#homebrew
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On 5, a bonus action attack would be more balanced
it's entirely focused on the necromancy aspect of the subclass that the mechanics then fail to properly embody
although this boon is more fighter oriented unfortunately
also, fungus-puppet zombies are cool and it was such a letdown spores didn't do that
could you make it work with paladin or cleric or any other melee class except monk?
Personally I think I wanna just change one thing: to avoid repetition I wanna change the words "transcend solitude" to something else because the 2nd sentence already has the phrase "transcend the limitations of solitude"
don't suppose anyone has any suggestions?
I think it’s sort of in a tricky spot specifically because of dual-wielding and because it’s very much oriented towards anyone who already gets lots of attacks (I.e. Fighter and Monk).
yeah, although monk cant make use of it because the benefit is limited to using different weapons
what if the bonus attack was like
Monk can use various weapons
you can attack three times if you cant already?
oh
That’s pretty nice, I’m sure Rogues would love getting Extra Attack (2)
so it doesnt buff monk or fighter but makes it usable by other classes
also for the fun strategizing part, all weapon mastery effects can be used
so you can use a vex weapon and then use another diff weapon and then take advantage of all that
Yeah I think it’s a bit better. Now the main issue is Rogue getting much better Sneak Attack security. However, a Rogue’s relative combat prowess is already in the gutter so I don’t see it as much of an issue 😅
how do we feel instead about "Druids of the Circle of Spores find beauty in the companionship of molds and other fungi. These druids believe the closest connection one can hold to nature and to others is through aligning it all within a sentient collective. To be one with the spores is to transcend solitude, to transcend conflict, and to transcend death itself."
so instead of single extra bonus attack, instead its you get 3 attacks every time you take the attack action if you cant already
so monk and fighter arent buffed to oblivion
but cleric, paladin, rogue can all use it
hmm but wouldnt it make fighter obsolete? since you get what is essentially fighter's lv 11 (iirc) passive?
hm no all weapon master has way more potential with fighter it seems
other classes can use it but only fighter (and monk to some extent) can use it to its fullest potential
ooookay i may have had a misconception about monk
yeah monk is also really cracked with the boon damn, but hey at least that means its not just fighter
also im rewording 5 to make it so that monk and fighter cant get the benefits of the passive outright because they have so many extra attacks
but it also seems to favor dual wield too
Circle of Spores Spells
Druid Level Circle Spells
2nd Chill Touch
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion
This is the current Circle of Spores Spell List
In terms of balance, how do we feel about swapping out any of the 3rd - 9th class level spells for
Ray of Enfeeblement
Hold Person
Darkness
Mass Healing Word
Vampiric Touch
Geas
Raise Dead
Mass Cure Wounds
Dominate Person
or Hold Monster
to better fit with the description i've given for the revision here
Ray of Enfeeblement, and Vampiric Touch read as disease and pestilence to me which I think would fit
Darkness, Mass Healing Word, Mass Cure Wounds and Raise Dead read as vast hivemind to me
Hold Person, Geas, Dominate Person, and Dominate Monster read to me as "absorbing into the collective"
So, I had an idea thanks to the hell knight UA- a rogue that would have an ability to activate a number of Cunning Strikes after attacking, based on the number of 6's rolled for sneak attack (so you can use trip and withdraw after rolling sneak attack if you rolled 2 6's)
why not three 6s
cos both trip and withdraw usually cost 1d6 from the sneak attack, if I remember correctly
btw, the idea is: you roll sneak attack and if you roll enough 6's you can retroactively add cunning strikes without nerfing your damage
Arachnid Bloodsucker (feat)
Prerequisite: Dhampir
Your vampiric powers stem from a strain that is spider-like in nature.
- Your Jump distance increases by 15 feet.
- You can use Reactions as normal even if affected by a condition or effect prevents you from doing so.
- You can cast Web using Constitution as your spellcasting ability. Once you do so, you must finish a Long Rest before you can cast it in this way. You can also cast Web with any spell slots you have.
https://www.reddit.com/r/DnDHomebrew/comments/1rg8r34/ceratosapien_triceratops_race/
This is a link to a homebrew race i made. How does it look?
Hey, is this a decent magic item for a level 10 - 15 barbarian who has to go on a bit of a fetch quest to get it? They need to kill a wyvern, a liondrake, a dragonblood ooze, and a dracohydra (They will pop up in the story, so there isn't an issue with hunting them down) for a cultist to make a Dragonflesh golem (something that he'll use against the party in the finale once they find out he's a cultist). In return, they gain the following item under the guise that it is only beneficial until the barbarian first strikes Tiamat.
Dragonslayer’s Garb
Wonderous Item, requires attunement (cursed)
Scales like stone and nodules of bone stud this armour, forged from the flesh of fallen dragons into the leather. Once attuned to this garb, you gain the following traits while wearing it:
Dragon Slayer. Your melee weapon attacks deal an extra 3d6 damage of the weapon’s type if the target is a Dragon.
Unarmored Protection. While you are unarmored, you gain a +1 bonus to your armor class and your Strength, Dexterity, and Constitution saving throws. You may wield a shield without negating this feature.
Damage Absorption. You gain resistance to cold damage if you already have resistance to cold damage; then you instead gain immunity to cold damage.
Barakas’ Deceit. As you hit the Dragon Queen, Tiamat lets out a cold laugh, the garb drawing on your connection to the World Tree and protecting her. Dragon Slayer only does 2d6 extra damage when attacking Tiamat. Additionally, when you hit Tiamat with an attack, you reduce the damage by 2d6.
They're a goliath so they'll gain immunity to cold rather than resistance
I think that there should be a level prerequisite since the jump distance is a bit much. Jumping isn't used a ton, but such a buff early on can make it very easy to exploit. A flat 'ignore this debuff' is also pretty powerful, I think, having them make a Constitution save or something against the effect's Save DC (caster DC if it was shocking grasp or something similar), or the reaction is wasted.
Mighty Horns - Mostly solid, I'd have the target make a Strength save instead of just falling prone. Herd Defense: limit it to PB per short or long rest, or something similar. There's a hobgoblin trait that's similar to this, but since you restricted it to charm and frighten, there should be a faster recovery.
what do you think of the lore/culture of the race?
It's cool, I'm not super familiar with how dinosaurs work in the land of Faerun, but I like how their largest threats are closely tied to creatures normally in their preferred environments, pretty creative!
they were created for my own setting of Yggdrasil but they could probably be worked int o faerun too
Oh, I thought that they were like the ones in Faerun. I know there's some in a jungle, using Yggdrasil was a good idea since that reaches everywhere
Hello! I'm working on a spreadsheet of ~200 homebrew items, and i'm wondering what are your favorite homebrew items? Or just any cool homebrew items you have an idea for? :D
Random Sword and Boing Boing Sword
Boing boing sword
Does 1 bludgeoning damage. Blocks any physical attack once regardless of its damage once per long rest.
Random Sword
Every time the sword is drawn from its sheath, it becomes one of the swords that exists in the world. It has a cooldown time of 10 minutes.
Hm, I might add this, thanks! :D
Circlet of Concentration: Very Rare Item, Requires attunement. When worn allows the wearer to store a spell of 5th level or lower, that must be concentrated on. The spell can be cast from the circlet once per long rest. The circlet holds concentration on the spell until the end of the spells duration. Anti-magic abilities, counterspell and dispell magic have the same effect on the circlet as if target the wearer.
Hello. I've been challenged by friend who doesn't play DnD but wants to, to make a ranger subclass based on traps. More of a CC build that would use traps both in and out of combat. I would love to get some feedback from other homebrew creators. If you want to help just message me and I'll send you the rough draft. Any ideas help
So I am making a subclass for the Gunslinger, designed around heavy weapons and dealing lots of damage with them. This subclass was mainly inspired by the Doom Slayer from DOOM, but characters like the TF2 Heavy apply here as well.
I just need some ideas for its subclass features. I only have one of the 2 Level 3 Features. The one I do have is this:
-Gain a +2 AC when holding a Two-Handed Ranged Weapon
-Add your ability modifier to the roll when making an Attack with a Two-Handed or Heavy Ranged weapon roll that does not already add it to the roll.
Can someone help me figure out some other features for my subclass?
What about adding something along the lines of like a "heavy draw" or "long draw" ability that would increase the ranges of two-handed and heavy range weapons? or something that assist the class in hitting more often or hitting harder by giving up movement speed
or if your dealing with heavy ranged weapons give it something that would allow you to use different ammo like javelins and spears instead of just arrows or bolts to grant different effects or just incase you run out of regular ammo
That would be a good idea for a survivalist subclass, but not for the vision I have for my subclass
I was thinking of having a "10 ft push on hit" effect as a feature, but increasing the range of weapons like shotguns sound nice too, though sharpshooter feat does exist already
What about something like a "piercing range"? while standing within a certain distance to a target you negate an amount of AC equal to the class of firearm or just a flat amount?
It gives the risk of getting too close to the target with the reward of making it easier to hit
would syngerise with shotguns for sure. Which is my weapon of choice for this subclass
I would say 20 or 15 ft for the range.
depending on how detailed you want to make it you could give it a modification ability to modify shell capacity, fire rate, or spread but make it permanent for that specific firearm or that you can only choose one. unless you have plans to make each shotgun unique to their designs
Actually, I was thinking of a feature that had an "attachment" mechanic so you could put likee an underbarrel grenade launcher on your firearm
Hey guys. So I made a takeover magic. Class for Dungeons and Dragons. It's a D 10. Mostly melee style fighter. If you're familiar with fairy tale. The anime It allows you to Defeating enemy and basically take them over allowing you to gain access to their form and powers. Dragons I can't remember every scary thing that a monster can do. If you can remember like Absolutely late game stuff. That I can help Nerf. My class did not actually have access to those things until like 15th Leveling up. Please list them or directly message them to me so I can compile
So i'm guessing its a half caster class correct? I'd first start by givng it a modified spell list that targets spells the charm person, suggestion, crown of madness and the like. Things that would allow you to gain "control" early in the game. if this is more like a necromancy type of control then I would work from the possession ability of ghosts. As for dragons I'd say you'd want to look at dracolich's and shadow dragons for inspiration. I'm not up to date on 5.5 dragons but 5e dragons are pretty much the same when it comes to abilities as they get older they just get better with their current abilities
Misunderstanding Its abilities Spell like so you can. Counter them with counter spells and stuff. But it doesn't actually use any spells.
Takeover magic is similar to lycanthropy/polymorphing/wildshaping, where you gain the abilities of certain monsters. The two most notable ones i can remember have demons and beasts/monstrosities
Except if the creature that it was capable of possessing own spells.
Yeah, so I was thinking like of limiting certain abilities that certain stat blocks had To make it more fair at earlier levels. Guess it might be table by table kind of basis. Maybe I just add a note.
I would reccomend having subclasses decide what type of takeover you get, so you have an Elfman/Marijane/other sister subclass
Base class would be about general buffs, and the subclasses would be about specific types of takeovers
I specifically didn't give it a subclass so You couldn't just be in a campaign not getting any takeovers.
But it is limited to the amount that you can have in any combat encounter. Your storage is limited though.
Out of combat. It's just you're out there collecting as many as you can.
that sounds like hell to track and probably a better fit for another system at that point
Infinite out of combat limited in combat to the ones that you pick at your short rest or long rest.
I mean all you gotta do is track stat blocks .
so, more souped up Moon Druid is what im hearing without much limitations
It's really all about Partial transformations And full takeovers which just allow you to modify the creatures. All ability Like if it had lower hit points. It just becomes temporary hit points for you and you gain access to its abilities. And natural weapons and stuff.
Honestly, i would take a look at Mutation Druid for something similar from.. Grim Hollow?
Do you have a link? I'd love the inspiration.
I dont own Grim Hollow on DDB
I mean again. I am trying to balance it by reducing the overall amount of the creatures abilities It can get access to But I also still want the creature to feel powerful.
Especially since when you start off with this class, you basically don't have anything except your bare knuckles.
If a class is reliant on statblocks. wether its balanced or not depends on what statblocks are available to it in a game
I reccomend not relying too much on statblocks and instead just using maybe a set list of features invocation style
Exactly So unless you're fighting crazy, overpowered stuff that you can actually kill It's not a problem. And you actually gotta kill it to get the takeover.
Thats another issue, relying on what the DM uses
I mean but that's like an intentional weakness.
Typically speaking in dnd, classes should not have such a weakness or be super reliant on the DM
they should be able to at least stand on their own
I mean this is how I imagine this class role playing at beginning. Using dirty tricks and then actually getting into like bare knuckle bras against like wild cat foxes and bears. And tell it overcomes them and gradually climbs the ecosystem.
Roleplay is different from how the class plays out mechanically
Well, I gave it the mechanics to live that fantasy. Where it's gonna be hard in the beginning but once you get the ball rolling it rolls fast.
¯_(ツ)_/¯
Here just direct message me and I'll let you take a look at what I got so far I am still working on it.
Thank you for your input Nonetheless.
I do think that's quite fun - Circle of Spores is hardly broken, so offering expanded options would definitely be more enticing for it.
I wouldn't mind taking a look. I do recommend looking up 'Blue Mage' homebrews, also.
They're the Final Fantasy version of that concept, and there's quite a few decent versions on the Unearthed Arcana subreddit.
Oh yeah. 100% comparable.
I think the final fantasy version will be definitely stronger than this thing.
If anyone has watched jjk how would you incorporate the power system like the binding vow ,cursed energy/techniques ,domain expansions etc.
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
how long does it take to make the pot
Doesn’t really work smoothly into DnD easily.
Binding vows are probably easy
Cursed techniques are probably just spells/specific feats
Domain expansion probably just an AoE emanation type spell.
The issue is trying to get into specifics which doesn’t really work in DnD
You could easily mimic a single technique or character and make a build or custom subclass based off them but the entire cursed energy system would be a bit wild
Hello, may I have someone look at my homebrew statblock for a boss I've been making?
This is v1, so expect some unbalanced stuff
sure
Alright, let me write it
Xiangshan the Vengeful
Half-Elf Hexblade Warlock, Lawful Evil
CR 23 (PB +7)
HP: 420
AC: 21
STR 16 (+3)
DEX 24 (+7)
CON 22 (+6)
INT 18 (+4)
WIS 22 (+6)
CHA 26 (+8)
Saves: DEX, CON, WIS
Immunities: Charmed, Frightened
Traits
-
Grace of the Prescript
When Xiangshan hits a creature he has marked with Hex with a melee attack, he heals 50 HP and becomes resistant to all damage types until the start of his next turn. -
Hexblade of Vengeance
Every time Xiangshan hits a creature with his attack, that creature must make a DC 23 CON saving throw. On a fail, that creature rolls 1d6 and is affected by one of these status. Affected creatures may repeat the CON save at the end of each of their turns, ending the effect on themselves on a success -
1: Slashing Vulnerability
-
2: Paralyzed
-
3: Stunned
-
4: Blinded
-
5: Silenced
-
6: Poisoned
-
Magic Resistance.
-
Legendary Resistance (3/day)
Actions:
Multiattack. Xiangshan makes three Hexblade attacks.
Hexblade. +15 to hit. 5 ft. range. Hit: 22 (4d6 + 8) slashing damage + 27 (6d8) Necrotic damage.
Innate Spellcasting. CHA. +15 to hit. DC 23.
At will: Hex (lvl 7), Misty Step, Hold Monster, Counterspell (lvl 7), Darkness, Dispel Magic, Greater Invisibility
3/day: Forcecage, Finger of Death, Circle of Death
1/day: Psychic Scream, Power Word Kill
Reaction:
Counterspell (lvl 7)
Bonus Action:
Misty Step
Hex
Legendary Actions
Dispel Magic. (Costs 1)
Misty Step (Costs 1)
Hexblade (Costs 3)
What level spell should summoning a adult dragon be
in a jjk dnd game im playing through with some ppl, they are saying this is not a cursed technique, am i tweaking cause i think it is, and they just saying tis a class ability? cause i got an ability where i can hit someone fi they use a cursed technique with 10ft
Shikigami Companion
Beginning at 1st level, you shape your cursed energy into a living being under your control and determine its appearance. As an action, you can summon the shikigami that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. You can summon your shikigami companion for free once per long rest or again as an action for 3 cursed energy.
The shikigami is friendly to you and your companions, and it obeys your commands. Use its game statistics in the accompanying Shikigami Companion stat blocks, which uses your proficiency bonus (PB) in several places.
In combat, the shikigami shares your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but only takes the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its statblock or some other action. If you are incapacitated, the shikigami can take any action of its choice, not just Dodge.
The shikigami remains until reduced to 0 hit points, you summon the shikigami again, or you die. Anything the shikigami was wearing or carrying is left behind when it vanishes.
3e had Greater Draconic Ally at spell level 8
is your group following a homebrew jjk system that you can share? without knowing the rules there's no way for anyone here to state whether this counts as a CT or not
although i guess if you're just following jjk canon, shikigami are not always a CT, some would be like in the 10 shadows, but i think some sorcerers can just have shikigami separate from their CT, like yuki and garuda
per the document "Cursed Techniques are abilities fueled by cursed energy. If cursed energy is comparable to electricity, cursed techniques are the appliances that use that power to function. Different types include Innate Techniques, Barrier Techniques, Shikigami, and more." i don't have time to read the document super in depth so maybe it will specify elsewhere that the shikigami user class does not count as having a CT, but this section seems to sort shikigami as a CT ability, so unless your group finds a line that clarifies otherwise, it looks like it would trigger CT effects
thats what i was saying, if smth takes cursed energy to do it is proba cursed technique
just citing vibes likely won't be a good enough reason if your table is rules-heavy, the "rules of thumb" section about cursed techniques seems to sort shikigami under the cursed technique umbrella, that should be your proof that your ability will apply ^^
ok tysm
per jjk canon not all shikigami are part of a cursed technique, so just saying it uses CE doesn't make it a CT. but for the rules you're using, it appears all shikigami should fall under the CT category
What spell level would summoning an ancient dragon be
since conjuration spells like conjure fey and conjure celestial cap out around CR 5-9 even when upcast to 9th level, and an ancient dragon is ~CR 24, it would probably be above the pay grade of 9th level spells even
his explanation 😭 "In which the shikigami classes cursed technique does indeed not count as it is not formed from a CT"
i mean, per jjk canon, barrier techniques are also not derived from CT, even sorcerers without an innate CT can make veils or use simple domain. by the document, again in the rules of thumb section, it seems this system does not strictly follow the jjk canon, and it considers barriers/shikigami as cursed techniques mechanically
if your group wants to abide only by jjk lore then i guess there's no arguing it, but it doesn't appear to me that this d&d conversion is doing the same, likely for balancing reasons
I have a player that made a homebrew turret for his level 3 Artificer: Artillerist and from the looks of it, its kinda powerful so can you guys give me some suggestions to balance it out?
Abraxas Turret
Health = 5 + Int modifier
Ac = 18
Speed = 30 Ft
Actions:
Moving it - Uses a bonus action to direct the turret to move to its speed.
Trigger (Offensive action) - there's two ways
Proximity trigger - whenever an enemy comes close within 60 ft of the turret, the turret fires a metallic petal to the enemy dealing 2d8 force damage
Reaction (sorta) - whenever a hostile creature/enemy casts a spell but is in the range of the turret, can use reaction to fire the petal projectile at that creature
Since i only have one module I'll make it so i can only use 1, for now, but on later levels im able to use 2
Here's his description of it
Maybe a nitpick but if it shoots metallic pieces how's it doin force damage?
Oh I'm going to ask my player real quick
same reason a steel defender does
I mean I don't think a steel defender is specifically described as shooting metallic pieces
its not, but its a hunk of metal slamming at you with force damage
I imagine that's more to allow for more flavor
My player said its just sped up by magic as the fuel source and the projectile is sharp so its piercing damage, its also not imbued by magic just fueled from it to make the turret work.
@trim arrow its for an Armourer Artificer thing, adding more armour models based on the different damage types
I'm currently making a warlock subclass called the Pact Broker, essentially your features are all modular choices that you can change out, the warlock is basically trading favours with different extraplanar creatures for small fragments of power (even including your spell list; you have some universal spells and then you can choose between some lists and change it every level up)
Loosely inspired by my dc goat constantine
What sort of features would you all be interested in seeing? This is what I have so far:
https://docs.google.com/document/d/1SsgqlQAujHw_y_XNZ6Cf0qhDnDsKMjta2XAj1v2nuqU/edit?usp=sharing
Looks super cool
Can anyone help me take a look at this statblock?
a little complicated but yeah 🙂
it is really cool just a question u can have two patrons or more and they have to be the same kind like bad with bad also add the genie warlock it is really cool
yeah just because you pick the elemental conduit spells doesn't mean you have to take only elemental features after
I plan to design it in a way that maybe some combos can sprout up, but its supposed to be quite modular, on top of the modularity of the warlock itself
k keep up the good work
if you have any suggestions or ideas i'd be more than happy to see if I can fold them in!
ok i wiil try to think of some
how about at the fragment of minor power the spells that u have replaced do an extra 1d6 necrotic dmage if you have the undead features
i made something like this, although its a pact 3rd caster barb with all the warlock patrons :P
oh the spells aren't replaced, its just half the spell list stays the same and you choose the other half based on your conduit thing
i'd be down to maybe have some things that directly synergise with other features, but I think I want it to be more soft-synergy, that way people can experiment with different builds and multiclass/item/feat options
Does anyone know of any good homebrew support classes? I dont really like how cleric plays so i wanna make my own; but first i wanna see other already existing attempts at such
i mean, i have one thats abit a mix of a support and damage
Vigilante, a ranged weapon class dealing in both support and control
although that support isnt healing lol
Uh 2 questions, is this intended for 2014 or 2024 and uhm what are the hp?
Yeah? Id love to take a look at it to have as a reference i feel like
Right, I forgot. It's supposed to be 420 HP and 21 AC. He's designed for 2024
you just get it at level 3 essentially
it’s availability works like the artillerist’s eldtrich cannon basically, one free use then requires spell slots, active for an hour after each use
there you go, no finshed subclasses but working on it slowly
Homebrew feat idea. Elemental Magician: pick two cantrips from any spell list that deals Acid, Cold, Fire, Lightning, or Thunder. They must both deal the same damage type. Depending on what spellcasting ability (Intelligence Wisdom or Charisma) you gain a +1 increase to that score.
Is it unbalanced or no
It’s not bad, but it does sound like a weaker Magic Initiate feat
Since magic initiate gives you two cantrips and a level 1 spell, all without restricting what cantrips you can pick, it’s just slightly better
Okay I had an idea on how to make it stronger, but it may be too strong
Hit me
Basically when using those two cantrips you bypass resistance. This only applies to those two cantrips
Honestly, not the worst. Might even be useful for poison enjoyers
Okay right his stats and saves are fine, if you want them to feel more 2024ish you could remove the constitution saving throw on blade of vengeance and just have it last until either the beginning or end of Xiang's next turn.
I am quite hesitant of grace of the prescript given hex is a BA it could very well result in Xing healing about 100 health per round in addition to guaranteed resistances, I guess it depends on the circumstances of the intended fight
For the spell list:
Hex and counterspell don't really need to be upcasted level 7, greater invisibility probably should be either 3 or 1 time per day, forceage can also be tricky for the party
Hmm, that's honestly correct. Nothing's stopping him from Hex-ing before his actions
Would it be better if the "Hex" is a trait that targets enemies that damaged him the most last round
Now I think it’s level. Sort of like a halfway between elemental adept and magic initiate, without needing to take two feats for the benefits
Yeah, that's honestly a fun mechanic
Oracle
You designed your armour to be self autonomous. It gains the following features:
Seer Slicer. A psychokinetic blade comes attached to one of the armor's hands. This counts as a simple melee weapon with the Light and Thrown (20/60) properties, and it deals 1d8 psychic damage on a hit. When thrown, the blade is returened to your hand after an attack roll. Once on each of your turns when you hit a creature with it, it suffers a -1d4 penalty to the next saving throw you force the creature to make until the end of your next turn.
Psionic Visons. As a reaction when targeted by attack roll made by a ranged weapon or spell attack, that attack roll is made with disadvantage, as your armor warns you about the incomming danger. 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.
Thought Shield. You have advantage on saving throws you make to avoid or end the Frightened condition.
thoughts the 3rd level of this Armourer Artificer armor model?
I like it. It fits a theme that the other armors don’t fill. There is also the Perfected Armor feature to consider. The reaction helps when Flash of Genius won’t help
Yeah thats the one part im brainstorming still lol
I made another for Radiant damage
@feral zinc
I’m not as much of a fan of that one. The iron man vibe is great for the start, but the perfected feature has too much movement and feels too easy to possibly throw someone off a cliff. At least put a size limit if you’re married to that idea.
My suggestion for the perfected armor would be something like a daylight spell that causes blindness
is this balanced for a rare magic item? for clarity i intend to give it to give it to a potential boss fight enemy who is a commoner buffed with magic items, the party would be level 1-4 when and if the fight takes place. i would also like to know if the item would be balanced if the party were to loot it afterwards
This staff has 9 charges and can be wielded as a magic Quarterstaff. While holding it, you have a +1 bonus to spell attack rolls.
Spells.
While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Feather Fall 1
Thunderwave 1
Absorb Elements 1
Gust of Wind 2
Air Bubble 2
Warding Wind 2
Call Lightning 3
Fly 3```
https://www.reddit.com/r/DnDHomebrew/s/wdRoYoKEwz
this is a link to a homebrew sorcerer subclass. How does it look?
Should I buff the final ability and if yes, how?
hmmmmm would a sword that consumes ammo to attack one more time be cool
or "charge"
you have to spend a spell slot or wait to the next day to recharge its six charges
is inflation in dnd crazy?
or hmm can it just be magic bullets instead that are special and cant be bought
the bullets must be created and are quite expensive
So I’m making a magic short bow for my player’s rogue, and I am currently a little very stuck on ideas for abilities. I aim for it to be either uncommon or rare, and she’ll get it from a gnoll who serves a cult that worships my setting’s equivalent of Vecna. Any ideas?
I’m unsure if I should lean into the demon theme, knowledge theme (because Vecna) or hell theme because my setting’s equivalent of Vecna is secretly ||the son of Asmodeus.|| (hidden because one of my players is here)
So update on my takeover magic. Home brew Yeah, it's not good unless you can. Get access to really strong creatures early. So as long as you're dungeon master isn't trying to kill you. Your progress is pretty slow.
Any comments?
how do i get homebrew spells to go in my homebrew sub class and actually show up on my character sheet
and be useable
Where is your character sheet on
It is in a feature
What app or smth
dnd beyond
Ask #ddb-support or smth
But I need them to show up with a feature in said homebrew subclass
Yeah so ask them
#ddb-support helps with all aspects of the website. They should be able to assist you.
Your questions is a sw issue not a mechanical issue of homebrew which this channel is for. 
Uncommon: Bow causes a con save. On a failure, the creature begins bleeding(or cursed or whatever theme fits) for 1d4 at the start of its turn for one minute unless it is healed. A bleeding creature is considered bloodied.
Rare: As a bonus action, you can make an attack with this weapon at a bloodied creature.
Hello my solo party was fighting 2 owlbears so i had an idea to skin them and use them as capes
They got a 19 so now my cleric and fighter have the owlbear cape
+1ac
-advantage on intimidation
-short rest: inflict fear on 1 target (enemy rolls a saveing throw)
It better require attunement
trying to port the 2e spell Amplify Damage with the effect "A target creature that fails its saving throw vs. spell is cursed. Dim energies sheathe the creature, causing it to suffer an additional +1d6 damage from any melee attack that hits it." anyone have an idea as to what stat i should make the save?
Ehats attunement?
Attunement is a requirement that the player attunes to the item during a rest, in order to receive the benefits. Players can attune to 3 items by default.
Attunements are utilized to limit stacking of benefits, so they can't stack like, 20 different rings at the same time.
I had no idea that exists
My only knolage on dnd is Lost Mines and BG3
The Elemental Bane spell suggests that it should be a Con save.
Hope i didnt break some sacret rule whit this next one...
In LostMines there is a old city and a tower whit a young green dragon
Green dragons are ment to corupt the inocent so i had an idea
While adventuring the young green dragon would wisper to the party fighter about power to eliminate all evil from this relm and he was lured into this
He killed everything in the town so it can be a nesting ground for the dragon and got into a fight whit the halfling roage (his childhood friend)
There was also a NPC character there who wanted to pursue the dragon away
So the deal whit the dragon was simple, a piece of his power in exchange for the NPC's life
In short he got the green dragons powers that would awake as he leveled up
First lv up, +1 AC
2nd LV up, +2 strenght
3d LV, poison dragons breath
Price: must eat the equivalent of 4 ppls food a day or lose the powers
What would the extra damage type be?
the same type as the triggering damage.
magic item; transformation device.
Requires attunement.
Item description. Set of 6. This device cannot be used with another device. And class features that change your appearance are overwritten when using this device. Each device boosts one stat to 19, and changes your ac calculation to 13+dex+mod for 1 minute. These devices come in a variety of colors and so too does the suit that dons when you activate it as an action by saying; "power ranger, power up, ha!" After activation, a small explosion occurs behind you dealing 1d6 fire damage.
Concerns or comments?
barbarians: look at what they need to mimic a fraction of our power
Second time publishing this looking for opinions, but anyways
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
demon - flame enchantment from minecraft
knowledge - learn the enemy's weakness, if you land a hit that hit is a crit, and only one use per day?
3rd - flame enchantment from minecraft
Sounds like I’m gonna need to add some fire 🔥
Ty for the suggestions, I’ll give it a proper brainstorm soon
And thank you for these ideas too!
foreshadow him by having someone constantly stalk the players, one of them even seeing him just barely, do this just enough so they know that "oh shit, someone's tailing us"
then, once you see an opportunity where the players are the weakest, he strikes
but also neutral/neutral evil, he wants the players to fight him to the best of their ability, and he will too
but yeah look over every party member's sheet, and think of what they're weak to
alternatively, when he's stalking, you add to his "info list" whenever the party reveals information to him unknowingly, which he uses to counter the party
I have a homebrew sorcerer subclass I’m working on that involves tattoos, I feel this may have been done before but the idea is that with the cost of a sorcerer point the person can store a spell within a tattoo
See I have what I want the subclass to do, I’m just trying to figure out the order
Thanks a lot mate, the stalking part souns awesome.
Although I can't think of weaknesses for races
whats your party then
Sorry got confused
tell me their party races and classes
and their personalities
i can do a bit of thinking for the obsessive hunter
I have a homebrew sorceror subclass that's a WIP but the "main page" is almost completed so I wanted to get some preliminary balancing and rp feedback
There is an aaracrocka, a dragonborn, a tiefling and a tabaxi. I think my players said that the aaracrocka was like very protective, they tiefling was a problem child, the tabaxi was a bookworm and the dragonborn was sort of like the super serious and law abbiding paladin.
The aaracrocka is a ranger, the tiefling a sourcerer and the tabaxi a fighter
Go ahead
That sounds cool, especially potential dessigns for different spells
one of my friends joking asked me to make a playable specie that's a sentient car but im taking it seriously, any ideas?
Transformers 👀
im not very knowledgeable on actual dnd class weaknesses, but i would target the sorcerer first to incapacitate them and cut off their healing
next is the ranger, because ranged attackers are quite a hassle
then the paladin or fighter, depending on who's more important
as for their personalities... i dont know either, you'll have to wait and see if they have any weakpoints
just keep stalking them until the time is right
There's a lot so I'll summarize the parts I think could be problematic
-
starts off with resistance to physical damage of every form, as well as acid, poison, and psychic and immunity to necrotic – fits thematically with backstory but seems overpowered? I tried balancing it out through weakness to radiant, needed 12hr long rests with no light activity, and requiring double the concentration time on all spells
-
unlimited metamagic – i promise i'm not trying to make a busted homebrew, there's basically a 5% chance every time metamagic is used that 3 random people on field will disappear to the Limbo dimension since I wanted some chaos, and a 35% chance that it will provide some negative/neutral effect
-
lvl 18 ability – basically added 1d4 chip damage onto any attack the enemy receives before their first turn (worried about synergies with summons that can force attacks)
-
giving sorcerer Id Insinuation at lvl 1 might not be the best idea but I like the spell and don't want to use TCoE's version
no, when i asked him to clarify, he just said a car. not even a magic or talking one. just are car that can think
Sounds reasonable, also was thinking of maybe clip the aaracrocka's wings so he is less movable and maybe the dragonborn mouth so no breath weapon
ohh.... hmmm maybe the backstory could be them being made by an Artificer
yeah but stat wise i have no clue
are you a first time dm?
He figured out how to put a pre-existing person's mind in it
letting an aaracrocka into a first time dm's campaign sounds like a lot of trouble imo
i dont know what speices traits to give it tho
Yeah, sadly
Also a reason why the hunter is here
please have ur player switch out aaracrocka (unless ur a player with knowledge of flying)
Just and idea for a magic item:
Gambler's Revolver
Very rare Magic Weapon
A weapon from the Dark Kingdoms, mainly used for Russian Roulette to ensure no survival upon loosing.
This weapon contains 6 slots for bullets. You may use it as a normal revolver to make a long range attack. A shot from the revolver deals 1d10 piercing. After all bullets have been fired, the weapon must be reloaded.
You may choose your bonus action to spin the chamber to randomize the order of the bullets, thus enhancing them with magic. The less bullets there are, the more damage you deal. Your next attack will deal:
5 bullets : 2d8
4 bullets : 2d10
3 bullets : 4d6
2 bullets : 6d6
1 bullet: 8d6
If you spin the chamber, roll a d6 as you make your attack. If you have loaded 5 bullet, you must roll between a 2 and a 6. If there are 4 bullets, you must roll between a 3 and a 6, and so on. If you roll lower than the difficulty, you automatically fail your attack. If you roll within the range, make a ranged attack
You may spin the Gambler's Revolver a number of time equal to your proficiency modifier, until you finish a long rest.
Maybe
perfect
The idea is there, just don't know how to balance the damage
make everything 10d20. seems perfectly balanced for a legendary magic item 😄
Funny gun go brrr
yeah, target the wings while they're not looking
on one of the more critical moments, he ambushes the players with a weapon that makes an difficult wound on the aakocra's wings to prevent them from flying
the wound will heal after they kill him, but as long as hes alive it wont heal
Taking a page out of kraven the hunter for this one
Also was thinking of what species he should be
No idea honestly
kinda ruins the whole point of aaracrocka though
no point in letting ur players run anything if you're going to remove the entirety of their class or race and force it to be something you can work with
less fun for the whole group
Well, yes, but actually no
I don't know
it's ur choice. just imo it'll be more fun if you aren't being overwhelmed by mechanics and your party isn't dealing with the most niche counters to their characters
Alr
I'll think about it
Also the same argument can be made for the hunter neutralizing the breath weapon of a dragonborn
Or stealling the spellbook of a wizard
Or niche things like that
Plus the players would be more carefull so that counter does not work again
Well if you damage an aaracrocka permanently without any other damage just so it never flies again, there's a bit of a difference
Especially since if the counter doesn't work again and it starts flying you still have to deal with flight mechanics which could be annoying. Again, all ur choice just some thoughts
I could do what @strange crown said, maybe it is a magical item that makes the wound not permanent
Fair point
I could get a more experienced dm I know to help me or teach me
True
you do learn through experience
could also give a distance nerf to the flight
Possible
Lastly, for your help, what race could I make him.
My only option was maybe a homebrew race but that feels like a lot for my first time dm and it would be nice to use a base Game race
Are you making all of the characters' builds?
Who's race?
The hunter
No, but I asked in advance for progress to make this
ohh r u playing as a dm/villain?
could try fallen aasimar – it's a very fun race to play (technically most versions are homebrew but google said VGtM has it MMotM have them)
No, i AM just the dm, I just want a race for the hunter that Will be a regular encounter through the campaign
yeah that
distance nerf until they kill the hunter
could still make the hunter fallen aasimar if u want them to be an evil peron
person*
ok hear me out what if flying requires concentration
yo yeast can u check my homebrew subclass rq
3rd level -
resistances is a bit too much, just immunity to necrotic but weakness to radiant is enough
the sleep part is kinda eh
the unlimited metamagic at the cost of curse is cool though
Awesome class btw
for example they try to extend a spell beyond its limits, it will curse them
or they try to extend their own, it will curse them
the curse only triggers once they try to use metamagic beyond sorcery points
im not sure yet
I think 5% is too high for all metamagic casts
so I might make it a reserve system where they can exert themselves infinitely past a more limited amount of sorcery points than usual
thx
hey yall, i made 2 plant focused subclasses and id love to hear some feedback on them and suggestions on how youd change them, if you would
Botanist Artificer, a subclass about interacting with nature and conjuring magical plants to use in combat
https://docs.google.com/document/d/1coLRYNW2wAanN3rh9pNC0I8TKIdOd_mrXMGI0E8owwU/edit?usp=sharing
Circle of the Forest, a subclass about summoning trees and using them to protect and heal your allies
https://docs.google.com/document/d/11HnB7oQebD9-G5Gvx301mT0Dob2uB6ZuqqD5zGuiwIE/edit?usp=sharing
Botanist Artificer seems too gimmicky and reliant on the pot. It's an interesting idea but if the pot breaks/you lose it or get separated from it, you're kind of useless.
i should prolly implement a way to make a new one huh
Or some way that it stays on you
yeah
Maybe it can be magically summoned or something? Not sure why you'd need a pot though
i thought of the pot so you could carry it around and use the different plants
First impression for the druid is that summoning 3 trees anywhere seems OP, and free disadvantage on 3 enemies as Reactions of a summon also seems really strong for level 3
It seems pretty well balanced as a whole though. The barkskin is a nice touch, but again it might be too powerful early on unless the campaign is organized around countering the druid
maybe the amount of reactions should scale?
like a pool almost you can use among the 3
You could make tree count scale
Seems reasonable
and then should i mayb ebuff the movement speed?
Thanks, the idea is that the tattoos allow for any spell to be used as a reaction
or make them summonable and area denial like
Damn brother, thats cool
not too sure, sry
Is it? I was worried it be underwhelming
spellcasters are laughing
Do You have any ideas of what the tattoos could look like?
aight, thanks for the feedback tho
There are other things I have planned with it, for example sharing tattoos with other party members
They’d of course differ for each spell and player choice is a big deal
Could lead to an interesting kind of support
btw my finished subclass (atm) if anyone is curious/wants to give feedback
https://homebrewery.naturalcrit.com/share/ivV7wulRvDja
I’ve had other ideas for it too like being able to have multiple tattoos
ill look at it
So it could go from litterally leters of the name of the spell to literal drawing of the effect or Even abstract drawings
Damn, I want that
Oh I almost forgot the most important part, this subclass is meant to give sorcerer the ability to become a pseudo monk with spells
I’ve wanted a caster monk that’s more than just 4 elements
I’m toying with it, trying to make it a good balance
Can I share a similar idea with You? I think of it as a caster monk cause it Will relly on "spells"
Like an idea I had for a later ability is to make the tattoos use a spell from a specific spell slot and when you use the tattoo you can instead do a fury of blows for each spell slot used for the tattoo
Thoughts on a Sorcerer homebrew with Eldritch Blast so we can get rid of Warlocks?
Thats, not going to get rid of them....
I gotta drive home but can I ping you when I get there in 20 minutes?
So 5 blows for 5 spell slots?
5 blows for a 5th level spell slot
Eh, seems very bad
@marble hull Hear me out, Pai zhua monks. A sub class of monk that has an "animal spirit" as it's Main gimick.
My idea is having the player choose an animal or mythical creature and they can spend ki points to: manifest the spirit and have it attack, use habilities from the animal for themselves, imbue weapons with the spiritual energy and maybe manifest caracteristics in themselves (maybe reinforcing their punches if it is a gorila animal spirit) also they could pottentially learn up to 2 other animal spirits, that Will be related to styles of fighting but they have to find a pai zhua master to teach them and they can not learn it from anywhere else.
what do You think or what feedback would You add for it to be balanced and understandable?
Which even at level 20 you only get 3 of
You got anything a bit more constructive?…
Just saying without context it seeks a bad way to spend spell slots
If this is a monk 3rd caster (which they would only get 4th level), any effect is better
As by 5th level, they can attack 4 times a turn using flurry of blows
It’s a sorcerer
Neat…
No they do more but I need to drive rn
So I’ll be back, but again this is only a working concept rn
Is it just sorcerer but with warlocks flavour and entire identity slapped on?
idk i just felt like rbing warlocks
Warlocks and Sorcercers are very different and making a sub to rip one onto the other is kinda lazy
really cool idea imo, but might be abit extreme for a subclass,
level 1: i feel like maybe for the cursed blood feature you have your normal sorcery points and then after you use all of those you tap into the unlimited cursed pool of sorcery points with their random effects,
i dont really understand the level 6 but doubling spell effects is insane when you consider how much damage could be done with quickened spell (assuming this is 2014, at 5th level you could be doing 16d6 fire damage twice with 2 fireballs, which nova/burst damage like this is crazy),
level 14 seems abit weak imo, maybe have a free cast of lesser demon or something like that,
and the level 18 also seems abit weak, assuming alot of your party makes use of this ability, it might come out to around 8d4 extra necotic damage every long rest, which is pretty weak at 18th level, maybe have a transformation like ability like the abberant mind, your cursed origins coming through and giving you a cursed form, maybe with damage resistances, a number of marks like the one you already thought of, and a fly speed or fear aura
all in all its a unique idea you could go alot of ways with, and i think you had some amazing ideas, but the earlier abilities seem much more powerful and extreme than they should, and the later abilties seem much more underpowered and underwhelming than they should
sorry for the essay lmao
level 1: there is a pool it's just halved of the normal sorcery points
level 2: essentially it gives you disadvantage on all throws (including attack and saving) for the ability to cast twice
level 14: i was a bit confused lol
level 18: i was thinking about synergy with summons --> 7 swords all gaining 1d4 is really strong, same w a lot of weak animals attacking. not sure if it's too niche?
Not to mention at the 7th level Sorcerer gets a modified Dream of the Blue Veil (I wanted to try to incorporate the Chaos plane – maybe for the 14th level buff I should?)0
hey i making a powered up version of a holy avenger for late game along with the normal stuff it auto crits any undead or fiend whos cr is lower than your lvl opon hit any lich slay by this blade has is phylactory destroy as the magic traces it way back to it and the palidin attuned can expend hp in incriment of 10 to increase there aura ranage by 5th max40 extra range for one minute this effect end early if the palidin regains hp
level 1- i mean when using the half pool, you dont have to roll on the table, only beyond that you do
level 2 (think you meant 6)- i get what it does, im jus saying i think its a well balanced risk vs reward, but just too extreme for a level 6 feature
level 14- what i meant is that since its abit weak imo, have like a free cast of conjure lesser demon thats free of concentration to boost it abit, but yeah having a free cast of dream of the blue veil is also a good way to go about it
level 18- i see, maybe have some summoning spells in the spell list to encourage that combo, and maybe a free cast of a powerful summoning spell as well?
hmm maybe level 6 is a free plane shift anf level 14 would be the metamagic double cast? the idea with level 1 is that in intense situations you can use extra metamagic to shift the battle at the risk of getting unlucky. maybe i should change the stakes a bit to encourage more risk?
i like the lvl 18 idea quite a bit!
double cast wouldnt that already exist between quicken and twinned spells
Quicken is bonus action cast, twinned only doubles single target attacks
This would be for normal action AoE or non combat attacks
still esssentally the same using a bonus action especialy since rule say you can only use 1 lvled spell a turn
Well it’s not considered a separate spell or leveled, it’s a duplicate positioned as meta magic? Or does that not work
I wanted to balance it in a way that didn’t make all the other meta magic options irrelevant
i know how i seen quick curenly used one spell is a lvl and the other a cantrip unless they use a item to cast a spell as there action
i think moving the level 6 to 14 is a good idea, though id specify more on what doubling spell effects means (like saying double damage or something more simple, just simplifying it)
for the level 1 i get what youre saying but im saying like you have your normal and unlimted pool of points, and im just suggesting that when you expend points from the normal pool you dont have to roll on the tabe, while after using all the normal points and drawing from the endless points from the cursed pool, only then do you have to roll on the table
plane shift doesnt come online till later on normally, and tradtionally (most of the time at least that ive seen) most subclasses that give you spells or free casts of some as abiltities only do so after the spell's level has been reached, so maybe instead do like one or 2 of
-add your charisma modifer to spells that deal psychic damage
-you have advantage against being charmed or feared
-or you have advantage on wisdom saving throws
Twinned and quicken don’t work on it
this is 2014 rules i think
right?
You still around?
2024 rules if they were in 2014 they didnt change
Yeah mate
Alrighty
i think there was no limit to how many leveled spells you could cast in one turn in 2014
So anyways the main ideas I was having is to combine sorcerer with monk, obviously sorcerer would take precedent so I’d want the abilities to be monk related but still boost what is done as a sorcerer
thast where pwoerful combos like double fireball sorcerers or wizards with action surge came from
and by "double cast spells", i think he means like doubling the effect of one spell
like fireball doing 16d6 instead of 8d6
So for instance, using spell slots to create extra unarmed strikes, I was thinking the damage of said strikes would be the same as the damage used for the spell, and if the spell doesn’t apply a damaging affect it uses force damage
Also, I was thinking it be cool if these attacks can use meta magic
But then again that may not work out well
Yeah for the level one that’s what I meant
To be honest I don’t think Plane Shift is too bad to give earlier, especially since the chance you know teleportation circles of other dimensions that early is pretty low
I’m not trying too hard to make it do a lot of damage or anything so maybe I’ll make it some QoL outside of combat like adding proficiency again to intimidation or smth
Whatcha think
Kinda seems like a monk druid
Still, really cool and solid
any way any one have any thoughts on this
Hmm
@true forge you have any constructive criticism for this
Maybe yes, maybe not, The animal spirits last like for the player's turn
I like the concept, it just needs some polishing
Hence why I am here
Very true
Tell me how can I polish it
I’ll try to help as much as I can but I am mainly working on mine
Please brother, and thanks
Let’s start by focusing on what you want the kink to do and work down from their, first in lore, second in mechanics
yeah i think we just had bad communication for that part lol
you can still teleport to other planes, but just with general terms, also just the plain fact that its a 7th level spell and youd be unlocking it at level 6 compared to the usual level 13 is kinda over the top imo, maybe just have an ability that allows you to teleport you and allies only to the plane of chaos once per long rest or something along with my suggestion below
yeah totally, just a boost to outside of combat things, like 2 or 3 bonus skill proficencies that you can swap on long rests or something, like the cursed blood changing what youre good at by the day, highlighting its random nature which would go well themeatically with the level 1
Thx a lot for the suggestions! I’ll polish it up whenever I wake up tmrw and if I catch you I’ll share the updated version
np man, happy to help, specially since you helped me, thank you again for your feedback
you can ping me when you update it so i see it
Think you can help me as well?
i changed the circle of the forest to have that pool of reactions and ill get to the botanist tmrw, but i added a way to rebuild the pot on a long rest
Y'all, I need some advice on a Lvl3 party of 5 mini-boss encounter I made up, idk if this has been done before much but I made a monster with an 'initiative theft' mechanic
Sounds neat
here's the statblock
Plucked time-eater chickenbeast
Large monstrosity, unaligned
AC 15 (natural armor)
Initiative +3, Disadvantage (10), all enemies get Advantage
Hit Points 90 (12d10+24)
Speed 30 ft.
STR 16(+3)
DEX 16(+3)
CON 14(+2)
INT 3(-4)
WIS 12(+1)
CHA 6(-2)
Skills Perception +3, Stealth +5
Senses Darkvision 60ft, Passive Perception 14
Languages -
CR Like 4 or so (XP 1,100; PB +2)
Traits
Ticking Carapace. Until the beginning of its first turn in combat, the chickenbeast has +3 AC and +2 to Saving Throws.
Running Leap. With a 10-foot running start, the chickenbeast can Long Jump up to 25 feet.
Time's Up! When the chickenbeast becomes first in Initiative order (not counting other chickenbeasts), its skin splits into a second, temporally-bound clone of itself. This clone rolls its own Initiative and has the same statblock, but shares the health pool with the original. If it's not its first turn and this chickenbeast hasn't split, each creature within 60 ft. must make a DC 14 Intelligence Saving Throw or lose 2 Initiative.
Actions
Multiattack. The eyebeast makes one Peck and two Impale attacks.
Peck. Melee Attack Roll: +5, reach 5 ft., Hit: 6 (1d4+3) Slashing damage. Steals 1d4 Initiative.
Impale. Melee Attack Roll: +4, reach 10 ft., Hit: 8 (1d8+3) Piercing damage. Steals 1d4 Initiative.
Bonus Actions
Breakneck (Recharge 5,6). The chickenbeast's neck and entire body turn towards a single creature within 60 ft., and with a running start it charges towards them on all fours, tripling its speed. It must run towards the targeted creature. Charisma Saving Throw: DC 14, the targeted creature. Failure: Steals 1d8 Initiative. Success: Steals 1d4 Initiative.
Nimble Escape (Recharge 1,2,3,4). The chickenbeast takes the Disengage or Hide action.
Cool! I really like the summon trees idea and the pot is also really unique, gl with it all! Ping me when you polish it
tomorrow sure, i gotta go
Ok
ty, willdo
"steals [x] Initiative" here means it gets the Initiative and removes it from the target
I genuinely cannot tell if it is over- or under-tuned
Well I think of it as a customizable subclass, You can choose the animal and color
The animal characteristics are to help or aid in combat, exploration, and maybe rolplay
The animal spirit manifestation is a transluscent animal that is of the color the player chooses and is dessigned as an array of spells. (Several spells for different ways the animals can attack)
The imbuition of spiritual energy in weapons is just like pluses to the use of the weapon or tool. And normally when You train with a Master he or she grants You a weapon related or that can be asociated with the animal spirit ( war fans for a bat, a mace with chain for an elephant, two blades that can combine into one slightly larger blade related to a shark, and a halberd related to a scorpion). @marble hull
Made a Warlock pact chain inspired by the "Musician who makes a Faustian bargain for musical talent" folklore/trope. Thoughts?
https://homebrewery.naturalcrit.com/share/COFMWZ97qKko
How much damage do they do?
It would likely upgrade per level up, it would start as 1d4 and by the final level it would raise to 1d10
So spending a 5th level spell slot for 5d10 damage at max level?
I guess so
That, is kinda bad, any 5th level spell does more damage
Wow, super helpful thanks a lot
I recommend that you try to look at what these unarmed strikes could do outside of damage
And maybe leaning towards you turning into a more hit and run type subclass
I have thought about that, like perhaps something related to chasing the effect of the spell upon attacking
But that’s a bit too busted
Water Dragon Wave
6th-Level
Range: 80 feet, 5 feet radius
Casting time: Action
Conjuration
Duration: Instantaneous
This deals 10d8 force damage. You may cast Water Dragon Wave once per finished Long Rest without a spell slot.
A hit and run?
Hit something and run away to safety
Also you were here for the beginning but the subclass utilizes tattoos on the sorcerers body
I have something like this, a monk sorcerer (being 'made by Ki')
If you want to take ideas from it you can, but its kinda eh and not really fun to play
Gish sorcerers are kinda hard to make, as you need to make them survivable and fun to play in melee combat
Maybe the unarmed strike per spell slot can be fixed a little bit…
That’s true, I was kinda thinking about something with infusing fists
Basically the spell type (necromancy, illusion, etc) gives your fist a different effect along with the strikes per spell slot
Like for example maybe a 5th spell level illusion spell makes the enemy have disadvantage on attacks and perception checks
I think make make it the gimmick, so at 1st, with spending any spell slot
Rephrase?
The time it lasting equality the level of spell slot in hours
Are you ok?…
Make it the first level (or 3rd if 2024) gimmick feature, aka the feature they defines the subclass in playstyle and identity
What is this suppose to mean exactly?
Right, yeah I agree with that
Just your wording wasn’t making any sense, just wanted to make sure you were alright cause you were typing fine before.
But yes this does sound like a good idea. Now I’d just need to think of additional things for the further levels
There are other things I was thinking of doing, like perhaps being able to store two spells at once to have multiple effects.
I do want to also make something that uses sorcery points though
Hmm.. I have an idea, bobble what do you think of this.
- the sorcerer can cause their tattoos to leave from their body, creating a ghostly form that can move independently from the sorcerer. This form utilizes the spell infused tattoo and will last for about as many turns as the number of spell slots used.
Oracle
You designed your armour to be self autonomous. It gains the following features:
Seer Slicer. A psychokinetic blade comes attached to one of the Armor's hands. This counts as a simple melee weapon with the Light and Thrown (20/60) properties. When thrown, the blade is returned to your hand after a attack roll. Once on each of your turns when you hit a creature with it, it suffers a -1d4 penalty to the next saving throw you force the creature to make.
Psionic Visons. As a reaction when targeted by attack roll made by a ranged weapon or spell attack, that attack roll is made with disadvantage, as your armor warns you about the incoming danger. 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.
Thought Shield. You have advantage on saving throws you make to avoid or end the frightened condition on yourself.
Perfected Armor Feature: Psychic Relay
As a reaction when you or an ally within 30 feet of you are targeted by an attack roll, you can call upon your armour's psionic energy to cause that attack roll to miss. Any attack roll a creature of your choice within 30 feet of you (including yourself) makes are made with advantage until the end of their turn.
You can use this reaction once per long rest.
and the psychic armour model is done
What’s this for?
armorer artificer, more options for armour models
Soul Man Wonderland
8th-Level
Casting time: Bonus action
Range: 80 feet radius
Abjuration
Duration: 1 minute
While the skill is activated, the user gets help from the souls of the dead creatures around them. The dead must not be older than a year. You gain 10% of the dead’s ability scores.
everything is wrong with this.....
I know
Ah neat, always did feel they were a little bit limited
Dude you really need to work on your criticism
so, why share it if you know it is wrong?
It’ll probably be a 9th level spell though.
https://www.reddit.com/r/DnDHomebrew/comments/1shlwxa/mind_magic_sorcery_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made. Do you think the final ability is good enough in its current state or should it be buffed?
I know percentiles aren’t used in dnd and I know like borrowing ability scores isn’t a thing
And I know it’s unbalanced in some situations
I want to check a wording structure to make sure it doesn't "double dip"
Context: Earlier in the subclass, there's a feature that lets you change damage type of your attack. Hit with sword, choose to do fire or its regular type. There's also a separate feature, resource expenditure to add fire damage.
Feature: When you use (converter feature) or (adding feature) to deal Fire damage with a weapon attack, the attack deals an extra 1d12 Fire damage.
(It's a 17th level feature by the way, right now i just want to look at the structure and if it can or implies double dipping)
I am curious how you’d utilize “10%” of ability scores
If someone has 10 to all scores, then the person gets 1 to all scores.
Anyways not gonna let this get drowned out bobble, just give me a moment to fully read through this
I’ll probably make it a 9th level spell double cast or smth
Hmm… I feel this may not work, especially because I doubt a 9th level spell is gonna be used on something that is mathematically not even
Maybe you can have it do something more cleanly
Like a plus 1 to all ability scores
All the creatures ability scores will be added up and then 10% will be applied to the sum
Rounded down
Ok I feel you didn’t really listen when j said that doesn’t really work…
1st level always being effected by a spell is a tall order, 15th level is when that happens most times
also makes DM hate you, this spell also just means most evil stuff (fiends and undead) cant sneak up, i would make it a free cast Prof bonus/CHA mod times a LR
6th level, make it 2 points, a single point for all saves (basically) is really strong
14th..... gods, nerf this please, a free 6th (or 5th? me forget) spell at will is bounds for capstone effect
capstone is fine, AC bonus doesnt do much (at worst it gives you a +5 ontop of spells like mage armor), again, with telekinesis, nerf that, and the rest is fine
It makes it slightly more even that way.
Ok and what if the ability scores add up to something like 71
(max in 5e is 30 in every stat btw)
+7 to every stat if every stat added up to 71 separately
I was adding up each score so str plus dex plus con etc
which it is rare for a creature to get more then 20 in unless super high CR
Then no
seems fine to me
when using x or y, you add fire damage
If str added up to 71, Dex to 71, con to 71, int to 71, wis to 71, and cha to 71 then +7 to every ability score
doesnt seem to spring any misunderstandings
How carefully did you choose some of this wording
okay i nerfed the psychic senses ability, how does it look now?
why? it all fits within 5e's wording
at least i think it does
much better lol
I know I’m just checking, like how it’s the next saving throw they’re forced to take
Does the -1d4 stack?
well, if you a spell that does so yes
Huh?
the next save you force them to make
there is one spell that i know of that does the same thing, which is Mind Sliver
On second I just want to kinda get a lay out, what are you trying to make lore wise and what do you want it to do mechanics wise
lore wise, its like an AI was built into the armour
mechanics, its mainly a self support one, debuffing foes and letting you avoid damage
I dig that tbh
Any reason as to why you chose a knife?
well it can be a sword too, slicer isnt just a knife :P
somebody suggested a psionic blade akin to soulknife's, but i had to make it fit artificer so we got what amounts to a psychic powered lightsaber :P
my other one, ive made 2 so far (planing one for every damage time), is a flyer that has a blaster that shoots sun beams (not the spell)
This is just me nerding a bit but j kinda see it as a tron disk
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 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, all creatures within within a 20 foot around must make a Dexterity saving throw. On a fail, the creature takes 2d10 radiant damage. On a successful save, they take half damage. The creature you are carrying takes 3d10 radiant and is let go.
You can use this action once per short or long rest.
(was thinking on a turn of Blinding for the weapon's effect, but would of been strong)
Undead Dragon - Dandelion
Cost: 2 8th-Level spell slots
Casting time: Bonus action
Conjuration
Duration: 1 minute
You may summon an undead dragon.
I haven’t finished the undead dragons stat block but its about the same as an adult dragon 👍
Summon spells typically use an action and have concentration for balance purposes (and last up to an hour, but a dragon is pretty big)
It also doesn’t say you control the undead dragon
Using 2 spell slots introduces a lot of weird things surrounding upcasting, which the caster will need to use since a PC can only ever have one eight level slot
I'm gonna homebrew a monk subclass centered around deflect attacks >:)
Isn't that just Drunken Master Monk
Not really the only deflect attacks adjacent effect is from tipsy sway where if you are missed with an attack you can make it hit someone else.
I mean more deflect attacks in the monks ability to reduce damage taken and if it's reduced to zero redirect it to another target in range
https://www.reddit.com/r/DnDHomebrew/comments/1shlwxa/mind_magic_sorcery_sorcerer_subclass/
This is a link to a homebrew sorcerer subclass i made. Do you think they should have the pulse wave spell or the psionic blast spell?
From my homebrew campaign:
Long before time and space, before the stars and planets and moons, the ghostly Ether-borne roved the empty void. These peaceable, nomadic spirits sought naught but their point of origin. Trillions of these beings floated aimlessly for eons and eons through the ethers.
Then, one fateful turn of destiny lead the Ether-borne known as The First Star to the origin of all matter, mass, magicka and ether: the Triumvirate of Fates. These three meta-beings were Orgoth the Wise Father, Syvin Secret Chance, and The Queen of Roses. Upon their discovery, the Fates created every star, planet, moon and astral body. All of creation, every being large and small in every multiverse, points to this origin.
The First Star gathered his brothers and sisters to celebrate the end of their long search. But, as the final straggler Ether-borne congregated, something terrible and unforeseeable happened. Instead of celebration and revelry, avarice and hubris stole The First Star’s heart. He declared to his brothers and sisters that he would ascend to the status of The Fourth Fate. For The Fates had gifted him a magick of unmistakable power. And in enacting this Wish spell, he announced, their prescience would be the ultimate force of the multiverses.
The First Star then, unflinchingly, enacted the Wish spell. His wish was granted…but to perilous results. Instead of becoming The Fourth Fate, The First Star twisted into The Flux. In this new form, The Flux began consuming all matter, mass, magicka, ether, time and space. Even his brothers and sisters were not saved.
It is now an unknowable amount of time beyond this event. The once pascifist Ether-borne wage their brotherly war amongst the empty ethers once populated by infinite people, places and things. They number less than 1000, when once they numbered many trillions. The Fates have been silent for many long eons. And there is but one planet left. The lone planet of Krossos is now the last bastion of hope…
anyone?
Hello i made a custom location and id like to hear what u guys think
Abandoned Hags home
A small home leaning againts a large mound of dirt (or mountain) whit 4 tables and a kitchen in the back
The kitchen has a ilusionary wall and a chest whit a curse on it
Behind the wall is a starecase that goes a floor down and a floor above
The down floor is locked whit magic and cant be broken or lockpicked
The above floor is full of book shelfs that are empty (maybe 30g of component if lucky) on 1 side of the room is a golden mirror and on the other side is a desk whit nothing on it
When someone observes the mirror they see a key on the table but then get pulled inside (you cant save againts this)
The mirror world is the same as irl work and most of the bookshefs can be moved this ease
So the party has to be carefull to move the bookshelfs so the mirror can see the desk
And if the person in the mirror goes beyond the boundries they stop existing
The key unlocks the bottom floor whitch is full of barels and a normal chest
The barels contain "salted normal food" thats still fresh (human meat) and the chest has some hags cursed and a scrool of remove curse
If the party removes the curse from the first chest then they have to fight a mimic thats verry hungry
Potential loot for the hags house
Potion of bravery
-when drunk the person is shown theyr worst fesrs for 10 round (lathsrgic)
-they do a con then wis saveing throw, if they get a 20 or above they heroism as a cantrip
Ring of wisdom
-when put on the ring is fused to the persons finger forever
"Souldnt have put a random ring on your finger"
Skull of strategy
-once per turn it always says the most obviouse thing ever (like a loading screen)
So wait can the mirror see the desk or not? Because you contradicted yourself.
anyone?
Give me a bit I'll look, am making my own subclass rn
It can, it shows the bookshefs hoe they are ment to be to solve the puzzle, but when your draged in it shoes you the same layeout as it is curently
You can also drag them in when they inspect the mirror and on the other side the mirror has a keyhole so you need to find a key to leave
So then how are they supposed to solve it? If inspecting the mirror causes them to get trapped then it's impossible for them to know exactly how to move the shelves since they would just get trapped.
Inspection
The player knows that the key is on the other side of the table but they cant get to it cause the table doesnt exist
It's just a very confusing puzzle in only words lol
True i agree
Pluse im probably giving the players to much credit .-.
ptsd from dnd storys
Well all I can say is good luck to you lol
Uhm, it's a little strong in my opinion
I was asking if they should know psionic blast or pulse wave
So it seems a bit broken balance wise as for the spells I don't even know what those two spells are lol sorry
I could focus on storytelling then
I do have 4 years experiance writeing, characters, story, plot, themes
I mean for a psionic themed subclass psionic blast seems like a no brainer
Why not neither and add a heavy curse to the class???
Like taking 1d4 bleeding damage every 8hr
You need to pay something to have powers so why not have to pay a heavy price to even use the build
… what?
I’m asking because psionic blast is UA so it’s not technically official
Its simple
To get the class you need to have a cost
For exemple if a player plays a mech they need to keep fueling it whit coal, wood magic every few hrs or they become week and eventualy die
I still don’t get what your talking about
I mean obviously it depends on the table, if it's your table you can allow it to be used and the subclass taken if it's not ask the DM of the table
This is making me laugh because I'm just imagining them waking up and just being like "Sorry guys I need to bleed for today" before making like a Minecraft damage sound.
Do you think the subclass should use pulse wave or psionic blast?
I literally stated up above that I don't know what those spells are dawg please read when people respond to you
I was thinking closer to
"My powers are so strong my brain cant contain it"
nose bleed
Have the class need to do a dc saveing throw of 10 or they take d4 bleeding damage
What they're saying is the subclass is way too strong and should have some sort of drawback
Yes a sacrefice
Ik this is a hard topic to understand for a dnd player but stay whit us
how is this shitty monk subclass i made in like 30 minutes
Monk - Way of Flowing Water
3rd level - Flowing Stream: When you use your reaction to activate Deflect Attacks, instead of rolling you may reduce the damage by 8 plus your dexterity modifier and monk level. When you reduce the damage to 0 in this way you may redirect the attacks force without expending a focus point. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
6th level - Dispersing Waves: When you use your Deflect Attacks to redirect the force of an attack, you gain Temporary Hitpoints equal to half your monk level rounded down. If a creature hits you with an attack while you have these temporary hitpoints, you may redirect the force of the attack as if you reduced the damage to 0 using Deflect Attacks.
11th level - Crashing Force: When you redirect an attacks force using your Deflect Attacks feature, you may choose to spend up to 3 additional focus points. Each additional focus point spent increases the damage dealt by the redirection by 1 roll of your martial arts die. In addition the damage dealt by your redirection of force can be either force or the original attacks damage type.
17th level - Shifting Tide: As an action you may spend 4 focus points to enter a state of trance for 1 minute. While in this state you gain the following benefits.
- You get 1 reaction on every creatures turn in combat.
- If a creature ends their turn within 5ft of you, you may use your reaction to make one unarmed strike against the target.
- When you are hit by an attack on your turn and do not activate Deflect Attacks the damage is reduced by your dexterity modifier.
seems a bit one note
Kinda the point tbh wanted it to be gimmicky
yay lol
I mean basically no other subclass does that from what I’m aware. Hell other people said it was kind of underpowered
Who in God's name said that 😭
For reference to usually cast a spell (first level mind you) at will requires an epic boon which you get at level 19
Atleast when it comes to balance
Counterpoint:warlock gets the ability to cast several spells at will through invocations and is still considered a weak class
Yours casts a 5th level spell for free at level 14
Again, warlock
Is this a warlock subclass? No it's a Sorcerer who already has more spell access than warlock. And warlocks don't get any combat spells to cast at will let alone one that's 5th level (which is the final level warlocks can cast in general)
Telekinesis isn’t really that effective for combat either. It lets you restrain one enemy and that’s it, it’s mostly for utility
Yess they do, its writen in the fine text
-the great old one warlock bleeds every so often
-warlock patrions can ask for anything at any point in time for no reward, not even exp, but most dms dont do it
Wizards need to learn theyr spells and pay money to do so
Clerics basicaly must pray once a day for theyr gods and help preserve the presence of other gods
No offense but I genuinely have no idea what your taking about, especially with the bleeding stuff
Warlocks and clerics of the great old one god bleed every so often, have disadvanteg to bleeding and have advantage on causing bleed
… what?
Whatever I personally think the balance of the subclass in its current state is fine
Someome help cause idk if im saying something wrong or froggy legit never heard of warlocks and the great old one
have never heard of great old one warlocks bleeding
It very much is a combat spell, literally any fight with cliffs or any kind of environmental hazard can just be resolved with a cast of telekinesis. And even then no class gets at will cast of a 5th level spell.
Telekinesis isn't even the worst offender, Shatter willpower is insane at early and late game because you can pretty much ensure the next spell someone casts on it it'll fail the save
Okay I do have an idea that might make shatter willpower more balanced
Rly??? Did it never happen or did i missheared the lore of kharses????
Okay I updated it, how does it look now?
Yes that's better
Now if you want a meaningful penalty you’ll have to spend more
@native grove here is one of my homebrew abilitys
This is what i ment by a cost, sacrefice or disadvantage
i want to do the necrotic armor model, but idk what to call it and i kinda want to base it off Ferrofluid, but fitting necrotic ofc
Necrofluid is a solid start but sounds disgusting
well, the name of the armor model i mean
Armor models have names of what they are flavour wise and mechanics wise
take Infiltrator, its a more sneaky one that gains stuff for movement and sneaking
I’ve also never heard of GOOlocks needing to bleed every so often. What page of the PHB is this on?
Outside of the necrotic theming, what would the necrotic ferrofluid armor do mechanically?
It was BG3 lore on karses and that when he fell down from havens he became a great old one
Ah so it isn’t a mechanical thing, though I’m also not seeing any record of that on Karsus lore-wise either.
well, ideas for it (as its for Armourer Artificer)
throwing weapon that gives temp HP
some sort of radius/area of fluid, dealing damage and acting as difficult terrain
as for the 15th level thing, prob just a buff to the area
trying to go for different playstyles with these Armour Models (the two i have atm are a flyer and a dodge heavy one, radiant and psychic respectfully)
I don’t personally see anything in that conversation that points to Karsus becoming a Great Old One, nor about GOOlocks needing to bleed (nor about it having any mechanical impact)
Going to be stealing a character name from Slay the Spire 2, but Necrobinder?
Getting that theme of “binding” from the weapon + the terrain gen
maybe, like i said before they tend to be more static 'job' titles
my other two kinda go abit beyond that line of a 'job' (Valkyrie and Oracle)
My immediate thought given that was “Gardener” but since it’s necrotic maybe “Harvester” then?
It would be verry funny to have a warlock contract salesman in a campain
when the players get interested and want to read the contrach before signing anything the DM phisicaly gives them 50 pages to read xDD
Seems like an alright gag for a lower stakes campaign or oneshot, though I expect no-one to actually read all 50 pages, especially in session
I was thinking along the lines of "Reaper" but harvester sounds alot better lol
Well it could be a random encointer while your party is resting in a city
Even in a high stakes or seriouse campain you can still have some laughter and fun
Hell it gets boring beeing super seriouse all the time so some laughter is needed
If your players would be alright with that then sure. In a serious campaign I could see some utility in having a written contract there for immersion purposes, but I expect no one to actually pilfer through 50 pages of material mid-session. It would kill the momentum pretty much instantly otherwise
I was expecting the players to see the book in this encounter and just laugh at it
Then if they sing the contract i can point to that part of the contract to make sure the player made this out of his own will
"Why am i missing a spell slot???"
Section 3.5
"In exchange for gaining eldrich black you agree that your highest level spell slot will be taken away and given to your patrion"
Yeah that seems pretty unfun. “You didn’t read through 50 pages of material to check for bad stuff so now you’re getting punished mechanically”
In any case this reaffirms that it’d be more appropriate in a gag-campaign
I agree whit you
Also f the bots
The bots?
I don’t usually take DMs from strangers, sorry. Could you edit your message to remove any f-words so it can be posted here?
1 min
Dont you see the potential? Having the player willingly sign they life away and having this all be on himself
He could have easily taken the contract home or just not signed it but nope
He had to have eldrick blast and that f-ed him over
Also im a story teller and a new DND player, no local dnd gatherings so im playing solo
It seems more like an adversarial “gotcha!” to me.
Huh, yeah makes sence then
Would be a cool backstory still
It’s a thin line. On one hand the trope of getting tricked by a contract is a classic one, and one that your player might want to bring up. On the other hand introducing mechanical consequences outside of those already packaged in their class is usually a disproportionate consequence
You could consider as an alternative making a cursed magic item to give your Warlock player down the line.
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made, how does it look?
That makes sence
Im a gluton for punishment, i hard belive into killing your children (story telling) since greater the obstacle or wound the better the outcome and the character have to be
But yeah, humans are week and they dont like conciquences for theyr actions
Fun time for me was having my fighter kill a druid in exchange for powers from a green dragon and almost having to fight the whole group over it
Others would find that disgusting
what do you guys think of letting certain subclasses use a different ability score from the main class for its spellcasting?
Not really an idea I think should be implemented
It’s not so much about people not wanting consequences it’s about the mechanical implementation of the consequences. I wouldn’t even say it’s about a notion that “humans are weak” somehow.
When homebrewing you have to consider the impact your mechanics will have within the larger system at play. Not everything can be overcome with good roleplay.
A Warlock losing one of their pact magic slots is a hefty nerf to their base kit, one that would effectively kill the character which isn’t fun for anyone.
It means your first two levels are either
- weaker, because you're built using a stat spread that isn't appropriate until level 3
- or you hit level 3 and now your subclass runs off of stats you don't have
what if its a subclass you get at 1st level?
Oh, 2014, gross 
rude
I might put a size limit on the telekinesis option, otherwise I like it
Do you like the concept of letting psionic clerics use intelligence for their spellcasting?
For 2014 I think it’s fine, if a bit funky
I’m mostly just thinking about how an int-clerics saving throw proficiencies and multiclass reqs are incongruent with the stat requirements; it might kill multiclassing for a psionic cleric, but that’s probably not a concern
Would giving all fighters the battle master techniques be unbalanced? I feel like it would be perfectly fine and add much more variety to a classes role in combat it desperately needs
I did that for my fighter class remake
I kinda want it to have a number of uses scaling on strength (minimum of 1) so that strength as a stat actually has a purpose 😭
do you think i chose the right spell list for them?
should i replace clairvoyance with psionic blast or something?
Hey guys, if your doing a irl party and u like visuals like i do
You get get magnetic cubes for rly cheep like 10-20 euros for 200 blocks
Get like 3-4 diferent colors and u can quickly make a dungeon room
I don’t know if that fits here
Maybe in maps and minis? Ill send it there too
But its good to share knolage
What do you guys think about a spell whose damage increases based on how far you fall onto the target? Currently I have 1d6 per 10 feet fallen. No fall damage for the caster and the descent, no matter how far, is almost instantaneous.
I feel like it could be immensely broken so I could add a cap on damage
It’s intended for sick ambushes and flying characters.
So you basically goomba stomp someone?
I’m picturing something like Desolate Dive from Hollow Knight
It’ll require a DEX save from the target, who becomes prone if they miss. Not sure what the damage cap will be (I’m referencing spells like Psychic Scream, which targets up to 10 creatures for 14d6 dmg) for a single target spell it could be higher. It will scale with spell lvl, which will increase the cap
Oooh okay
I’m not sure what the cap should be. It’s currently a lvl 5 spell. I’ve found a lvl 5 that does 8d8, and one that does 4d10, so maybe 10d6, which would mean that the max at lvl 9 would be 18d6 to one target. However, you’d have to get 180ft above your enemy so it might be good to reward the creativity you’d need for it.
Considering meteor swarm deals 40d6 to as many targets fit into 4 40ft radius circles I think it’s reasonable for a 9th lvl upcast
i assume that the spell will negate the fall damage the caster takes
Yup. Said that up top
Here’s the full block:
You target a creature directly below you. In an instant, you descend on that creature, which must succeed a Dexterity saving throw or take 1d6 Bludgeoning damage per 10ft traveled, to a maximum of 10d6, and fall Prone. On a successful save, the target takes half damage and is not Prone. You take no damage from the fall whether the target succeeds or fails the save.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage cap increases by 2d6 for each slot level above fifth.
i think an aoe would be wise? it seems very unlikely to be directly above a creature
also you could target the ground in that case
Maybe keep the damage scaling, but add a soft cap or diminishing returns after a certain height, so it stays fun instead of busted
still tho for ambush moments that would feel SO sick to pull off
It’s intended for flying characters, but you can also like… cannonball off a bridge or a cliff onto your intended target
it seems super sick but just extremely niche
Could you elaborate?
The best spells are imo. Like feather fall but destructive
true, i just dont see a scenario where you would use it above something else is the problem
The speed scaling is too fast
is it? 100ft is pretty damn high up
and it starts low to begin with
Maybe your players just don’t jump from heights enough. Could be a great way to go from ‘watching enemies from the rafters’ to combat. Also, I have a lot of homebrew flying vehicles which can be jumped from to deal max damage
question, do you think the telepathy option is underpowered compared to the others?
within context it may be better yeah, still super sick though no matter what
I would make it like 1d6 per 50 feet
do you realise how high 500ft is
Dimension Door
Yes
In RAW, you take 1d6 from falling 10 feet. Which is why you DEAL 1d6 damage from falling 10ft. Newtons laws.
It deals too much damage.
its a level 5 spell
Yeah
At 9th level, it deals anywhere from 1d6 to 18d6 damage to 1 target, meteor swarm deals 40d6 damage to as many enemies as you can fit into 4 40-ft circles. Take it up with the game devs, not me
Basically, keep the scaling normal up to around 100–150 ft, then either slow it down or cap it after that. That way, it still feels rewarding for cool setups, but doesn’t turn into crazy “drop from orbit and delete the boss” situations
Already done. You can only deal 10d6 damage before you hit terminal velocity. You can fall from further but it won’t do any more damage. Upcasting increases that maximum
Yep, 10d6 cap plus scaling upcasting keeps it strong but not broken. That feels pretty fair tbh
Excellent. Thank you. The cap increases by 2d6 per slot level to a maximum of 18d6 at 9th level, but you still have to fall from 180 feet to achieve that maximum
Now comes the question: how the hells do I make this spell in DnDB
i dare not even try dnd beyond homebrew maker
It’s so complicated. I can do monsters in the homebrew maker, but spells and magic items are so much harder
do you guys think the telepathy option of this subclass is too weak?
im thinking of making a magical girl barbarian
instead of rage you take on your magical girl form
think sailor moon but with rage
sounds fun. I love a good transformation subclass
Angry Sailor Moon.
Omg yes
I love it
I like seeing people like make “rage” it’s own unique transformation
Radiant damage light beams
radiant damage light beams. power of friendship for some temp hp boosts. a specteral outfit that boosts ac a bit
Power of friendship being maybe like… if you have Allie’s in proximity of you or see them go down you get some sort of benefit
@warped raven You still need to define the Save DC. You can make it a contested roll, or you can use a DC determined by the users STR score/bonus, or anything else. Use the DMG as a guide to figuring out what DC you want.
You can't just say, "make a STR save" without a DC.
Ok hmmm, I was planning to just make it a STR save against the users STR.. I feel like that would be pretty balanced? What's a contested roll?..like the player rolls a 1d20 against my 1d20 for the save?
Cuz that sounds fun lol
Yes, that's what a contested roll is.
You might reference 2014 grappling (contested Athlethics/Acrobatics skill check) vs 2024 grappling (Save DC = 8 + Prof + STRMOD)
That's awesome, ok thanks a bunch guys
High-Density Bone Wall
8th-Level
Casting time: Reaction
Range: 60 feet, 30 feet radius
Conjuration
Duration: Up to 1 minute
You may create a high-density bone wall with 20 AC and 200 HP. When you use it as a reaction to an attack, the high-density bone wall absorbs the damage up to its maximum HP; the remaining damage not absorbed is inflicted as normal. When the high-density bone wall's HP falls to 0, it is destroyed.
Using a Higher-Level Spell Slot: The HP increases by 50 for each spell slot level above 8.
the idea is fine but it's missing too many things to evaluate
This is pretty strong, its a free wall cast and tanks an entire hit for you in addition to not having concentration
I think it either needs concentration, or it needs to have a much shorter duration since you could have htis and another persistent damage spell up
*this
Agreed, it’s effectively 3 free blocks per combat that you could theoretically precast.
3 free blocks per combat...?
Im doing a rough estimate off the top of my head about how many hits the wall could take at about the level 8th level spells come into play
It really reads - 8th level conjuration, add 200 Hitpoints to your health for 1 minute, when you take damage to this added hp lose your reaction
assuming the monsters don't just bypass the wall
It is concentration
Up to 1 minute
you type that lilke this:
This is what I mean by missing things
A mini boss at this level would probably do like 300 or 400 damage per round
uhhhh no?
Yes
15 is 8th level spells
deadly challenge rating for SIX 15 level player is CR 23 +
Yes
so ill go CR 24 for your sake
A CR 30 or smth
please give me a CR 24 monster that is doing 300-400 damage to a single person in a round
forget miniboss, jsut any monster
ancient red dragon is CR 24 for example
Fire breath can do 91 damage
and thats a ona 5/6 recharge
Light.
idk what light means
It’s a name
can you link this?
No
im assumign this is base DND and not some random homebrew monster you made
It’s homebrew
So you're proving your example with something you've made up?
No
If i make a CR 24 monster that does 1 damage a round, does that prove that CR 24 monsters do 1 damage a round?
Assuming you're not trolling, you were quite literally asked to provide an example of a monster that does that kind of damage per round
A single player could do around 200 damage per round based on my homebrew
I (and I assume everyone else here) has 0 way to know if you homebrew spell is balanced, because your not playing DND anymore
If they plan it pretty well
your playing somehting that uses the baseline DND rules, and then takes whatever balance and monsters are suggested and chucks it
are you using homebrew classes/magic items?
No
You've made an entire mana system that people have already given feedback on
like 10 magic items
Frankly at a certain point it seems you've homebrewed enough to be far removed from 5e, and therefore the only useful metric for balance is your own homebrew system you've made
Though most of them are useless
Granted, the same criticism of the mana system probably will ring true here, are you sure 5e is an appropriate system for your game?
Ye
If I may ask, why?
Because you've overhauled or changed several fundamental systems
I am actually interested could I see the Light homebrew monster
I like seeing homebrewed stuff
I’ve only made the what the features do tho. I haven’t gotten to like doing like the specifics yet because it’s late in the campaign
I could show u a different one that’s kinda mostly finished
sure
Any advice on making the best shadow themed weapon
What would you want the shadow themed weapon to do?
It’s really rough tho
Whatever shadow means to you
Because the shadow blade spell already exists and you could just yoink that
Hi everyone, I'm playing a proper game for the first time, and I've created a character focused on physical power — a Goliath Path of the Giant Barbarian. I really want to increase his size by any means possible, to the point where he becomes larger than any giant. But I've noticed that increasing the character's size doesn't really give any substantial bonuses — mostly just minor ones. This really frustrates me. Why is it that when my character becomes gigantic, he’s not significantly different in terms of strength from a normal-sized character? Is there any way to come up with some scaling so that size actually matters? Or should I just accept it?
Fighter Rune Carver
does increasse size and stuff
and has some more bonuses
it increases strength saving throws too i think
but this is better for #character-discussion or smth
The bonuses may seem minor but there's a lot of good stuff that may not be obvious. Increasing your threat range is a huge boon for battlefieldd control. You should talk to your DM about making sure your investment into changing your size feels important.
You could also perhaps talk to them about using oversized weapon rules from 2014 5e
Design-wise, it’s because your character also has other damage increasing features, and giving massive bonuses from size in addition to those would be unbalanced. Many size increasing features do come with an extra d4 or d6 of damage, iirc. They’re not incredibly weak, but they aren’t overpowered. Keep in mind your extra barbarian damage can also be flavored as being tied to size.
Oversized weapon rules aren’t for PCs
I know that's why I'm suggesting they talk to their DM about it
my general rule for homebrewing classes is for every buff you should have an equivalent nerf to keep your character balanced.
So what would be your nerf?
Hello homebrew
I want to submit this homebrew Fighter modification to my DM, just checking to make sure it isn’t terrible.
Level 10: replace weapon mastery with:
High Mastery. Add another weapon mastery OR add +2 damage when dealing damage with weapons where you already have mastery
Level 16: replace weapon mastery with:
Grand Mastery. Add another weapon mastery OR add +1 hit and +2 damage when dealing damage with weapons where you already have mastery
High Mastery and Grand Mastery modifiers stack, meaning you could get +1 hit and +4 damage with the 4 weapons you have mastery with
Good idea, but maybe the damage could be +3 or 4 instead. Your at lv 10 so you'd probably need a bit more damage than +2. Otherwise the tradeoff would be pretty bad at lv 10.
Im no expert though so idk
Actually maybe even more damage than that because if you look at thinks like agonizing blast on eldritch blast, its already way better than weapons mastery because your adding most likely 5+ to damage on a ranged attack that already deals 1d10.
Conceivably Fighter has +5 as well, either from strength or Dex. More with great weapon master.
I’m just looking for a progression with a couple of weapons instead of taking more masteries
@potent basin finished updating the 2 subclasses, the forest druid got its scaling reaction pool and the botanist artificer was changed so that the plants were summoned in a space and can be teleported around as a ba as part of their activation, with the ability to store them inside the pot (useful for transport from combat into another, or just when not combating)
Circle of the Forest: https://docs.google.com/document/d/11HnB7oQebD9-G5Gvx301mT0Dob2uB6ZuqqD5zGuiwIE/edit?usp=sharing
Botanist Artificer: https://docs.google.com/document/d/1coLRYNW2wAanN3rh9pNC0I8TKIdOd_mrXMGI0E8owwU/edit?usp=sharing
What would the school of Howl of the Dead be from BG3?
the icon is pink but idk how BG3 color codes or if this one is even color coded?
Circle of the Forest:
Looks really solid right now! Definitely feels like one of those subclasses I would ban (just because keeping track of 3 large trees as well as a separate ring of Emanation around them and all their reactions + the movement on terrain is too much for my pea brain to keep track of) but it's definitely very unique and I think the trees seem much more balanced now.
Botanist Arbor:
Just if you're interested Pact of the Tome has similar wording to your pot respawn:
"If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die."
Balance-wise I'm a bit worried the magic tree with easy deployability and mobility without concentration required, hit points, or any way for the enemies to really deal with would be too strong for most campaigns.
The healing on level 3 seems quite strong to me? Cure Wounds is a 1st level spell with 1d8 + spellcasting modifier single-target healing, whereas this is a 2-target magic action that gives 1d8 + INT modifier Temporary Hit Points which puts it essentially double the strength of Cure Wounds at only level 3 from a subclass.
The poison on level 9 seems to be pretty strong to me as well, considering that damage can bypass saving throws altogether.
I think you probably need minor nerfs to just those sections because the idea is also really cool!
What're some of the rules when it comes to making a brand new spell?
I know it'll need a Verbal, Material, or ritual component if it requires such.
Will need a level that fits its power, and a range.
Anything else I should add to its creation?
Spells are really varied in what they can do, so any extra requirements will usually be on a spell by spell basis. Like if it has a damaging effect it’ll need either an attack roll or saving throw usually
Oh, and you’ll want to decide what class spell list(s) the spell will be on
Upcasting (if it damages/heals, summons, or something that can be scaled up)
Magic school
Action, BA or reaction
I'm working with a player who wants to be a Pyromancy Witch (Wizard) who does a bit more then just cast fireballs.
So far we have Create bonfire (i think its called), Fireball, Firebolt. But we're looking into making some personal Pyromancy spells for them.
I mean, there are a bunch of fire spells that already exist
What all are they wanting? Because I think fire based spells are the most abundant in the game
Fire bolt, bonfire, fireball, fire shield, burning hands, hellish rebuke, wall of fire, scorching ray, flame strike, meteor strike, etc.
They did want a spell that could help heal, something like a warm ray or Aura heal.
Like the stones from Dark Souls 2
I would probably say first and foremost before you go and make customer homebrew spells, to see what all you can accomplish by reflavoring existing spells.
You can probably easily get away with reflavoring existing healing spells into warm/fire related spells
Cure Wounds can be like a soothing flame from your hand.
Healing word could be embers surrounding a friend. Etc.
You should show them the wildfire Druid. Fire focused Druid with lots of healing utility all flavored around flames
Ill take these to note down and see what better works out. I could rename some spells and flavor text and see if that works otherwise see how they feel about wildfire druid
Yeah, unless they are specifically wanting to be a wizard of course. But wild fire Druid is still a full caster and seems to fit what you are describing.
You could also check out scribes wizard. That way your list of potential fire spells is widened fairly significantly
Thanks team, ive noted down the ideas ans ill check back with the players before S-0
random combat spell ideas:
wrath of the skies
lv 9 spell
V, S
150ft range, concentration up to one minute
choose a location you can see within range, and thunderclouds gather above a 60ft sphere
every creature that starts their turn within the 60ft sphere has to make a dexterity saving throw with disadvantage, taking 10d8 lightning damage on a failed save and half on a successful save
upon failing the dex saving throw, the creature is paralyzed until the start of your next turn.
you can move the sphere in any direction up to 60ft
-# 'The spell was created by a mage who wished to create one of the most devastating magic spells one could ever create.'
First I have to ask
What do you think "hit" means in a rules context
There are just multiple issues here but I have to ask for some "developer insight" to get to the root of things and help
oh wait i forgot
failing saving throw
i forgot this isnt a lv3 spell
thunderclouds gather is a visual thing
Right
There's still a few issues in general
like it being a level 9 spell competing with Meteor Swarm, needing 8/10 rounds to happen and be failed on in order to paralyze at all (without any repeats or clarifying duration), and being relatively low damage especially comparing to lower level spells like cloudkill or incendiary cloud
it's a 20ft sphere that lasts for 1 minute, things can just leave, and they only get paralyzed if they stay there for at least 8 rounds and fail at least 8 saves
dex with disadvantage
they can still just leave
I think you might get better mileage out of making it work like a more potent version of Call Lightning, with much higher damage, area, multiple lightning strikes each time, and not relying on multiple fails to paralyze.
wait call lightning paralyzes by default.
bruh ok then they get paralyzed regardless
no?
Remember that something with a similar multi-fails mechanic, Flesh to Stone, is single target, only 3, and becomes a permanent petrification
oh
I have a Pyromancer NPC as well, and one of my favorite thing that he can do is called Rapid Evaporation.
Basically, he can rapidly cause the blood and internal of any creature he can see to boil rapidly. This will give them levels of exhaustion if not interrupted, and CON save will not immediately save them, only delay the effects. You can probably tweak this ability a little to make a good enough spell.
You'd also have the Paralyze last until the start of your next turn, so when you next call down another bunch of lightning strikes, they don't autofail and get completely stunlocked, just threatened with another chance at getting paralyzed (alongside big damage and crowd control in general)
huh ok
Look at other 9th level spells, even 7th and 8th, for how big of a scope you can look at for size and damage
He also grows stronger the hotter the area around him is, to the point that I described that approaching him is like walking in the desert underneath the blazing midday sun
buffed
imagine sorcerer careful spell with this and sparing the party barb and fighter to make them get a thousand crits on the poor victim
Failing "a" saving throw? So any saving throw?
fixed, the dex saving throw
Still doesn't quite get the 'skies' thematic. Seems more like "wrath in a small bubble".
I think just use Call Lightning as a template, with extra strikes per instance of calling the strike, the AOE being bigger
i still dont see how being dextrous can protect you from a lightning bolt, would CON be more appropriate?
Dex is the save for many lightning spells. Lightning Bolt, Chain Lightning, Call Lightning. It's even dex for Incendiary Cloud.
What?
I mean I suppose projectile -> linger -> lightning -> amplify -> amplify is not so bad, but
Big obsidian block
uhhh heres the specific spell
arc projectile
linger
sensitive
aoe
speed up
duration up
chain
lightning
amplify
amplify
ok true the obsidian cage is more powerful
Anyway, back to this. I think it's a good level 9 spell
but too weak?
No, I think it's pretty good as is
The automatic, no CON save paralyze can allow you to cheese dragons for example
Once they burned through their LRs
Or it's precisely the spell that burns the LRs in the first place
yeah this thing is ideal for boss killing
That would still be 1 LR alone
Unless multiple scrolls/PCs are available
Edit: Nvm I didn't notice it was a concentration spell
what if... no concentration
60 ft. is pretty big. Although I suppose having the ability to actually move the clouds will be better
like the ars spell where you can just plop it and do whatever
No.
oh
Just give the ability to move the clouds
ok
The way I'd do it is
Wrathful Sky
Level 9 Conjuration
1 Action
300ft (90 ft. cylinder)
Verbal, Somatic
Duration: 10 minutes, Concentration
A raging tempest appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 20 feet tall with a 90-foot radius.
When you cast the spell, choose up to four points you can see under the cloud. Lightning bolts shoot from the cloud to those points. Each creature within 10 feet of any of those points must make a Dexterity saving throw. On a failed save, a creature takes 7d10 Lightning damage and has the Paralyzed condition until the start of your next turn. On a successful save, a creature takes half damage only.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same points, different ones, or any combination.
This is just a quick write up, an edit to call lightning basically
Making some racial feats for dhampir inspired by animals. (Balancing them is a nightmare though)
Petromyzon Blood (feat)
Prerequisite: Dhampir
Your blood grants you abilities similar to that of lampreys.
- You gain a swimming speed equal to your walking speed.
- Once per turn when you use Vampiric Bite, you can force the creature to make a Constitution saving throw (DC equals 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the creature receives 1d4 necrotic damage and regains half the amount of hitpoints it normally would from any source until the beginning of your next turn.
- You can cast Mirror Image using Constitution as your spellcasting ability. Once you do so, you must finish a Long Rest before you can cast it in this way. You can also cast Mirror Image with any spell slots you have.
I actually love this a lot
On a failed save, the creature receives 1d4 necrotic damage and regains half the amount of hitpoints it normally would from any source until the beginning of your next turn.
into, in my opinion:
On a failed save, the creature takes 1d4 necrotic damage, and any Hit Points it regains are halved until the start of your next turn.
So this Dhampir can halve enemies' healing, a la grievous wounds, something Chilling Touch cantrip can do better by reducing healing by 100%
I don't see the benefits of having Mirror Image cast using CON?
Thanks for helping clear up the wording! 
The thing is, enemy HP regaining is niche, so don't overvalue it too hard - especially when it's just a reduction, not even a full block.
I made this at 4 am in the morning and it's been a while since I did homebrew ehe
huh cool
IMO you could add extra damage scaling to that, like making it d6s, amount equal to PB, that be the real core of making the feat an "ooh I might go for that" feel, yknow?
Imagine 3d6 necrotic damage behind a con save making your relatively niche bite feature more enticing
The original idea was to give it a weapon of wounding rider, seeing as lampreys scrape holes into their host to suck blood out of. I didn't know whether that would be balanced at that time
Always keep in mind an "overhead budget". Putting too much stuff to manage can sometimes be way too much effort to run than it's worth.
I know full well the pitfall with my monsters 
Persistent 1d4 necrotic damage at turn start (per bite?) could go out of hand quickly with something like a monk
This is one of the other feats
Arachnid Bloodsucker (feat)
Prerequisite: Dhampir
Your vampiric powers stem from a strain that is spider-like in nature.
- Your Jump distance increases by 10 feet.
- You can use Reactions as normal even if a condition or effect prevents you from doing so, except for the Paralyzed, Petrified and Unconscious conditions.
- You can cast Web using Constitution as your spellcasting ability. Once you do so, you must finish a Long Rest before you can cast it in this way. You can also cast Web with any spell slots you have.
Hm, I may have worded the second more as
When a condition or other effect prevents you from taking a Reaction, you can ignore that prevention unless it is from the Paralyzed, Petrified, or Unconscious conditions.
This was the original idea
When you use Vampiric Bite, the creature begins bleeding. At the beginning of its turn, a bleeding creature takes 1d4 necrotic damage for each time you've bitten it, and it can then make Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the bleeding creature, or a creature within 5 feet of it, can use an action to make a DC Wisdom (Medicine) check, ending the effect of such bleeding on a success. The DC equals 8 + your Constitution modifier+ your Proficiency Bonus.
Thanks, I'll use that 
The wording was copied from sword of Wounding ('14)
yeah after making a LOT of stuff I kinda brute forced my way into some manner of skill in terms of "how do I word this funky thing as concisely and rule following as possible"
Can I make a pact with you in exchange for learning that skill? I don't want eldritch blast, just that feature lol
As part of a feat, and specifically for vampire
I would leave the damage static so we don't have to remember how many times you bit them, and instead set the damage to scale off of a character intrinsic value such as your PB
PB sounds easier to handle
whether it's an amount of d4s or d6s equal to PB, maybe if the 'deep wound' where it does the chunk of damage on top of any other effect is gated by a limited use pool...
Or a maximum damage limit?
Beware the overhead, still. Having to track how much damage they've taken out of a limit...
Maxing out damage at 2 bites should go from 4-12 damage excluding the bite damage itself (which is usually low unless monk or unarmed fighting is in play)
Edited:
When you use Vampiric Bite, the creature begins bleeding. At the beginning of its turn, a bleeding creature takes necrotic damage equal to 2 times your Proficiency Bonus and then makes a Constitution saving throw, ending the effect of the bleeding on itself on a success. Alternatively, the bleeding creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of the bleeding on a success. The DCequals 8 + your Constitution modifier + your Proficiency Bonus.
A static 2*PB damage is better than tracking for each bite
It isn't a method the wizards of the coast would teach you... The homebrew side of dungeons and dragons is a pathway to much content some would consider to be unnatural.
Then the unnatural shall be my field of study. Grant us knowledge, o great one
But genuinely speaking, making at least a pass of a D&D version of many different things you see in other media, is a great exercise.
Xenomorph acid blood and resilience and pyrophobia, XCOM 2's ADVENT enemy roster, Tandem bosses, etc. Wonder "how would that work in D&D" and make some kind of adaptation, begin figuring out how you tend to approach things, how things translate, and thus how to translate backwards - what mechanics communicate what fantasy, rather than trying to understand mechanics from a fantasy.
Submitted for the approval of the Midnight Society, I give you the Damaged Wing Fairy Species...
https://drive.google.com/file/d/13ZEUvCtL5INUOTuNcYp46AfVVP29cbhR/view?usp=drivesdk
Would love to get some feedback, even if it's just a 👍
https://www.reddit.com/r/DnDHomebrew/s/UgmWUmTtG6
this is a link to a homebrew cleric subclass I made. Do you think they should get an extra 1st level ability and if so, what should it be?
Actually after looking at it, it’s comparable to other 1st level cleric features such as the arcana and nature domain
I might be tempted to swap Spiritual Weapon for Psychic Blades
I was playing a Rogue who was hidden in a tree during waves of enemy attacks and boy howdy did those blades come in handy!
Do you think the channel divinity is fine as it currently is or should it be replaced with something else?
1d10 right off the hop might be a bit much? Maybe there's a way to scale it with level? 🤷♂️ What about 1d6 + half Cleric Level?
I could lower it to a D8, just wondering if the general concept of the channel divinity should be kept or or be changed
Seems fine to me 🤷♂️
Bump
Isn't it enough that my character will become the main target? And because of his size, he will be quite limited in movement in tight spaces — you won't be able to reach a size larger than Large everywhere. Also, he's still just a barbarian — magic and charm haven't gone anywhere.
My DM said that this is only for monsters.
I'd say the added Hit Points could be offset by DEX STs at Disadvantage 🤷♂️
Otherwise, I think that, "realistically," the character would have a lower AC, way higher HP and STR.
Bonus damage only comes from the Enlarge spell — increasing size on its own doesn't provide anything like that. It would make sense for each size category above Medium to increase Strength, movement speed, and hit points. Otherwise, it's literally just an inflated balloon. Even being able to lift heavier objects doesn't give that many advantages. I've thought about this a lot, and it seems to me that the size mechanics aren't properly implemented for players.
For example, being Large would allow you to grapple a Large creature — but what's the point of that? I don't know many Large creatures that prefer to fight at range; most such creatures charge into melee without running away. Grappled creatures can still attack and cast spells just fine. The ability to knock someone prone seems like the most useful thing that size can give.
I also thought that my party members could use me as a mobile tower and attack from a height, out of the enemies' reach.
Yes, increasing Constitution sounds reasonable.
You could also throw in a bunch of damage resistances/immunities, like immune to piercing/slashing damage from daggers and arrows
Resistance to cold/fire damage, probably the same with necrotic
I don't think that's necessary. In this regard, we should look at the stats of giants themselves and use them as a reference.
Storm giants don't have resistances to physical damage.
I'd love to, but it's past my bed time. I can check in with you in the morning if you're still figuring it out
Yeah that’s the default. As before the seemingly minor bonuses tend to have a larger impact in practice. Even an extra +1d4 on per attack can stack quickly as you get more attacks.
Should I replace this subclasses channel divinity with something else?
That being said it seems a lot of your issues stem from the way your DM runs their campaigns over an issue with increasing size itself. If it’s something you chose to invest in then your DM should be providing opportunities for increased size & strength to both shine and be challenged.
Ditto for grappling larger creatures. The automatic benefits are that the grappled creature has disadvantage on attack rolls against anyone other than you, and it can’t move. The former benefit greatly increases your party’s survivability, especially if you have other party members in melee range. The latter is really important for tactical positioning. Both sort of depend on your table, so your mileage may vary.
So, being Huge size +1d4 damage sounds reasonable? A massive behemoth deals as much extra damage as a tiny knife? And missing is still a thing — the fact that my club becomes the size of the enemy themselves doesn't help me hit them at all.
We have the ability to create our own skills using in-game currency, similar to Inspiration. I've been given the ability to throw enemies, but a limited number of times (depends on proficiency and recharges on a short rest). The damage comes from the distance the enemy flies, and if they hit another enemy, the damage is split evenly between them.
Yes and no; Damage is abstract in D&D, so there’s some compromise between what’s “realistic” (for a fantasy world with fantastical creatures) and what’s balanced systemically. Is a 3rd-level fireball truly the equivalent of being stabbed with a shortsword by a commoner 8 times?
Does it sound reasonable at first? Not really. Does it make sense when you crunch the numbers? Yes a lot more
The point is that that +1d4 from Enlarge/Reduce (and any extra damage from becoming large, let’s say the +1d6 from Rune Knight) is an abstract bonus representing an arbitrary translation between your size increase and your strength increase.
You could flavor the +1d4 and lack of a hit increase a million different ways.
This seems fine if fairly strong. Not many creatures with a good Int Save, but CD is a fairly limited resource anyways. I don’t think it’s as strong as say Peace or Twilight’s CD so it’s probably fine
Anyone willing to help me with this?
Question for you guys. 15th level paladin homebrew, would you rather have the effects of protection from evil and good, or a reaction that deals 6d8 radiant damage against a creature that forces you to make a saving throw?
Making homebrew stands for dnd 5e
I think most people would prefer the raw damage, knowing paladin players
This may seem odd, but do any of you know of a good winged humanoid monster (between cr 5 and 10) to use as a base for a homebrew monster?
Like jojo stands?
Yes
How are you going about running stands in DnD? They tend to be a bit complicated in terms of abilities
I’ve seen some fan made jojo systems for DnD
1 charcter sheet for thme
So sorta like pet subclasses where they get another statblock that has its own features and such?
I assume the user and the stand share the same hit point pool though right?
Nope just another character sheet
I have made six statblocks of Mercenaries! There was also considerable effort put into giving them at least some lore to help inspire how they behave and other set dressing for filling out the background for why they may be somewhere.
https://critterdb.com:443/#/bestiary/view/6892a18f97a02efde2613df9
The Artificer Epoch features spells and a gimmick involving lightning absorption. In a pair or larger group, they could get quite involved in keeping each other alive.
The Deadeye is a simple idea of a sniper, who would prefer to stay back and leave their targets occupied by other melee attackers.
Dustrunners hail from arid regions, specializing in fighting during obscuring conditions. Ruthless scrappy equipment and pragmatic tactics have them messing with their enemies as they rip them apart. Scorchers grapple victims with jagged hooks before shooting them up close with a short barreled gun, whereas Scorpions constantly shed a miniature sandstorm, administering mirage toxins and throwing sand in the eyes of their foes, all the while cutting them with a toxic blade swung by a chain.
The Red River mercenaries are immeasurably devoted to the art of battle, embracing the present and the truth of real action over the lies of conversation and negotiation. As their namesake implies, they enjoy blood, whether it is their own as they draw rivers of blood, or that of their enemies as they siphon wounds to mend their own.
The Whispering Wraith mercenaries have an almost opposite ideology to the Red River, embracing subtlety more than irrefutable actions. Wielding occult powers over dread and paranoia, it would be very difficult to find a better spy or assassin as their blade spells doom and their enemies fight each other in a panic.
I'd like to thank a friend of mine for helping polish the original three and helping make the Deadeye and Dustrunners.
So basically getting to play two characters at once?
Yes
I would be interested in seeing one of the statblocks you make for these stands and what mechanics you are using
Should this subclasses channel divinity be changed to something else?
thoughts on the following boss "gimmicks"
Compelled temporary 1v1 that requires a successful domain clash to stop
every failure boss stats raise
If boss hits 7 charges on you, you die, each charge gives debuff
for every HP threshold (every 50 HP lost) boss gains a 2nd legendary auto dodge that can be a counter / riposte
Boss that soul links the party, pooling HP and pressure
Its a homebrew system but its a later level party, they haven't struggled much
time to resurrect the indominus rex that nearly tpkd
50HP isn’t much, the boss is going to be doing that a lot
it was an example, idk how many it will be
thats meant to be for shia lebeouf, what the party thinks is the end of the campaign
Hes the BBEG
He has two phases, his 1st phase is his normal form and then when he gets to a threshold he drinks liquid fear which are like super steroids and becoming astrophobia
Bump
Make it an option maybe? An either or. That way you cater to both types of players
It's just normal sheets
But the stands have classes based on the type of stand they sre
So you are designing entire new classes based around off stand types or are you just forcing the existing stand types into specific existing classes?
Existing stand types with classes
But the types I made are
1 melee
2 ranged
3 magic
4 time
5 reality manipulatiers
Why not just use the already existing classifications from Jojo?
Close range, long range, automatic, range irrelevant, colony, bound, evolved,