#homebrew
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have you made actual mechanics or some semblance of them?
Yeah, Some moves make it so you can’t heal until the start of the plaguebearers next turn, Some moves paralyze you for your turn, Some of them damage you over 4-5 turns, Etc
I’m working it out now, I just wanna know how the idea sounds
so, your playing a subclass, that hinders you rather then helps?
Sounds fine in theory, but really depends on how it all works mechanically. What class is this for? You mentioned punching so I assume Monk?
It may hinder you, But it hinders the person you’re attacking worse
The trade off is just the immediate. Making it good for enemies with large hit points or ones who can’t stand with conditions like blindness or immobility
I probably wouldn’t have the effect hinder you at all. Players really really don’t like it when their subclasses debuffs themselves. Case in point, 2014 Bezerker barbarian causing exhaustion to the player. Very poorly rated due to this and had to be changed in 2024 version
Yeah, debuffing the enemy is fine
But debuffing yourself is meh unless it’s a very specific situation
Level 3: Seeds of Sorcery
When you use your Innate Sorcery, a radius equal to your Sorcerer level times ten feet around you blossoms into an Enchanted Field.This Field lasts for 1 minute, while in the Enchanted Field, you gain the following effects:
Nature’s Wrath. As a part of the Attack action, you can manifest any weapon, which you become proficient in and use your Charisma modifier, instead of your Dexterity or Strength modifier, for attack and damage rolls.
Growth. At the end of your turn, you gain Temporary Hit Points equal to your Charisma modifier.
Nature’s Wisdom. You have advantage to avoid or end the Charmed and Frightened conditions.
i changed the 3rd level into this :P
Out of curiosity, why would we want to be in melee attack range of a target? Do we get any bonus to our AC or hit points from this subclass? I see the THP but that doesn’t really seem like too much.
Especially since you only get two innate sorceries per LR
6th level you gain mage armor but CHA, but i should add something else to 3rd somewhere lol
Yeah, I just am imagining my poor little d6 hit die sorcerer getting smacked around in my cool little grassy field
Has anyone made any good homebrew magic items for Rangers spellcasting specifically? Moon Sickle is for both Druid and Ranger
And Paladin/Cleric have Amulet, but Paladins also have more magic items of just their own
This is themed around a figure in my campaign, so it might not be what you're looking for.
Weapon (Heavy Crossbow), requires attunement, cursed
You gain a bonus to attack and damage rolls made with this weapon equal to half your proficiency bonus (rounded down).
When you cast Hunter's Mark, or target a new creature with the mark, you may choose an ally within 15 feet of you. Until the spell ends, or the target dies, the chosen ally may deal an extra d6 of poison damage, once per turn, when it harms the marked creature. Creatures that take this poison damage must make a Constitution saving throw against your Spell Save DC or become poisoned until the end of your next turn.
When you cast a spell of 1st level or higher while concentrating on a spell, you take force damage equal to the spell's level. This damage can not break concentration, nor can it reduce you to 0 hit points.
The weapon can be changed since the focus around Hunter's Mark is what makes it a predominantly Ranger weapon
Np, hope it's something helpful to build off of
hey so im making a hombrew subclass as a story reward for one of my players and i was hoping i could get some feed back and suggestions on it. can i post it here and get some feedback
ubclass Barbarian 5e/ 5.5e
Path of the Dreadnaught
Barbarians of the dreadnaught are not warriors of the wilds or simply wandering berserkers, they are weapons of war.
While other barbarians connect with nature to empower themselves Dreadnaughts dawn armor and allow themselves to be as much of a weapon or a shield as the tools they use. They don't need to learn and embody a part of nature for their path, if they become a force of armored nature themselves.
Level 3:
Skin of Iron.
Your armor feels as natural to you as your own skin, and you take full advantage of it. When you learn this path you get proficiency with heavy armor and your rage works while wearing heavy armor but not when using a shield. when your not raging your ac is normal, when you rage you use the ac of your ynarmor defense and at the start of your turns get temp hp = to the difference in ac. (if your ac is 18 from the armor but your unarmored defense is 14 you get 4 temp at the start of each of your turn)
"thinking of adding prof bonus to this.
if your wearing heavy armor and wielding no weapons your unarmed strikes do 1d8 plus str in bludgeoning or piercing damage.
Armored charge
The added weight of your armor is used to strike with added force and power. If you move 20 feat in a straight line in one movement you can attack as a bonus action with an unarmed strike if you have a hand open, if you dont and are wilding two weapons you may use your off hand weapon instead.
Level 6:
Brace for Impact.
Your armor is your protection, your body is steel. Why dodge when your armor will protect you, plus dodging is for cowards. You may use your con for your dex saves. When you succeed on a save that does half damage on a success you can decide to take no damage once per rage. Your unarmed strikes now do thunder damage
looks like i need two messages so one seco for the other features
Level 10:
Humanoid Weapon.
It takes skill to use armor in the way a dreadnaught does, it takes sacrificing of the old ways to embrace the hardships of war. At the start of your turn you can control the effect of your rage by using your rage bonus to effect your other skills with the following options.
I WILL HIT YOU: Instead of doing rage damage this turn you add the rage bonus to your to hit rolls.
You hit like a greenhorn: You reduce all damage by your rage bonus (happens after resistance).
Suffer the steel: Any melee attack that hits or misses you before the start of your next turn takes your rage damage.
Level 14
Heart of lead.
You aren't wearing armor, you are the armor, you are made of metal. metal can bend but it will not break or fall and if need be you are the armor of those that are willing to fight by you.
If an ally withing 5 feat of you is hit by an attack or is about to take damage you can use your reaction to cover them. Until the ally moves more then 5 feat from you or till the start of your turn all attacks that targets them targets you instead and any damage that is not physic damage hit you instead. (if its from an aoe effect they still make their own save for the effects and you take the damage instance twice, once for you and once for them. If for some reason they are in the aoe and you are not you are considered in the range of the effect.) If you do this for a prone ally you are considered prone as well but will lose that condition once the effects of this reaction ends.
You have advantage for all con saves and your relentless rage feature now starts at a dc 5 instead of ten.
Would you be willing to put this into a Google doc so I can provide some feedback a bit better? Kinda hard currently since it’s just a wall of text
Sure give me a sec
Skin of Iron - I wouldn't take away the shield unless you think it would cause a balancing issue. Since barbarians can rage with shields and this feature allows you to use Unarmored Defense despite being armored; it seems more like it takes away from you than limits the subclass. I would also make the choice which damage type they want their unarmed strikes to do at the start of the rage to limit versatility. I also think making it a flat bonus, like your Constitution modifier or PB, would work better since unarmored defense can get pretty high.
Armored Charge. I would change it to 15 feet in a straight line since level 3 characters tend to only have 30 feet of movement. You could also make it to where they're raging, their primary weapon gains the Nick mastery (for 2024), so that their off-hand can be made without a bonus action. For 2014, you could also change it so that when they enter their rage after moving 15 feet in a straight line, they may make an off-hand attack/Unarmed Strike.
Brace for Impact - I would specify that this feature works while wearing armor and rework the half-damage effect to just be evasion, but it only applies while raging. Since barbarians gain advantage on Dexterity saving throws, using Constitution for them would be a bit much. You could allow them to forgo the benefit from Danger Sense to access it, but as is, it allows them to nearly always succeed.
Humanoid Weapon - I WILL HIT YOU doesn't seem too bad, but the other two need small reworks. You hit like a greenhorn should apply before resistance so it will have the greatest benefit. At level 10, most enemies deal more than 6 damage in a single attack, so applying it before resistance will reduce the damage by 6 rather than just three. Suffer the steel should only be once per turn or require a bonus action to activate, and should only apply when hit by a melee attack rather than regardless of if they hit or not.
Heart of Lead - This should only trigger off attack rolls or Dexterity saving throws, since the idea is your imposing yourself between them and a physical threat. You should limit the redirection to only attack rolls rather than all damage, and rather than taking damage from all AOEs for them, you should give them half or three-quarters cover. If the target is prone, I don't think you should be considered prone as well; you could stand over them or shield them without lying on top of them.
Ok so it needs an attack to trigger but if it’s active then it gives cover from aoes
Right
I do like it triggering from dex saves as those are more of those things like fire ball or cone attacks
Yeah, it sticks with the walking bulwark vibe
What about the level ten stuff. I’ve gotten a mix of responses to it
Humanoid Weapon - I WILL HIT YOU doesn't seem too bad, but the other two need small reworks. You hit like a greenhorn should apply before resistance so it will have the greatest benefit. At level 10, most enemies deal more than 6 damage in a single attack, so applying it before resistance will reduce the damage by 6 rather than just three. Suffer the steel should only be once per turn or require a bonus action to activate, and should only apply when hit by a melee attack rather than regardless of if they hit or not.
Oh yeah it should be melee only
The flavor is spiky armor for that so melee makes sense
Right, and we both overlooked what kind of damage suffer the steel deals. I think since it’s spiked armor it should be piercing
Noted.
The prophesied Dex Dump Barbarian
Who needs dex anyways
-
Skin of Iron: I think its prob fine to not give Prof. Bon. To this, Heavy Armor Master is already GOATED on this for tankiness.
-
Armored Charge: Sick, specify "If you have a hand free or are wielding two weapons" instead of open, it's just more standard.
-
Brace for Impact: Also very cool, although language could be adjusted to smth like: "When you roll a Dexterity Saving Throw, you can use your Constitution Modifier instead of your Dexterity," and, "When you succeed a save that deals does half damage on a success, you can choose to take no damage. Once you do, you can't do so again until you expend a use of your Rage". Also, the Unarmed Strike Thunder damage is VERY out of place.
I'd sack that part
I'm going to note Advantage is like, a +3.2 bonus on average, RLY isn't that much especially at higher levels when you're Dex. Dumping for this sub especially
It rly does need it here
Not if you're using Constitution, at that point, it would be on par with rogue's Intelligence or Monk's Strength saves except they also have advantage
Alone it works, changing it to a core stat makes it busted
- Humanoid Weapon: "Living Weapon" might be a better name since not all characters are Humanoid, notable examples are Fey, Monstrosity, and Aberration characters. That said, again language is a lil rough but their effects are very balanced. I agree suffer the steel needs a buff, but not Greenhorn. Remember, EASILY combined with Heavy Armor Master.
. . . Monk strength saves aren't good though?
Even with their Proficiency
Not unless you build for it, which nothing encourages in 5.5.
They're passable
That's what I'm saying, using Con trumps other classes' features.
That ain't a feature though, that's a balancing point. Classes get a strong and a weak save
Heck, Gloomstalker Ranger gets proficiency in a Save with Iron Mind
This is around equivalent just with synergizing with Barbarian's Adv
We're back to the "Let martials be strong" argument vro . . .
Right, I'm saying changing to a core stat for barbarians on top of advantage takes away the penalty of dumping Dex. This lets them focus on Wisdom or mental stats instead which makes them difficult to counter
. . . Does it? They're still a martial?
Like . . .
I do not comprehend the breaking point here when a caster enemy can just tp 30ft away and cast a difficult terrain spell, or a flying enemy just dive bombs you
They're a Barbarian, best they get is a Javelin half this subclass can't interact with
Just let them tank vro
And they gotta dump some stat
Int or Cha is still on the table if they boost Wis.
Also, on this, Greenhorn doesn't need a buff I think because it stacks with Heavy Armor Master
That doesn't have anything to do with saves, dude, if this were an attack buff, that's different. Danger Sense is there so they can manage Dex saves. Dumping a mental stat for physical stats is the best way to focus on tanking, so dumping Dex makes their mental save more powerful and as a result difficult to challenge
Save or Sucks aren't challenging
Thats true
Yes they are, they apply pressure to support
Issue is Barbarian has the old Indomitable issue the devs literally touched on sucked
Which is you roll with Advantage and get no bonus so you feel like what was the point in even rolling except for a crit.
I stand by that this sub rly doesn't break things by replacing a Dex. Save with Con.
Because the Wis. Boosts still take investment
Which could be put towards more feats that synergize well with it like Charger and Heavy Armor Master
On Heart of Lead, I agree with @grim oak's points, LOVE the Relentless Rage slight boost, very flavorful.
Checks off my Discord BINGO card
Does anybody know any good homebrew stat blocks of Bane or an Aspect of Bane? The faerun god
I just thought of a stupid spell: WHISK
The target of the spell must make a DC 10 DEX save or be beaten by a comically large egg beater that descends upon them from above. They take 1d6 (either bludgeoning or slashing damage; haven’t decided that yet) each round for 30 seconds (5 rounds)
I need to know if that boss is fair enough for my players:
the phantom thief:
woman stealing stuff in whatever situation she can, hard to hit and impossible to catch, her movements are athletic miracle themselves. 20hps 20ac and with her equipment she has a dex of 31 and an additional 4 points to her dex save, she also uses her dex for anything she can. BUUUUT, she's an optional boss that is mainly all about running away and stealing stuff from peoples not attacking
int is 13, 9 in wisdom, 1 in strength, 18 in charisma and a 11 in con
-_-
is this just a random person or some magical being? Because 1 strength is basically impossible for a regular creature to have
She's a woman who is focusing mainly on dexterity
Noted on that name.
She's just a gal, but I have to nerf her in some ways
Thank you. Figured the advantage and starting at 5 so it will work the first few times would make the subclass feel the name
what level is your party?
Strength shouldn’t be 1
Fine, is 3 enough for you?
For reference, 10 is the average person, 3 is akin to the strength of an owl.
I will note, you do realize Strength doesn't equate to damage always? That some creatures use Dex for their attacks?
You could use the Spy statblock, and temper the Dex. up to 24.
Buffing AC and skills accordingly
The actions and features a boss have are the most important part. Need those before can really say anything else.
Also need what level the party is and how many pcs
Stats are important to some degree for saves but mean little to anything else, and are generally one of the least important parts of a monster/boss build.
I assume low level since she's low HP
20
I would also assume but it’s best to know, especially since we designed the stats before the actions and features
are you saying there's 20 player characters?
20 PCs? thats a lot of players
unless every Player gets multiple characters? whch is also insane
https://docs.google.com/document/d/11P3P6srFbn4U06jDp2KF93O8OMPEH1JLUa-MHGlQ1Kg/edit?usp=drivesdk
can I get feedback on this? Unsure if I did a good job or not and want some advice
You should be a commenter on the document if you click on it so no need to send messages here unless you want to
They’re saying she has 20 hp. Not that there are 20 players.

After wrestling with the idea for a while longer, I've rewritten most of my vaguely Monster-Hunter-inspired Ranger subclass called the Wildcrafter. 
I'd appreciate feedback on if this seems fun and flexible to play, as well as any ideas on flavor. I'm trying to capitalize on the idea that the ranger is a very options-heavy class by adding more (lol) and focusing in on a Hunter-like flavor.
For those with access to the Tamer class from Heilana's guide to monster hunting, can someone tell me where the limit to how many creatures you can have active is?
Link weird, here it is again: https://homebrewery.naturalcrit.com/share/fcfPlABdfL5L
20 HP
Why is the channel so dead
it's 2pm on a weekday. people have jobs
Dang
(I am in college rn for a different example)
Hey, how r you
At school rn
can someone pls answer my question about tamer?
here
Can I get feedback on Homebrew in that case then
I agree people should look at both of these things
https://docs.google.com/document/d/11P3P6srFbn4U06jDp2KF93O8OMPEH1JLUa-MHGlQ1Kg/edit?usp=drivesdk
I agree too, especially this thing
- You could probably get rid of the restriction on step of the wind and just have it for free (see: rogue)
- clarify if OA disadvantage is only during SoTW or always (honestly unsure)
- make Picture Perfect better than Stunning Strike/look at how much versatility Open Hand gives at this (or prior to this?) level. You could do restrained instead of stunned, that drops their speed to 0 and gives advantage and all that.
- ok second part of Picture Perf boosts things a bit, reminds me of ray of frost
- you'll definitely benefit from using WotC phrasing but that's not critical
- Level 10 really relies on OAs. Maybe take that first level ability and keep focus point cost, combining dash with disengage. The level 10 also feels like it should be the main ability of the class, but most people won't even end up getting to use it... Maybe combine it as a second level 3 ability and weaken it substantially (+1 per 5 ft or something, then increase to +2 at 10th? That feels a bit flat numbers-wise but instead adapts to the setting of the fight.)
- DEX save bobus at this level feels peripheral and weirdly weak but also strong. Maybe just advantage on DEX saves if you've moved 10 feet, that's essentially +5
- some speeds scale off base speed which is fine. Id allow it but use RAW phrasing to help clarity.
- free actions still aren't real I think, also this could be negated with the SotW improvement
- third 18 ability rocks. The first can be triggered by SotW (small spaces) and both damage bonuses should just scale with martial arts dice.
Latter advice kinda necessitates keeping focus point cost on the main abiliry
Hey guys, I wanted to make a homebrew subclass for Wizard designed around poison damage. Could anyone give me some feedback and suggestions?
Hemlo, I am trying to homebrew a species (personal homebrew so it's a bit odd) but I am trying to add feature options like Rage > Activate Rage (iirc Activate Rage automatically adds +2 to damage and idk what else if there's anything else), I wanna do smth like that but it's like different bonuses for each options e.g. +2 strength on the first option, for second option it's like +1 dex, etc. Is that possible? And if yes, how? TwT.
For context I'm making a character that can shift into different forms and each forms have different bonuses/feats/abilities. This is DM approved. 
Write the different bonuses for each option then.
Boosting this 🙏
Shifter comes to mind, but you choose your option at character creation, so you could look at that and then work towards this race's theme
Which is what btw? Lore wise?
Monstrous Stockpile feels a lil punishing with needing to end Conc to get a single point.
Deterrence feels not very worth at all as a result if you find a very varied dungeon
That said, Improvised Components has a multiclass issue and is by far the best option even without it.
(specifically that they could take this dip and go Druid for spells aplenty)
I LOVE Exotic Toxins, Forced Phase prob needs reworking because Restrained condition is redundant with it tho.
In fact probably actually a nerf lol, bc it goes from smth you can do to jump somebody to a temporary removal from the fight, smth more useful for a teammate that needs time to recover last second.
It could rly use a third toxin too tbh
Perfected Instruments and Advanced crafting should be swapped
Like, power level wise
I had just ONE as a capstone once and you wouldn't believe the problems it caused.
Also, Perfected Instruments feels . . . Unininspired?
Hope that doesn't offend
- Punishing is fine to me I think, in this case it's also regulating point gain without adding another variable to track because of HM free casts. It's also neutralized slightly by Expert's Arsenal broadening the HM effect substantially (assuming at least two, say, humanoids in a fight. Keep in mind creature type would mean all undead or all aberrations)
- Unsure what you mean about deterrence but I don't like deterrence and want to replace it with something more reliable but 1-point-valid
- Maybe I'll specify Ranger spells or go back to casting a Ranger spell instead of recreating a spell slot. On the other hand, this is fine because Sorcerer multiclasses exist.
- Wasn't sure about ability bloat but yeah I see you with the third toxin, just felt like petrify/etherealness are already pretty similar. Maybe just a poisoned condition for the third but why do that when you can simply remove someone from the fight.
- What do you mean about a nerf? Having trouble tracking your words on that chunk of text.
- I don't think there's redundancy? Restrained prevents Ethereal movement
Perfected instruments is a bit uninspired but I figured it's a reasonable and necessary upkeep ability regardless. Plus the sharing is nice I think.
I can see moving the Artie ability to 15th it just feels even more disconnected from the identity then
Anyone wanna give their opinion on my custom warlock pateron
got a thing here for a weapon, dunno what rarity it should be
Shatterbolt
Weapon (Pistol)
Martial Weapon, Ranged Weapon[Insert description and flavor text here.]
Elemental Ammunition. This pistol does not use standard ammunition, but instead must be loaded with elementally attuned crystals that are shattered and completely destroyed with each shot. On hit, deals 3d10 damage of a type appropriate for the crystal used as ammunition.
Careful Loading. Due to the nature of the ammunition and firing mechanism, this pistol can only be fired once per turn, regardless of any features you may have that would otherwise allow firing multiple times.
Restrained gives Advantage on attack rolls against it and Disadvantage on Dex saves, not to mention Disadvantage on its own attacks.
You're better off always going for Petrified to wail on the thing that got Restrained with Dex. Saves and Attacks at Advantage than giving it a round of being immune to damage with the Ethereal Plane option.
Tbh, the Rarity of the crystals is more important
Fire Crystals are wayyyy weaker than Thunder Crystals for example
fair enough
Regardless, Very Rare seems like a good spot I think, just comparing to Frostbrand giving an extra d6 Cold (adds up to like, 2d6 with only normal Extra Attack, 4d6 total).
Since you can Dual wield this because it's a pistol it's still kind of low balling.
But since rarity of ammunition would prob vary I think it's fair.
Ima give 1 skill expertise to the fighter 👍
Imma be real, if that's 2024, not a good idea with Tactical Mind being there to make mincemeat of bounded accuracy
It’s not raw 2024 id say.
Tactical Mind:
-# You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
My campaign
I meant
Ah. As long as they don't got the above feature then it prob fine.
They do get that feature.
The power scale out of combat is high too in my campaign.
Not sure what that means, but if you don't think it breaks things, ig . . .
And in combat I’m gonna make the party fight a CR 12 mini boss at level 3.
Ohh gotcha. So the ethereality needs to have a more distinct nullification or debuff effect. Hard bc what's better then "you're not here anymore" (from petrification).
Currently etherealness removes them from the area which could open areas blocked by large creatures but how often does that happen
Yeah no I get that, I definitely will write it there. :)
What I mean is if said option automatically adds the bonuses and stuff like in Rage where it puts the +5 and the immunities if chosen.
More of like a uhhh, like a shaman that can shapeshift into a centaur, a harpy, and a naga/serpentine, it's for like a homebrew campaign haha I believe it's Norse themed. (The shapeshifting options does not make sense for the theme on the surface but ydhajwhd.)
I am also looking at shifter but I think it doesn't really have what I need? DNDBeyond homebrew tinkering wise I mean. I'm homebrewing from scratch with shifter as a reference, I'm mostly concerned about how I can have the option selection similar to 'Activate Rage' and have it automatically add the bonuses to my sheet after selection or "activation". TwT
Oh, #ddb-support is where you wanna head for dnd beyond stuff
Like, actually making the stuff function on a sheet
Would a homebrew Druid subclass that lets you shift into humanoids and monstrosities work better?
Hey, can I get some feedback on this species: Guardians
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Stone Bodied. You are composed of various rocks and minerals. Your form is too large and oddly shaped to effectively wear a suit of armor, to make up for the inability to equip armor, your base Armor Class is 13 + your Constitution modifier. You may still benefit from shields and magical effects like Mage Armor, provided you do not need to wear a suit of armor to gain access.
Healing Soldier. If the Mending cantrip is cast on you, you may spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life, but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
Construct Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
Sentry's Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Bound Guardian. As an action, you can bond with one creature you can touch. While bonded, you can share your hit points with this creature, allowing you to take damage so they don’t have to. When a bonded creature within 120ft of you takes damage, it can spend its reaction to damage you instead. This damage is determined based on the creature's resistances and vulnerabilities before the reaction and is unaffected by your own. You can bond with a number of creatures up to your proficiency bonus.
Final Stand. Your service lasts even after death. When you fully die, you explode in a cacophony of arcane fury. All creatures not bonded to you within a 15-foot radius must make a Constitution saving throw (DC 8+ your proficiency+your Constitution modifier) or take force damage equal to your remaining hit die plus your level or half on a successful save.
Greater Stand. Starting at the 5th level, when you drop to 0 hp, you can expend any amount of your hit die and heal bonded creatures for the total amount divided equally.
OH THANK YOU SO MUCH! I thought it wah supposed to be here will head there now TYSMM! 
Actually yeah, will look into that! Thank you!
Np, good luck dude!
Ok so actually I've decided this makes sense as a tradeoff between instantly removing someone from combat or more permanently neutralizing them. Gonna revise slightly to lean into it harder, though.
So the Barbarian gets one less subclass feature than the Fighter, if I am making a kinda Battlemaster-Styled Barbarian, would it be fine to have one of the features improve the Superiority-Dice equivilent and provide another minor bonus, or should I just keep it to the dice improving from a d6 to d8
I homebrewed a calendar. It’s a normal calendar.
Anyone wanna help me balance some homebrews?
Sure, just post it here
So I'm brewing up some "salt mephits" for the salt-mine that my players are going to crawl through. And I was hoping to get a little help
In the mines, rhe players will already have the occasional Rust Monster to deal with and some Dessication Stirges (that will drain players of water instesd of blood; giving them +1 exhaustion), to really drive home the salty-salt mine feel.
So, I wanted "Salt Mephits" to be these sort of chaotic, temperamental (ie: salty) little imps that pester the players, using both exhaustion and rust in their kit, as well as an ability that makes them rather mobile for hit-and-run tactics (I'm thinking something like the tree-stide spell, except with salt-deposits.
Basing it off of the other Mephit blocks, Salt Mephits will get:
- A "Death Burst"
- (Possibly a "False Appearance" for blending in)
- a single innate-cast of a spell
- a claw attack
- a breath attack.
So i was wondering if anyone wanted to help me figure out, between the death burst, innate spell, and breath-attack, which one will he the rust, which will be the exhaustion, and which will be the movement... also, is a false appearance too much for these guys to have as well?
Breath should be the rust, death-burst for exhaustion (perhaps as a form of death burst the mephits absorb water around them?), and claw can be combined with mobement
Their false appearance could be a salt deposit, so it only works once before the party knows
I like this set-up, thank you.
How would you combine claw+movement? And would you give them a single cast of an innate spell like dust/steam/smoke-mephits, or is it unnecessary?
Thats not a bad idea. I dont want it to feel like an unfair gimmick
"As a part of this claw attack, the mephit can move up to half its movement speed." Or the like?
https://docs.google.com/document/d/11P3P6srFbn4U06jDp2KF93O8OMPEH1JLUa-MHGlQ1Kg/edit?usp=drivesdk
if you click on it you'll be a commenter on the document, but can I get some feedback on this?
Oh, how about just giving it "flyby" like you see on owls, flying snakes, Pteranadons, etc... or, would that likely make its death-burst useless
You can do that as well, helps the mephits actually stick to their targets

How do you mean? I was worried that flyby might actually make it so that the Mephit ends up 10ft away from its target or something when it dies to a ranged attack, meaning no one has to roll for its deat-burst
Sorry, I misread. The flyby will make the death burst useless then
The level 6 skill is perhaps a but too strong? They are restrained forever or?
Ah I should specify when their speed returns back to normal at the end of their turn the restraint ends
Oversight on my part
Ah I see, it basically a weaker but much more consistent stunning strike
Yeah, it's based on a show I like so I'm trying to bring it to life
I somehow think that the damage from the level 18 feature should change to Thunder but that's just me
Thunder damage are created by concussive shockwaves
Someone else here said that too, I figured the environmental one should be bludgeoning bc it's sending debris everywhere but I can change the punching one
Also is 3d6 too small of a damage boost for level 18?
I mean that's free 3d6 per punch so
Oh whoops I meant to add a speed modifier to that 😭 this is why I come here, it's like coders and their rubber ducks
No, I'd argue that it's actually strong enough as is
Assuming 3 punches per turn, that's 9d6 extra damage, which is nice
Hmm, I guess that is nice
Maybe I can make it do a bit more extra damage if speed is high?
I've tweaked my necromancer homebrew a bit more. I borrowed some things from the UA but shifted things a lot as well. I'm open to feedback!
https://docs.google.com/document/d/1yAZJVbGIEfYaBERT6rw3QxfNF9JhxhTMOUGGGXNgo8o/edit?usp=drivesdk
There's some really weird wording going on here. Just to check, is this based in 2024 or 2014 rules?
You keep referring to "step of the wind or other movement abilities". I would tighten this wording up. It's for monk, just refer to step of the wind directly. You'll be going in circles trying to expand this to every possible use case. Rewording the ability:
Beginning at level 3, your movement speed increases by 10ft, and Opportunity Attacks made against you have Disadvantage.. In addition, once per long rest, you can use step of the wind without expending a Ki Point.
Level 6 is weird. "Once their speed returns to any number above 0, the restraint effect ends". The restraint effect sets their speed to 0. It's impossible for their speed to not be 0 while they're restrained. I get the idea here but the wording is shoddy and could be worked on.
Level 10: Comically strong. As a level seven monk w/ speedy, my move speed is 55ft, and at level 10 it will be 60. An additional 6d6+30 damage on all five of the unarmed strikes I can make in a turn is absurd for no resource expenditure. That's setting aside the second ability, which again, would grant a +6 to all ability checks and dex saves. This is ignoring the fact that you've already given them an extra 10ft.
Level 13: This wouldn't be that strong in a vacuum, but with the context of the rest of the class, we now have a move speed of 140ft in a round no action required. A tabaxi takes this to 280. The additional damage you are dealing on an unarmed strike is potentially now as high as 28d6+140. You are hitting as hard as a meteor swarm, five times.
Level 18: This is itself pretty strong and jank and again just full of weird wording, but to be fully honest next to the level 10 ability, it's not even that bad.
If they're saying Ki, it's 2014. If they're saying Focus, it's 2024.
I broadly understood that, a lot of the jank I was pointing out is true in 2014
Will nerf level 10 ability
Also from what I see there, there was a "do bonus damage based on how far you moved" kind of feature
yeah sadly that doesn't tend to stay balanced ever, there will be boosts and exploits that break the game 
I remember having a "Falling Star" ability on a Barbarian, dealt like over 2k damage to a kaiju as a finishing blow for falling like 20k feet
Comically broken the one time I pulled it off, but it also did massive collateral damage and was ground-only, and took time to fly upward, so I couldn't just fly up with gravity powers and whip it out whenever I wanted, and it was only the finishing blow once it fell.
Should I put a cap on the amount of speed? I nerfed the level 10 ability so now it's only 1d4 damage every 20 ft traveled and specified horizontal travel (so people can't just fall and do a billion damage) but people can still just spend like 10 turns getting their speed absurdly high and one shotting enemies
Honestly speaking one of the easier ways to balance a feature like this is key it off of increasing your speed/movement but not linearly / on how much.
Something like when you use Step of the Wind get a set damage bonus on your next hit, rather than a raw "bonus damage on all your hits scaled for how far you moved" or any similarly scaling mechanic.
It also makes it much easier than counting your movement and it means it can always be impactful, but it's never gonna lead to something overpowered
(because seriously movement-based maths is always super jank
things like Charger and Lunging Attack (2024) are just much better implementations of the idea that keep things simpler
Also, aforementioned stuff, like Tabaxi, Haste, 2 fighter dip for another Dash action, etc, all leads to a wild Nova.
You should make the bonus damage apply to only one attack so there is no x5 multiblier to the bonus damage.
That too. It'd also lean into the fantasy of one run-up hit.
I need someone… To help with homebrew.
I suggest reading this @bright terrace
Inherently, getting an individual to look is more work than actually just posting it, and thus anyone who does happen by it who wants to interact, will interact.
You will generally get a lot less feedback and of a much lower quality if it's only one person because it's biased by that person's preferences. One person will miss things that other people might catch, multiple people having a constructive discussion will lead to more nuanced and generally acceptable takes than 1 on 1 conversations. There's also a challenge where generally, in my experience, people are a lot less likely to voice criticisms to strangers in a 1 on 1 context which means you'll get a lot less useful info.
Zephyr’s Coalescing Cleaver
Weapon (Greatsword), Artifact (requires attunement)
This weapon has +2 to Attack and Damage rolls, and as do any melee weapons you wield without a bonus to Attack and Damage rolls for one minute after they are drawn from it.
Each of this Greatsword’s compartments connects to an extradimensional space that allows the greatsword to hold up to five additional melee weapons which you can retrieve or stow using an object interaction on your turn.
Heptaslash: You may only use this feature if the Coalescing Cleaver is storing two daggers, a shortsword, a longsword, a rapier, and a scimitar within its extradimensional space.
As an action, you can select a creature within melee range and make an attack with the Coalescing Cleaver before drawing and striking with each of the weapons stored within. You choose the order of the attacks and they are made at advantage.
(Yes, I could not sleep and rewatched Advent Children…)
An immediate question. Does each of the weapon gets its mastery properties?
Storing magic weapons makes this weapon’s power spike by quite a bit
Heptaslash doesn’t have limited uses, so it’ll pretty much always be used against a strong opponent (not to mention being much stronger for non-fighters since they usually only get 2 attacks)
It will deal a lot of damage, and needs a ton of rolls. Might have to streamline it somehow
If they have the masteries I’d presume so
10 d20 rolls (assuming no disadvantage) along with an assortment of different weapons
The weapon damage can jump even higher if the players store magic weapons
Quite a bit of rolling for an ability usable each turn
Not sure if the wording would include things like Flametongue
Oops. Should’ve added a 1/LR limit.
If you have the mastery, yeah.
Overall it's... good. Like despite having to roll for everything, it should deal higher damage than every other weapon the martial class can get (per action at least)
The +2 to other weapons will feel a bit strange since it’ll help with some magic weapons but not others
Heptaslash 1/day is good damage befitting of an artifact
Most magic items recharge at dawn
Actually hm. Maybe Heptaslash is unlimited but you need to stow every weapon again before using ir. That feels flavorful and appropriate for an artifact to me.
If I do that I should also include explicitly that you draw every weapon when you use it.
Could remove the requirement for having 5 specific weapons, so they can charge it up throughout combat and use a weaker variant if needed
No, for flavor, it’s important that it’s Cloud’s Fusion Sword.
It could also just be nonmagical weapons (although that’ll be a bit less fun)
So my DM is allowing our group to design some homebrew weapons that we could encounter later on in our campaign, with possible alterations from said DM
I am a Kenku Alchemist Artificer, what are some of the moments anyone here have for a weapon for em? I've never homebrewed before and would love some pointers. The DM and I joked about a Monster Hunter-isk shoulder mounted cannon that fired potion bottles and/or various small items
Sounds cool, probably balanced. What potions do you want loaded into the weapon?
Ah... Alchemist Artificer 💀 are you using any homebrew fix for the class or the like?
As of right now, my character is only level 2 and is in the research phase of their potion crafting career (we MAJORLY homebrewed the potion crafting system and he has made alot of hombrewwed potions that I don't know yet,)
So it can be anything, from healing to minor explosives, smoke bombs but also could (proabaly) be loaded with nets, caltrops, oil vials and ball bearings- and of course, knives, arrows and even a singular large item like a sword, hammer, Mace, etc.
And I'm adding in a reload Mechanic with takes a whole action + movement to do, or considering it atleast
Various Shots of Item Cannon
Prototype:
-
Basic shot: One small item (knife, arrow, etc), Range of 80/120ft, INT+Prof to hit, 2D6 various damage depending on shot
-
Scatter shot: various small items, range of 20ft cone, Dex save to hit, 2D6 various damage depending on shot, half of successful saving throw.
-
BIG SHOT (iykyk): One large item (greatsword, Mace, broadsword, etc), Range of 40/80ft, INT+Prof -2 to hit, 4D6 various damage depending on shot, pushes user back 5ft on failed saving throw
-
Mortar shot: deals no damage, instead used to scatter stuff in a wide area, range of 200ft, 10-30ft circle.
-
Potion shot: One vial/bottle of potion, Range of 80/120ft, INT+Prof to hit enemy, auto hit on willing ally, 2D4 Bludgeoning damage (to enemies) + potion effect.
Each should would have to be reloaded as said above and these numbers are not final- haven't testes this in game but I feel like this is on the weaker side for a early in a campaign item but could probably be upgraded- already done so with a crossbow between long rests to have it use INT instead of DEX. What do you guys think though? (I could add INT modifier to damage rolls too but im not sure.)
I suppose for a level 2-5 character, this is great
Add INT rolls too, because that's just how weapons do
Yeah I thought about that too
I guess if you want to keep the reload action, add the INT rolls
Allow yourself to load the cannon using a reaction/bonus action at higher levels
Ups the damage just abit more
Also not a bad idea actually, upgrading to a reaction/BA instead of action
anyone have any suggestions for a homebrew artifact of kelemvor, currently its a spear that returns to my hand when thrown, the main thing i cant get right is that it is meant to evolve along side my character when i take out specific people who's names appear on a piece of paper attatched to it(similar to The List from critical role's legend of vox machina) im unsure on what i could actually do when it comes to this.
A very standard and safe answer would be increased damage
A fun answer would be that you can absorb some part of your targets' soul, allowing the spear to use some of their abilities
that is actually awesome
A lawful evil answer would be allowing the spear to become more and more "evil" when you indulge in murder. You can focus your hate to some people that damages you in the last turn or so and you deal Xd6 increased Necrotic damage to the target, where X is the amount of your killed targets. This is similar to Hex spell
A chaotic evil answer would be giving the spear an auto-homing effect. Once thrown, it will attack all creature hostile to you (including fellow players, if you want to embrace the Chaotic Evil life). It's damage and stats scale with the number of targets you've slain
not sure if chaotic evil would work for my paladin but the homing would be cool
Ok so last session my Cleric lowk became godless after Shar and Selune kept trynna get him so he got sick of it and told them to kick rocks, but now I kinda need help with a domain for godless cleric, specifically for damage (He's death domain rn) I was thinking an oathbreaker type thing but I don't quite remember how those work lol
Check with #ddb-support they should be able to assist better than we can.
Do you think giving my Barbarian Subclass Proficiency in Arcana would be a useful minor 3rd level ability? I know that INT usually isn't a core stat for barbs but this subclass is all about magic items and stuff and I think it'd fit
I think it would be perfectly fine
I would like some feedback on a creature trait I want to use on a bunch of statblocks:
Corrupted. The Snapmaw leaves toxic sludge in any space it has occupied in the last minute. Constitution Saving Throw: DC 19, each creature that moves over the ground in a corrupted space or ends its turn there. A creature can take this damage only once per turn. Failure: 17 (5d6) Poison damage. Success: Half Damage.
Is the language clear? Anything you all would express differently?
Since it's your feature, it should be good since you're the one using it. - "When the creature enters the area for the first time on a turn or ends its turn there, it must make a DC 19 Constitution saving throw. On a failed save, the creature takes 5d6 poison damage. On a successful save, the creature takes half as much damage." - Would probably be standard phrasing though
You should also limit their movement speed unless the party is tanky, otherwise it may feel like you're always on the verge of dying
I think the wording is clear, though the duration being tied to the creature and where it was, rather than the actual goop is kind of weird.
Not necessarily bad or difficult to understand, just strange.
hmm, I think Im gonna limit it to lasting roughly a round. easier to track. but yeah, the idea is that this creature leaves behind a trail of stuff
The ends its turn there part is redundant, to end its turn there it would have had to already make contact with the sludge. Maybe instead as an addendum
“If a creature ends its turn inside the sludge, it automatically takes this damage at the start of its next turn.” Or some variation of that.
it works like new Spirit guardians. the creature would not take damage in the area if it just stood still otherwise
yeah the thing is that I dont want flying creatures to be affected. its supposed to be a residue on the ground, though maybe I need to go with standard phrasing and just accept that part
If it’s just residue then a flying creature wouldn’t be in that space, they’d be above it
right, but thats why i need to clarify that only moving on the ground counts, especially if this feature is on a monster that has its own fly speed or is larger than medium
If it’s standing in the ooze and doesn’t move, by my wording it would take damage at the start of the turn, by your wording the end. I guess it’s the same result just different timings, yours would give the person standing in it time to try to mitigate or avoid the damage somehow.
I think the usual way environmental hazards work is at the beginning of the turn such as cloud kill, moonbeam, or even old spirit guardians. I don’t think it’s a big deal either way, just makes more sense to me.
My thought process was that, if I make it start of turn, then its too easy to make someone take the damage twice.
thats the language for moon beam btw
A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
most spells like this are end of turn now
I can see the logic. I just feel like if you end your turn standing in acid, you should have to take another dose of it rather than possibly getting to walk out of it for free, you are technically touching it on a seperate turn.
well you do take another dose of damage if you end your turn there.
you can avoid the second dose if you start your turn in the sludge but then move out
Imagine I walk into it, take my damage. Next turn I am standing in it. Say I use something like absorb elements, mold earth, etc. something that makes me not touch the sludge without movement. I’ve avoided taking extra damage. Or let’s say i just jump out of it, or something else. I’ve avoided taking extra sludge damage. If that’s how you want it to work, then fair enough, it’s perfect.
In my mind, if you start your new turn touching sludge you should probably be auto taking that damage again. But it’s your rule and game, so it’s what you like. I’m just saying.
Well i try to follow official design as best as I can within the constrains of the vision
so that is partially why I do end of turn too
Bonfire I know works like what you’re saying and probably more too. Moonbeam, cloud kill, and some others work the other way.
So I think it’s mostly just preference if you want someone starting their turn in the sludge to have a shot at avoiding a second tick of damage.
Summoner’s Ring
+2 to Wisdom ability score. The servant spirit indwells the ring. Unsellable.
I have no idea what that second sentence means.
Pokeball type stuff
Ok so last session my Cleric lowk became godless after Shar and Selune kept trynna get him so he got sick of it and told them to kick rocks, but now I kinda need help with a domain for godless cleric, specifically for damage (He's death domain rn) I was thinking an oathbreaker type thing but I don't quite remember how those work lol
oathbreaker is for paladins, not clerics, and given that clerics literally receive their power from the gods they serve, I don't know how a godless cleric could possibly continue to be a cleric
Turn to the dark side
even a dark god is still a god
if a cleric refuses to follow any god at all, then they receive no power from any god, and are therefore no longer a cleric
my point was more that there's not really any in-world way to justify them continuing to use cleric class features if they no longer are receiving power from a god
as a DM, I'd be forced to tell the player to pick a different class to play
As a dm, I wouldn’t.
Technically I think Clerics gain their powers through faith, not necessarily a god.
This seems to have been something that popped up in 5.5
But I agree, I think choosing a new class is more interesting.
A rival or enemy god of the god they formerly served is now supplying them with magic. Make them replace spells they got from the previous god or domain with a new one.
Paladins are the one that cast spells through conviction, clerics are specifically divine conduits for magic
Or this is a character growth opportunity where you lose, spellcasting and channel divinity abilities until you find a god whose values match your own (might I suggest Kelemvor, the chillest god of the death domain?)
Faith is what allows them to be that conduit, as I understand. But the power still comes from above.
losing spellcasting and channel divinity as a cleric basically leaves you classless
The Class description leaves open space for wiggle room as to where the power comes from, though. So unless Shar and Selune are specifically cutting off their access to power from the Outer Planes, the Cleric would still be able to channel that divine power based on their conviction to their Domain
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
it would suck to play that even for just one session
Agreed, but it also provides a more tangible consequence for the character choice. It's a more interesting story if drastically changing the core of their identity doesn't immediately confer benefits. It's a huge deal.
That used to be the punishment for an oathbreaker paladin, you just became a fighter 
A fate worse than death
@faint sonnet do you still use @gilded saddle for feedback request backlogs?
Revised this class for far too long last night, it's now called the Myth Slayer. I like its abilities and I'm pretty sure the power level is okay (assuming 5 points per day, max 3-4, where each point is essentially a level 1 spell slot). I'd appreciate feedback on manageability/player experience.
@frank leaf I got rid of the petrification for now. It was just one too many things.
well yeah, you're definitely right on that point, but I don't think that as a DM I'd want to punish the player for doing good roleplay and making a decision that makes sense for their character by leaving them with more than half of their character sheet crossed out
I changed opportunist to trigger in response to a creature within 5ft forcing another creature to make a saving throw. This way it covers sentinel’s weakness of not being able to respond to saving throws
True. I think they could figure something out, though - I kinda like the fighter idea, or just being a Cleric who's subclassless instead of classless
yeah, my solution would just be to tell the player to pick a different (non-caster) class, and maybe dangle the idea of Warlock for the future, if they want to make a deal with some other sort of being to regain the power they once had
Ooh or they could take this as like internalized divinity/righteousness and switch to Sorcerer
like Celestial or something
or Wizard or Druid or Monk or Fighter or Paladin or Rogue
etc
I'd say swapping from Cleric to Wizard/Druid is incredibly unlikely, but a martial class is entirely doable
This is one place where it feels like you should lose levels or something, though. Taking Fighter 6 is a lot of abilities to pretend your Cleric just knew this whole time
Also depends how open they are to respeccing
Maybe they could lose one level in Cleric and gain that level in Fighter? Even if their cleric abilities are shut off until they choose a new route, that could help with the interim period leaving a different color ring in the tree trunk, as it were
...actually, here's an idea - let them swap to Oathbreaker Paladin right away, but let them use Wisdom as their spellcasting modifier
Oh that could be nice, yeah
death domain cleric that broke ties with their god becomes an oathbreaker paladin
I swear there's also an oathbroken Cleric subclass isn't there
not that I've ever heard of
Nvm I was confusing it for the DMG 2014 subclasses which are evil but not oathbreaking
In case this link is broken for some reason: https://homebrewery.naturalcrit.com/share/fcfPlABdfL5L
https://www.reddit.com/r/DnDHomebrew/s/6lp5VNL1qZ
this is a link to a homebrew race I made for my setting, how does it look?
Find them? Sure, they are all over the place.
Balanced? That’s a matter of opinion but nothing really officially balanced
Best bet is to stick with official material if you are concerned about balance
Or use your best judgement
This is the best take. I love homebrewing and live in fear of using homebrews because I'm so worried about balance, but at the end of the day, balance is achieved by the DM designing with the party's capabilities in mind.
Discussed w DM the plan is to at some point in the near future my Cleric meets an ACTUALLY good entity becomes a vengeance pally/hexblade multiclass, so he can jump the worshipers of his old god(s)
There’s a stat block for an enemy oathbreaker as a monster I think. Nothing for the players in 5e
I was thinking of villainous subclasses from DMG 2014.
I think for homebrew it’s important to remember that 5e dnd is balanced around people mostly fighting in dungeons with ~6 encounters per day.
That is just not how most people play nowadays, so most games are already imbalanced from the get go, and tbh even if you do play like that there’s some argument that it’s still imbalanced. Just do your best and make sure the player is willing to work with you balance wise in exchange for being allowed to play it. Don’t base balance on how easily he does something, base it on his performance level relative to the rest of the party.
The thing is, he was already a Sharran lmao
Yeah lol
Again, Kelemvor rocks (the direction they're going also makes total sense though)
(and then 5.5 throws that out the window and you get to lean towards less encounters per day)
anyone interested in giving me advice on a homebrew subclass? I just want to make sure its not too... something. ykwim?
I just want to make sure its not overtuned--too strong or too weak. Its my first run through with a homebrew
yeah just send a link to it to reduce clutter
oh sure--if its private does sending you a direct link grant access?
on ddb i dont know how that works
hm
Guys, is 3-5 subclasses enough for a homebrew class?
ill js make a post on reddit and fwd
yeah, in 2014 some classes only had 2, in 2024 all have 4 but not needed
Tbh that's the most subclasses i could think of since i'm gonna run a sci-fi campaign
cool
How broken would it be to use a deck of cards as a d13
Not broken, just abit cursed
its a cool idea, but with only being able to mark one creature per rest it cant really use its abilities. also the 10th level feature doesnt need its restrictions. and some rewording to excaibur would be nice.
Sure--what would you change?
I could definitely broaden things--i just thought the concept of like a 1on1 ability was cool being marked by fate
fair but then i would probably get rid of the aoe stuff to focus on that and maybe the support skill
not gonna lie after doing an actual reread this almost doesnt look how i left it
I guess i was wrong--initially i had radiant edge as a cone for aoe which made no sense so i switched it to a line shot
which is in this version
maybe i forgot to save some of it though....
charges are stored during the day but abilities using charges can be used anywhere
what would you reword about excalibur? is it just what i missed through the save with the daytime stuff or
At 15th level you may use your action to spend 5 charges of Radian Edge to create a 90 X 10 ft line. All creatures in the line who are marked take 5d6 + Fighter level radiant damage and are knocked prone. All other creatures are knocked prone. Useable once per short rest.
should probably make that a con or dex save
just sounds better
do you think 5d6 + fighter is super strong for that level or na
cause originally i had d6 amt stop increasing after the 3rd charge
so even at 5 charges itd be 3d6+fighter
ya this is an old version of the 18th level feature
Literally my homebrew subclasses:
SOLO
Juggernaut - I'm invincible!
Ordinance Specialist - I make big boom.
Deathseeker - WHY DON'T YOU HAVE A CUP OF LIBER-TEA?
ENFORCER
Line Breaker - CHAAAAAAARGE!
Ghost - I'm wind.
Grenadier - More smaller booms.
Zealot - I pray to gods, y'know?
MEDIC
Trauma Surgeon - Broken skull? Dw i'll fix you up.
Pharmaceutical Chemist - Walter, we need to cook.
Cyber-Surgeon - Why pay for a ripper? We have a ripper at home!
Dark Healer - May the almighty Retta heal you.
HACKER
Security Breaker - Robbing banks since 191 NE.
Counter-Hacker - Oh, you better take that back you ####@$$!
Overclocker - One more chrome tab wouldn't hurt!
Engineer - Buy scrap, make guns, sell guns, profit.
Data Lord - I. Am. The 'Imps'et'.
PSYCASTER
Noble Psycaster - I use the power of my soul.
Gray Psycaster - Some runic shenanigans going on.
Dark Psycaster - Your soul is mine!
its supposed to be 5d6+fighter in total
and then excalibur is 3d6+fighter
damage increase of 2d6 and the creatures inside get damaged to
sent you a dm--just to make sure i have everything correct
yeah looks good, probably make it a saving throw and maybe call the 15th level ability and ability not ultimate in the description
do u think i should make the 18th level feature be guaranteed
or still a saving throw
still a save
alr
prolly a con save for both
maybe make 18th a dex + con
🤷
ill update it and repaste the link inabit
ok so you think the punishments for the 10th level feature is to harsh?
forgot about that
do you think i should just have it similar to battlemaster with an extra attack against a creature marked
i just figured that since the damage on marked by fate was kinda strong that making it not a guaranteed extra attack was a balance
ahh i missed that but then, just say if you hit your first attack this turn you may attack that creature again
oh just clear it up
alr
do you think it should stay as only marked by fate foes
for flavor
yeah
ight
Maybe for the 18th level feature con save for half damage
Jomakl recommended that I do a save for both the 15th and 18th. I think im going to do that but im going to make you have to succeed a dex save to for 18th
so con save for 15th dex con for 18th
i think those are the best 2
What does dex con mean
Like two saves
Im also thinking if ur good at sleight of hand then u could trick the dm, but atp i think u deserve it lol
Why would you do two saves against one attack
youve never played against a double save attack?
Like you can choose the save or you make both saves
i was thinking it might be cool to make it so if you make 1 save it halfs the damage make both it gets rid of the damage
idk i think i have a better idea tho
That kind of design is very unusual. Why does the ult let you potentially null the damage but the less powerfull abilities don’t
Also if you fight a enemy with good saves there is a good change they succeed on both
ok so im making it
Excalibur -- con save successful = creatures knocked prone but take no damage
Sword of xxx -- con save successful = creatures knocked prone and damage is halved. creatures not marked by fate already get halfed damage so they take a quarter if they succeed basically
lmk
yeah seems cool to me
@spare rain So the first major question is how challenging you want these monsters to be. Is this a mini-boss deal or repeat threats? Do you intend for them to make it out relatively unscathed or do you want them burning resources to kill it before it kills one of them?
They are all lvl 12. I have this particular creature set up with a phylactery (I have a bad habit with letting my bigger evils all have a potential reset button, but they love it). And I’m intending for three scenarios; first the “he’s evil, flee”, second “maybe we have a chance”, third “he got worse”
I like toeing the line of how badly they look after the fight or oops, they didn’t make it out
So you want them to start the fight and then decide to flee when things stop going their way?
Basically; and I also have the issue as, “how do I not let the evil catch them when they start running but make it still a threat to keep moving that he’s not too slow…?
Base 25 movement speed is surprisingly effective.
You’ll eventually outrun them, especially with any kind of slow effect from something like a longbow.
The evil wielding the longbow?
give it some lair action, or summoning spells or some kind
Your ranger firing a shot at Evil will reduce their speed by 10 if it lands.
Are you using 5 or 5.5?
Gotcha, and that’s 5 for me. The rest of them are fairly new to “DnD” that I just started with what was previously relevant. We started before 5.5 came out
Noted. Ignore the thing I said about the longbow then, that’s a 5.5 thing with weapon mastery.
For a Hobgoblin Warlord/undead lich combo… any ideas for lair specific powers to give?
Melee monsters will be pretty easily stuffed by your Druid bodyblocking with their summons. And ranged enemies are likely to not dedicate themselves to a full speed chase. They’d pelt with spells hoping to trip someone up.
Maybe I’m not aware of all the implements of 5.5 but the requests by my family did add those masteries.
Oh sick. Then forget that I told you to forget about it.
Ya, nic, cleave, push, etc have been vetted and agreed upon
I think the one I was talking about was Slow. Hits reduce movement speed by 10ft, and the effect doesn’t stack.
I know longbows have it.
Yes, that was hopefully included in the etc. I don’t remember all the names off the top of my noggin
Wonderful.
Another way to stop evil from chasing them to the ends of the realm is giving them some reason to either not care, or have some reason to stay behind.
have the minions to have some strength so they can feel the tension but not so strong to really pose a threat
yea this ^ have a more urgent issue to come up
The ”not caring” thing almost works better the stronger the monster is. You wouldn’t chase an ant out of your home and across a street.
That is exceptional, although would a bear not chase a few weak wolves after stealing its kill?
yes exactly
Surprisingly, it probably wouldn’t.
yea but like say there ants in ur home after u chased it out u'd go back to what ur doing, maybe add some anti-ant thingys but that about it
It’d 100% fight em for it if it’s not outnumbered to an absurd degree but most predators won’t chase down a stolen kill.
Hmm, 🤔 gotta find the best way to be an aloof mini boss
As in Flighty, or ”I have better things to do that fight these nerds over something petty.”
I guess I did bad in the “I can’t be that mean to my family” even if it’s a bad guy… to myself
I’m not exactly the most “take charge” guy. I was just picked for this because I had the most technical experience than anyone else and we all wanted to play.
I’m trying to keep it simple but still show them some respect of what the game show really be like
Keep them on edge so to speak
I still would really appreciate some opinions on this!
Pretty bad without a tpk…. Hopefully
If that’s the case you don’t want them doing more than half of anyone’s HP in one hit with basic offense. Being a Lich, spell choice is important. An upcast blight can be used to startle someone who isn’t likely to get hit more than once. AoEs to wipe out minor hordes and chip anyone standing too close together is also effective.
Your party being level 12 does mean that you can HIT THEM though.
very cool idea but i recommend some playtesting as i have no idea how strong will this be
there something very funny and evil, u can (by raw i think) silvery barb their death saving throw
It also depends on how long you want the realization that ”We can’t take this guy” to take.
And as a wizard the player takes all the regular features and from the wizard spells block?
The struggle is knowing damage rate/round ratio, and hoping they don’t have a way to HIT BACK
oh me neither! It's completely unrefined and unpolished haha
I'm not quite sure of what you're asking but I believe so! It's just a subclass after all hahaha
At first I considered having more in-depth poison crafting mechanics but they felt sort of out of place
I see, well that makes sense. I just wanted to make sure as when I see subclasses without their respective class classes. I worry
Crafting is more of an artificer thing after all
i feel like the resistance bypass could be strong? without playtesting it'd be hard to tel, otherwise i feel like this is a great idea
Consider the options they’re likely to use. Average damage is gonna be half the dice plus any flat bonuses.
It can be strong, but without it the build becomes sort of unusable considering it is the most resisted damage type in the game
I view it as a necessity
especially since Elemental Adept, which normally would do this, does not include Poison damage
if it did it wouldn't be needed, but without bypassing resistance using poison damage becomes significantly weaker I think
I even considered having Noxious Fumes make everyone within the cloud who failed a CON s.t become vulnerable to poison until their next turn. But I thought that was way too strong
We haven’t played enough for me to get that far into the math. Our first prtion of the story had them at lvl 6 and we were mainly doing one shots. But when I started making the story “storyline” I needed them to be a higher level
like, if one can entangle or pin down a monster in the cloud they could get a lot of damage in with just simple cantrips
It felt broken to me
In that case the safe option is Five. Hundred. Zombies.
A wall of chaff they shouldn’t have the damage output to chew through in two or so turns while he gets off some easy high damage spells.
Makes sense, I’ll do that… (can’t process fights that have any more than the minion master can summon plus the usual amount of enemies already)
Do you know what swarm rules are?
i think buff some of it's other abilities too
goblin screeches “TeAcH mE”
fireball is a 15ft circle 
Diameter circle or radius?
It’s a way to condense a bunch of entities into a single mass. They all take their turns at once, “share” an HP pool, and generally become way easier to manage.
That makes more sense, how would the health look like? 1000? Or just a multiplier for the overall number?
If it’s 12, 20 HP Zombies, the mass has 240HP.
AoEs have their damage scaled by how much of the mass is in the blast, attack count drops as HP depletes, and for those attacks you can “batch roll”, and use fixed damage numbers to speed things up drastically.
I have a question that Google isn't helping much on can someone help me
Batch roll?
Hit it, you got plenty to answer you
wait no, it's 150ft range, and a 20ft radius circle
So I made a homebrew species on dnd beyond I'm on my phone so I'm using the homebrew part of the website and I want to publish it but I'm not sure how to
Using the same 12 zombie example. 4 of them swing at one guy. Get his AC, and then roll all the attacks at once. if any of them land, take whatever damage value you’re using, say 6, and multiply that number by the amount of successful attacks. Repeat until the swarm is out of attacks.
Are you using it for personal use or do you want it to be out there in the world for anyone to pick up?
I plan to use it personally but I do want to publish it to the public for anyone
For personal use it’ll automatically add to your available rules and be shared with other players in the campaign. I never publish any of my stuff so that I don’t know about.
I can't find it when I click the three lines on the dnd beyond website and click the rules
It’ll show up in your character sheet when you go to look for it.
#ddb-support might have more help
I figured it out thank you all very much feel free to check it out it's called primordial Goliath 2.0 id love feedback for changes on it I'm aware it's strong but I'm a very new player and based on trade offs I think it's not overly powerful
this is a cool idea but maybe make the effects less extreme? also i suggest for u to format it slightly better
Alright thanks I came here to get it checked as my DM runs a very extreme campaign where stuff like that's surprisingly common so I thought I'd get it checked by the community
Someone mind giving me some feedback on this 5.5E Ranger subclass I made? Treasure hunter/genie inspired Ranger. https://docs.google.com/document/d/1WDm6ah-Ja0N0nypptw38ABvksDrT2vyabtTCVvzu8sQ/edit?usp=drivesdk
ranger permanently getting spells from looted spellbooks is un-ranger
it's cool, maybe a buff to the it's combat usages? or is it meant to be purely for non combat uses?
How so? The subclass is literally treasure/magic hunter
it just is shrug
"pick an item from the artificer's magic item list" is not really a wow capstone imo
Other than Noxious Cloud? Don't you think that runs the risk of feature bloat?
spellbooks just be for wizards alone
Yeah but lots of subclass are basically “this subclass but with aspects of other classes”
What would you buff?
This is for a fighter
Water Dragon Wave
6th-Level
Range: 80 feet, 15 feet area
Casting time: Action
Conjuration
This deals 10d8 force damage. You may cast Water Dragon Wave once per finished Short Rest or Long Rest without a spell slot.
I’m aware it is strong as a 6th level spell
This needs a shape. Is this a circle, square, line, etc.?
a fighter spell without components?
a 6th level spell on a short rest?
and this doesn't say the mana cost
What would make it better? I want to mimic how the other genie subclasses get pseudo wishes and I feel like giving the treasure hunter the ability to wish magic items would be fitting.
I’m down to buff it somehow.
if it had its own list of wow options
a new treasure that buff some aspect of combat, a +{something} to hit, ac, range, damage.. etc
something that no other class gets
i dunno right off that top of my head at the momoent
I don’t want to add any new treasures but I could adjust the ones present
yea that too, maybe fire? i think if it as a more chaotic element
Uh… I could give them access to an extra rarity level up from Artificers?
Like the other pseudo wish spells basically say “cast whatever spell you want”
1st of all, I forgot the shape. 2nd of all, mana cost would be 34
avoid "from {{another class}}"
Yeah, I just made it an off brand fire bolt but as a bonus action
I could make it something better.
Well the magic item table the capstone uses is the one artificer uses. In the same way some subclasses just say stuff like… “pick X number of spells from the Y classes spell list”
Acid splash but slightly better for a paladin.
Decay
Cantrip
Casting time: Action
Range: 60 feet
Evocation
Projects a liquid-like substance that causes objects and enemies to rot. If you cast it from farther than 5 feet away, the target must succeed in a Dexterity saving throw or take 1d6 acid damage. If you cast it on a target within 5 feet, the Dexterity saving throw is removed. This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The area of effect is removed
cool idea
what are the components
None.
I removed them from my campaign. Only extra mana cost will make up for the components if it’s a good spell
oh
A thingy for my bard:
Chrono Tyrant
Cost: 60 mana per round
Passive
You regain all uses for your save point.
You gain +2 to all ability modifiers.
Your AC increases by 4.
Your mana regeneration is increased by 10.
Wheel of Trajectory: Auto-Cast
Chrono Tyrant skills are auto-cast depending on the situation.
Hour
Cost: 10 mana
You can see the projected path of any attack by the enemy within the range of the Wheel of Trajectory. All attacks against you have disadvantage. All creatures of your choice within 60 feet of you have their speed reduced by 10, the amount they can attack is reduced by 2 (minimum of 1), and have -2 to all of their attack rolls. Hour lasts for 3 round. Cooldown of 1 round.
Minute
Cost: 20 mana
Minute boosts your speed significantly. Accelerate the caster's perceived time by 6000% and speed. Your speed is multiplied by 6, and you gain 1 more action. All attacks have a -10 to all of their attack rolls against you. Minute lasts for 2 rounds. Cooldown of 2 rounds.
Second
Cost: 30 mana
Stop the flow of time for everything, leaving only the caster unaffected. All attacks automatically miss. You gain 1 more action. Skips everyone's turn except yours until the end of the next turn Second was used. Second lasts until the end of the next turn Second was used. Cooldown of 3 rounds.
seems kinda weak for the mana cost
Wordings a bit off
A bard has 300 mana at level 20 with a regen of about 17 per round
Added some more features to my wizard poisoner subclass! I'm feeling it seems quite fun now, but I'm a bit concerned whether or not it might be too strong
https://homebrewery.naturalcrit.com/share/dy2XTrajM2uL
I feel like the subclass is a little... barebones? It's pretty balanced imho, but yeah, it's just "deal more poison damage"
One thing for sure is the lack of out-of-combat abilities. I believe most subclasses has one
hmmmm valid suggestion
I considered including a poison crafting feature but was afraid of bloating the subclass
Also in the flavor text, its said that the wizard has the ability to neutralize poisons just as well as they can make it
But I don't see any restoration spells anywhere
My suggestion would be
You can consume the poison fom a nearby creature to both neutralize their poison and replenish your use of the Poison Stinger
Yeah, basically you know how people used to suck on snake bites and spit out the poisonous blood?
that's ridiculous, i love it
The wizard can do that but you drink it instead
Or you can always chew on some poisonous herbs as a bonus action or something to replenish the Poison Stinger
That's an actual thing people used to do
I do like the idea of absorbing poison from others as it gives it an almost supporting role in a sense, but I'm having a bit of a hard time deciding what the parameters for that will be
Like, is it creatures with the poisoned condition? creatures who took poison damage?
I know, i just found the comparison amusing
(Disclaimer: it's not actually effective, don't do that in real life. In poisoning cases, see your doctor)
(If symptoms persist, insult your doctor)
The Poisoned condition probably
my deal with that is that in most cases those would be your enemies lol
unless the campaign revolves around fighting spiders and so on
Hmm that's true
plus with the level 14 feature, you essentially would have infinite Toxic Stinger casts
That's also true hmm I did not think this through lol
I guess Toxic Stinger can be rewritten slightly.
"You can replenish Toxic Stinger by choosing a creature within 30 ft. and ending the poisonous condition on it as a bonus action, up to INT modifier per day."
Maybe like that?
My other suggestion is slightly evil, but
You can always add "poison effects" to your next poison spell. Maybe you can drink a Purple Worm Poison as a bonus action, have it's DC replaced by your 8 + INT + Prof DC and deal a ton of poison damage to te enemy this way
I rewrote it so that you can only replenish poison stinger by ending the poisoned condition on an ally
this prevents the players from just poisoning enemies and curing them to get another use of it
since ray of sickness already risks poisoning the target
that will also make for some interesting moments where the wizard might be tempted to sacrifice an ally to get another go lol
this sounds cool, but i feel the subclass is already feature heavy for a wizard subclass
anyone know if there is a homebrew for a sukuna class from jjk?
Very fair point
Anyway, I think with the ability to absorb poisons from allies, it should be better now
Sadly, no. I would also remind you that any faithful rendition would also be too powerful for any DnD game
ik but a man can dream 😔
Although a level 20 Wizard should be able to match Sukuna eventually. Wish is broken
What do you want to do exactly? Just shoot magical slashes through the air?
Because you could probably design a monk subclass around that concept
basically, but it would also prob be fuga and stuff like that, so maybe a homebrew monk/ wizard warlock multiclass or msth idk
if i rack my brain i could maybe figure smth out
Conditional spells have always been interesting to me.
Shoot. I just noticed something. I can't make it so you can restore Toxic Stinger. Because that would mean that you would be able to cast, let's say, an 8th level spell, multiple times per long rest for free
dealing potentially up to 9d8 damage multiple times per battle for no cost
I'd argue that it's probably fine at that level because it takes your action
But I guess if you want to limit it, you can maybe limit it to level 5 or something
well, it does require it being an ally...
At the end of the day, I believe the Toxicology Wizard's main niche is a ton of poison damage right
So I think allowing the Wizard to deal a lot of sustained damage is okay
I did some changes. I just hope it's not too many features for a subclass
I want some help with a homebrew of mine
So I mostly want to know if the mana costs for the spells, traits, class features, and homebrew abilities are appropriate. I'd also like to know if the maximum mana and mana regeneration for martials and spell casters are appropriate. I suppose some feedback on the homebrew abilities would be nice to?
Note: The power level of my campaign will be significantly higher.
https://docs.google.com/document/d/1_MK9Kj3IZ4a9UxdX4Zluot9EB5tVmTzV4VGk9A5vU78/edit?usp=sharing
Kind of wish MHP Gunslinger was more common. Really enjoy the class
over half the games in my group have had at least one level of Gunslinger somewhere in the party 
I like the idea of deadeye gunslinger
I like the gunslinger fighter subclass, I don't think you need a whole separate class for gunslinging. Hell technically all you really need is the gunner feat on a martial, but I get players wanting to be good with guns from level 1.
Gunslinger introduces way more than a subclass would, and also doesn't lean on certain features, like action surge or second wind or indomitable or tactical mind or tactical master
It gets evasion, better crit chance as a base class feature, and a base-class dice pool.
(Also it comes online at level 1)
my 'gunslinger' class is 'cool and unique' tho :(
(has body part targeting, kinda like VATS from fallout in idea)
I think a subclass that is really lacking is the existence of a tank that aggros enemies. Like in games where you use a taunt or shout and direct all enemy attacks toward you.
I'm building that as a paladin subclass now
It's a design decision to keep power in the DM's hand on how their monsters behave, thus tanks work by punishing monsters for attacking other characters instead of keeping them from directly choosing targets. The exception is that it's also not difficult to control movement and thus keep mobs from meleeing vulnerable party members, but this doesn't help against ranged.
But with that said I think there's room for a subclass that plays with a taunted mechanic where enemies get increasingly bad penalties for ignoring the taunts while stiicking to the above design principles I mentioned. There's already quite of use of the frightened condition but taunts as a possible condition get ignored.
I'm working on Yet Another Ranger Rework. https://docs.google.com/document/d/1gCPv0b8RDC0Ly95JKrkRbpqQuJsUe2kqzbLcda6YFJw/edit?usp=sharing
Can I has feedback on this? (it's a first draft, but the TLDR is: hunter's mark scales as a sort of lesser sneak attack)
Would being able to freeze up to a 20 foot cube of water on command be useful utility at all? Maybe make the shape variable to make longer bridges?
https://www.reddit.com/r/DnDHomebrew/comments/1shlwxa/mind_magic_sorcery_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made, how does it look?
This is the homebrew i tried with taunt mechanics:
https://docs.google.com/document/d/1BPJTk08flM2HQTZvkxjC9cLvBm16OlLAaT7dIzZ2MWI/edit?usp=drivesdk
Any comments?
Do yall remember the "false slime" i sent before?
In case you forgot:
- false slime: a blob of poison made to trick you into thinking it's a regular slime like false hydra do. Not strong nor offensive but will explode into highly toxic and hurtful poison. 1hp 1ac. Got to succeed with disaventage (taken by surprise) either a dex save of 14 or a con save of 18, or face 2d12 of damages in a 20ft radius. This creature has no mind to think and no purpose in life, and is (always) made by beings at least smart enough to make potions.
I realized that this mf is actually a genius way to discourage murder hobos! Ain't that cool?
Bump?
No way, they exist in English-speaking D&D too
I thought you all were too smart for this
anyone have any comments on this? Should i replace one of the first level abilities with something more combat focused?
Does anyone know of a companion subclass for warlock, à la Beast Master or Battle Smith?
Isn't that just pact of the chain?
Tbh it actually seems pretty abuseable by an adventuring party. The party should be safe after at least the first encounter since it's countered fairly easily by anyone with a ranged attack.
And then if the only requirement to create the creature is "enough intelligence to make a potion" then the party can make as much as they want, which runs one of the same balance issues as 2014 Shepherd Druid; that being a massive amount of creatures clogging up initiative
So a random thought
Instead of Concept Destruction being a 6th level spell (I assume? Otherwise what does the 6th level means), why not just write it as a perception check
Sea Dragon Sword's "You may add your proficiency bonus to attack rolls." is probably redundant. You always add PB to attack rolls
...that's actually not a half bad idea...
If ye have profeciency in it yes
Does enemy spellcasters use mana?
hello so like i got a question for fun
if yall's dnd character were pokemon typings what would they be
"Attacks against you that require a saving throw automatically succeed."
As far as I know, attacks and saving throws are completely different things. Unless you mean things like Charge, which forces a saving throw on attack?
I also don't see the point of Concept Destruction if the casting time of conceptual skills are 1 bonus action
Unless the enemies can make the check via their legendary action or the like
Does anyone have any comments on this subclass? Should I replace one of the 1st level features with a more combat focused with?
Spellcasters are not the best at level 1 combat to begin with, so I wouldn't bother
Psychic Sense is already incredibly good
So you think it would be better to keep the 1st level features as they are currently?
Yes
I would maybe go so far as to nerf the Psychic Sense
Maybe remove the perception thing
The rest seems balanced enough. I do like the focus on psychic damage here
These are some pretty heavy fundamental changes to the 5e system. I think some good initial feedback is to consider if 5e is the correct system to represent the power fantasy you're trying to play with the extensive balance and terminology changes you're making.
That being said some initial notes:
- These changes are vastly in favor the full casters, except maybe in late T2, early T3 of play.
- Quite a lot of the terminology is vague and up to DM &/or player interpretation, which means the system will lack inherent rules consistency. This isn't necesarily bad, but this makes it further removed from 5e being an appropriate system in favor of a more narrative-forward TTRPG.
- Without the context of the threats and other encounters players are going to be facing, a few of the numbers seem overtuned and "big just to be big." The current context of "power level will be significantly higher" isn't super sufficient to gauge these numbers in a meaningful way, since it could mean anything from facing Tiamat at level 1 to a T4 campaign that goes past level 20.
- As with the previous note, why make the Mana system over using/expanding the current Spellpoints system? As is it seems it mainly benefits casters who will get effectively double the resources and a proportionally higher output.
Do you think it fits the theme of being a psychic?
Very specifically the "mind torturer" type of psychic, yes
Add the fact that your charisma is probably sky high and you have a class capable of rivalling the eloquence bard in Jedi mind tricks
Not sure if this is the correct question to ask in the homebrew channel but
I am a bard. I am probably Psychic type
To be fair I’d imagine a lot of mind magic sorcerers will take the option to use intelligence
Yes
Hmmmm I don't like the logistics of keeping track of both the party and the enemies' mana but
Anyway, depending on the interpretation of this, the Fighter's ultimate ability can either become very weak or very strong
We can unbalance it as much as we want to, what's stopping the evil bad guy from making a whole room put like a thousand of them and let them blow up at the same time?
That’s actually the exact issue I’m mentioning, 1000 creatures in initiative order means a hell of a slog resolving all those rolls
in the campaign I'm in at the moment, if there are groups of enemies, the DM just puts them under one initiative
and even in rules there are the statblocks for stuff like swarm of bats
Like I guess at level 3 they’ll fight like a CR 13 with some items.
Actually just wondering. How many sessions have you done with the players
How much does it benefit the castors more
2 0 sessions and a one shot with them
20 sessions and they're only level 3?
2 0 sessions
????
2 of 0 sessions
I’m aware of swarms. That could be a solution to massive amounts of creatures, but the creatures also require individual saving throws for exploding. You could package them up into a massive saving throw, at which point you probably should just have had a conversation with your players about table expectations instead of putting in an encounter that’s a guaranteed TPK, or if they acknowledged the consequences should be a narrative moment instead
"Session 0" or "session Zero" is more common than "0 session"
2 session 0s
You’ve removed several key limitations that are intended to restrict caster power. They get effectively double the spell slots and have removed the 1-leveled spell per turn rule
They have less than double the spell slots
Unless the combats very very long
I, uhh well, let's assume you've done a total of 3 sessions then. Do the level 3 players have all the abilities listed?
It is effectively double. Even if it was 1.5x it’d still be a lot
It’s an assumption that they’re level 3. And no they do not.
I would reconsider if 5e is the appropriate system to service your campaign if you need T1 of play to be more similar to late T3 / early T4
check out the gas spore :V
Hmm, you know, instead of making a ton of abilities now, why not let the ability of the players grow naturally throughout the story?
Let them do stupid things and be rewarded (or punished) appropriately
Have you also considered having players start at a higher tier of play instead of adding a bunch of homebrew onto T1?
This isn’t necessarily to discourage, just that it seems like a lot of balancing work when easier solutions are present
It won’t all be added at the start
It’ll be added whenever I feel like it
Throughout the campaign
Half of it is based on their decisions and stuff
You're thinking it wrong my dear, if one blows up, the next one in a 20ft radius blows up too, and all this accumulates into the equivalent of a entire nuclear explosion of poison that will kill your most unlovable pc's
I don’t see how this disproves my point. That’s a lot of damage to resolve; and again if the intention is to kill problematic players the issue should have been resolved above table long beforehand
Well, it is if you are needed to remove him during the game and the issues have failed to be solved
The distribution of abilities isn’t the biggest point that needs to be addressed, though I hope abilities will be distributed at the same time to all players. If you’re intending a strong enough power boost such that a party of level 3s can take on a CR13 then you’re already intending for enough of the abilities to be given out within the first few sessions
Again, it points to it being way easier to either consider moving systems to one that’s intended for more high-powered narrative fights or starting the campaign at a higher tier of play
That seems like adversarial and equally problematic DM-ing then if out of game issues are being resolved in game.
Nothing wrong with just kicking the problematic player instead of risking a TPK
Only like 1 ability in session one
But they do get some items.
In my opinion that doesn’t really change the feedback that people have given. I don’t think anyone expects your players to jump right out the gate with every ability in the document
Doesn't have to be a tpk, the villain could have prepared a lure in a dungeon room so that the murder hobo goes for a fake enemy and unleash a trap that will take the rest of the party in a dungeon and then killing the pc in question.
Why do that? Because he was obviously an actual threat to the villain and everyone around him so he got took out immediately using a majority of the forces of the dungeon and the evil master mind's focus, allowing the rest of the party to keep on going without feeling overwhelmed and you can still give them a challenge for x or y reasons
The thing is, it's better to see these people watch their machine, built for destruction in a world of building, crumble in front of their eyes as they can't do anything but watch, just as you watched all the npcs, all the important people of your campaign, die over and over again
And then, banish them from coming back for a good long while so they shall meditate on what they've done and will do in the future
Whenever you feel is a long enough time, give them a second chance at redemption, such as a new campaign perhaps... and if they fail to change their ways just get them out of this entire multivers of your's by threatening to call the cops if they don't get out of your house:]
But that's just my way of dealing with murder hobos
Or problematic players in general
So I'm planning to create a statblock for a type of magical knight whose strength score is determined by the strength score of a chosen hostile creature ×2 (to a maximum of 30). I'm unsure how to implement this, though. I'd probably have his strength start at 10, then have the effect, used as a bonus action, increase that score to the new total. But when does this effect end? Probably when the creature dies or combat ends, but how do you define combat "ending"? Is there an actual rule for that?
“Hostile creature within x range” is typical
I was considering that, but I'd probably want the range to be obscenely long so that the effect doesn't randomly end in, say, a chase scene
Could also use Barbarian’s Rage as a base, but it’s a bit complex
If it’s just for your own game, you don’t have to write out the mechanics in precedented 5e wording either
I like to have these things worded out even in stuff I'm just using personally so that I don't have to figure out how it works in the moment
But yeah barbarian rage might work. I assume you're referring to the bit about having to keep hitting stuff?
Enchant Magic: The Weapons of the Dead
Cantrip
Casting time: Bonus action
Evocation
You may enchant your summoned skeletons with weapons made of purple energy in various forms, such as swords, axes, daggers, and spears.
The amount of summons enchantable per use is equal to your level.
Here's my Idea for a warlock captsone centered around an upgraded flaming sphere.
Level 14: Wondrous Star
The time studying your Star allows you to recreate a fraction of their being, and power.
When you cast the Flaming Sphere spell you can magically modify it to take the shape similar to that of an infested star, the shape of your patron.
If you do so the sphere gains the following properties.
Great Gravity. The 5 foot area around the sphere is considered difficult terrain, and the first time a creature tries to leave the spell's area on their turn they must make a strength saving throw or be pushed 10 feet back towards it.
Shifting Star. The Sphere has a fly speed equal to its walking speed, can hover, and you can direct it through the air when you command it to move.
Cosmic Horror. Creatures that make a Dexterity saving throw against being damaged by the sphere must also roll an Intelligence saving throw or take an additional 2d6 psychic damage on a failed save or half as much damage on a success.
In addition, once per long rest you can cast this modified Flaming Sphere without spending a pact slot while the spell still acts like it was casted with a pact slot.
thoughts?
Hey, I've had an idea for a side villain in my campaign.
The idea is based on the archetype of the hunter seeking the ultimate prey.
Imagine a party of all non human players, they are on their mission but te bbeg hires the hunter to kill them.
He would use weaknesses of classes, and species to try and take down the players and mabe make one of them the obsession, a mechanic where that party member Will be the most "worthy prey" and in turn the hunter might reaserch more about them or focus more attacks on him/her/it
Tell me what You think and maybe ways to improve it or expand it
Bone Wall
2nd-Level
Casting time: Reaction
Range: 15 feet
Conjuration
You may summon a wall of bones with an AC of 10 and 15 HP.
Using a Higher-Level Spell Slot: The AC increases by 1, and HP increases by 10 for each spell slot level above 2.
It doesn't specify how big, and is rather weak.
What about AC equal to your save DC, and the HP/size scales with upcasting?
What effect does enchanting the skeletons have?
That too.
Specifying what things do is important.
Does it add a flat damage Bonus?
Deal Necrotic or force damage instead?
Add a die to their damage formula?
Give them reach?
Sounds great and flavorful
It's a ton of passive damage and area control, which is great. The addition of psychic damage is good too
They get weapons
Which is better than just normal damage
Well that much I can see
What does the weapons do
How much damage does it increase
It may just give the skeletons a +1 to hit and damage which is so not worth it
Normal weapon damage
And a +1 to hit. Also, at level 20, they can summon up to 50 skeletons. I think. I haven’t made it yet.
So you upgraded the Skeleton's damage to 2d6 (Greatsword) and giving them +1 to hit?
To creatures that will instantly die once someone opens their conceptual skill?
Depends on whatever non magical weapon they decide to give it
That’s not how concept destruction work
It only works on conceptual magic
I never said concept destruction
Oh ye
Erm there will be like 10 different unique conceptual magics
It’s supposed to be fairly weak honestly
Here's the thing though, assuming you're already using the normal skeletons, they already wield shortswords and shortbows
The skeletons
Not normal skeletons
You're also making the skeletons from scratch?
Maybe I will use normal skeletons tho. Without short bow and shortsword. Depends on whatever the summon skeleton spell does
Actually just wondering about Conceptual Magic
Let's say for the fighter, they get the big sea thing right
It’ll usually be pretty rare because it’s linked to a person type personal attribute usually I think
They can cast that as a bonus action. Then let's say an enemy uses a Perception Check to destroy it
Can they immediately recreate it next turn?
They need to have a conceptual magic spell too if they want the conceptual destruction spel
I am trying to see if there is something I can do to prevent them from summoning The Last Turtle Ship and dealing 720 irresistible Force Damage
Once per campaign thing
Well, if that's once per campaign, then that is fine (I think) for hype moments and aura
The turtle ship and force damage
Not the conceptual magic
It’s not all done tho
Don't worry, I understood that
Soul Reading
When you activate Soul Reading, you may sense the deceased. You have used equal to your proficiency bonus. You regain all uses after a finished Short Rest or Long Rest.
What should I call this, this is also a passive thing, kinda similar effects to true sight:
Range: 60 feet
You see creatures and objects that have the Invisible condition. You see ghosts. You see souls. You see spirits. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.
I might remove the visual illusions part
Is there a method to 'place counters' on a creature to track things?
Like, "Under certain conditions, place x counter(s) on this creature (maximum Y.) ' kind of deal
Not in raw
Fah
I’m sure u can make/find a homebrew that allows it
That's what vexes me the most.
Luck:
it increases your luck slightly overall
What does that mean mechanically?
idk like 1-2 more gold discount, maybe like 1% higher chance of better loot
1% chance of better loot?
if it's maxed probably like 50 gold discount and 20% chance of better loot
that means nothing mechanically. dnd doesnt have a loot system
All the regular stats seem fine but the abilities confer a significant amount of number tracking for a CR3
I based it off a cult fanatic, I didn't tweak the CR enough
I like the idea behind the mechanics, but it’s a lot of things to keep track of.
Also no proselyte will get to Karmic Consequence. The earliest it would activate is at the end of round 20 of combat (not even the end of its 20th turn) which almost no fight would get to
I'm thinking of tweaking the Wild Heart subclass and changing out Animal Speaker for something else. I'm trying to figure out some wilderness-themed 3rd level ribbon feature that gives wild heart barb a unique niche distinct from what druids and rangers can already do. Any ideas?
https://www.reddit.com/r/DnDHomebrew/comments/1shlwxa/mind_magic_sorcery_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made, should i replace the 6th level feature with something else or should it stay as it currently is?
Dang. An auto -5 to their mental saving throws, no attempt to avoid or recover, is wild. I’m glad it ends at the start of your next turn.
As of currently you can as a sorcerer use that feature to set up for your other spell casters to deal really devastating spells to basically end the combat.
Do you think it’s too strong?
Potentially? Though I don’t think the rest of the subclass is all that strong so I think you have enough power budget to afford it
I will say, as of currently the capstone is written as if it’s meant to be for the 2024 sorcerer utilizing the sorcerers innate sorcery feature.
Do you think the shatter willpower ability fits the theme of the subclass?
I mean, there is lots of fantasy and media trope behind psychics causing debuffs and mental battles to break enemies willpower and the likes.
I think it works
And again I don’t think the rest of the subclass is that strong so it’s probably fine
Should I buff the last ability?
I don’t think so. Though, it does need a usage limit. Once or twice per LR
It says it’s once per long rest
Then yeah it’s fine. In 2024 version you would probably tie this feature to your innate sorcerery which is twice per Lr
So you could make it twice per Lr if you wanted
do you think the spell list fits?
any comments on the spell list?
No notes. All seems fine
Valkyrie
You forge your armour to touch the skies. It has the following features:
Daybreak. A specialized blaster that houses stored solar energy is installed upon the armour's hands. It counts as a simple ranged weapon, with a normal range of 30 feet and a long range of 60 feet, and it deals 2d4 radiant damage on a hit. Once on each of your turns when you hit a creature with it, it has disadvantage on the next saving throw it makes before the start of its next turn,
Solar Propulsion. The armour has thrusters mounted to it's legs. As a bonus action, you can activate them, granting you a flying speed equal to your walking speed for a minute. You must Concentrate on this effect as if it were a spell. After the minute or when you loose Concentration, you float to the ground. You can use this bonus action a number of times equal to your half your proficiency bonus, and you regain all expended uses when you finish a long rest.
Perfected Armor Feature: Solar Slam
As an action, you can target any creature within 60 feet of you to attempt to grab them. You move to an unoccupied space within 5 feet of this creature. Then this creature must make a Strength saving throw against your spell save DC. On a failed save, you grab them, then choose another point within 30 feet of you.
You and the creature are carrying move to that spot, Then you slam them into the ground, dealing 2d10 radiant damage to all creatures with a 10 foot radius of the point. The creature you are carrying takes 3d10 radiant and is let go.
You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
making Armourer armour models for all the damage types besides some, started with the radiant one, thoughts?
I've made a magic item that I'm not sure if it's too broken or cursed:
- the helmet of the strong: turns you into a immoral wall but you can't do anything else, you need someone to remove the helmet for you. Infinite hps and 20ac tho.
The creation of the item is up to the dm to decide, unless you guy's need me to come up with something
yo i need some feedback for a creature my friend asked me to make for em, purely out of fun. its a creature from a novel and i only got the wiki page as a source for their abilities.
whats the creature
may i get like suggestions for like bonus action abilities and maybe an extra reaction to use
I can send the google doc if its okey
is it allowed here?
yes
looks good at a glance
i can try to calculate its cr
i will say, from hp and resistances alone, its already mathcing the tarrasque
should the rend range be 15ft or 10ft
id say 15
Is the Hydro Blast also magical and deals extra Force damage?
oh your right it should
I would say that it's pretty good
ok, so its defensive cr is already at 30
Like, probably more difficult to fight than the Tarrasque by just how many things it can do
well i there are creatures below Tarrasque rating that are stronger than Tarrasque
numberwise, this is stronger
my queen
but amf isnt included in cr
any ideas for water like abilities that it could use ?
to make it more unuiqe or fun to play?
ok, its cr 30
might want to reduce the number of attacks on its multiattack and legendary action, and also reduce its base hp
for cr 26, you can use a greatwyrm for reference
or orcus
yeah but greatwyrm has flying
I like the ability to manipulate the flow of energy
flight doesnt affect cr after cr/level 9
So Counterspells, Dispel Magic
it kinda should tbh flying is really good
because magic items and spells are super common by that point
thats true
There's a reason why the color Blue is both associated with Counterspells and control and water in MTG
but cr does not account for magic items
by the time youre ifghting cr 26 flight is the least of your problems
thats why after cr 9 its disregarded
I felt like giving it a bigger health pool due to me wanting it to give a mythic action but then decided against it
DMG 14
Flying Monster. Increase the monster’s effective Armor Class by 2 (not its actual AC) if it can fly and deal damage at range and if its expected challenge rating is 10 or lower (higher-level characters have a greater ability to deal with flying creatures).
you can max out the hp afterwards instead of using average and be fine
would 591 be better?
still cr 30
if you want cr 26, you have to lower the hp a lot and also tune down the attacks
probably also turn magical bps immunity to flat bps resistance
sure they can. im just saying if you want it to be numerically cr 26, you need to tone it down a lot. you can just embrace it being cr 30
that said, it might teeechnically be higher than cr 30 since the calc only goes to 30
fair enough thank you for the input
huge hp count, 30 hp regen, 45 damage per attack when it can make 6...
actually, no it can make 12 rend attacks
in a round
oh i forgot reactive, its potentially higher
three rend attacks probably would be aight
I will say, the boss is massively skewed against martials because of the Reaction
Though to be fair, it's been like that since antiquity
being able to parry and hit back for average of 45 is huuuge
now that i think about it hydro pulse might be underpowered
i mean, if youre using 24 format, might as well do auto poison
yeah
could even be more of an arse and make it auto grapple/restrain
cover them in roiling water
oh an idea, creatures that are stuck in Watery sphere automaticlly fail the dex save and suffer max damage
but are immedialty are released afterwards
Hey, silence them as well I suppose, speaking underwater is hard
pretty sure creatures underwater cant use vocal components either way
could just straight up start suffocating them
unless they have water breathing
if you do it blob of annihilation style, no
Water Breathing does not help when your lungs are forcefully drowned in water
Well, of course the party can be full of Warforged. In this case, saltwater is quite corrosive and will rust them
Once again bringing up the Myth Slayer. I'm pretty sure it's done, I like its abilities and I'm pretty sure the power level is okay (assuming 5 points per day, max 3-4, where each point is essentially a level 1 spell slot). I'd appreciate feedback on manageability/player experience.
(I'm bored at work) (And trying to be more thorough with my peer review)
I realized I never responded to this, oops. I've largely retired that account because most of my HB time now is spent working on my own project, but I can definitely take a quick peek at the first 2 levels to see my initial thoughts (as I largely think those are the most important levels anyways).
oh it's a subclass lol
Much more manageable.
To give concise feedback
- Monstrous Stockpile: Very fond of the idea behind ending Concentration to give yourself a resource back. Synergizes with the free casts of HM, too.
- Expert's Arsenal: Need to add a range on the splash damage, but otherwise fine.
- Festering Shard: Average of 2.5 reduction, increasing to 3.5 reduction, does seem a bit low with the overall average quantity of Material Points you'd have and be able to regen. Could think of it as sacrificing a significant amount of damage from HM to impose Disadvantage once.
- Improvised Components: I like this one. The power is capped by WIS + expenditure of slots, so you aren't really able to abuse it.
- Myth Slayer Magic: Admittedly, this one is a bit difficult to understand the spells for, because they seemingly are more of a "purely magical" theme.
- Exotic Toxin: Having to spend three points (likely how many you have at that level) for a save or suck that turns off the rest of your subclass does seem a bit too much expenditure.
- Contagious Restraint: I do like spreading condition stuff, with the only potential issue I see with this being how it targets both allies and enemies. That might be intentional, though, and I don't think all effects should exclude allies.
- Forced Phase: Compared to the above, I'd be more inclined to increase the distance teleported, as 30 feet may not be enough to actually put this creature in a disadvantageous position to follow-up on that ability with.
- Advanced Crafting: I think the spell list makes more sense now. I do think this one has potential for lots of fun, and I'd likely just add the caveat that you can change a choice when you level.
- Perfected Instruments: This one is a bit of a conundrum. I like how it provides more incentive to use HM and a specific ability of your choices, but it does raise the question of if the initial feature should be more cohesive if you're only upgrading one of them at the capstone of the class.
Sick and validating feedback thank you, I will have more response once I am free from this job I suddenly have stuff to do at
Good afternoon everyone! I am a new DM and I’m trying to think of a way to make death throes/ near death experiences in combat more exciting and unexpected. How are some ways I can spice it up?
Roll them all at once
Thank you for taking time to give some feedback!
- Monstrous Stockpile (maybe changing to materials for alliteration): SEE YOU GET IT IT SELF-REGULATES
- EA: Good point. Gonna update to target currently marked, affecting creatures of the same type within 60 ft range. Is it clear that it's not literally splash damage (it's just a bonus on weapon attacks made against those enemies), or do I need to rephrase?
- FS: Good point. I was balancing off of Bane, forgetting that was continuous. I'll boost to 1d6/1d8. 1d10 is tempting but feels too high.
- IC: ✓
- MSM: Flavor is knowledge of monster wards and expertise, Animate Objects is still a bit weird but that's intended as like creating golem guardians which is a process that often uses obscure components.
- ET: I could reduce to 2 points, that allows better synergy with FS which was the goal, and now that I got rid of the 3-save petrification option that feels more reasonable. ET can be treated as an alternate "mode" to EA.
- CR: Yeah, I like allies and enemies in this case. Feels more flavorful and forces more careful use.
- FP: Allows CR to justify hitting everyone, also remember it's essentially mailing a restrained monster to your paladin or rogue's melee range. I'd consider 60 feet but don't think it's necessary given the inclusion of the restrained condition
- AC: Yeah that's probably a good caveat to add
- PC: Fair point. The EA ability is front and center because it feels like the core of the subclass, but maybe I could also increase FS here or add a bonus to ET
- start turn or enter space
DM rolled? Or player rolls?
Player rolls, texts you or whispers the result. Or you don't know either
(but that last one would require trust)
Thank you! I’ll try that
either or
i would personally let the player roll
but before the game all agree not to meta game and not tell anyone
only maybe describing themselves if a party member looks at them or something
I did forget that they are restrained regardless with Exotic Toxin, I'll admit, as it pertains to Forced Phase.
I think maybe my overall concern with the subclass is that there are too many spenders for how many actual resources you get from the subclass itself and how many points you are expected to get.
Good idea 🤔 it would also make them more invested in other PCs if they go down I didn’t think of that
This is a fair concern and another reason to make things cost 1-2. Likely, the spending throughout a combat will be spend 2 -> spend 1, gain 1. That's why I made several of the abilities have long-term effects, but I'm realizing this could have a bit of an Arcane Archer problem. Hopefully the regaining counteracts that.
I will say "how many points you are expected to get" is part of my concern, as I don't necessarily see you getting that many from ending HM unless you are constantly casting it. That's not to say that I think ending HM is bad, and I think it's very good. I just wonder if the overall expenditure vs gaining should be assessed over leveling.
I see what you're saying. Ranger does gain increased free casts of HM as it levels up, but that doesn't really solve a need to be able to more frequently use the features due to the cap. I could add "whenever your concentration on Hunter's Mark ends before the duration is complete, you gain a Material Point," but that feels like additional clutter/memory tax that doesn't solve the issue.
Maybe Exotic Toxin grants 1 or 2 MP when the targeted creature dies, as an incentive to finish them off?
Yeah, it's a toughie.
Screenshots of my subclass manual: https://imgur.com/a/4Qahoi1
So after coming up with the first version of this subclass which honestly was very clunky and kinda unfun, i took some feedback which has been helpful and made some big changes, this is my first complete homebrew subclass so i'm hoping to receive some feedback if anyone reads through this!
The DM accepted it and can't wait to play it next season of our campaign which after almost 4 years it's nearing it's end.
(P.S. i'm kinda unsure about how OP LVL17 feature is so i'm gonna need some feedback there)
It feels like adding a martial arts for for each focus point expended can after hitting a precision shot can lead to a lot of burst damage. I'm not an expert on homebrew though, so take my thought with a grain of salt
I think what I'll do is leave things as-is for now, with the increased free HMs as the primary method of scaling. Once I have more time to playtest I might update it... Actually, I could just include trading spell slots. It's a 1:1 ratio, anyway, so it wouldn't screw up power levels to do so.
Also gonna rephrase to mitigate splash damage confusion on Expert's Arsenal
Edit: nvm, it's clear.
So I have a little idea for part of my Masked Warrior Barbarian's Capstone. The idea is that they get to choose 1 of 2 Evolved forms, one that is going to emphasize Speed, the Other Power as their like final improved form and each will come with a few buffs thematic to them alright?
So for Speed I am thinking one thing they get will be an increased AC, probably a +1 or +2? I want to give them a reduced-Power Haste Spell essentially, so an additional Attack, assitional Surviability and maybe something for a saving throw.
Then for Power I am thinking of increasing their stuff in a different way, letting the barbarian add their con mod to the damage of all their Weapon Attacks and Unarmed Strikes, giving them more consistent usage of the subclass's special dice they gotta roll and then I'm thinking of letting them raise their Maximum HP by their Constitution Score while they are raging? IDK that might be too much though, I do like the idea of raising their max HP for surviability though
hey yall, i made this plant science focused artificer and id love to hear some feedback on it and suggestions on how youd change it, if you would
Botanist Artificer:
https://docs.google.com/document/d/1coLRYNW2wAanN3rh9pNC0I8TKIdOd_mrXMGI0E8owwU/edit?usp=sharing
If a DEX-based subclass has only Light Armor Proficency, would adding Medium armor on a custom subclass be redundant?
I mean, you are getting less overall AC from going breastplate instead of just studded leather assuming you have +5 dex, which you might do in a dex focused subclass
ok, thanks
Quick question for people with a rune system how do you guys do it I’m a rune knight but my Dm introduced custom runes in the game and we’re both kinda stumped on how to balance them
i have a fun little druid homebrew that uses the “instantly blooms seeds” function of druidcraft
poison seed [lvl 1, poison spray cantrip function, scales]
- fire seed [lvl 4, fire bolt cantrip function, scales]
- flare seed [lvl 7, any creature that looks at the exploding seeds will have to roll a CON saving throw with DC equal to spell casting modifier. At level < 5, the effect lasts 1 turn. This effect’s duration increases every 5th level.]
- sucker punch seed [lvl 10, by holding the seed in the palm of your hand, and a secondary attack is prepared. On your next melee attack, the seed will burst out and make an attack just as potent as the first. The target will be knocked back 5 feet if a DC (spell save dc) STR save is failed, without the target gaining an oppurtunity attack on the caster.
- soul seed [lvl 13, the seed will be attached to a target and leech health of the source. This damage will start at 1d8+spell damage modifier necrotic damage, and with each subsequent turn, the damage will increase by a d8. To escape, the seeded target must succeed on a DC (spell save) DEX saving throw after the first turn. i can choose to heal someone on my bonus action with the corresponding necrotic damage taken.]
-# No gifs?? Ahhhh
Anyways wsp
i first got the idea for the flare seed because of bioluminescent mushrooms! the idea is that you’re making the bioluminescent plant expel all the light it would in its lifetime :)
https://docs.google.com/document/d/1Dx77q-jNHZ5GApjC8WkoOwm-r30c2kpA2QpuK0qZII4/edit?usp=sharing made this yesterday and it seems to be going over very well. So hopefully it's as well received here
Gravity Rush
6th-level Evocation
Casting Time: 1 action
Range: 200 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You choose a point within range, causing a well of gravity to collapse on itself. Each creature in a 30-foot-radius sphere centered on that point must make a Strength saving throw. A target takes 8d10 Force damage on a failed save, or half as much damage on a successful one. After a failed save, all creatures are pulled toward the center and are knocked prone
Deals double damage to objects and structures
At Higher Levels. The damage increases by 2d10 for each spell slot level above 6.
How does this seem for a homebrew spell
looking at gravity fissure, this kinda pushes the power creep of 6th level spells
What would you do to make it weaker? Or more in line while still being unique
... pun intended? O_o
i mean this spell is basically gravity fissure but it's a radius instead of a line and it does more damage and it also prones ... i dunno
Heya, my party needs a close up melee attacker and I'm not rlly interested in the subclasses dnd has to offer (I died using Dead Man's Tale). I have an inspiration of what I wanna use but idk how to make a homebrew subclass
What class and idea were you planning to do
random idea for an epic boon, is this balanced?
boon of the all-weapon master
All-Weapon Mastery - gain proficiency and mastery in every nonmagical weapon, and proficiency in magical weapons
insert cool name here - when attacking with a weapon different from the last 2 weapons you used, add +3 to both attack roll and damage roll
how it works:
✅ = buffed
❎ = not buffed
sword ✅ > spear ✅ > sword ❎
sword ✅ > spear ✅ > mace ✅ > axe ✅ > sword ✅
because it would be cool to have a fighter that has every kind of weapon and constantly swaps weapons
it checks whatever last two weapons you used, and if it reappears the buff isnt applied
and it rewards you for being cool with a free +3
All weapon mastery seems weak for an epic boon
this seems way to weak
you also only get one free object interaction a round, so it would cost you an action to pull a new weapon out
so like
hm
all-weapon master
-
choose str dex or con to increase by 1
-
gain proficiency and mastery on all weapons, magic weapons (only weapons) do not take up attunement slots
-
when you're using a weapon different from your last used weapon, it does +4 damage and +4 attack roll
-
swapping weapons no longer costs an action
-
you can attack as a bonus action
Karmic consequence is a constantly ramping debuff that increases damage taken, it exists to showcase the lore that obeying the prescripts is mandatory and has tangible consequences which eventually result in potential execution if the prescripts demand it. Also, since it 'cannot be reduced in any way', you can always mess with the value too.
i will
The values would need to be lowered imo. As before 20 rounds of combat for the latter half of the feature is an extreme length of time for any fight, unless you intend for a creature to flee and re-enter multiple combats
In any case I would still reduce the tracking bloat the Proselyte has, unless the VTT your table uses has some way of managing all the counters and feature unlocks automatically
working on my spore druid revision
"Druids of the Circle of Spores find beauty in companionship. They see within mold and other fungi the ability to transcend the limitations of solitude. These druids believe the closest connection to nature one can hold is through aligning themselves and others within a sentient collective. To be one with the spores is to transcend solitude, to transcend conflict, and to transcend death itself."
how does this feel as a subclass description?
That is brimming with potential, yeah
One of my qualms with subclasses is sometimes they really just, fail to do something.
That revision's description, talking more about "hiveminding" and intending on transcending death, is much more flavour than the blurb so forgettable I've forgotten it, from original spores.
Here’s my notes on the feat so far, based on your points:
-
I would standardize this to the other Epic Boon feats of a +1 to a max of 30. Also make sure to level lock this feat to 19 as standard.
-
Giving out effectively free attunement slots is really powerful. The effects are largely DM dependent (I.e. what magic weapons the feat-taker has been given), but still.
-
This one really favors dual-wielders. I would tune down the bonuses. Also if you intend to have someone use different weapon types it’ll need to be specified, since “2 different weapons” is broad enough to include 2 of the same kind of weapon (e.g. 2x scimitars)
-
This will need to be more clearly defined since “swapping weapons” is not natively an action one can take. It’s a bit complicated RAW but basically you can already draw or stow one weapon as part of making an attack as part of the Attack Action. Additional draw/stows on your will first use up your free object interaction, then it will need a utilize action. To resolve this might write the feature as “When you unequip a weapon as part of an attack you make as part of the Attack action, you may also equip a different weapon.”
-
This needs clarification. Is it a single bonus action attack? Being able to take the Attack action as a bonus action? Etc
I like this a lot! It gives a clear vision for the flavor of the subclass
- yeah, thats a given
- oh ok then im removing that
- revised:
when attacking an enemy with a weapon type different from the last 2 weapons you used, gain +3 to attack and damage roll - yeah the 4th one basically lets you quickswap between weapons, i dont know how to word it, just think of dante from dmc, roland from ruina, or v1 from ultrakill
- which one's more balanced then?
this is based off 5e 24 rules

