care off. Now I need to think of a good channel divinity.

My focus for the Spider domain, is that it can play a good Face in addition to area control. Right now it other feature is "gain 2 social skills and a language while also adding Wisdom to CHA skill checks." So that handles the "Face" part, but what would be a good Channel Divinity that is not just "Web 2"?

dry lintel
heady stream
hollow siren
# dry lintel Base Psion has not even released yet, so I am not sure on what to say

Valid. I just figured it would be nice to see some synergy between the Wild talent feats and the class itself

This wouldn’t be as much of an issue per se if some of the features, like the Telepath’s level 6 int mod bonus feature or the Psionic Discipline options, didn’t depend so heavily on spells coming from the Psion class itself

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Im just trying to test the concept to see if people like or dislike the feature

fierce dome
dry lintel
heady stream
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weak? if its like advantage on enough thing for the whole party?

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like that zealot barbarian ability

dry lintel
atomic basin
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I have created a new subclass for Sorcerer and I am now trying to write it up in the Homebrew editor at D&D Beyond. I have questions ...

I grant a spell like ability at level 3 and increase the number of times it can be used per day at level 6, 14 and 18. I can add the spell at each sub-class feature easily enough, but will I just end up with 4 different lines with the same spell, or will they actually replace each other as levels progress?

dry lintel
ionic needle
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Make ensnaring strike an ability that it can attach to melee (weapon) attacks a limited time. Like smite

ionic needle
# fierce dome Ring of animal influence has charges but doesn't require attunement

Fair, but it's rare and 2 of its abilities have DC checks so there is a chance of failures. Like I said, rule of thumb. If you added it attunement it would nerf it, which is much easier to account for as a DM, as opposed to an OP party.

Also, that ring isn't majority combat oriented and I don't like limiting too much roleplay.

analog glade
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I’m making custom vehicles for my campaign, and I guess it’s pretty standard to be considered to have total cover whilst inside a vehicle (e.g. being in the hull of a galleon), but is it OP to have a retractable roof of a 3-person vehicle intended for scouting/battle that grants total cover? The caveat is that you can’t attack, cast most spells etc, while the roof is up, and they’re REALLY expensive

frail axle
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Does this seem balanced for a first level sorcerous origin?

1st Level: Profane Heritage

You are given the rite to wield dark magic by a fiendish ancestor. Depending on where your ancestor comes from, you gain a bonus spell and passive depending on your heritage.

Infernal: Burning Hands. Whenever you cast this spell, the range is doubled. You also learn to speak Infernal

Chthonic: Ray of Sickness. You target an additional creature when casting this spell. You also learn to speak either Infernal or Abyssal (your choice).

Abyssal: Chaos Bolt. You can reroll one of the damage dice when casting this spell. You also learn to speak Abyssal

blissful sun
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This seems pretty similar to the tiefling racial bonus

frail axle
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This is for 5e

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I might do something different entirely then, but I could use some ideas

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Though I will say that this is for a subclass and not a race, so if someone doesn't play as a tiefling, it does benefit them more

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Sorta

blissful sun
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It's an interesting concept, but i do have another question, isn't burning hands a touch spell?

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How do you double the range

blissful sun
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Huh, so it is

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That names pretty misleading then

frail axle
thin harness
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Can someone help me workshop a homebrew subclass? I have inspiration I just don't know where to start

sand peak
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What weapon mastery would fit the double-bladed scimitar from Eberron the most?

thin harness
cerulean seal
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Yes

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I’m familiar with the series

thin harness
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I'm trying to do a projection sorcery thing

cerulean seal
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Projection how?

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Like shooting beams or projecting illusory images?

kind spruce
thin harness
cerulean seal
thin harness
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I already made a Hakari subclass

cerulean seal
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Uh that’s basically going to just be a lot of speed/action economy manipulation.

thin harness
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This one is prolly gonna be a monk one

cerulean seal
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Yeah, monk works best

kind spruce
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There's a big problem with trying to make projection sorcery if you do want it to be accurate to the original

thin harness
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The freezing somebody?

kind spruce
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If not, you can just make a speed based technique

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No, the action economy

thin harness
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Ahhh

kind spruce
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The technique applies over the span of a second
A turn is 6 seconds

cerulean seal
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I don’t think there is a way to make it 1 for 1 with the anime

kind spruce
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Yeah, not really

thin harness
kind spruce
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Me and my friends have been trying for ages T^T

kind spruce
thin harness
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I'm not tryna make it completely 1:1, just heavily inspired so if a fan of JJK wants to play it they can

kind spruce
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At least for JJK

cerulean seal
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The simplification of it in DnD would be extra speed without provoking opportunity attacks and getting extra unarmed strikes OR maybe extra bonus actions/actions

thin harness
thin harness
kind spruce
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It doesn't work like projection sorcery, but the D&D application is probably as close as you can get

kind spruce
cerulean seal
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Since it’s a lot of speed manipulation, you can also basically cause a “debuff” on the enemy when you hit them to stun them if they don’t follow the debuff

You can also have the subclass give you extra actions you can designate as a held action. Like when you choose to hold your action until X condition is met

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You could maybe get an extra one every round that lets you get an extra held action every round but it has to specifically be a held action

kind spruce
# kind spruce I mean, I have a homebrew technique for one of my players that's called "Atomic ...

This cursed technique interacts with and influences the soul of a creature as if influencing atoms in a cell, changing the energy levels from inside the soul's structure. Saving throws made against your technique have disadvantage if the creature is vulnerable to soul damage.

Accelerate [Action] (≥15%) -
Upon making contact with a moving creature or yourself, you flow heated energy around the creature's soul, creating a reaction to essentially speed it up. This causes reality to slightly distort around the creature as they become faster and more reactive, granting them the following effects for every round they don't use less of their movement as the last round:

  • Speed increases by 1/4 (rounded to nearest 5ft) current speed per 15%
  • Any single action may be used as a bonus action each turn
  • For every 20ft they're moving over base, you gain an extra bonus action
  • Advantage on all Dexterity based rolls per 20ft over base speed
  • Disadvantage on attack rolls made against the creature per 20ft over base speed
  • Temporary +1 to Dex per 20ft over base speed

If the user tries to stop moving while still at full speed, they must make a DC (10+# of advantages) Dex save. If failed, the user takes bludgeoning damage equal to the DC and falls prone. If the user falls prone by other means while at full speed, they also take damage. The user also gains a level of exhaustion.

Full Speed Smash [Passive] -
Upon accelerating with incredible speed, the user draws back a punch, gathering all of their built up speed and strength, and unleashing a powerful attack. This is an unarmed strike with increasing advantage per 20ft over base speed, dealing Xd(punch damage dice), where X is the amount of advantages the stacked

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The percentage is for Cursed Energy btw, so you can half ignore that

thin harness
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Hey so how fast would be considered OP as walking/running speed in combat guys?

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Anyone

stuck raptor
thin harness
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So theoretically, a combat scenario where they aren't running away

lament meadow
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I had the displeasure of fighting a mobile Rogue with a melee-only statblock, whose tactics can be summarized as hit - disengage - run

twin leaf
thin harness
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So 180 feet? Wha does that mean?

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*what

twin leaf
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60ft/turn is 1 Action iirc, so using that logic of 60:1
120ft would be 2 actions and 360ft would be 6 actions. So any more than 360 would be to OP
360 is already fairly broken but I'd say thats a good place to stop if you want them to be very fast

thin harness
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Ok that's a good baseline, thank you

cerulean seal
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Generally most enemies are in the same room, or battlefield

frank leaf
twin leaf
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and only for the 100m dash

frank leaf
olive sand
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One of my players is a werewolf that we’re flavoring as such with the beast barbarian. Instead of being a shapeshifter in general, he specifically transforms into a werewolf when he rages.

The level 3 beast subclass ability gives the option to grow claws, teeth for bite, or tail for defense. He was hoping to use both his bite and claw attack when he transforms, and forgo the option to have tail (since it doesn’t make sense for a werewolf).

Would this be too strong to allow or would it be fine? Id love to give him this option, as I feel like he’ll just never take the bite attack if so, and it fits better with his werewolf idea, but would this be too good and I shouldn’t allow it?

thin harness
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Can someone give me the milestones that monks get abilities at rq

sturdy knoll
thin harness
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That works too, thanks

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You should be a commentor on the file if you click on it

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@cerulean seal and @kind spruce if yall could give your two cents I'd appreciate it, if not that's fine

cerulean seal
thin harness
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Will do

thin harness
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And fyi you can write on the document

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2014

cerulean seal
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Gotcha

olive sand
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Can someone give me advice on what I posted? Is claw and bite together ok for primal barbarian or too good?

cerulean seal
thin harness
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Also so sorry for the slow response I was walking home

lament meadow
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Hello, can I have someone to take a look at my homebrew "statblock?"

thin harness
lament meadow
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Not sure about the CR or the like, but I'll write it down. Give me some time

thin harness
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Alr

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I'm also really new at homebrew myself so take everything I say with a grain of salt, I am working on getting better tho

lament meadow
# lament meadow Hello, can I have someone to take a look at my homebrew "statblock?"

Ungeziefer Kaiser
Medium Monstrosity, Neutral Evil

HP: 643
AC: 24
Speed: 150 ft. 150 ft. Fly 150 ft. Burrow

STR: 24 (+7)
DEX: 22 (+6)
CON: 28 (+9)
INT: 10 (+0)
WIS: 18 (+4)
CHA: 28 (+9)

Proficiencies: DEX, CON, WIS saves

Traits

  • Will of the Swarm Each creatures with stacks of Will of the Swarm takes 1 Necrotic damage per stack each time they begin their turn.

  • Frightful Presence.

  • Stench.

  • Primal Repulsiveness. WIS save made within view of the Ungeziefer Kaiser has disadvantage. Each time a non-Insect, non-Monstrosity creature fails WIS save within view of Ungeziefer Kaiser, they take 1d8 Psychic Damage.

  • Magical Mandibles. The Ungeziefer Kaiser's attacks are magical.

Actions

  • Multiattack. Makes a Frightening Presence action, then Emperor's March, followed by two Emperor's Lash attacks

  • Emperor's March. Leaps to a point within 30 ft. Each hostile creature within that area makes a DC 22 DEX save. On fail, 27 (4d8 + 9) bludgeoning damage and 1d6 Will of the Swarm stacks. On success, half damage.

  • Emperor's Lash. 15 ft. Range. +16 to hit. 20 (3d8 + 7) piercing damage. 1d8 Will of the Swarm.

  • The Emperor's Feast. Consumes the Will of the Swarm stacks for each creature within 30 ft. This deals necrotic damage equal to the Will of the Swarm stacks removed to the creature and heals Ungeziefer Kaiser for the same amount.

  • The Emperor's Metamorphosis. DC 22 STR save. If succeed, 4d8 Will of the Swarm. If fail, that creature must make a DC 22 WIS save at the beginning of each round, each of that creature's turn, and at the beginning of the Ungeziefer Kaiser's turn. If they succeed 3 times, they're freed and the effect ends. If they fail 3 times or fall to 0 HP, they became a mind controlled Insect Monstrosity until the Kaiser is defeated that is hostile to the players. The success/fail are tallied (like death saves).

thin harness
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What did your players do to you geez

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It says smth about creatures with will of the swarm, but doesn't say how they get it

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Is it by a melee attack, a bonus action, is it its own thing?

lament meadow
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Oh sorry, I was still writing

thin harness
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Oh mb take your time, I didn't know

lament meadow
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Alright, it is done

thin harness
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Ok give me a sec

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Should prolly change primal repulsiveness wording to be either a non insect or a non monstrosity, I feel like it's hard to be both those things as a player

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And maybe make it so instead of taking damage on all failed saves, just WIS ones because that's the ones it gives disadvantage on?

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Is there no reducing Will of the Swarm if they pass the DEX save on Emperors March?

lament meadow
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Will of the Swarm is reduced by the special Emperor's Feast move

thin harness
lament meadow
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Basically I want to force the players to either remove their stacks now and potentially heal the Kaiser and in his lashing range, or endure constant 20+ Necrotic damage each turn

lament meadow
thin harness
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Yo so lowk I didn't know I couldn't cuss here and got timed out for a minute, that's on me

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Emperors March is brutal dude

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Can I ask what level your players are?

lament meadow
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Level 10

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They're not supposed to fight this thing until much much later

thin harness
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This looks like it would lead to a TPK

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Oh ok

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What is its plus to attack for Emperor's March and Lash respectively?

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Wait I'm stupid ignore me

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Lowk, your players are probably gonna get demolished by this

lament meadow
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I suppose the guy's weakness is AoE attacks

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But there's always the chance for the Emperor to just target a random civilian and mutate them into a CR 8 insect soldier as well

thin harness
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Also I saw that you can summon bugs, but Will of the Swarm stacks are given by some of the Kaiser's attacks. Is it flavored as like, bugs latching on, biting or smth?

lament meadow
lament meadow
thin harness
lament meadow
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Actually, why don't I make the bugs creatures as well

thin harness
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Could always give him a base amount of bugs but this is already something I'd be scared to fight

thin harness
lament meadow
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I do want to make him harder, because I think compared to an Adult Red Dragon, he has less AoE attack but much more powerful single target attacks

thin harness
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Still, what did your players do to you

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Did they call your encounters easy one too many times?

lament meadow
thin harness
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Don't know anything on that topic sadly

lament meadow
lament meadow
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Alright, let me see what can I change for the boss. Thank you for your time!

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I think reducing the Psychic Damage would be good enough?

thin harness
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Reducing psychic damage by a little bit probably, it all depends on when you want them to fight this tbh

dry lintel
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I am trying to come up with a Channel DIvinity for a Spider Domain cleric subclass I am making. Got any ideas anyone? (Note, the subclass has an emphasis on being a face and area control with stuff like the Web Spell. Would like the CD to focus more on the latter aspect)

fierce dome
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why would worshiping a spider god make you a good face

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i dont really see the connection there

lament meadow
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Being a master manipulator like the Black Widow?

fierce dome
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that does matter somewhat

dry lintel
fierce dome
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cool. you can give slightly more power to a 3rd level CD than a 2nd level CD. so thats fun

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what id do is probably a group mobility thing. maybe give up to WIS mod creatures a +10 speed increase and the effects of the spider climb spell for an hour

dry lintel
fierce dome
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i mean if web is on the spell list (and it should be) then you dont really need your CD to do web stuff

dry lintel
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but that might bog down combat

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Another option is that it could give everyone in the party spider climb or something

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but I want it to do more than just that

fierce dome
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yeah with 2024 you dont wanna summon more than one creature at a time

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too many summons really makes combat drag

dry lintel
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the spider climb for sure, but the speed does not make sense. So what could I do in place of the speed increase?

fierce dome
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if you want it to call a giant spider, you could use your CD to cast the Summon Beast spell and modify it to make it more spidery

fierce dome
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maybe give them the benefits of Jump and Spider Climb at the same time?

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plenty of spiders are good jumpers

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and new 2024 jump is a great spell

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your party could literally be bouncing off the walls lol

dry lintel
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hmm, maybe I should make the spider climb a level 6 feature instead of the CD. Maybe Spider Climb is active permanently, but like Twilight Cleric sharing their darkvision with a spell slot, they can do the same with the spider climb.

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with the added benefit of the Web Walker trait as well

fierce dome
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i dont know how useful web walker really is.

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its kind of a longer way to say "you have tremorsense"

dry lintel
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and it also ignores difficult terrain caused by webs

fierce dome
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you could make basically "you have spider climb" the non-CD 3rd-level feature, then make it shareable as a BA 1/LR

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the downside though is that you then cant put spider climb on the spell list really

dry lintel
fierce dome
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what does web of intrigue do

dry lintel
fierce dome
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adding WIS to CHA is more than a ribbon id say lol

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makes you a heckuva face

dry lintel
fierce dome
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fey wanderer gets basically the same feature and it can be crazy potent

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it can make you a better face then pal/sorc/lock

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(probably not bard, because expertise)

dry lintel
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ok. Well, since I rolled Spider Climb into the other 3rd level feature, what should my CD be now?

fierce dome
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maybe something with a new sense? spiders have like eight eyes

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or maybe like a web projectile you can use to shoot a creature and drag it? that would synergize with the web spell

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like how spider-man uses his web lines to drag bad guys around? you could drag enemies into the area of your web

dry lintel
fierce dome
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i mean, draggin folks around could be useful no matter what

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you could set it up as a "for 1 minute you can [do X] as a Bonus Action" kinda thing

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so every turn for a minute, you can drag dudes around. which can be useful even without Web up

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keep people off your squishy wizard, drag them towards your barbarian, etc

dry lintel
fierce dome
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id say, sure

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spider-man can attach a web to someone and move them perpendicular to himself

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probably oughta give it a STR save or something

dry lintel
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I will keep that idea in mind! It is close to bedtime for me though right now

glass tendon
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I'm trying to think of a feet four level six for a specific class that I made. If anyone wants to hear me out, Please let me know. Feel free to DM because I'm almost level six and I need to do it.

lament meadow
lament meadow
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I think I prefer discussing it over DM because there would be more people to make sure that my suggestion is not too powerful

atomic basin
crisp horizon
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so i've made a race of cat folk for my setting but i dont know what to call them

sturdy knoll
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Not Tabaxi or Leonin... /jk

lament meadow
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Khajit

true forge
analog glade
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I talked a little about this yesterday but didn’t get any responses.

I’m making some homebrew vehicles for my technologically advanced setting, but I’ve come across a sticking point: what’s the medium between being a good mode of long-distance transport, and having a reasonable speed in battle.

As soon as you get more than a few dozen miles per day in long-haul travel, you get hundreds of feet in combat speed, which seems kind of ridiculous. This isn’t a problem for say, a steam train, (which technically has a speed of 800ft) because they’re railbound and don’t have weaponry. But for a personal vehicle with both transport and combat capability, it’s kinda silly.

Any thoughts on how to circumvent this?

sturdy knoll
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Possibly change the "scale" of the game in that the vehicles become the character and thus the speed and weaponry of said vehicles are scaled relative to each other rather than the typical player characters/NPCs/monster statblocks.

analog glade
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That might work if everyone was in a vehicle, but the idea is that you might be in a vehicle fighting a dragon, or a battalion of undead, or a tarrasque, or whatever have you

analog glade
sturdy knoll
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Maybe stat it like a monster statblock? Some of those creatures have pretty large movement speeds.

analog glade
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The fastest monster speed I know of is 120ft (Most angels have a flying speed like this) which is 12mph. I can run that fast.

sturdy knoll
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Okay but this is a game and not a physics simulator 😅
Things need to be abstracted to be useful and fun for gameplay.

analog glade
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Well it’s important for long distance travel. Most major towns are hundreds of miles apart, and would take weeks, if not months, to get to get there on foot/in a wagon/on a boat. These flying motorbikes are made for warrior celestials to jet across the hells at breakneck speeds to take infernal strongholds and whatnot

sturdy knoll
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So out of combat make it have ridiculous speed (might as well give it teleport then no?)

analog glade
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One thing I was considering was having two modes: cruise and combat. Cruise gives like three times the base speed and combat gives access to most of the weaponry. But maybe that’s too complicated

analog glade
crisp horizon
sturdy knoll
# analog glade Thing about teleportation is that long range teleportation needs an anchor point...

Abstraction is what I was intending with my teleport remark - do you really need to spend actual game turns tracking how far this bike goes from point a to point b? Or could it be abstracted to "...a short time later you arrive at..." and still be fun? In most cases movement speed is really only relevant in combat and as D&D focusses more on the up close and personal combat ranges (most of the time you're not making sniper shots at 1.5 km a way or calling in meteor swarm from 25 km a way) in which case 120 feet should be "quick enough" and be balanced for the close ranges D&D combat typically has.

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But ulitmately up to you

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You can make it have ridiculous speeds but at which point it's likely just going to scream through the enemy in a straffing runs rather then actually engage in way that D&D combat is typically oriented towards.

analog glade
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That makes sense, but I have an accurately scaled map for a reason. Thoughts on the mode change idea? It’d probably take an action to change mode so you don’t do it so much in battle

sturdy knoll
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Seems like a good solution actually - travel mode and combat mode

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I envision it similar to a druid Wildshape feature

analog glade
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That’s a good comparison, thanks for debating it with me:] next thing to work on will be the weaponry and damage, wish me luck!

sly bluff
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This definitely needs some number tweaks but here is the idea.
2014 rules +other race changes for other races.

Dragonborn
You may replace your elemental breath weapon with one of the following:(you keep non-elemental ones.)

Elemental wings: As a bonus action proficiency bonus times per long rest. For 1 minute you gain the following benefits.
Infusion: You shoot small projectiles with your attacks or coat your abilities. When you hit an enemy with an attack roll or an enemy fails a saving throw verse you. They take damage equal to your proficiency bonus.
Wings:You grow wings gaining a flying speed equal to half your walking speed.
Concentrated flight: you loose the benefit of infusion but wings grants you a fly speed equal to your walking speed instead of half.

Breath focus:
Your breath weapon does increase damage and has a number of uses equal to your constitution plus your proficiency. But it takes an action to use. This can be used twice as an action if you have extra attack. You can also cast dragons breath proficiency bonus times per long rest. Upcast based on level.

Magic breath. You can only select this option if you have the spell casting or pact magic feature. As a bonus action you expel a spell slot to use your breath weapon dealing damage. They take damage scales with slot used.

hollow siren
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Two mechanics ideas I’ve been toying with are a flat damage system and a mana/spell points system. I have most of the first figured out

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The issue is I need help balancing it

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Essentially the system is as follows:
Weapons, cantrips, and spells deal 1/2 the max damage die size until a certain character level. Unarmed strikes just deal max at all levels. You can still choose to roll instead of using flat damage numbers. Disadvantage always forces you to roll all rolls, and crits would always deal additional bonus damage equal to the max of all damage die rolled plus any modifier bonuses.

Weapons would probably end up dealing max at the earliest level, followed by cantrips, followed by spells of or below a certain slot level

The issue is I’m struggling to figure out which levels should be used where

balmy lynx
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yall i have had a character idea
i'm thinking about making a morally gray deep sea merfolk (using ginny di homebrew) who spent their childhood in a religious sect that drowned sailors and cursed various ships, but was driven out of their habitat due to human created pollution, and is now a really angry climate refugee who is basically an ecoterrorist but also uses storytelling? (I'm thinking a college of glamour bard.) They're a super buff, intimidating transmasculine butch but have a weird unearthly beauty that hints at them not being quite human. Their personality is calm and even-keeled but sometimes unwise; they tend to brag up and down the street about illegal stuff they've done. They would defend bodies of water with their life, but are slower to trust when it comes to befriending surface dwellers.
what do yall think??

queen raven
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Trying to come up with a mechanic for a creature that can shatter things that come in contact with her. Combining the magen, the magical man that RotFM borged from Mystara and the old school spell crystal brittle

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Effectively if you hit her with a non-magical weapon she takes bludgeoning damage from it regardless of its actual damage type and the weapon completely shatters into fragile crystal.

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If she strikes someone then the armor shatters. This can affect magic items but the more powerful the item the less chance there is of it being destroyed. But they got rid of the rules for destroying things so I'm having to rework them back in

frank leaf
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Object have HP still

frank leaf
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For comparison, Disintegrate is a 6th level spell

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AND STILL can't destroy a magical item

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This would be no action economy, at will, better than a 6th level spell

scenic dew
frank leaf
queen raven
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Nowhere near that point yet. This is the initial concept. This is designed to make them think or they get their toys taken away. Probably going to be around CR5. You aren't supposed to fight her

frank leaf
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And it punishes martials more than casters

queen raven
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And that's exactly how you fight her

frank leaf
queen raven
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Everything punishes Martials more than casters in the current edition. But there are other varieties of magen designed to face casters

frank leaf
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Caster/Martial divide is pretty easy to define

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Ik less easy to fix

queen raven
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These guys are found in a country that is very heavy on Wizards, if you can't cast arcane magic you are of a lower caste and have fewer rights.

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The Immortals help you if you are a divine caster in Glantri

frank leaf
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Because exacerbating the martial caster divide into plot sounds atrocious otherwise.

queen raven
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In that specific nation? Oh no the wizards there are not nice people. In all the other nations yes quite a bit

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The glantrians have a pecking order, even among the other wizards. Lots of highly experimental magic, some secret types of magic, but they're also Pariahs in the international world. Their magic tends to stay in their borders because they do not share.

frank leaf
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Making them feel hated by NPCs is one thing

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Making them feel hated by the DM is another . . .

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Maybe just temporarily suppressing the items maybe???

queen raven
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Well the entire point is things shatter when they hit the magen

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Okay looking at it now I'm leaning towards a minor conversion of the shatter spell, where items take the damage after inflicting their damage on the creature. Magic items have resistance against the damage

scenic dew
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I think I've figured balance of power for Homebrew class. I struggled since it's Constitution oriented class, but I think I found a way.
Instead of necessarily using Con for Attack and Damage, they will get the ability to empower their strikes through changing their damage dice and making it scale on levels, very much like 2024e Shillelagh.

queen raven
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Changing the damage dice how? Because just bumping them up to the next highest die is normally only an increase of plus one on average

scenic dew
# queen raven Changing the damage dice how? Because just bumping them up to the next highest d...

For them it's bit more meaningful unless they multiclass since they don't have proficiency with martial weapons. Yet now they can use light hammer or even unarmed strike with 1d8 damage dice allowing for use of much weaker weapons or no weapons at all. I'm playing a bit with the idea of letting them to change the damage type as well, unlike Shillelagh which allows Force, I'm more leaning toward this coming from their subclass.

Originally I waned them to be pretty much single stat class. Using Con for Attack, Damage, DC and people more than with power took offense in "how would that even work" which is kinda funny now that I think about it.

queen raven
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That does run into the problem with force being the god king of damage types because there's so few creatures that can stop it. But that's a flaw on the system not your homebrew

scenic dew
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The class isn't balanced with multiclassing since...that would be little too much for me to handle, but lore-vise it's more than possible so there's the...chance it would be a thing.

scenic dew
queen raven
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That's one of the reasons why I ban multi-classing because it doesn't work very well. Here's a thought stealing from earlier editions instead of increasing the die type why not every so many levels you do additional dice? Similar to how cantrips level up while swords don't. Back in the earlier editions they did weapon mastery by increasing overall damage by increasing both the type of die and number of die

scenic dew
# queen raven That's one of the reasons why I ban multi-classing because it doesn't work very ...

I mean it would be possible. The combat part of the class is built on idea that your body generates energy which is flowing in you and out of you and infusing your weapons. Now there would be reasonable thing to do and limit that to only 1 weapon so it cannot be abused with multiclassing in to fighter. If I suggest no multiclassing, I wouldn't have to limit it at all, wouldn't I ? Since they do get 1 mastery, but no fighting style.

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I'll still limit that to one weapon since...just in case there are unforseen additions.

wanton blade
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hey there, has anyone tried homebrewing a 2/3 caster, perhaps as an Artificer subclass?

bitter whale
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What effect could a bite attack of a arch night hag turned dendar envoy have on hit ?'

mellow ridge
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I came up with two new magic weapons: Chromatic Blowguns and Metallic Whips. the Metallic Whips are +1 and 3d4 of the dragon's damage breath type and have crit riders that mimic the Dragon's effect breath, since they are made of crystalized metallic Dragon Breath.

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I want to make The Chromatic Blowguns balanced against these, so my current idea is to make them +1 blowguns with +3d6 of the dragon's breath type, self ammo ignore loading. Should I Include something along the lines of the mastery toggle

scenic dew
queen raven
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Exactly. Back in the early editions The weapon master ability greatly increase damage as you level up. A fighter at first level did 1D8, at 36th level you did 4d12 with a long sword. There were some restrictions but that was the effective result.

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Solves the hit point bloat problem quick. But also back then you didn't get to use all the weapons like you did in later editions. You only started with a handful and you earned more as you leveled up unless you just wanted to concentrate on the one specific weapon

scenic dew
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I would just have to nerf how often it rises.

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I mean the highest number I can think of now is 4d6 specially for greatsword or 3d12 for Greataxe

queen raven
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The increases are actually easy. Every time you get to the next tier give him an extra die. At level 20 give them a final die because if anybody's going to be playing your class at level 20 they've earned it

scenic dew
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That ending was bit uncalled for (joking)😂

Yeah, but now I have to really let them have only 1 attack. Originally I intended 2 attacks at level 5 since if they will be split stat, they will struggle a bit more with the hitting part.
On the other hand, I could lean more in to Rouge approach, and keep 1 single attack and really give them the Con stat for attacks since that way they will at least hit, but number vise should still be down under sneak attack.

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While less overall attacks will mean less of their class specific resource.

queen raven
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My first thought was that you charge up damage when you hit people and then you could unleash it for a lot of damage but fights in 5E don't last that long so wouldn't be practical

scenic dew
# queen raven My first thought was that you charge up damage when you hit people and then you ...

Well... that's sorta their mechanic. Not fully.

The class is all about toughness and stress. Their resource is called Stress (wip) which they have 0 of after rest. This stress is built up by hitting enemies or getting hit by enemies. As you build it up, you can either keep it as once you hit specific amount, you get passive effect or spend stress to release effects usually doing more damage or causing some condition.

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Stupid comparison, but comparison that would give you the idea is to imagine Black Panther suit...in a way.

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Or magically empowered fight or flight, which it kinda is.

queen raven
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The issue you're going to have is brief fight times. That's just a feature of the system. I have a similar bunch of classes that turned out you had to store those ability points because you rarely got enough in a single fight to make them useful. By the time You had enough to use, the monster was usually only a few hit points from dead anyways

scenic dew
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The best way I can solve the problem of short fights is by not making the price of effects too high.

scenic dew
warped flare
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@proven sage

Jellies, Domesticated
A vibrantly colored round ball of jelly with a most pleasant fragrance lazily rolls and jiggles along by your feet while making its way to a small pile of abandoned food.

Species Traits
Jellies are the genetically engineered offshoots of the common gelatinous slimes (such as the dangerous gelatinous cube or the green slime). They tend to fill a role as pets for those that cannot (or will not) deal with more traditional choices. Jellies have been engineered to exude a variety of pleasant fragrances, and are usually advertised as pets by the name of their individual fragrance for marketing purposes. Non pet jellies (similar to working dogs) have also been used for the disposal of decaying organic refuse, as one can simply move over a pile of waste and begin to feed on the decaying matter for sustenance. Jellies are small, with the smaller ones being about the size of a softball, and with the larger ones usually being about the size of a small dog. While they are non-acidic compared to other slimes and normally non-allergenic (to most Sapients) and safe to the touch, they are moderately toxic if eaten. Any creature that consumes most or all of a jelly must make a Fortitude Saving Throw [TN14] to avoid becoming Sickened. If a creature fails the first Fortitude Saving Throw it must make another Fortitude Saving Throw [TN14], or else it suffers 1d3 temporary Constitution damage. Blindsight Jellies are blind but can ascertain all creatures and objects within 60 feet just as a creature with sight would. Beyond that range, all targets have total concealment with respect to jellies.

Ooze Jellies have the traits and immunities common to oozes.```
frank leaf
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Instead of needing to make an overcomplicated decay system

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So triggers off getting hit/hitting, can only get x per Short or Short/Long Rest. Maybe a Subclass lets you overcap with decay like that.

glass tendon
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I need assistance from brave souls who are willing to journey down a path. Absolute horror I have created something. Diabolical And I'm kind of Sorta running out of ideas but not really. I just need someone to help me. Laser focus.

scenic dew
# frank leaf You could also make it so you can only get so many per Rest

Wouldn't that hurt them even more ? Since there is purposefully passive/active effect choice. I waned to make the combat loop less repetitive so as a result you have to decide if it's better to keep your passive or spend it on active and if they get limited amount, they don't really have anything once they reach that limit.

frank leaf
glass tendon
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Maybe like a Hydra effect where? Like for every Head points You're taking damage. You get like an extra attack.

frank leaf
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That way between fights it won't break but still keep some leftover

glass tendon
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So like you won't start off with a bunch of attacks but you gain extra attacks as you lose HP.

frank leaf
scenic dew
frank leaf
glass tendon
frank leaf
glass tendon
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Plus like constitution modifier.

scenic dew
# frank leaf This I assume is to make sure they can keep Stress from after a fight without ha...

Well there will be a limit to how much they can handle at once(storing), there isn't limit on how much they can generate. As it is with stress it usually lowers when whatever caused it is gone. Yet since the class needs to built up the stress at first, the decay has to be controlled so that they won't basically be outplayed by multiple smaller and shorter fights. That's why I considered that the stress lowers after rests instead right after the combat giving them headstart on next fight as long as they didn't have long rest.

That way you have let's say 8 after short rest you will have 4. If you would have 8 and take long rest, you go back to 0.

glass tendon
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And gain resistance to the last damage Type use. During this combat encounter.

frank leaf
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Like, fall to 5 or smth if it's over 5

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Otherwise they could, yk

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Have their friends attack them in combat for some extra off the top?

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Unarmed Strikes and all?

glass tendon
scenic dew
scenic dew
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I better make some rules around building the stress from allies. Such as specifying it has to be from source that is hostile to you and not allied.

polar stag
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Made this subclass based on desolation from the magnus archives

fickle basin
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Hello

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We are kinda at the start of our character building and we have a new ability score

Engineering ability score. It's like strength and wisdom etc.

This is a homebrew campaign

But here is the thing, with normal blank sheet we have strength, dexterity, charm, Wisdom, constitution, intelligence.

So what do we do? How to add it?

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We use online sheet

cerulean seal
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That’s like saying cooking is an ability score.

Or coding

fickle basin
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Wait. The setting for this campaign is ww1 steampunk

cerulean seal
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Engineering isn’t an ability score. That’s a skill or talent that people learn and improve at.

fickle basin
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Can you explain this to me then? So I can tell my dm Tomorrow

cerulean seal
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That’s not like… you physically being a certain type of way

fickle basin
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About it being a skill rather than ability score

fickle basin
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We might need it as a score because of that?

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Oh and we can make traps in active but like we need to hit a certain score

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If like we roll a 4. We fail and explode. If it's a 8 we survive and trap fails

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That's the general idea I think.

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Do I still need to go to dnd support?

cerulean seal
# fickle basin Can you explain this to me then? So I can tell my dm Tomorrow

Skills, if you look at the list of skills and proficiency’s are talents and things a person can learn, get better at and are actively influenced by a relating ability score.

For example, Arcana is the skill about one’s ability to understand magic and is influenced by your intelligence ability score.

Engineering is a field of applied science where you are using real world physics. It’s a talent and skill not something you inherently physical possess.
It makes more sense to make it a skill proficiency and not an ability score.

If I had to guess… I’m willing to bet he’s basically gamifying engineering into a separate ability score cause it’s going to be so prevalent in the campaign but doesn’t want to force say… a barbarian to have to go high intelligence to be good at it.

Worth talking about with him

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Imo it makes more sense as a skill but your dm probably has a vision

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Talk to #ddb-support if you are still trying to adjust your character sheet

frank leaf
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That's why the decay is important lol

scenic dew
frank leaf
scenic dew
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Yeah, I think the Remnant level is better since at level 20, you would have around 25 Stress Points which is a lot, but not actually considering you won't be level 20.

frank leaf
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That you still need to generate

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Seems fair

scenic dew
frank leaf
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Currently with the only way to generate it being getting hit or hitting as far as il

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Have you considered additional ways to get it in certain subs?

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As opposed to how Monk only get new ways to spend it?

scenic dew
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Yeah, you can't go over Remnant level + Con Mod.

Yes, that's two ways. I also consider being forced to perform saving throw due to spell being 3rd way to gain points.

Yeah, I was thinking about it. The subclasses will revolve around origin of your power, similar to sorcerer. There will be psyonic subclass so possibly being able to mentally share trauma with your ally that is being hit so you generate additional stress.

frank leaf
scenic dew
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I still need better name for the resource. Stress can be misleading because it's mixture of like cortisol and adrenaline, but the hell do I know if other species in DnD have adrenaline.
Remnant can be both person afraid of fighting, stressing over it or enjoying battle and the thrill of life or death situation and both still produce the energy. Being sociopath doesn't stop you from being able to sweat magic.

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Strain could work, but I like JoJo so Overload just sounds cooler.

frank leaf
frank leaf
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Feels more . . . Risky? Ig I feel?

scenic dew
frank leaf
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But Reprisal rolls off the tongue well imo

scenic dew
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The Surge ... eh

scenic dew
# frank leaf But Reprisal rolls off the tongue well imo

Just on a side note. Steel Balls would make interesting magical weapon for DnD.

Tough Ball
Martial Ranged Weapon
1d4 Bludgeoning
Finnese, Thrown (20/60), Grounded

Grounded: If you hit a creature with this weapon and deal damage to the creature, you can force it to make Strength saving throw, DC = 8 + PB + Stat used for attack, on fail the creature cannot move until start of it's next turn.

scenic dew
# ancient willow I heard JoJo

Steel Ball magic weapon for DnD for fun. The magic part is that it comes back to your hand when thrown, I probably should've wrote that.

ancient willow
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That makes sense, also that's pretty convenient.

How do you plan on incorporating the 'spin' aspect of it?

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Besides the uh, opponent can't move

viscid pivot
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I am looking to make a warlock patron focused on rot and decay that makes poison good without breaking anything and I fear I may be out of my depth

umbral rock
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Im working on making a homebrew species for myself just for fun
This is one of the features it has:

  • Cake? If you are within 30ft of a cake when your hit points are reduced to 0, you immediately regain hit points equal to 1d8 + your proficiency bonus. Once you use this trait, you can’t use it again until you finish a long rest.
scenic urchin
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does eating a cake count as being "within 30ft of a cake"

umbral rock
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Ima say no... it should be an intact cake

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maybe I'll make it where he has to attune to a specific cake and if its destroyed then he can't use the trait wheeze

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I just like the idea of being revived by a cake cuz I played cake wars on minecraft so much with my friends a few years ago

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if anyone has better suggestions on how to do it mechanically, Im open to suggestions

bright terrace
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idk why i'm going to post this homebrew, but idk i haven't posted in here for a while and i want ppl to see it. it's balanced tho, i promise y'all for my campaign.

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for scale on the mana stuff, 1 mana is used for a cantrip, and 4 mana is used for a level 1 spell. pentacasting means combining 5 spells into one to cast one bigger spell (kinda like upcasting but stronger and costs the spell slots and mana from all 5 spells that is used for pentacasting) and to pentacast 5 8th level spell, it would cost about 155 mana. At level 20, the spellcastor with this ability will have a maximum mana of ~290. Spellcasting expends both mana and spell slots btw.
The Eye of Trajectory
Cost: 2 mana
You can see the past and future trajectory of attacks. You have uses equal to your proficiency bonus + 2. When a creature uses a ranged attack against you, you may expend a use to give them disadvantage on their attack roll. As a reaction, when a creature uses a ranged attack against another creature, you may expend a use to give them disadvantage on their attack roll. You have advantage on ranged attacks. At level 10, you gain 2 more uses. At level 14, you gain the ability to see farther into the past; you do not need to spend a reaction to impose disadvantage against attacks against other creatures. At level 16, you may use The Eye of Trajectory on melee attacks. At level 20, you gain Bloody Judgement. Bloody Judgement costs 200 mana. Bloody Judgment, unless the caster cancels it, a death arrow pursues the target until it pierces their heart. It is the equivalent of a pentacast of 8th-level spells. To use Bloody Judgement, the user must permanently lose an eye that can not be healed or restored. However, to cancel the technique, the caster has no choice but to use their other eye to cast the magic once again. Bloody Judgement is unavoidable. If the target has less than 200 HP, the target instantly dies. If the target is above 200 HP, Bloody Judgement deals 20d12 + 100 force damage. You may expend 10 mana to regain 1 use of The Eye of Trajectory.

scenic urchin
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wait you can just promise things are balanced..?

bright terrace
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yes, my campaign is very far above the power level of normal dnd. and this is kinda like a side-ability for one of the PCs

scenic urchin
viscid pivot
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Question... How hard is it to homebrew a custom enemy/NPC? Like a unique monster that also speaks and has sapience and stuff

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I don't really expect anyone to use it but I thought it would be fun

bright terrace
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quite easy if you go the easy route.

viscid pivot
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Are monster ability scores much different from player characters?

bright terrace
viscid pivot
bright terrace
viscid pivot
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Ohhh so it takes in the average of the levels of the party you think would be able to reasonably take it on?

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Traditional 4 player party at least

bright terrace
viscid pivot
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Is it still classified as a monster if it isn't always aggressive?

bright terrace
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im pretty sure

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or just a creature, idk, i didn't look into that part

wanton tapir
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Ill take the balance statement with a grain of salt but lets see here

bright terrace
wanton tapir
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Id say bloody judgment is very weak for the cost

bright terrace
wanton tapir
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Cause like you can only ever use it twice

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Unless you are a race with like multiple eyes

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Whats the action economy for bloody judgment

bright terrace
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no action

wanton tapir
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Make it an action and its balanced

bright terrace
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oh wait. i should make it an action

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yeah

wanton tapir
#

If you make it an action how can it be canceled ?

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Does it deal damage at the start of your next turn or something?

bright terrace
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it's a draft

wanton tapir
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Its an automatic hit?

bright terrace
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yes

wanton tapir
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I mean sure you are trading one of your eyes so it makes sense

bright terrace
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i'm giving it to a high elf bard.

wanton tapir
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Very cool

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I mean yeah it does more damage than meteor swarm and its an auto hit. No biggie

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Basically works as an execute

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It would be mad unfortunate that if the bard just happens to target a creature with immunity to force

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Id be mad

bright terrace
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i'll just make it so immunity and resistence doesn't apply.

wanton tapir
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dont do that

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at best make it treat immunity as resistance and resistance as neutral

bright terrace
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ok.

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can i have some water plz?

wanton tapir
#

sure

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Judgement
costs 200 mana.
activation: Action
Bloody Judgment, unless the caster cancels it, a death arrow pursues the target until it pierces their heart. It is the equivalent of a pentacast of 8th-level spells. To use Bloody Judgement, the user must permanently lose an eye that can not be healed or restored. However, to cancel the technique, the caster has no choice but to use their other eye to cast the magic once again. Bloody Judgement is unavoidable and will instantly hit a creature within a range of x ft. If the target has less than 200 HP, the target instantly dies. If the target is above 200 HP, Bloody Judgement deals 20d12 + 100 force damage and it treats immunity as resistance and resistance as neutral.

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dont forget to add the range

viscid pivot
bright terrace
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range is infinite.

if the target is within 120 feet when it is activated...

wanton tapir
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infinite is a bit to much

bright terrace
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ok. 500 feet

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3000 if one of the enemies decide to min-max speed

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which they won't

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cause i said so

wanton tapir
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how would you determine the range if it scales with the targets speed?

bright terrace
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idk

wanton tapir
#

i guess alternately you can make it scale with the casters ability score or modifier like 100 x their inteligence mod etc

bright terrace
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ok.

wanton tapir
#

it can use some better wording and its fine

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how much mana does a 9th level spell cost?

wanton tapir
#

really imporatnt info cause if it costs like 10x more then a 9th level spell plus the eye cost it might need to be stronger

bright terrace
wanton tapir
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? thats what is 20 rounds worth of mana?

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give me a number please

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or actually if you have a mana cost per level list show me

native grove
spring tusk
#

You know, in this same vein, i'm currently in the process of creating my own revised version of the spore druid subclass, after the percieved success of my Arcane Archer revision

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I'm wondering, what people might have disliked about the Spore Druid? that I could make edits on in my revision

spring tusk
spring tusk
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Just finished this silly magic item I thought of

finite palm
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I am gonna homebrew a wizard subclass to make a healer wizard

pine raven
spring tusk
#

most absolutely

spring tusk
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go for it, but, I hate it

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just fare warning there's already spellfire sorcerer

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and a lot of the new spells give more healing options to wizard

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which I also hate- because explicitely wizard is not a healer focused class

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wizard gets- everything, and it doesn't.. need more,

finite palm
#

what if it wasn't healing magic

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what if it was a surgeon

spring tusk
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mercy monk, alchemist artificer, the healer feat,

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also if your wizard subclass features aren't focusing on the wizards magic that's- a little strange, but I suppose it could work?

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we have bladesinger but even that still puts attention on the spells

finite palm
#

I will have to think about it

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stuff I made before wasn't all dnd

spring tusk
#

that's valid

buoyant frigate
finite palm
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idk what I'm doing tbh it just came to me as maybe something neat

spring tusk
#

It's neat in concept it just

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has some issue practically

fickle basin
#

Hello

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Dudes

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I have a question. So In my homebrew I can create shadow clones...but they are that...clones...made of shadows...and shadows do not have forms per say and they have a 1 hit point but can cause damage...so..can I...instead if Making them just clones that have low health and attack...envelop them on myself? And add extra arms for myself?🤔

coral delta
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Can you? That's something to ask your DM. DnD isn't a free-form roleplay game, so abilities are based on what their written rules say they can do, rather than vibes based effects.

cerulean seal
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Or what is it exactly?

fickle basin
#

Okay okay 🤔

Thanks!

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I will ask my dm that

pearl lantern
#

As a rule of thumb, if something isn't in the rulebook, ask your DM

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Hell, even if it is, asking the DM is never a bad idea

scenic dew
ancient willow
#

😭

scenic dew
#

I guess Juggler Rouge could be a thing...possibly ?

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Could combine mix of idea from Spin + Juggling in to Performance proficiency, some bonus and focus on using thrown weapons rather than shooting bows, maybe be able to change the damage type of sneak attack and eventually reach Golden Ratio.

dire orchid
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Is it a bad idea to let one of my players have a homebrew animal companion? Her character concept was really good, and the companion seems pretty balanced. It doesn't have any offensive capabilities other than unarmed strike, and it can only cast a few support spells. I can't decide if it's too overpowered when starting at level one

frank berry
coral delta
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Sorry, the whiplash on the threat meter of this creature between "it can only make Unarmed Strikes" and "cast support spells" was so massive I had to laugh

frank berry
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Could just give them the Find Familiar -spell

coral delta
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I would recommend the player take a look at the Magic Initiate: Wizard origin feat. That allows them to pick up Find Familiar, which is a fantastic and wonderfully balanced spell without any homebrew. And you don't need to worry about the companion dying permanently.

dire orchid
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That would work, but she's playing a druid, and the companion was a big part of her backstory. It wouldn't make a ton of sense for her to cast the spell before becoming a druid

frank berry
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That's where the flavor comes in. You can just say she has had the companion, and maybe the spell is just to summon it when needed

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Also Tasha's gives Druids a companion of some kind as an optional feature, I'm pretty sure. Could also use that (unless Im misremembering)

coral delta
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Sorcerer: "When I was born, I immediately cast Fireball on my Mom, Dad, and the midwife team. I can't do that anymore, but someday I hope to regain that power."

spring tusk
#

After going over it again I'm realizing that there are some formatting errors

#

Where it says chill touch on the table it's meant to say gentle repose

#

It's also not meant to say "just melee attacks" it's meant to say "melee attacks made by you"

glossy patio
#

How does home brew work

pine raven
frank berry
# glossy patio How does home brew work

Homebrew is basically anything that isn't official content. Think of homebrew to D&D being like mods to a videogame
So races, spells, magic items, etc. made by players or other third parties

glossy patio
#

Or how does it work

pine raven
frank berry
#

If I make a spell that turns people pink in a 100 foot radius of myself, then that's what it does

#

Important to note that the DM has the final say if any homebrew is approved for the game though, so you kinda do need to run any you wanna use by them

pine raven
#

There’s several websites that can help you, but you can make up as much as you want to it

#

Yes👆🏻With DM’s discretion of course

glossy patio
#

Oh ok thanks

#

Also do you think I can add a homebrew of JJK

frank berry
# glossy patio Also do you think I can add a homebrew of JJK

Maybe, depending on exactly what you're looking for

Spells or magic items are probably relatively easy
A new class is gonna be very difficult. lots of things to consider when making a whole class. There's a reason D&D only has 13
A subclass for a class is likely your best option. Adding few features to an existing class while also being able to compare to other subclasses to keep it balanced

A whole "subsystem" for JJK -style sorcery stuff, or trying to just change the entire system to JJK? You might wanna look into another system than D&D 😅

glossy patio
#

Just style sorcery

#

I don’t want to change the whole thing to JJK

fleet pebble
#

I am having an issue with a Magic Item I am creating on DnD Beyond. I am using a Warhammer +3 as the base item that I am copying from. I have Warhammer as the Base Item type selected and Warhammer as the Base Weapon. I then build out the item. When I save the item the base Weapon field no longer shows as Required, but the Magic Item Type now shows as required. The problem is that the base item type is still shown as a weapon and so I actually cannot select into the Magic item type drop down. I have not shared it with the community as I wanted to include some basic spells which can be cast using weapon charges and the website states the item cannot be shared with the community because of that. Any thoughts as to why it won’t let me keep it as a weapon?

Would this be better to post in the DDB Support area?

frank leaf
#

In exchange for a Wildshape use

vapid iris
#

So I'm trying to make hand wraps for a monk in the campaign I'm running rn and I've encountered a slight issue. The wraps are supposed to add an additional 1d4 lightning damage to all of his unarmed strikes but since it's a wonderous item there's no way I can find to make it a modifier to his marital arts attacks without changing it into a weapon first. If anybody has a workaround for this I would appreciate it 🙏

quasi mason
#

Who doesn’t like the class system as of now?
I’m currently writing a module that removes the current class system and replaces it with an infinite skilltree.

fierce dome
#

Sounds like you want a different game

#

GURPS is almost entirely skill-based, if I recall correctly

restive tusk
#

I agree, the class system is a fairly fundamental system to the game. I’m curious as to what you have so far, but it seems like it’d be a huge balance undertaking

upper token
#

So I have created a weapon. Is there a way to attach, a homebrew spell with it or is there a way to tweak a spell that will give me the same information I'm looking for how to do this

cerulean seal
upper token
stuck raptor
#

thoughts on this feat based off the new UA?

midnight elk
#

What would you say would be good standard damage for an explosive? A player in my party is using a naruto style paper bomb.

scenic urchin
#

paper bomb? Idk 4d6+12?

midnight elk
#

We've established 1d12 planted per action

uneven ridge
spring tusk
#

Infinite is nasty,

#

Sometimes I wonder about what it would be like to play past level 20

#

I don't mean being level 20 and then just continuing

#

I mean being level 20 and then eventually hitting level 21

bright terrace
#

i need a hero ability for a paladin.

#

anyone got ideas?

#

oath of devotion btw

#

it's just like another class feature

void oracle
bright terrace
#

i have 3 already written for different people if ye want examples

void oracle
#

Nah its good I was finna talk about a final boss for my other dnd campaign that's a work in progress

bright terrace
#

ok

scenic urchin
pastel widget
#

(Mostly 2014 5.e)
So, I got this homebrew race of fish people called Aquariads, and they are incredibly varied and can look like a humanoid version of pretty much any aquatic animal. They have a "default" racial skills, but if they have a pretty strange form I'll swap out the standard ability for something more fitting (an electric eel may get resistance to lightning damage or something)

That being said, when I throw humanoid enemies (like bandits) at my players and they happen to be an Aquariad, I like to play around with their racial abilities, but I try to be mindful that if a character dies and the player needs to mske a nee one, they may be inspired by an Aquariad they've fought before.

That being said, would it be broken if a character's race was medium sized, but they were counted as 1 size larger for relevant checks, AND they could use shove as a bonus action?

(By default they also have a swim-speed and waterbreathing, but a drawback that gives them disadvantage on perception and attack rolls if they don't sleep in water the night prior)

scenic urchin
# bright terrace i need a hero ability for a paladin.

whenever an ally within 30 feet of you gains the stunned, paralyzed, or unconscious condition, you can use your reaction to move 30 feet toward your ally. Until the start of your ally's next turn, they can't be attacked or targetted by effects as long as you're standing within 5 feet of them and aren't incapacitated

scenic urchin
#

dang

scenic urchin
pastel widget
scenic urchin
#

i'm not sure, slow speed is a pretty big drawback but i have no idea how the scales line up there

pastel widget
unique parrot
viscid pivot
#

Thread of Rot

Necromancy cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create a spectral rotting vine in the space of a creature within range. Make a ranged spell attack against the creature to launch the visage of decay into it. On a hit, the target takes 1d8 Poison damage. This attack pierces through defenses, dealing resisted damage against those who are normally immune to Poison damage, and neutral damage against those who normally resist Poison damage.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Lists. Sorcerer, Warlock, Druid

#

Should this be 90 feet?

true forge
#

ehhhhh, i would get rid of the immunity and resistance thing

copper jewel
#

I had a... let's call it a chemically induced campaign hook last night.
The big bad is screwing with the multiverse turning everything wonky. Just as our heros start to get a foothold of the situation and get to lvl 3, the big bad flips the wonky switch and our heroes all suddenly have new classes.

Above table mechanics: At Level 3, the players create new characters with their current stat numbers in a different orientation. They're dump stat and their highest stat both need to be different and a key feature of the character has to change. Whether it be from Spellcaster to Marshall, Tank to Support, or Blaster to Healer. They keep the name and memory of their previous class but none of the skills. This isn't multiclassing. They go to bed as a lvl 2 Fighter and wake up as a lvl 3 Bard. Their 18 STR is now a 18 CHA.
This happens again at lvl 6.
At lvl 9 all hell breaks loose. They now have the knowledge of 9th level skills in 3 different classes & subclasses and can Frankenstein whatever build they want from all 3. The only limitation is that they can only choose 1 feature for each skill. Maybe they take lvls 1, 5, an 6 from Fighter, lvls 2, 3, and 9 from Druid and lvls 4, 7, and 8 from Rogue and create the most chaos characters imaginable. From then on, every level up they choose a skill from one of the 3 classes.

*Some special work arounds have to be created to control the madness of the MAD and how spells are chosen. The key is to lean into the chaos of it all.

bright terrace
#

so Jobless class

viscid pivot
true forge
#

get rid of the Poisoned

viscid pivot
#

Fair enough

copper jewel
bright terrace
copper jewel
bright terrace
#

Oh, I see

#

I have a similar idea, Jobless class. Basically they can change their class when they level up and keep 1 feature from their previous class. The levels they change class are 1,2,4,6,9,12,16, and 20.

#

But only when I’m using more than the normal selection dnd classes

#

Like 20 different homebrew classes

copper jewel
#

This is what I do. I imagine bizzaro home brews with no knowledge or experience to back it up.

I also have a campaign idea based on the collected works of the band RUSH.

bright terrace
bright terrace
thin harness
#

Does anyone have any ideas of a speed-based characters abilities?

thin harness
#

They basically already have that ability but better, I'm making a homebrew subclass based off someone and realized how bare-bones the guy was I was making it off of

bright terrace
#

Or make it so that Dex skill (acrobatics, stealth, etc) base mod is +1 per 10 feet base speed

#

So at 40 feet speed it’s a +4

thin harness
#

I plan on making their max speed like, 360 ft so that might get a bit overpowered....

bright terrace
#

Oh…

#

At their base speed??

#

That would make it so they can move 1000+ feet per turn ez

thin harness
#

Nah they're a monk subclass, so I think their speed would be like, 45-60 base but it would be able to be boosted to 360

bright terrace
#

2000+ with optimization

bright terrace
#

I said +1 per 10 feet base speed

#

With items, I suppose +8 maybe?

thin harness
#

Hmm, I think that could be an interesting ability

bright terrace
#

If the boosting isn’t like boosting their base speed, it’s fine

#

Like if it’s extra dashes or something it’s fine

thin harness
#

It makes a bit more sense if you know who it's based off of, have you seen/read JJK?

copper jewel
# bright terrace It only takes like 40 hours in total.

I am reminded of a time in my youth as a music major. A group of friends were hanging out in one of the practice rooms and the trombone player was noodling around on the piano. He was improvising an atonal, avant-garde, dissonant composition (very poorly, but he was just fooling atound). When he finished, the classical pianist in the group, the guy who knew the most about the style of music said to the trombone, "Ya know, ya really need to know what the right notes are before you can understand why you're playing the wrong notes."

thin harness
bright terrace
#

Make damage scale with speed.

#

+1d10 per 80 feet or smth

thin harness
#

Ooooh that'd be cool, especially since they'd be moving super fast in later levels

bright terrace
#

In a straight line

#

Force transfer

copper jewel
bright terrace
#

*proceeds to get 3000+ speed in one turn *

bright terrace
thin harness
#

Aw man I took a ss of the document to send here to show what I had but remembered I can't send pics here, gimme a sec

#

What I have so far

copper jewel
bright terrace
#

It’s my first homebrew though so it’s bad tho

thin harness
thin harness
bright terrace
#

That’s about it

#

Other than that it’s fine

thin harness
#

Oh my god that's definitely a read

copper jewel
#

Just watch the 2 Quicksilver scenes in the X-men movies and write down anything you think you can use.

bright terrace
#

It’s got literal trigonometry too btw.

thin harness
#

😭

bright terrace
#

At 999%, it’s also a 25x speed multiplier

thin harness
#

I can tell you definitely had a lot of time to write all that

bright terrace
thin harness
#

Have you ever used it?

bright terrace
#

It was intended to be used in only 1 campaign but they didn’t accept it 🥲

bright terrace
#

And simulated it too

thin harness
#

How did that go

bright terrace
#

It was fine.

#

There’s only a 0.001% chance to deal 1000+ damage anyways.

#

You can tamper with the accuracy system to increase direct hit-rate

thin harness
#

I'm surprised someone played it tbh, I'd get too confused every turn

bright terrace
#

Only the creator is smart enough to play it. Or someone who studied it intensively.

#

And competent as a player

thin harness
#

I would never be able to, stuff that's over complex in words and stuff like that goes in one ear out the other for me

viscid pivot
#

Anyone got tips for designing a homebrew monster? Not like a general species, but like a named specific creature

scenic urchin
#

figuring out the aesthetic first makes figuring out the mechanics easier

viscid pivot
#

I know what the monster is in-depth, I just struggle with adapting it to dnd since it's a relatively new system to me

scenic urchin
#

what's the monster

viscid pivot
#

Vaguely humanoid sea abomination based on a bobbit worm

#

She's sort of lamia-like visually but only in general shape

#

Blind, burrows, 4 arms, but also fully sapient

scenic urchin
#

is it asposed to be super tough/brutal/deadly?

viscid pivot
#

Generally, yeah

#

She can be reasoned with but it isn't guaranteed

stone vessel
#

Homebrew weapon:

Spherical Katana (epic)

  • The katana has the ability to outweigh any user, enhancing their balance. Always adds PB to hit with the katana
  • The katana can shapeshift to different melee weapon types. Doing so can be achieved at a long rest. Wielder must spend 30 gm if the size of the weapon is going to increase (once per increase)
    -If the katana is shapeshifted to a weapon one is proficient in, the addition of PB to hit with the shapeshifted weapon increases by +2 at levels 1-8, +3 at levels 9-14, +4 at levels 15-20
    -If the blade of the katana (in any form) collides with oxygen, it outputs dim purple light in range of 45ft
    -damage with the weapon is calculated according to the damage of the shapeshifted form

Please give me feedback on balancing this weapon! I don’t intend on taking it outside my level 1-9 campaign, but i want to know how well i did nonetheless

scenic urchin
#

seems like a good ambusher, and/or lurker, and ... uh ... 4 arms ... hmm

#

seems like you at least have enough concept for a good brainstorm

lament meadow
#

Is it a grappling snag that basically functions as bite + swallow?

#

What are its "place" in the world? Bobbit worms are polychaetes ambush hunter that eats fishes. What is the monster doing? Is it a creation of some God? Is it guarding some ruins?

viscid pivot
#

Unsure about her origin but she is incredibly selfish and views everyone else as either prey or something to avoid

lament meadow
tame hornet
#

currently trying to figure out how i can rework magic to be a little more welcoming to my players.. i have experienced 5e players but most of my party plays Legendary Lives, so the magic is way less open than it is in that system

viscid pivot
tame hornet
lament meadow
# viscid pivot That's something I'm really struggling with... I wanna say above 10 at least

Alright, let me cook up some stats. Let's use CR 10 (+4) as base

Giant Lamia Bobbit Worm
Large Monstrosity, Chaotic Evil

AC 17 (Natural Armor)
HP 172 (15d12 + 75)
Speed 30 ft. swim 40 ft.

STR: 22 (+6)
DEX: 10 (+0)
CON: 20 (+5)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 14 (+2)
Save: STR (+10), CON (+9), WIS (+7)

Resistances: Cold, Slashing/Piercing/Bludgeoning from Non-Magic attacks
Immunities: Frightened
Senses: Blindsight 60 ft. Passive perception

Traits

  • Amphibious. The Giant Lamia Bobbit Worm can breathe air and water.

  • Bobbit Worm's Lair. The lair of the Bobbit Worm is covered by a magical slime-like substance. Creatures that the Bobbit Worm grapples will be put inside this substance to be stored and eaten later. Medium or smaller creatures inside the substance are paralyzed, blinded and deafened.

Actions

  • Multiattack. The Bobbit Worm can make up to four Capture Prey attack. One of them can be replaced with a Bite attack or the Drag Down action, and any of them can be replaced with Fling.

  • Bite. +10 to hit. Reach 5 ft. Hit: 22 (4d10) piercing damage.

  • Capture Prey. Melee weapon attack. +10 to hit. Reach 5 ft. Hit: 11 (2d10) bludgeoning damage and the target is Grappled (Escape DC 18). As long as they are grappled, they're restrained. The Bobbit Worm have four arms, each can grapple one target.

  • Fling. One medium or smaller object held or creature grappled by the Bobbit Worm can be thrown 60 ft. in any direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

  • Drag Down. The Bobbit Worm moves up to half its swim speed.

viscid pivot
#

She will also have a couple languages as well, but I haven't decided what her main language is yet

#

All I know is that she speaks common (just... very badly due to not having a tongue)

slender quartz
#

I have a question about one thing. Which I still do not understand fully; How does one determine the stats for a homebrew enemy?

viscid pivot
#

I would also like to know this

frank berry
#

I mean when making homebrew, you just kind of choose yourself
To keep things balanced, compare them to a creature of similar CR you're aiming for

high pendant
#

usually they lie in the area of 10-18 though

#

for most levels of play at least

lament meadow
#

For example, the bobbit worm thing was compared to Malformed Kraken from Tales of the Yawning Portal

#

But we need to also decide on a gimmick

#

For example, the bobbit worm thing's gimmick is basically kidnapping several people and bringing them to its lair to eat

high pendant
lament meadow
high pendant
#

no it just gives you a fly speed

#

the final feature does though

lament meadow
high pendant
#

attack modifier

lament meadow
#

So if I swing a +3 rapier and I have a proficiency of +4 and DEX of +5, that would be +12
So the DC of the Vortex is 8 + 12 + 4 = 24?

high pendant
#

attack modifer as in the stat you used to attack

#

ill make it clearer

lament meadow
#

Then it's the ability modifier, no?

high pendant
#

yes its ability, i just meant it to be if you attacked with dex itd use dex and vise vera. i changed it to just be str or dex now

lament meadow
#

I do like the Wind blade class, feels like it would be awesome to use just moving around the battlefield slicing stuff

high pendant
#

thats the idea, just be a menace with movement

#

air cutter allows you to not deal with opportunity attacks as much as well which was the idea

#

actually ill change it to wind blade so it fits the rest of the naming stuff

#

actually no cause that implies it doesnt work with ranged

lament meadow
# high pendant https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/...

Air Cutter is superb, I like it very much. It's basically a Sneak Attack but for Fighter.

Wind Ward is... not too good because it's only 1 disadvantage, but it's passable

Wind Ride is good, movement and flying is good

Vortex is a good AoE attack, and crowd control.

Turbulence is basically more damage and movement, both are good

Overall I think the subclass is really good. Some questions though:

  • Does Air Cutter work with AoO
  • Does Air Cutter work with Weapon Masteries
high pendant
#

its whenever you make a weapon attack, so yeah. It should work with masteries so ill add that in

lament meadow
#

Lovely! I really like the class now. I assume weapon effects like a Vorpal Blade also work?

#

(Disclaimer: I am a Monk enjoyer, so I may be biased)

lament meadow
high pendant
high pendant
#

Thanks for the help!

lament meadow
#

Swift Conjure is good with Greataxe cleave, kill some rats and then swing some more

#

Can I copy any weapon? For example a Vorpal Sword

high pendant
#

yeah, you can copy anything

#

its basically pact of the blade, the subclass

high pendant
shadow depot
#

Does anybody have a good elemental warlock subclass? I get that the genie has a little, but I’d like one that’s more elemental rather than wish

lament meadow
high pendant
lament meadow
#

I do love conjuring some magical guns as my special ability

lament meadow
#

The main allure of the class is how many weapons it can store without having the annoying weapon swap mechanic in base DnD

high pendant
#

basically yeah

lament meadow
#

This gives it a ton of flexibility in weapon masteries

high pendant
#

thats the intent, and fighters get the most to work with in that regard

#

basically go in and start flinging every weapon under the sun

lament meadow
#

Arcane Parry + Mage Armor + Woven Mail makes the subclass tanky as hell

#

I'd be quite wary of bypassing attunements, but I assume at level 18 there's worse things

#

Wish, for example

high pendant
high pendant
lament meadow
#

I like the Wind Warrior more than the Spellblade but that's just my Monk mind talking

lament meadow
high pendant
#

crossbow expert shotgun fighter my beloved

high pendant
mellow ridge
#

I came up with a new weapon. Tell me what you think, am i way off on the rarity, and should I add a few things for elves with the revenant blade feat since this weapon does on its own half of what the feat does
Radiant Twinblade
Weapon (Double-Bladed Scimitar), uncommon (requires attunement)
This elegant hilt is etched with blackened solar motifs. When grasped, twin blades of pure radiant energy spring into existence. The blades can be dismissed or resummoned as a bonus action, but their light cannot be suppressed while active.
Blade Color (Flavor)
Each attuned wielder chooses the color of their radiant blades (gold, silver, violet, emerald, etc.). This choice lasts until the attunement ends.
Properties
Finesse. You may use Dexterity for attack and damage rolls.
Light. Counts as a light weapon for two-weapon fighting purposes.
Two-Handed. This weapon must be wielded with two hands.
Double-Bladed Attack. When you take the Attack action and attack with this weapon, you can make one additional attack with it as a bonus action. This bonus attack deals 1d4 damage + your ability modifier.
Radiant Edge
On a hit, the weapon deals an extra 1d4 radiant damage.
Passive Defense (Mastery-Conditional)
While the blades are active, if the weapon occupies a weapon mastery slot, you gain +2 AC.
Solar Mastery (Mastery-Conditional)
If the weapon occupies a weapon mastery slot, your bonus action attack deals an additional 1d4 radiant damage while the blades are active.
Nick Mastery (Mastery-Conditional)
If the weapon occupies a weapon mastery slot, you gain one extra attack per turn as if the light property applied, without using a bonus action.
Master of the Weapon: If you are a master of the weapon, a single weapon mastery slot grants you both Solar Mastery, passive defense, and Nick Mastery.
Light Emission
While active, the blades emit bright light in a 20-foot radius and dim light for an additional 20 feet. This light cannot be suppressed.

olive sand
#

Have a player who’s a psi warrior fighter and wants to use his telekinetic movement ability as a bonus action rather than an action. I told him we could make it a feat.

Do you think having it as a half feat is good enough or would it under/over powered?

cerulean seal
#

It’s basically the same thing and gives him some other stuff too

olive sand
cerulean seal
#

Then you don’t have to do any additional work

olive sand
cerulean seal
stuck raptor
#

fighter also gets tactical movement too worth noting if its 2024

cerulean seal
stuck raptor
#

on another topic, thinking about making expanded feats for the giant strike based off the new ua feat paths

olive sand
#

It’s 2014 rules. I’m really just trying to gauge how good is turning that action into a bonus action. Is it really good and doesn’t need any other bonuses besides being a half feat? Or does it need something a little extra? Like cast detect thoughts once for free per long rest?

cerulean seal
#

That’s probably why he wants it as a Ba

#

Wether you think that’s too powerful or not is up to you

olive sand
shadow depot
#

Would here be the place to ask about ideas for funny magic items? Like, rules and stuff affiliated with them and recommendations?

frank leaf
# high pendant https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/...

Spell Blade:

3rd level is almost exactly a Subclass I have for Ranger lmfao. Doesn't seem unbalanced.

"Arcane Parry" feels a lil too punishing with the Shield halving the bonus. It RLY doesn't need that. Love the creative use of Second Wind though.

"Feats of magic" could be cleaned up by saying "You are under the affects of the spell you choose until the end of a Long Rest". You can drop the "non-magical" nonsense bc with this wording it'd be dispelled and INSTANTLY reapplied. Issue with Jump also: 2024 Jump is now Instantaneous, a BA, so it doesn't work anymore, but if you play 5e only, it's fine ig.

Swift Conjure is odd with the arbitrary limit of 2. Reducing several creatures to 0 per turn feels pretty niche, at most I'd slap an Int Mod limit on it.

Capstone is . . . Fine? Not a fan personally, feels niche like the last feature. Moreso tbh.

frank leaf
#

And let them flavor it as telekinetically flinging themselves around

#

(Wait, reading 2014, it's a telekinesis thing mb)

frank leaf
olive sand
frank leaf
frank leaf
#

It's once per SR anyway and this requires investment

#

If they want to pump resources into it, let em

stuck raptor
frank leaf
stuck raptor
#

maybe as an epic boon

frank leaf
#

Since these feats are seemingly very transformative.

olive sand
frank leaf
stuck raptor
#

fair

frank leaf
stuck raptor
#

i was thinking epic boon for like, a general giant feat "capstone"

#

with level 12s being capstones for the specific giant typs

frank leaf
#

That way if you take both you can be Huge

stuck raptor
#

thats more a nrf than anything

frank leaf
#

Being Cover for their friends

stuck raptor
#

sure. huge ill probably make a limited time form with bonuses

normal wolf
#

I want some help making a chameleon based race

#

I was thinking medium size, 30ft walking and 20ft climbing speed, +2 to dex, +1 to wis

One of their special features is obviously its Colour Change. Which allows them to change colour as a bonus action and they can do it a number of times equal to their proficiency bonus. Doing this gives them a +2 to any Stealth checks during that turn.

Then they have their Tongue which they can extend 10ft (maybe 15?) and use as an extra hand, able to grab objects or people. Grapples made with the tongue have advantage.

Then their eyes which let them see in a 360 angle around themselves, giving a +2 to any perception roll.

Next they got Cold-Blooded, which is a negative effect that gives disadvantage on any throw against extreme cold environments.

Finally they got Nature’s Intuition and get proficiency with Stealth and one of these options: Animal Handling, Medicine, Nature, Perception, or Survival.

#

Sorta inspired by lizardfolk, thoughts?

outer minnow
#

Found this the other day: Fork of Bees:
This gold-and-black striped fork has 3 charges, and it regains 1d4-1 charges daily at dawn. As an action, you can yell "BEEEEES!" and expend a charge to summon a swarm of bees (use the statistics for a Swarm of Wasps from the Monster Manual).

stuck raptor
#

Giant’s Fling

Path of the Titan (Prerequsite: Level 4+, Strike of the Giants feat)
You gain the following benefits.

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Giant’s Launch. When you hit a creature with a ranged attack using a weapon that has the Thrown property as part of the Attack action on your turn, you can roll the weapon’s damage dice again and add the number rolled to the total.
  • Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Thrown weapons.
brittle axle
#

This is OP isn’t it?
Dokkal

+2 to charisma +1 to any stat

You are immune to magical fear and have advantage against being charmed and frightened

You and any creature within 10 feet of you cannot cast spells or use magic items besides artifacts and have advantage on saving throws against spells and magical effects. Within this range persistent magical effects stop temporarily but magical creatures continue to function.

Creatures hear your speech as if in their own language however you have no ability to understand languages you do not know.

You know Common, Celestial and one language of your choice

frank berry
brittle axle
frank berry
brittle axle
#

My sister has a character idea and I am trying to make game statistics for it I already told her it would have to be a lot less powerful than a full anti-magic field.

frank leaf
brittle axle
frank leaf
#

If it does, there's probably still a few things you can do to temper it

brittle axle
frank berry
frank leaf
brittle axle
#

But the idea is that it is a whole race of people that have this ability

#

It doesn’t need to be a racial ability I could add it to some subclass or something

frank leaf
brittle axle
#

Then give any NPCs the ability

brittle axle
brittle axle
frank leaf
#

Magic types, inspirations, etc

brittle axle
frank leaf
#

Because the environment idea would also help

brittle axle
#

I’ll ask her in a few minutes we’re in town and she is in a store

#

Part of the idea that I came up with which she liked a lot is that they are messengers from the gods, which is why they have the universal speech ability and +2 to charisma

frank berry
#

When a player race's ability is so powerful that it forces the DM to alter their encounters to take the ability always into consideration, it's absolutely gonna be a powerful one (there's a reason lot of DMs decide to ban flying races).
A no-save absolute negation of any level spell and magic items, even in just a 10 foot radius is gonna be a major thing to keep in mind, not to mention this is gonna prevent the race from using any spellcasting class, and is gonna be really annoying for the party members who need to always keep their distance

frank leaf
#

Comprehend Language/Tongues?

brittle axle
frank leaf
frank berry
#

Also pretty strong by itself, but definitely not the biggest issue with the race 😛

brittle axle
#

And due to the way I run things this is just flavor I don’t do any language barrier stuff

frank leaf
#

It allows them to talk back.

proven osprey
#

What is this channel for

brittle axle
frank leaf
stuck raptor
frank berry
#

Here you can ask the community if the homebrew you made is too strong, then decide to use it anyways even when you're told its busted 😎

brittle axle
frank leaf
brittle axle
#

It’s half of the Norse term for Elf, though Norse elves are messengers of the gods not like what fantasy elves are

bright terrace
#

updated version cause why not.
The Eye of Trajectory
Cost: 2 mana
Range: 60 feet
You can see the past and future trajectory of attacks. You must be able to see the target to use The Eye of Trajectory. You may expend a use to gain advantage on ranged attacks. You have uses equal to your proficiency bonus + 2. When a creature uses a ranged attack against you, you may expend a use to give them disadvantage on their attack roll. As a reaction, when a creature uses a ranged attack against another creature, you may expend a use to give them disadvantage on their attack roll. At level 14, you gain the ability to see farther into the past; you do not need to spend a reaction to impose disadvantage against attacks against other creatures. At level 16, you may use The Eye of Trajectory on melee attacks. You may expend 15 mana to regain 1 use of The Eye of Trajectory.
Bloody Judgement
Cost: 150 mana
Range: 120 feet
You may use Bloody Judgement as an action. Bloody Judgement is the ultimate form of The Eye of Trajectory. You must be able to see the target. An arrow made of the user's blood pursues the target until it pierces their heart. The arrow may pursue the target for up to 5,000 feet. To use Bloody Judgement, the user must permanently lose an eye that can not be healed or restored. Bloody Judgement is unavoidable. If the target has less than 250 HP, the target instantly dies. If the target is above 250 HP, Bloody Judgement deals 50d6 + 100 force damage. You must be in your original form to use Bloody Judgement. Immunity is treated as resistance, and resistance is treated as neutral.

analog pendant
#

This might be considered a dumb idea but I wanna know what the people think.
I got an idea for a variant/change to the Eldritch Knight.
Imagine, instead of just the wizard spell list table, you could choose one of the other classes' spell tables and modifiers in it's place. So instead of wizard spell list and INT, you could switch it to Druid and Wisdom or Sorcerer and Charisma.
Might be a bad idea, might break the balance of the game or do jack squat, you'd probably to switch around the feats a lot, I'm not sure. I just think some variety would be nice.

frank leaf
# brittle axle It’s half of the Norse term for Elf, though Norse elves are messengers of the go...

Dokkal:
-# Secluded in an ancient forest, resigned from their job as emissaries to the mortal realm, Dokkal are occasionally given back their post, in times of grave importance, their appearance is a sign of impending doom, or, rarely, a chance at overwhelming prosperity.

  • You are a Celestial
  • Speed: 35ft
  • Divine Messenger:
    -# How can the mortals be expected to know the language by which any given God wants to speak that day? When you speak to a creature, they can magically understand you if they speak at least one Language.
  • Arcane Diplomatic Immunity:
    -# Diplomats need not fear the interference of that which the gods command. Whenever you fail a save against a spell of 2nd level or lower, or are hit by an Attack Roll of spell of 2nd level or lower, you can use your Reaction to dispel the spell as if by the Dispel Magic spell. Once you do, you can't use this Trait again until you finish a Short or Long Rest.
  • Bottomless Satchel:
    -# Dokkal are always preparing for their next excursion, guided by their betters in the Upper Planes. When you finish a Long Rest, you can enchant a Tiny Non-magical object to hold a deceivingly large amount of supplies. It functions as a Bag of Holding, as described in the Dungeon Master’s Guide.
#

@brittle axle How's this?

azure perch
#

I made a magic weapon for my rogue partly inspired by the phantom rogue subclass. Does this look good for a very rare magic item? A bit lacking or a bit too strong maybe?

Executioner's edge

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.

The executioner's edge has a number of charges equal to his wielder's proficiency bonus. The executioner's edge regains all charges daily at dawn. You can spend one charge to trigger one of the following effects:

Guillotine. Make a ranged attack roll against a creature you can see within 60 feet of you that you are able to use Sneak Attack on. If you hit, you leap to an unoccupied space within 5 feet of them, ignoring terrain as if teleporting, and roll half the number of Sneak Attack dice for your level (round up) in addition to the damage the attack would normally deal.

Riot. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 60 feet of the first creature. You leap to an unoccupied space within 5 feet of them, ignoring terrain as if teleporting, and roll half the number of Sneak Attack dice for your level (round up). The second creature takes piercing damage equal to the roll's total.

#

(It's meant to be a dagger)

frank berry
frank leaf
#

I agree current iteration of Counterspell is healthier tho.

brittle axle
frank leaf
azure perch
#

Oh, it functionally is teleporting, I just put it that way because flavor wise its meant to be a leap, but it works the same. Thanks for the notes!

bright terrace
#

Is this good, this is half inspired by way of long death monk.
Immortal Gambler
Cost: 10 mana
When you are reduced to 0 hitpoints, you may use Immortal Gambler to have 1 hitpoint instead. You may use Immortal Gambler once per round. You have uses equal to your proficiency modifier. All uses restore after a finished Long Rest. You may expend 18 mana to regain 1 use.

scenic urchin
#

18 mana sounds like too much

copper jewel
#

Can you guys help me smooth out the details of a condition I want to add to my Wild Magic Sorcerer character I'm playing?
The quick backstory is that he can't keep a job because Wild Magic Chaos (WMC, rolling a 1 on the Wild Magic Surge) keeps blowing up the work site, building, or village. This is already canon. What I want is to have the WMC be triggered by going down in battle an having 2 failed death saves. But I don't want it triggered every time, so naturally it would be a roll.

The questions are:
-What's the roll?
-Should the number of successful death saves effect the roll?
-Should being revived by a teammate or by rolling 3 successful saves effect the roll?
-And what would those roll effects be? Advantage, Disadvantage, or die size change?

#

Also, I should note, I've decided that WMC kicks in after the adrenaline of battle wears off (1 minute after the battle ends). This way I have time to react and find a way to mitigate the effects.

frank leaf
#

Because just a flat d20 roll like regular one should work if so.

bright terrace
scenic urchin
#

death ward is a 4th level spell

#

and death ward is better

copper jewel
#

But also, a d20 feels not often enough. It's a fine line

#

Like, it's the cornerstone of my character. Everything I am and everything I do is either because of or to quell the possibility of WMC.

dire sparrow
#

New spell, how's it look?

Grezz’urath’s Awakening Dead
5th-Level Necromancy
Casting Time: 8 hours
Range: Touch
Components: V, S, M (A collection of bones and/or fossils worth at least 1,000 GP)
Target: 1 Skeleton or Zombie, or one corpse that has been dead for less than a century
You can target a Skeleton or Zombie or a corpse with this spell.

You touch a Skeleton or Zombie, giving it an Intelligence of 10 and the ability to speak one language you know. The awakened undead is Charmed by you for 30 days, or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

You touch a corpse whose soul is willing to return and who has been dead for less than one century. Upon the spell’s casting, they can choose to return as their choice of an Awakened Skeleton, Awakened Zombie, Ghost, or Dhampir.

copper jewel
#

It should come up more often that 5% of the time I go down and roll 2 failed death saves. That may never happen in the whole campaign

scenic urchin
#

an Awaken spell without consuming the material component is bonkers

latent island
#

Seismic Sense. You are in tune with the earth beneath your feet. As a Bonus Action you can hone your senses and gain Tremorsense with a range of 30 feet. You are blind beyond this radius and you must be on a solid surface to use this Tremorsense.

You can end this feature as a Bonus Action.

What do you think about this feature for a race?

stuck raptor
#

Similar to Dwarf

scenic urchin
#

sounds worse than what dwarves get, why not

latent island
#

I rather like features that you can use or are encouraged to use, so I didn't add a resource to it, instead I made it a trade off by shortening the range and making you lose vision beyond it (the idea is that you close your eyes and focus on the vibrations beneath you)

latent island
#

My current design space is that I want racial features to be more like passives that can come up more often or always be used

latent island
# stuck raptor Similar to Dwarf

I came up with the base idea before looking at dwarf since I wanted to come up with original ideas in my own head space (I haven't look at 5.5e) and adjusted based off of what 5.5e officially had

frank leaf
bright terrace
scenic urchin
#

right, it costs mana

bright terrace
#

A 4th level spell costs 15 mana and a 4th level spell slot

scenic urchin
#

it costs a spell slot AND mana?

#

that sounds weird

dire sparrow
#

That's a major oversight, thanks for catching that

#

What do you think of the spell though?

scenic urchin
#

it's just awaken it looks like

#

more a narrative spell than anything

dire sparrow
frank leaf
dire sparrow
frank leaf
#

They already get everything vro 💔

dire sparrow
stuck raptor
#

two?

dire sparrow
stuck raptor
#

oh, ic

dire sparrow
#

Three, actually, I forgot about Death Cleric

bright terrace
outer minnow
#

Would it be weird to make a spell that turns inanimate objects into humans?

#

I’d call it “Moe’s Instant Morphism”

stuck raptor
#

True Polymorph kinda does that

#

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.

shy swan
#

Is there something going on with the creation of magical weapons? It won't let me change damage dice or anything from a base weapon.

umbral dust
spring tusk
#

"you were a toaser, you are now a cat"
"ding"

stuck raptor
#

"What is my purpose"

#

"You pass the salt"
"Oh my god"

latent island
#

Currently making a subrace for my alt dwarf and this is what I have right now:

Metamorphic

“Your ancestors were formed from rocks that underwent intense heat and pressure. You inherited their innate resilience and toughness.”

Ability Score Increase. Your Strength Score increases by 1.

Unbreakable Defense. You brace the hard stone that your body originates from to block even the hardest hits. When you take the Dodge Action you gain a +2 bonus to your AC until the start of your next turn.

I want to add one more ability, any ideas?

brittle axle
#

Or Bludgeoning I can’t decide which would fit better

fierce dome
#

Let's just say, hypothetically, I wrote a skill monkey class and the subclasses were all built around the eighteen skill proficiencies

#

(it's not that hypothetical, ive actually done this)

frank leaf
#

(Hi Hank 👋 )

fierce dome
#

for the Animal Handling subclass, would you want something that allowed you to co-opt existing animals you encountered, rather than a magic stat block like the Summon [X] spells, right?

#

it doesn't feel like a summon template would really fulfill the fantasy of the theme to me

#

but im having a hard time keeping what are essentially charm effects relevant in all tiers of play if you aren't able to summon anything.

#

there'll be times where there just plain, straight-up aren't any animals for you to handle

#

and those "i dont have a subclass" moments feel bad

#

anyway, im trying to farm opinions on this to try and figure out a very thorny problem lol

latent island
fierce dome
#

this place is kinda dead tonight huh

brittle axle
stone vessel
#

Homebrew weapon:

Adaptive Katana (uncommon magic weapon)

  • The katana has the ability to outweigh any user, enhancing their balance. Always adds PB to hit with the katana
  • The katana can shapeshift to different melee weapon types. Doing so can be achieved at a long rest. Wielder must spend 30 gm if the size of the weapon is going to increase (once per increase)
    -If the katana is shapeshifted to a weapon one is proficient in, the addition of PB to hit with the shapeshifted weapon increases by +2 at levels 1-8, +3 at levels 9-14, +4 at levels 15-20
    -If the blade of the katana (in any form) collides with air, it outputs dim purple light in range of 45ft
    -damage with the weapon is calculated according to the damage of the shapeshifted form

Is this an interesting weapon? What should be changed? thanks in advance!!

unique parrot
#

And what does “size increase” mean?

stone vessel
brittle axle
unique parrot
brittle axle
#

If the weapon is heavier than the person then I’ll refer you to sellswordarts on YouTube to see how that goes

stone vessel
#

i probably worded it badly. It just always adds PB to attacks with the weapon and doubles the PB if you transform it into a weapon one is proficient in

unique parrot
#

“ability to shift inertia” would be more accurate probably?

stone vessel
brittle axle
unique parrot
#

It’s not double right now (not mentioning how scaling with PB may not be very balanced)

stone vessel
stone vessel
unique parrot
stone vessel
#

wdym bounded accuracy

brittle axle
unique parrot
stone vessel
brittle axle
#

Also, I suggest requiring attunement

unique parrot
#

That’s why no magic items have more than a +3 bonus to hit (that I know of)

stone vessel
unique parrot
stone vessel
stone vessel
unique parrot
stone vessel
unique parrot
#

The to-hit bonus from already being proficient outweighs the proficiency by a lot

coral cosmos
#

I low key need help with the campaign I’m trying to start

unique parrot
brittle axle
# stone vessel On long rest, spend 50 gp to reform a weapon into a weapon you are proficient wi...

I find it strange that the weapon is named a Katana when it is in no way a Katana
Adaptive Katana (Rare magic weapon, requires attunement)

  • Once a person attunes to it this weapon magically reforms itself to be the perfect fit and weight for the wielder. When you make an attack roll with this weapon you add your proficiency bonus even if you are not proficient with it.
  • During a long rest you may change the weapon type of this weapon to any other melee weapon type.
  • If you are proficient with this weapon you get a bonus to attack with it equal to your half your proficiency bonus rounded down.
  • This weapon glows with a dim purple light. While this weapon is being wielded it spreads dim light out to 45 feet away from you.

I don’t know how to word that last part

brittle axle
#

I think you can drop the GP cost to reform it. It’s already a magic item

unique parrot
#

Yeah, can use Rod of Mercurial Form as a base (without the ranged part or the mercury part)