#homebrew
1 messages · Page 93 of 1
Hell yeah
Yo so I'm kinda new to dnd and wanted to know if warlocks can do magic rings
it would take attunement like every other class
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.
I don't think all rings are attunement but I'd have to check
The best ones obviously are
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.
I just checked beyond, and there's several that don't require attunement
Including the ring of three wishes
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.
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.
it would grant the warlock other class cantrips once per long rest. not too bad
wouldnt count against cantrips known. though they couldnt cast it without the ring
Would Entagle be a fitting Domain spell for a 5.5e Spider Domain cleric subclass I am making?
Entangle isnt bad but why not Web? I feel like thats a bit more fitting no?
I already have web, which is 2nd level. Entangle is 1st level
Î think Ensnaring strike would be a more interesting choice
since that is usually for rangers only
Would that fit better for the theme though than base Entangle? Remember, Spider Domain
I am also considering Ray of Sickness
yeah spiders (the monster) get a ranged web attack in dnd too
I feel like entangle is too similar to web
ok. But since both ES and base Entangle involved vines, maybe it is redundant with web at 2nd level
Ray of Sickness it is then
well you get 2 domain spells per level
I already am set on the other one
also isnt ray of sickness second level?
no, it is first
ah i was thinking of ray of enfeeblement
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.
I’m on mobile so I can’t format that super great
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"?
Base Psion has not even released yet, so I am not sure on what to say
maybe something about spider senses? true sight for a round and advantage on stuff?
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
Im just trying to test the concept to see if people like or dislike the feature
Ring of animal influence has charges but doesn't require attunement
That seems to weak. And I was leaning toward something on area control. Though I do have a question, how can I fit Spider Climb into a feature (I am not thinking that to be the CD, btw)
weak? if its like advantage on enough thing for the whole party?
like that zealot barbarian ability
oh, you just needed to specify more on what the advantage was. I seee now what you are saying now, but at least to me, it does not fit the vision of the subclass
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?
just make a thing in the "Actions" tabs that just focuses on the times you can cast it
Make ensnaring strike an ability that it can attach to melee (weapon) attacks a limited time. Like smite
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.
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
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
This seems pretty similar to the tiefling racial bonus
This is for 5e
I might do something different entirely then, but I could use some ideas
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
Sorta
It's an interesting concept, but i do have another question, isn't burning hands a touch spell?
How do you double the range
It’s a 15ft cone iirc
Burning hands is a 15ft cone
It truthfully is
Also thank you
Can someone help me workshop a homebrew subclass? I have inspiration I just don't know where to start
What weapon mastery would fit the double-bladed scimitar from Eberron the most?
What’s up?
Does require a bit of context to understand, have you heard of JJK
I'm trying to do a projection sorcery thing
I can help you here
Like Naoya and Naobito Zen'in from JJK
Oh wait. You mean yeah them
I already made a Hakari subclass
Uh that’s basically going to just be a lot of speed/action economy manipulation.
This one is prolly gonna be a monk one
Yeah, monk works best
There's a big problem with trying to make projection sorcery if you do want it to be accurate to the original
The freezing somebody?
Ahhh
The technique applies over the span of a second
A turn is 6 seconds
I don’t think there is a way to make it 1 for 1 with the anime
Yeah, not really
Is there ever in most cases?
Me and my friends have been trying for ages T^T
Surprisingly yeah
I'm not tryna make it completely 1:1, just heavily inspired so if a fan of JJK wants to play it they can
At least for JJK
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
If you or your friends wants a Hakari subclass for a fighter lmk
I think I'm gonna write like a basic skeleton of it and send it here for review
That’s a good idea
I mean, I have a homebrew technique for one of my players that's called "Atomic Acceleration"
It doesn't work like projection sorcery, but the D&D application is probably as close as you can get
I'll keep that in mind, thanks
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
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
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
The percentage is for Cursed Energy btw, so you can half ignore that
Hey so how fast would be considered OP as walking/running speed in combat guys?
Anyone
Walking Speed in of itself doesnt finish combats, (either makes the other side give up or prolongs it) so, depends entirely on the scenario
It is a little bit essential to this subclass im making but I do wanna make sure its balanced still so I just wanna ask
So theoretically, a combat scenario where they aren't running away
If your speed is enough to kite an enemy, that's strong.
I had the displeasure of fighting a mobile Rogue with a melee-only statblock, whose tactics can be summarized as hit - disengage - run
uuh, any more than 6 turns a turn
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
Ok that's a good baseline, thank you
Walk speed in general has a diminishing returns. It’s really good up to a certain point but at a certain point it doesn’t matter since enemies in combat are always going to be within a battle maps distance of you. There is a reality where your DMs says like… “There is a sniper thousands of feet from you” but that’s niche probably
Generally most enemies are in the same room, or battlefield
Apparently that's barely any faster than Usain Bolt tho
Well he is the world record holder
and only for the 100m dash
Just pointing it out lol, in case speed is the whole point of the monster, maybe Thunder damage for a speedster style thing
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?
Can someone give me the milestones that monks get abilities at rq
Could look it up directly here: https://www.dndbeyond.com/sources/dnd/br-2024/character-classes#MonkClassFeatures
That works too, thanks
https://docs.google.com/document/d/11P3P6srFbn4U06jDp2KF93O8OMPEH1JLUa-MHGlQ1Kg/edit?usp=drivesdk
Can anyone give me any tips on what I have so far? Still workshopping things but I wanna work as it goes on so I'll be here a few more times
You should be a commentor on the file if you click on it
@cerulean seal and @kind spruce if yall could give your two cents I'd appreciate it, if not that's fine
I’ll give you some tips
“Note: this subclass does come with all normal monk features like unarmored movement, ki points, unarmed strike improvement and etc, I just don't want to write it all down”
Just cut this. You don’t need to say this at all. All subclasses inherently get their main classes features. You don’t need to explain any core monk features
Will do
Is this 2014 or 2024 monk?
Gotcha
Can someone give me advice on what I posted? Is claw and bite together ok for primal barbarian or too good?
Left some comments. Hope they help
Fixed a lot of it already, working on revamping my level 7 ability currently
Also so sorry for the slow response I was walking home
Hello, can I have someone to take a look at my homebrew "statblock?"
I can give it a try in a minute
Not sure about the CR or the like, but I'll write it down. Give me some time
Alr
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
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
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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.
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Emperor's Lash. 15 ft. Range. +16 to hit. 20 (3d8 + 7) piercing damage. 1d8 Will of the Swarm.
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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.
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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).
What did your players do to you geez
It says smth about creatures with will of the swarm, but doesn't say how they get it
Is it by a melee attack, a bonus action, is it its own thing?
Oh sorry, I was still writing
Oh mb take your time, I didn't know
Alright, it is done
Ok give me a sec
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
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?
Is there no reducing Will of the Swarm if they pass the DEX save on Emperors March?
Will of the Swarm is reduced by the special Emperor's Feast move
The more I read the more I ask this
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
Hmm, I agree. Though I suppose failing your grapple check against a vaguely humanoid mass of cockroaches, vermins and the like, or failing to avoid a blast of rancid smelling insect juice you'd be demoralized too
Yo so lowk I didn't know I couldn't cuss here and got timed out for a minute, that's on me
Emperors March is brutal dude
Can I ask what level your players are?
This looks like it would lead to a TPK
Oh ok
What is its plus to attack for Emperor's March and Lash respectively?
Wait I'm stupid ignore me
Lowk, your players are probably gonna get demolished by this
I suppose the guy's weakness is AoE attacks
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
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?
Yes. The actual process is much too repulsive to describe, but yes
But yes, a good fireball or other types of flammenwerfer should do the trick
You'd need a tracking system of how many bugs he has, because theoretically he can have no bugs at all, and land a move that adds Will of the Swarm stacks still
YUTA
Oh, that's true. Good catch
Actually, why don't I make the bugs creatures as well
Could always give him a base amount of bugs but this is already something I'd be scared to fight
The bugs are basically just flavor text for Will of the Swarm, you can if you want but it would potentially make an already hard fight harder
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
Still, what did your players do to you
Did they call your encounters easy one too many times?
They (and me) have been exposed to too much Limbus
Don't know anything on that topic sadly
Also fun fact, I think every time they fought something, at least 1 person has to make a death save
Get ready for all of them to
Alright, let me see what can I change for the boss. Thank you for your time!
I think reducing the Psychic Damage would be good enough?
Reducing psychic damage by a little bit probably, it all depends on when you want them to fight this tbh
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)
why would worshiping a spider god make you a good face
i dont really see the connection there
Being a master manipulator like the Black Widow?
and are you designing for 2014 or 2024
that does matter somewhat
primarily 5.5e
cool. you can give slightly more power to a 3rd level CD than a 2nd level CD. so thats fun
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
ok, I have the name for the CD, I call it Sacred Silk. But I do not want just it to be Web 2.0, if that makes sense.
i mean if web is on the spell list (and it should be) then you dont really need your CD to do web stuff
yeah, It is on the spell list already. Anyways, I was also thinking it could summon giant spiders or something
but that might bog down combat
Another option is that it could give everyone in the party spider climb or something
but I want it to do more than just that
yeah with 2024 you dont wanna summon more than one creature at a time
too many summons really makes combat drag
lol thats what i said above
here
ah, I had not seen that one yet. thx for pointing it out
the spider climb for sure, but the speed does not make sense. So what could I do in place of the speed increase?
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
i dunno, spiders are quick. its not that weird
maybe give them the benefits of Jump and Spider Climb at the same time?
plenty of spiders are good jumpers
and new 2024 jump is a great spell
your party could literally be bouncing off the walls lol
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.
with the added benefit of the Web Walker trait as well
i dont know how useful web walker really is.
its kind of a longer way to say "you have tremorsense"
it was kinda a ribbon feature for the spider climb, which is the main feature
and it also ignores difficult terrain caused by webs
you could make basically "you have spider climb" the non-CD 3rd-level feature, then make it shareable as a BA 1/LR
the downside though is that you then cant put spider climb on the spell list really
hmm, I might merge it with my Web of Intrigue feature. Good idea
what does web of intrigue do
just a ribbon feature where you gain 2 skills and a language and add Wisdom to CHA skill checks
was kind of the point 😄
fey wanderer gets basically the same feature and it can be crazy potent
it can make you a better face then pal/sorc/lock
(probably not bard, because expertise)
ok. Well, since I rolled Spider Climb into the other 3rd level feature, what should my CD be now?
maybe something with a new sense? spiders have like eight eyes
or maybe like a web projectile you can use to shoot a creature and drag it? that would synergize with the web spell
like how spider-man uses his web lines to drag bad guys around? you could drag enemies into the area of your web
That is an good idea for a feature, but not for a CD. Plus, what will you do if web is not up?
i mean, draggin folks around could be useful no matter what
you could set it up as a "for 1 minute you can [do X] as a Bonus Action" kinda thing
so every turn for a minute, you can drag dudes around. which can be useful even without Web up
keep people off your squishy wizard, drag them towards your barbarian, etc
in any direction, not just towards yourself, right?
id say, sure
spider-man can attach a web to someone and move them perpendicular to himself
probably oughta give it a STR save or something
I will keep that idea in mind! It is close to bedtime for me though right now
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.
Hello, may I request some feedback for this monster again?
Please tell me a short detail of your class here and let's work on it together
I think I prefer discussing it over DM because there would be more people to make sure that my suggestion is not too powerful
I have shared my homebrew sorcerer subclass Soul Warden. I wouldn't mind some constructive feedback 🙂
https://www.dndbeyond.com/subclasses/2774212-soul-warden
so i've made a race of cat folk for my setting but i dont know what to call them
Not Tabaxi or Leonin... /jk
Khajit
when in doubt, alter the scientific name
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?
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.
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
The vehicle I’m currently working on is essentially a flying motorbike with the combat capability of a small warship
Maybe stat it like a monster statblock? Some of those creatures have pretty large movement speeds.
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.
Okay but this is a game and not a physics simulator 😅
Things need to be abstracted to be useful and fun for gameplay.
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
So out of combat make it have ridiculous speed (might as well give it teleport then no?)
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
Thing about teleportation is that long range teleportation needs an anchor point so your limbs don’t get scattered across the multiverse. I don’t think the devils are gonna let you put a tp circle in their base
just ended up using the cat folk name for final fantsy 14 lol
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.
But ulitmately up to you
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.
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
Seems like a good solution actually - travel mode and combat mode
I envision it similar to a druid Wildshape feature
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!
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.
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
The issue is I need help balancing it
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
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??
Probably a bit better for #character-discussion
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
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.
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
They didn't though
Object have HP still
Magic Item destruction is a big no-no, compare this with the Rust Monster that only gets to destroy normal equipment after it's at -5 bonus, a lil more for armor
For comparison, Disintegrate is a 6th level spell
AND STILL can't destroy a magical item
This would be no action economy, at will, better than a 6th level spell
Because WotC were smart enough to call them hit points rather than health points may I add 🥸
What CR is that creature exactly?
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
Yeahhh, "not supposed to fight her" leans rail road-ish. Ofc you can discourage player from fighting them, players will be players. Just from concept pointing out Ranged weapons invalidate this mechanic
And it punishes martials more than casters
And that's exactly how you fight her
Aaaaand Cantrips? So that Casters aren't just the saving grace for the martials? Or are they all martials?
Everything punishes Martials more than casters in the current edition. But there are other varieties of magen designed to face casters
Vro, not the "everything is broken anyway" argument . . . If you think players will have fun, sure man . . .
Caster/Martial divide is pretty easy to define
Ik less easy to fix
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.
The Immortals help you if you are a divine caster in Glantri
Ah, so plot reasons, there anything the martials have going for them?
Because exacerbating the martial caster divide into plot sounds atrocious otherwise.
In that specific nation? Oh no the wizards there are not nice people. In all the other nations yes quite a bit
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.
Alright, for this, I really just suggest making it regular items only, and maybe have a seperate mechanic to deal with magic weapons like being able to try and magnetize them towards it and steal it, because destroying magic items feels terrible in regular games, much worse when the plot revolves around everyone around them already hating martials 😭
Making them feel hated by NPCs is one thing
Making them feel hated by the DM is another . . .
Maybe just temporarily suppressing the items maybe???
Well the entire point is things shatter when they hit the magen
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
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.
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
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.
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
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.
That's why I was considering using damage types which fall under Elemental Adept or Subclass specific.
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
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.
I'll still limit that to one weapon since...just in case there are unforseen additions.
hey there, has anyone tried homebrewing a 2/3 caster, perhaps as an Artificer subclass?
What effect could a bite attack of a arch night hag turned dendar envoy have on hit ?'
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.
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
So would that mean, they could have like Light Hammer that does 2d4 bludgeoning damage ? Eventually 3d4 ? And so on ?
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.
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
I guess it could work. Since the current planning for proficiencies is light, medium armor and simple weapons + 1 martial weapon, that one is to be tied to your origin. So you may take trident as pitchfork variant.
I would just have to nerf how often it rises.
I mean the highest number I can think of now is 4d6 specially for greatsword or 3d12 for Greataxe
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
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.
While less overall attacks will mean less of their class specific resource.
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
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.
Stupid comparison, but comparison that would give you the idea is to imagine Black Panther suit...in a way.
Or magically empowered fight or flight, which it kinda is.
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
Sure it all depends on the length. They are inteded to get hit so they will built it up pretty quickly if they are targeted since I didn't really put any limitation on how much they can gain per round.
So if we say you hit once, get hit twice and have some enemies in front of you, you may use those 3 points for Thunderwave like effect.
The best way I can solve the problem of short fights is by not making the price of effects too high.
Another thing I just realized is not to make full wipe. Losing half the points after short rest and all of them at long rest. So in case of multiple smaller fights, the class can maintain headstart.
@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.```
You could also make it so you can only get so many per Rest
Instead of needing to make an overcomplicated decay system
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.
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.
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.
Oh, I meant that instead of decay, ofc you can keep the passive/Active bit.
Maybe like a Hydra effect where? Like for every Head points You're taking damage. You get like an extra attack.
That way between fights it won't break but still keep some leftover
So like you won't start off with a bunch of attacks but you gain extra attacks as you lose HP.
Oh, so like reverse Hydra then lol
I don't understand right now. 😅
This I assume is to make sure they can keep Stress from after a fight without having unlimited of it.
Giving a max they can have leftover per Short rest might be a better idea, so it's just a flat predictable amount they can account for. (And not kick an already down character that only had 4 to their name anyway, while still ironing out somebody who got like 10 or smth).
I thought after a certain amount of hit points to hydrate, it just grows another head right?
Nah, it regrows a head, and AS A RESULT regains HP (20 in 5.5)
So maybe I give it like a 1D six HP back. An extra attack.
Plus like constitution modifier.
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.
And gain resistance to the last damage Type use. During this combat encounter.
Again, I get the decay on a Rest, the halving is what I think is a balance nightmare. A flat fall to maybe scaling, maybe static number is a better idea.
Like, fall to 5 or smth if it's over 5
Otherwise they could, yk
Have their friends attack them in combat for some extra off the top?
Unarmed Strikes and all?
Okay, tell me how this sounds of the feet. For my specific class. Every turn you take that over 10 points of damage. You heal 1D six hit points plus Constitution And proficiency And gain one extra attack. And resistance to the last damage type you received. Until the end of combat. That extra attack is made with 10 feet of extra range. And must be made with a melee natural weapon.
Oh you mean like instead of halving, you set a number. I get it now. Instead of halving, you are suggesting to have minimum which they won't lose. That's definitely also an option and perhaps better.
I would even call it On your toes for now just for fun, but it establishes minimum. That's good idea.
Doable, but not every person would be okay with it even if for unarmed strike. As long as it threatens the character.
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.
Hello
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?
We use online sheet
Check in #ddb-support they should be able to help.
With that said, engineering sounds more like a skill rather than an ability score… probably an intelligence based skill? Why make Engineering an ability score?
That’s like saying cooking is an ability score.
Or coding
Huh...let me ask
Wait. The setting for this campaign is ww1 steampunk
Sure, but even still
Engineering isn’t an ability score. That’s a skill or talent that people learn and improve at.
Can you explain this to me then? So I can tell my dm Tomorrow
That’s not like… you physically being a certain type of way
About it being a skill rather than ability score
In this campaign we have ww1 weapons that need maintaining and we can tinker with them and even possibly mechas
We might need it as a score because of that?
Oh and we can make traps in active but like we need to hit a certain score
If like we roll a 4. We fail and explode. If it's a 8 we survive and trap fails
That's the general idea I think.
Do I still need to go to dnd support?
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
Imo it makes more sense as a skill but your dm probably has a vision
Talk to #ddb-support if you are still trying to adjust your character sheet
Yeah more likely
Thank you.
Nah, if it's not unlimited, it's prob fine, cool flavor too
That's why the decay is important lol
As of now, the limitation to how many you can possess at once is either one of those two (I have to decide)
Remnant level + Con Mod (I'm leaning toward this)
Or
Proficiency Bonus + Con Mod
Since it's about how much stress and power it generates can you handle.
Remnant Level + Con. Mod is better I think, ye.
Same, same, but different 👋
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.
If we wanna be realistic, the more helpful statement would be you can keep around 18 on a SR at level 13
That you still need to generate
Seems fair
Well this was more about mentioning the usually highest number you will likely reach. It's not how many you can keep after rest, but generally the maximum amount. There's also lore implication for why, there's limited amount and that's body's self preservation. Anything beyond amount you should have is like drinking pre workout mixed in White Monster while having coffee on a side.
Ah, max amount period? So this is in line with Monk DP rn
Currently with the only way to generate it being getting hit or hitting as far as il
Have you considered additional ways to get it in certain subs?
As opposed to how Monk only get new ways to spend it?
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.
Wait, that's actually VERY cool
I appreciate that, since I actually think it's really cool too.
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.
Strain could work, but I like JoJo so Overload just sounds cooler.
Maybe Reprisal Points? I'm a JoJo fan too btw lol (WHERE IS EPISODE 2 NETFLIX)
Strain works tbh. Overload feels odd to have a cap for
Feels more . . . Risky? Ig I feel?
They better drop it or I'll drop them like Randy Orton.
Oh... Reprisal does work, it may not explain the passives, but unless I'm making up new word on my own, it would actually be really close.
If you don't care Abt being Agnostic, there's also Karma
But Reprisal rolls off the tongue well imo
I am agnostic so would work. Also it wouldn't need much of an explanation, kinda everyone knows what Karma is right? Personally Reprisal just scratches something right in the brain and with my limited vocabulary, I won't definitely come up with anything better.
The Surge ... eh
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.
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.
That makes sense, also that's pretty convenient.
How do you plan on incorporating the 'spin' aspect of it?
Besides the uh, opponent can't move
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
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.
does eating a cake count as being "within 30ft of a cake"
Ima say no... it should be an intact cake
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 
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
if anyone has better suggestions on how to do it mechanically, Im open to suggestions
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.
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.
wait you can just promise things are balanced..?
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
oh sick
I promise this is balanced then #homebrew message
Question... How hard is it to homebrew a custom enemy/NPC? Like a unique monster that also speaks and has sapience and stuff
I don't really expect anyone to use it but I thought it would be fun
quite easy if you go the easy route.
Are monster ability scores much different from player characters?
depends. if the CR is low, it's usually pretty bad compared to normal PCs, if it's higher, like in the 20s, it'll be a bit higher than normal PCs
How do you even calculate CR? Just comparing to existing monsters or is there a system in place for it?
it's kinda not really accurate. depends on the parties synergy and strategy and stuff. but i think the CR equals the level for a party of 4, so like a party of 4 level 10s means a CR 10 for a moderatly challenging monster i think?
Ohhh so it takes in the average of the levels of the party you think would be able to reasonably take it on?
Traditional 4 player party at least
yeah, i did CR 12 for party of level 10 and i'd say they could probably take on a 15 if they strategied better
Is it still classified as a monster if it isn't always aggressive?
Ill take the balance statement with a grain of salt but lets see here
it's just a side-ability so it'll be weaker than the actual main abilities that will be implemented.
Id say bloody judgment is very weak for the cost
mostly the mana cost tho. i think.
Cause like you can only ever use it twice
Unless you are a race with like multiple eyes
Whats the action economy for bloody judgment
no action
Make it an action and its balanced
If you make it an action how can it be canceled ?
Does it deal damage at the start of your next turn or something?
it's a draft
Its an automatic hit?
yes
I mean sure you are trading one of your eyes so it makes sense
i'm giving it to a high elf bard.
Very cool
I mean yeah it does more damage than meteor swarm and its an auto hit. No biggie
Basically works as an execute
It would be mad unfortunate that if the bard just happens to target a creature with immunity to force
Id be mad
i'll just make it so immunity and resistence doesn't apply.
dont do that
at best make it treat immunity as resistance and resistance as neutral
sure
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.
dont forget to add the range
oh hey i was thinking of doing this for poison stuff for a custom warlock patron
range is infinite.
if the target is within 120 feet when it is activated...
i highly recommend to have a specific range
infinite is a bit to much
ok. 500 feet
3000 if one of the enemies decide to min-max speed
which they won't
cause i said so
how would you determine the range if it scales with the targets speed?
idk
i guess alternately you can make it scale with the casters ability score or modifier like 100 x their inteligence mod etc
ok.
it can use some better wording and its fine
how much mana does a 9th level spell cost?
.
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
it's only 20 rounds worth of mana and an eye.
? thats what is 20 rounds worth of mana?
give me a number please
or actually if you have a mana cost per level list show me
https://www.reddit.com/r/DnDHomebrew/comments/1pi5v8z/revised_circle_of_the_land_druid_subclass/
This is a link to a homebrew druid subclass i made, how does it look?
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
I'm wondering, what people might have disliked about the Spore Druid? that I could make edits on in my revision
I have yet to read the full thing but right off the cuff I quite like the subclass specific spells you've chosen, they feel very varied between the different options as well as very flavorful
I am gonna homebrew a wizard subclass to make a healer wizard
This is hilarious. I love it. Could I use this?
most absolutely
hate it
go for it, but, I hate it
just fare warning there's already spellfire sorcerer
and a lot of the new spells give more healing options to wizard
which I also hate- because explicitely wizard is not a healer focused class
wizard gets- everything, and it doesn't.. need more,
mercy monk, alchemist artificer, the healer feat,
also if your wizard subclass features aren't focusing on the wizards magic that's- a little strange, but I suppose it could work?
we have bladesinger but even that still puts attention on the spells
that's valid
this is so real actually
idk what I'm doing tbh it just came to me as maybe something neat
Hello
Dudes
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?🤔
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.
As Dosh said. That’s a DM question. Is this ability you have from your subclass or a feat? Or a spell your dm gave you?
Or what is it exactly?
As a rule of thumb, if something isn't in the rulebook, ask your DM
Hell, even if it is, asking the DM is never a bad idea
Can't really much. Would have to make whole subclass just so that Steel Ball wouldn't be legendary magic item. The enemy can't move is probably the best way I can use spin. Also it's meant for Rouges because the damage is...well...nearly non existent.
😭
The Juggler Rouge, Gyros Zippo
I guess Juggler Rouge could be a thing...possibly ?
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.
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
Depends on the spells, really, and if it is its own creature the player controls and if they need to expend Actions to do so
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
Could just give them the Find Familiar -spell
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.
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
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
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)
Yeah, just handwave the specifics. The backstory doesn't need to follow mechanics, so long as the player is following mechanics now.
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."
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"
How does home brew work
What do you mean?
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
Like Saragonvoid said, it’s whatever you want it to be, it’s just a modification or addition to DND. That’s what it refers to
Either exactly how whoever made it says it does, or however you want it to if you're the one who made it!
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
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
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 😅
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?
5.5 gives them Find Familiar now
In exchange for a Wildshape use
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 🙏
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.
Sounds like you want a different game
GURPS is almost entirely skill-based, if I recall correctly
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
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
If you mean on DnD Beyond, ask #ddb-support
They should be able to help you outs 
i think i might have figured it out but if not ill post in there
got it fixed
What would you say would be good standard damage for an explosive? A player in my party is using a naruto style paper bomb.
paper bomb? Idk 4d6+12?
We've established 1d12 planted per action
Is it a b*mb or a mini nuk£? ☠️
Skill trees are cool
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
i need a hero ability for a paladin.
anyone got ideas?
oath of devotion btw
it's just like another class feature
How about one named devoted Justice where the user is more charismatic towards any living enemies
i have 3 already written for different people if ye want examples
Nah its good I was finna talk about a final boss for my other dnd campaign that's a work in progress
ok
depends on how much pizza you bring to the table
(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)
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
that's too weak.
dang
shoving as a bonus action is really good, it could be too much
Thank you, I needed to hear that.
Would it be better if there was another drawback, like reduced movement speed by 10, or is better to just can the idea
i'm not sure, slow speed is a pretty big drawback but i have no idea how the scales line up there
Since this is primarily for an enemy, I think im going to go with it and address it (probably coming to this channel for guidance) if any of my players kill their character and want to play a Manatee Aquariad (which I doubt will happen)
I think it'll make for a good enemy in an encounter I'm planning
Yeah, you can always have a difference between the race for PCs and monsters
That’s how pretty much every existing race works
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?
ehhhhh, i would get rid of the immunity and resistance thing
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.
so Jobless class
Was kinda the point of making it, would it be better if it was a leveled spell instead of a cantrip?
it's nice
if thats the case
get rid of the Poisoned
Fair enough
It's madness! but would be funny. It's "Make a RAW DM rage quit the entire hobby" campaign.
Did you start the campaign yet?
Oh god no! this was just a stoned idea. I'm too green to be DMing, much less homebrewing entire campaigns.
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
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.
You just gotta dive super deep into 1 homebrew (not just sticking to the rule book, entirely new dnd features sometimes) and make it fully fleshed out, then you’ll have all the knowledge and experience you’ll ever need for all homebrews
eventually.
It only takes like 40 hours in total.
Does anyone have any ideas of a speed-based characters abilities?
+10 feet speed
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
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
I plan on making their max speed like, 360 ft so that might get a bit overpowered....
Oh…
At their base speed??
That would make it so they can move 1000+ feet per turn ez
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
2000+ with optimization
Then that’d be a +6
I said +1 per 10 feet base speed
With items, I suppose +8 maybe?
Hmm, I think that could be an interesting ability
If the boosting isn’t like boosting their base speed, it’s fine
Like if it’s extra dashes or something it’s fine
It makes a bit more sense if you know who it's based off of, have you seen/read JJK?
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."
No
Fr
Dang, nvm then
Ooooh that'd be cool, especially since they'd be moving super fast in later levels
compounding dash: Any Action, Bonus Action, or Movement not used on a turn can be saved and used as a dash action on the next turn.
*proceeds to get 3000+ speed in one turn *
That’s just a better tabaxi thing, I forgot what the traits called
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
The Juggernaut Attack
I have a speed based item if u wanna see
It’s my first homebrew though so it’s bad tho
Might give me some ideas, if you don't mind
lol my first homebrew kinda sucked too, I came here and workshopped it for like 3 days
By bad I mean extreme power with extreme drawbacks
That’s about it
Other than that it’s fine
Oh my god that's definitely a read
Just watch the 2 Quicksilver scenes in the X-men movies and write down anything you think you can use.
It’s got literal trigonometry too btw.
😭
Read zero impact accuracy system for the trigonometry
At 999%, it’s also a 25x speed multiplier
I can tell you definitely had a lot of time to write all that
Only 1 months with breaks and stuff included.
Have you ever used it?
Nahhhh
It was intended to be used in only 1 campaign but they didn’t accept it 🥲
I play tested it though with some friends in one-shots
And simulated it too
How did that go
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
I'm surprised someone played it tbh, I'd get too confused every turn
Only the creator is smart enough to play it. Or someone who studied it intensively.
And competent as a player
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
Power of hyperfixation.
Anyone got tips for designing a homebrew monster? Not like a general species, but like a named specific creature
figuring out the aesthetic first makes figuring out the mechanics easier
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
what's the monster
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
is it asposed to be super tough/brutal/deadly?
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
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
How do you view the creature's attacks are going to be like?
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?
All melee attacks, but mostly grapples and bites. She is an ambush hunter who sets up nests along the shores of bodies of water to try and catch unsuspecting prey
Unsure about her origin but she is incredibly selfish and views everyone else as either prey or something to avoid
What CR are you expecting her?
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
That's something I'm really struggling with... I wanna say above 10 at least
wanted to put that here and see if i cant possibly get some opinions. rn im thinking of entirely reworking it into picking the school of magic and crafting your own specifics somehow?
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.
Could definitely use a lot of the stuff from this yea 💜
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)
I have a question about one thing. Which I still do not understand fully; How does one determine the stats for a homebrew enemy?
I would also like to know this
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
best way is to look at similar CR's
usually they lie in the area of 10-18 though
for most levels of play at least
Compare them to creatures of similar CR
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
https://docs.google.com/document/d/1lvs6efGtEhEYH7hlTvx7L-7OlsxO2SGP1JH1xSwf5F4/edit?usp=sharing
opinions on Zephyr and Spellblade?
If I'm reading this correctly, the Wind Ride feature basically doubles your movement speed, right?
Does Vortex use attack modifier or ability modifier?
attack modifier
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?
Then it's the ability modifier, no?
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
I do like the Wind blade class, feels like it would be awesome to use just moving around the battlefield slicing stuff
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
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
its whenever you make a weapon attack, so yeah. It should work with masteries so ill add that in
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)
Also does Vortex impose disadvantage or advantage of any kind?
It's basically the levitate spell so no
Yeah it should, I added a more clear definer
Thanks for the help!
Hmm Spellblade may be good with some... guns, I believe
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
the unarmed indivdual pulling out 5 seperate guns
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
Honestly would kick ass
not that i know of, genie does it well but isee your issue with it
I do love conjuring some magical guns as my special ability
So here's my thought of the subclass
The main allure of the class is how many weapons it can store without having the annoying weapon swap mechanic in base DnD
basically yeah
This gives it a ton of flexibility in weapon masteries
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
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
yeah i thought about it but level 18 is just off the rails as is
i intended it to be frontliner, so you can get the most use out of all the different melee weapon types
I like the Wind Warrior more than the Spellblade but that's just my Monk mind talking
Would be funny if the tank grabs a shotgun and sharpshooter, and does decent damage as well
crossbow expert shotgun fighter my beloved
fair, spellblades are one of my favourite archetypes but damn do i love some speedy classes
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.
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?
Just give him the Telekinetic feat
It’s basically the same thing and gives him some other stuff too
Yeah, but the main aspect is he really wants to be able to use his telekinetic movement as a bonus action, and normally it’s an action
Then you don’t have to do any additional work
He doesn’t want telepathic, he wants to be able to use the telekinetic movement as a bonus action. I don’t want to just give him that for free, so I’m making it into a half feet plus a little something extra
Read telekinetic movement, then read the Telekinetic feat.
They are very similar.
The reason Telekinetic movement is an action is that it’s 30 feet of free movement to an ally basically.
fighter also gets tactical movement too worth noting if its 2024
But tbh, what you are describing isn’t like that crazy
on another topic, thinking about making expanded feats for the giant strike based off the new ua feat paths
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?
Well what you are basically giving him the ability to do is to move people around and still attack
That’s probably why he wants it as a Ba
Wether you think that’s too powerful or not is up to you
I’m not sure. That’s why I’m trying to see if I should just give it to him for free, or gate it behind a half feat with a small bonus. What do you think?
Would here be the place to ask about ideas for funny magic items? Like, rules and stuff affiliated with them and recommendations?
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.
Alternative solution: giving him to 24 feature Fighter gets that lets Second Wind move you without Provoking OAs when you use it.
And let them flavor it as telekinetically flinging themselves around
(Wait, reading 2014, it's a telekinesis thing mb)
I'll be honest, reading the feature, I'd rly just give the BA thing for it to them for taking the Telekinetic Feat.
The strength gauge is basically turning the feature into Vortex Warp (a 2nd level spell) as a BA. PLUS it can't target hostiles like Vortex Warp can.
Ye, #homebrew is here for that lol
So give it in addition to the telekinetic feat or in place of certain features of telekinetic?
The biggest thing they offered that changed the philosophy on them is how it basically becomes a mini-subclass, where the second one always has 3 options to choose from to continue the sub.
In addition prob
It's once per SR anyway and this requires investment
If they want to pump resources into it, let em
yeah, im thinking about having a general giant feat or two, then level 8 and 12 specific ones for the specific giant types
Odd, but would you consider letting them become perma Large with Capstone?
maybe as an epic boon
Since these feats are seemingly very transformative.
I just wasn’t sure if bonus action moving people that much would be too strong
I mean, the Lich one literally gives you Resurrection at will lol.
fair
Again, it's literally just Vortex Warp as BA, but not Hostiles, so this is Abt as strong as Quickened Spell ONLY for that spell
i was thinking epic boon for like, a general giant feat "capstone"
with level 12s being capstones for the specific giant typs
Lol, maybe have both increase size lmao
That way if you take both you can be Huge
thats more a nrf than anything
I mean, you can't tell me some players wouldn't go crazy for it
Being Cover for their friends
sure. huge ill probably make a limited time form with bonuses
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?
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).
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.
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
Very busted, yeah. Mainly the whole magic negating ability, which is just beyond broken
for normal dnd, it's op
You have advantage on saving throws against spells and magical effects.
You and any creature within 10 feet of you cannot cast spells or use magic items besides artifacts.
Is this better or is it still too powerful?
Yeah still busted, just complete prevention of using spells of magic effects is absolutely broken for a racial ability
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.
Oh, does it need to be a Racial Feature?
To be clear spells cast from outside the range can effect things inside it
If it does, there's probably still a few things you can do to temper it
Not necessarily
Doesn't really make this better
What's the idea she wants?
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
Have you considered a Racial feat, with the base racial feature being weaker? (The NPCs could have the feat)
Then give any NPCs the ability
No I’ve only been making it for an hour now
I think that makes sense. Eat a feat choice in addition to the race
So, does she have any wants for the race besides that? Mammalian, reptilian etc
Magic types, inspirations, etc
No, just normal people with this ability who have lived in the forest for a long time and are recently reconnecting to the wider world
. . . A forest specifically?
Because the environment idea would also help
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
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
What's the universal speech thing?
Comprehend Language/Tongues?
Creatures hear your speech as if in their own language however you have no ability to understand languages you do not know.
So Tongues minus understanding the Languages.
Also pretty strong by itself, but definitely not the biggest issue with the race 😛
And due to the way I run things this is just flavor I don’t do any language barrier stuff
Ehh, Telepathy is stronger
It allows them to talk back.
What is this channel for
Homebrew chaos
Homebrew. If you don't know what that is, akin to mods for video games.
Non official content made by the community
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 😎
Yes a forest specifically
The race have a name?
Dokkal
It’s half of the Norse term for Elf, though Norse elves are messengers of the gods not like what fantasy elves are
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.
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.
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?
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)
I feel the Arcane Diplomatic effect should be a Counterspell, instead of Dispel Magic. The latter ends ongoing magical spell effects, counterspell works liek you've explained the feature here
Yeah, def wanted ongoing effects to count too, also Counterspell is now a save (and as a result pretty bad, I argue it should be a 2nd level spell atp)
I agree current iteration of Counterspell is healthier tho.
That looks really cool
Proficiency Bonus is non-standard, I'd suggest just a flat 6 with a 1d6 Recharge. Guillotine is redundant bc Ranged Attacks require Dex usually anyway, and let you Sneak Attack.
The non-teleporting is also . . . Rly unnecessary? Just let it be a TP tbh. Remember to make it required to be Attuned to a Rogue and I think it's fine.
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!
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.
18 mana sounds like too much
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.
Are having 2 failed saves and going down two seperate triggers?
Because just a flat d20 roll like regular one should work if so.
18 mana is the equivalent of mana cost for a 5th level spell
No. I figured having it hit every time I go down or take a fail would trigger it too often
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.
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.
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
an Awaken spell without consuming the material component is bonkers
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?
Similar to Dwarf
sounds worse than what dwarves get, why not
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)
Appreciate, it's actually for my own rendition of alt races (for my campaign), where dwarves are mini-earth elementals
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
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
This feels contradictory. A d20 for more ways to trigger WMC is fine I think
But mine doesn’t cost a spell slot
right, it costs mana
A 4th level spell costs 15 mana and a 4th level spell slot
Crap
That's a major oversight, thanks for catching that
What do you think of the spell though?
It's a two-part spell actually
Like Enlarge/Reduce
One part awakens a Skeleton or Zombie
The other revives a dead person as an Awakened Skeleton, Awakened Zombie, Ghost, or Dhampir
Okay, Counterpoint, Awakening isn't a "good" spell for its level, and this could make for a cool Spell list exclusive
It's on the Wizard and Warlock spell lists
Not exclusive
Unless it should be Wizard only, or I should add it to Cleric
Ack, Wizards getting all the fun toys once again . . .
They already get everything vro 💔
Well Wizards are one of the two classes with a necromancy subclass, so it fits perfectly
two?
Spore Druid
oh, ic
Three, actually, I forgot about Death Cleric
A 4th level spell slot is equivalent to 19 mana
Would it be weird to make a spell that turns inanimate objects into humans?
I’d call it “Moe’s Instant Morphism”
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.
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.
You may have better luck asking in #ddb-support if nobody here has any solution
how do you roleplay an object suddenly turning into a creature
"you were a toaser, you are now a cat"
"ding"
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?
Skin Like Stone. You have resistance to slashing damage
Or Bludgeoning I can’t decide which would fit better
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)
(Hi Hank 👋 )
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
Resistance to a common damage type is a bit crazy 😭, I eventually came across to Dense Body. One size larger + advantage against being pushed or knocked prone
That sounds fun
this place is kinda dead tonight huh
A little
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!!
Do you mean gp instead of gm?
The additional to-hit bonus is kind of weird and doesn’t fit with existing mechanics very well
I think it’d be simpler if it just always added a straight bonus, since currently it either adds PB or adds another bonus if already proficient
And what does “size increase” mean?
i mean if you have a dagger and want to transform it in a longsword
Outweigh users? What exactly do you mean by that?
Why have the possibility of increasing multiple times then instead of just increasing once to the largest weapon?
If the weapon is heavier than the person then I’ll refer you to sellswordarts on YouTube to see how that goes
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
“ability to shift inertia” would be more accurate probably?
yeah, mb with wording, im not very good with words
Do you mean it gets heavier but keeps momentum as it swings?
It’s not double right now (not mentioning how scaling with PB may not be very balanced)
I mean it as it magically shifts weight in itself so any user would always feel comfortable wielding the weapon. Hence the buff to attacks
ok, i’ll swap some numbers, thanks
With how bounded accuracy works, I wouldn’t recommend having it add PB
Maybe a +2, or a +5 with limited uses
wdym bounded accuracy
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.
The balance of how to-hit bonuses and AC increase with level
ok i need to read attunement rules. thanks, that’s a beautiful description
Also, I suggest requiring attunement
That’s why no magic items have more than a +3 bonus to hit (that I know of)
will do
Are there any PCs in your game who would use a katana who aren’t already proficient? It may be redundant
On long rest, spend 50 gp to reform a weapon into a weapon you are proficient with. Damage is calculated according to the type of weapon the katana transformed in. Doing so increases your proficiency bonus by 1 when making attack rolls
no but i kinda want them to fight for who wields the weapon
If they’re familiar with the game at all, they’ll most likely just give it to someone who can use it effectively
yeah, but i have some greedy players. maybe they will make an interesting interaction
The to-hit bonus from already being proficient outweighs the proficiency by a lot
I low key need help with the campaign I’m trying to start
If it’s a more general framework and not specific mechanics, then #dm-discussion will be more likely to help
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
Thank you
I think you can drop the GP cost to reform it. It’s already a magic item
Yeah, can use Rod of Mercurial Form as a base (without the ranged part or the mercury part)
Thank you so much!!!