#homebrew

1 messages · Page 96 of 1

strange crown
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and i was told that it was too weak before the 2nd one

restive tusk
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On 5, a bonus action attack would be more balanced

spring tusk
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it's entirely focused on the necromancy aspect of the subclass that the mechanics then fail to properly embody

strange crown
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although this boon is more fighter oriented unfortunately

amber hollow
strange crown
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could you make it work with paladin or cleric or any other melee class except monk?

spring tusk
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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?

restive tusk
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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).

strange crown
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yeah, although monk cant make use of it because the benefit is limited to using different weapons

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what if the bonus attack was like

restive tusk
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Monk can use various weapons

strange crown
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you can attack three times if you cant already?

strange crown
restive tusk
strange crown
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so it doesnt buff monk or fighter but makes it usable by other classes

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also for the fun strategizing part, all weapon mastery effects can be used

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so you can use a vex weapon and then use another diff weapon and then take advantage of all that

restive tusk
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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 😅

spring tusk
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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."

strange crown
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so instead of single extra bonus attack, instead its you get 3 attacks every time you take the attack action if you cant already

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so monk and fighter arent buffed to oblivion

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but cleric, paladin, rogue can all use it

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hmm but wouldnt it make fighter obsolete? since you get what is essentially fighter's lv 11 (iirc) passive?

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hm no all weapon master has way more potential with fighter it seems

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other classes can use it but only fighter (and monk to some extent) can use it to its fullest potential

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ooookay i may have had a misconception about monk

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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

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but it also seems to favor dual wield too

spring tusk
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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

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This is the current Circle of Spores Spell List

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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

spring tusk
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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"

upper plank
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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)

stuck raptor
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why not three 6s

upper plank
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cos both trip and withdraw usually cost 1d6 from the sneak attack, if I remember correctly

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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

sacred current
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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.
native grove
grim oak
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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.

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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.

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They're a goliath so they'll gain immunity to cold rather than resistance

grim oak
# sacred current > **Arachnid Bloodsucker** (feat) > *Prerequisite: Dhampir* > Your vampiric powe...

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.

grim oak
native grove
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what do you think of the lore/culture of the race?

grim oak
native grove
grim oak
light basin
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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

bright terrace
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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.

light basin
exotic edge
# light basin Hello! I'm working on a spreadsheet of ~200 homebrew items, and i'm wondering wh...

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.

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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

dry lintel
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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?

exotic edge
exotic edge
dry lintel
dry lintel
exotic edge
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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?

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It gives the risk of getting too close to the target with the reward of making it easier to hit

dry lintel
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I would say 20 or 15 ft for the range.

exotic edge
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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

dry lintel
glass tendon
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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

exotic edge
# glass tendon Hey guys. So I made a takeover magic. Class for Dungeons and Dragons. It's a D 1...

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

glass tendon
stuck raptor
glass tendon
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Except if the creature that it was capable of possessing own spells.

glass tendon
stuck raptor
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Base class would be about general buffs, and the subclasses would be about specific types of takeovers

glass tendon
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But it is limited to the amount that you can have in any combat encounter. Your storage is limited though.

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Out of combat. It's just you're out there collecting as many as you can.

stuck raptor
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that sounds like hell to track and probably a better fit for another system at that point

glass tendon
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Infinite out of combat limited in combat to the ones that you pick at your short rest or long rest.

glass tendon
stuck raptor
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so, more souped up Moon Druid is what im hearing without much limitations

glass tendon
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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.

stuck raptor
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Honestly, i would take a look at Mutation Druid for something similar from.. Grim Hollow?

glass tendon
stuck raptor
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I dont own Grim Hollow on DDB

glass tendon
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Especially since when you start off with this class, you basically don't have anything except your bare knuckles.

stuck raptor
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If a class is reliant on statblocks. wether its balanced or not depends on what statblocks are available to it in a game

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I reccomend not relying too much on statblocks and instead just using maybe a set list of features invocation style

glass tendon
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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.

stuck raptor
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Thats another issue, relying on what the DM uses

glass tendon
stuck raptor
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Typically speaking in dnd, classes should not have such a weakness or be super reliant on the DM

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they should be able to at least stand on their own

glass tendon
stuck raptor
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Roleplay is different from how the class plays out mechanically

glass tendon
stuck raptor
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¯_(ツ)_/¯

glass tendon
stuck raptor
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I mean, if youre set on it, theres not much i can do.

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id rather not

glass tendon
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Thank you for your input Nonetheless.

junior needle
junior needle
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They're the Final Fantasy version of that concept, and there's quite a few decent versions on the Unearthed Arcana subreddit.

glass tendon
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I think the final fantasy version will be definitely stronger than this thing.

daring zephyr
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If anyone has watched jjk how would you incorporate the power system like the binding vow ,cursed energy/techniques ,domain expansions etc.

arctic thorn
onyx flower
cerulean seal
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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

lament meadow
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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

stuck raptor
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sure

lament meadow
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Alright, let me write it

lament meadow
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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)

bright terrace
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What level spell should summoning a adult dragon be

minor lark
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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.

trim arrow
stray fern
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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

true forge
stray fern
# minor lark https://docs.google.com/document/d/1eC8tEMHnupOuaX6At1X8JORz5iarNe6I-A7j2QzScrE/...

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

minor lark
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thats what i was saying, if smth takes cursed energy to do it is proba cursed technique

stray fern
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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 ^^

minor lark
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ok tysm

stray fern
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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

bright terrace
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What spell level would summoning an ancient dragon be

stray fern
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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

minor lark
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his explanation 😭 "In which the shikigami classes cursed technique does indeed not count as it is not formed from a CT"

stray fern
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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

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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

brave maple
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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?

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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

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Here's his description of it

hasty rune
brave maple
stuck raptor
hasty rune
stuck raptor
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its not, but its a hunk of metal slamming at you with force damage

hasty rune
brave maple
true forge
# true forge

@trim arrow its for an Armourer Artificer thing, adding more armour models based on the different damage types

fast timber
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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

lament meadow
minor lark
restive gorge
fast timber
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yeah just because you pick the elemental conduit spells doesn't mean you have to take only elemental features after

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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

fast timber
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if you have any suggestions or ideas i'd be more than happy to see if I can fold them in!

restive gorge
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ok i wiil try to think of some

restive gorge
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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

true forge
fast timber
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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

fiery timber
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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

true forge
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Vigilante, a ranged weapon class dealing in both support and control

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although that support isnt healing lol

hasty rune
fiery timber
lament meadow
arctic thorn
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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

true forge
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there you go, no finshed subclasses but working on it slowly

forest island
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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.

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Is it unbalanced or no

primal osprey
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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

forest island
forest island
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Basically when using those two cantrips you bypass resistance. This only applies to those two cantrips

lament meadow
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Honestly, not the worst. Might even be useful for poison enjoyers

hasty rune
# lament meadow Xiangshan the Vengeful Half-Elf Hexblade Warlock, Lawful Evil CR 23 (PB +7) HP:...

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

lament meadow
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Would it be better if the "Hex" is a trait that targets enemies that damaged him the most last round

primal osprey
hasty rune
true forge
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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?

feral zinc
true forge
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I made another for Radiant damage

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@feral zinc

feral zinc
# true forge <@688449008527868019>

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

pliant elbow
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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```
native grove
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Should I buff the final ability and if yes, how?

strange crown
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hmmmmm would a sword that consumes ammo to attack one more time be cool

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or "charge"
you have to spend a spell slot or wait to the next day to recharge its six charges

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is inflation in dnd crazy?

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or hmm can it just be magic bullets instead that are special and cant be bought

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the bullets must be created and are quite expensive

primal osprey
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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?

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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)

glass tendon
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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.

clever wraith
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how do i get homebrew spells to go in my homebrew sub class and actually show up on my character sheet

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and be useable

bright terrace
clever wraith
bright terrace
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What app or smth

clever wraith
bright terrace
clever wraith
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But I need them to show up with a feature in said homebrew subclass

cerulean seal
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Your questions is a sw issue not a mechanical issue of homebrew which this channel is for. dndCheers

rugged cargo
trim parrot
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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)

bright terrace
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It better require attunement

trim arrow
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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?

trim parrot
rugged cargo
# trim parrot 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.

trim parrot
rugged cargo
trim parrot
#

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

trim arrow
rugged cargo
austere mango
#

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?

scenic urchin
#

barbarians: look at what they need to mimic a fraction of our power

glossy yoke
#

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

strange crown
primal osprey
#

Sounds like I’m gonna need to add some fire 🔥

#

Ty for the suggestions, I’ll give it a proper brainstorm soon

primal osprey
strange crown
# glossy yoke Second time publishing this looking for opinions, but anyways I've had an ide...

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

marble hull
#

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

glossy yoke
#

Although I can't think of weaknesses for races

strange crown
#

whats your party then

glossy yoke
#

Sorry got confused

strange crown
#

tell me their party races and classes

#

and their personalities

#

i can do a bit of thinking for the obsessive hunter

potent basin
#

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

glossy yoke
# strange crown tell me their party races and classes

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

glossy yoke
onyx flower
#

one of my friends joking asked me to make a playable specie that's a sentient car but im taking it seriously, any ideas?

strange crown
#

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

potent basin
# glossy yoke Go ahead

There's a lot so I'll summarize the parts I think could be problematic

  1. 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

  2. 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

  3. 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)

  4. 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

onyx flower
glossy yoke
tribal vapor
onyx flower
#

yeah but stat wise i have no clue

tribal vapor
#

He figured out how to put a pre-existing person's mind in it

potent basin
#

letting an aaracrocka into a first time dm's campaign sounds like a lot of trouble imo

onyx flower
tribal vapor
#

hmmmm idk tbh\

#

isnt there a consttruct like species

glossy yoke
glossy yoke
potent basin
hot warren
#

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.

hot warren
potent basin
glossy yoke
#

Funny gun go brrr

strange crown
glossy yoke
#

Taking a page out of kraven the hunter for this one

#

Also was thinking of what species he should be

#

No idea honestly

potent basin
#

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

glossy yoke
#

I don't know

potent basin
# glossy yoke Well, yes, but actually no

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

glossy yoke
#

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

potent basin
#

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

glossy yoke
glossy yoke
#

I could get a more experienced dm I know to help me or teach me

potent basin
#

True

#

you do learn through experience

#

could also give a distance nerf to the flight

glossy yoke
#

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

potent basin
#

Are you making all of the characters' builds?

glossy yoke
glossy yoke
potent basin
potent basin
# glossy yoke The hunter

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)

glossy yoke
#

No, i AM just the dm, I just want a race for the hunter that Will be a regular encounter through the campaign

strange crown
#

distance nerf until they kill the hunter

potent basin
#

could still make the hunter fallen aasimar if u want them to be an evil peron

#

person*

strange crown
#

ok hear me out what if flying requires concentration

potent basin
strange crown
#

after the wound

#

also where

potent basin
#

it's still WIP on spells but it's a start of sorts

strange crown
#

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

potent basin
#

k

#

was worried the resistances would be too much

strange crown
#

is the curse toggleable

#

is it possible to like

glossy yoke
strange crown
#

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

potent basin
#

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

potent basin
arctic thorn
#

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

potent basin
arctic thorn
#

i should prolly implement a way to make a new one huh

potent basin
#

Or some way that it stays on you

arctic thorn
#

yeah

potent basin
#

Maybe it can be magically summoned or something? Not sure why you'd need a pot though

arctic thorn
#

i thought of the pot so you could carry it around and use the different plants

potent basin
#

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

arctic thorn
#

maybe the amount of reactions should scale?

#

like a pool almost you can use among the 3

potent basin
#

You could make tree count scale

arctic thorn
#

1 at level 3, then like 2 at level 6 and 3 at level 10?

#

reactions

potent basin
#

Seems reasonable

arctic thorn
marble hull
arctic thorn
potent basin
marble hull
stuck raptor
glossy yoke
#

Do You have any ideas of what the tattoos could look like?

arctic thorn
marble hull
#

There are other things I have planned with it, for example sharing tattoos with other party members

marble hull
glossy yoke
potent basin
marble hull
glossy yoke
#

Damn, I want that

marble hull
#

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

glossy yoke
#

Can I share a similar idea with You? I think of it as a caster monk cause it Will relly on "spells"

marble hull
#

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

potent basin
#

Thoughts on a Sorcerer homebrew with Eldritch Blast so we can get rid of Warlocks?

true forge
#

Thats, not going to get rid of them....

marble hull
marble hull
true forge
#

Eh, seems very bad

glossy yoke
#

@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?

marble hull
#

Which even at level 20 you only get 3 of

marble hull
true forge
#

As by 5th level, they can attack 4 times a turn using flurry of blows

true forge
#

Eh, even so, still bad in effect

#

Is punching all they do or is there more to it?

marble hull
#

Neat…

marble hull
#

So I’ll be back, but again this is only a working concept rn

true forge
potent basin
true forge
#

Warlocks and Sorcercers are very different and making a sub to rip one onto the other is kinda lazy

arctic thorn
# potent basin btw my finished subclass (atm) if anyone is curious/wants to give feedback https...

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

potent basin
#

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

mellow galleon
#

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

arctic thorn
# potent basin level 1: there is a pool it's just halved of the normal sorcery points level 2: ...

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?

potent basin
mellow galleon
potent basin
#

This would be for normal action AoE or non combat attacks

mellow galleon
#

still esssentally the same using a bonus action especialy since rule say you can only use 1 lvled spell a turn

potent basin
#

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

mellow galleon
#

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

potent basin
#

Hmm

#

But what if you used it on a spell like Bigby’s Hand?

arctic thorn
# potent basin hmm maybe level 6 is a free plane shift anf level 14 would be the metamagic doub...

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

potent basin
#

Twinned and quicken don’t work on it

arctic thorn
#

right?

mellow galleon
#

2024 rules if they were in 2014 they didnt change

glossy yoke
marble hull
#

Alrighty

arctic thorn
marble hull
#

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

arctic thorn
#

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

marble hull
#

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

potent basin
marble hull
marble hull
glossy yoke
mellow galleon
marble hull
#

Hmm

marble hull
glossy yoke
marble hull
glossy yoke
#

Hence why I am here

marble hull
#

Very true

glossy yoke
#

Tell me how can I polish it

marble hull
#

I’ll try to help as much as I can but I am mainly working on mine

glossy yoke
#

Please brother, and thanks

marble hull
arctic thorn
# potent basin Yeah for the level one that’s what I meant To be honest I don’t think Plane Shi...

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

potent basin
arctic thorn
#

you can ping me when you update it so i see it

marble hull
arctic thorn
rigid kettle
#

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

marble hull
#

Sounds neat

rigid kettle
#

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.

potent basin
arctic thorn
marble hull
#

Ok

rigid kettle
#

"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

glossy yoke
#

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

half condor
true forge
marble hull
true forge
#

So spending a 5th level spell slot for 5d10 damage at max level?

true forge
#

That, is kinda bad, any 5th level spell does more damage

marble hull
true forge
#

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

marble hull
#

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

bright terrace
#

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.

true forge
#

Hit something and run away to safety

marble hull
true forge
#

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

marble hull
#

No.. no I don’t

#

Anyways

true forge
#

Gish sorcerers are kinda hard to make, as you need to make them survivable and fun to play in melee combat

marble hull
#

Maybe the unarmed strike per spell slot can be fixed a little bit…

marble hull
#

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

true forge
#

I think make make it the gimmick, so at 1st, with spending any spell slot

true forge
#

The time it lasting equality the level of spell slot in hours

marble hull
#

Are you ok?…

true forge
# marble hull Rephrase?

Make it the first level (or 3rd if 2024) gimmick feature, aka the feature they defines the subclass in playstyle and identity

true forge
marble hull
marble hull
marble hull
#

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.
true forge
#

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

true forge
bright terrace
#

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.

true forge
bright terrace
marble hull
marble hull
true forge
bright terrace
#

It’ll probably be a 9th level spell though.

native grove
bright terrace
#

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

amber hollow
#

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)

marble hull
#

I am curious how you’d utilize “10%” of ability scores

bright terrace
marble hull
bright terrace
#

I’ll probably make it a 9th level spell double cast or smth

marble hull
#

Maybe you can have it do something more cleanly

#

Like a plus 1 to all ability scores

bright terrace
#

Rounded down

marble hull
#

Ok I feel you didn’t really listen when j said that doesn’t really work…

true forge
# native grove https://www.reddit.com/r/DnDHomebrew/comments/1shlwxa/mind_magic_sorcery_sorcere...

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

bright terrace
#

It makes it slightly more even that way.

marble hull
true forge
bright terrace
marble hull
true forge
#

which it is rare for a creature to get more then 20 in unless super high CR

true forge
#

when using x or y, you add fire damage

bright terrace
#

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

true forge
#

doesnt seem to spring any misunderstandings

marble hull
native grove
true forge
#

at least i think it does

marble hull
#

Does the -1d4 stack?

true forge
#

well, if you a spell that does so yes

marble hull
#

Huh?

true forge
true forge
# marble hull Huh?

there is one spell that i know of that does the same thing, which is Mind Sliver

marble hull
true forge
marble hull
#

Any reason as to why you chose a knife?

true forge
#

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)

marble hull
true forge
# true forge my other one, ive made 2 so far (planing one for every damage time), is a flyer ...

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)

bright terrace
#

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 👍

unique parrot
neon inlet
#

I'm gonna homebrew a monk subclass centered around deflect attacks >:)

lament meadow
neon inlet
#

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

native grove
oak dock
#

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…

trim parrot
#

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)

neon inlet
neon inlet
trim parrot
#

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

trim parrot
neon inlet
trim parrot
neon inlet
trim parrot
neon inlet
hasty rune
native grove
#

I was asking if they should know psionic blast or pulse wave

neon inlet
# native grove anyone?

So it seems a bit broken balance wise as for the spells I don't even know what those two spells are lol sorry

trim parrot
hasty rune
trim parrot
#

You need to pay something to have powers so why not have to pay a heavy price to even use the build

native grove
#

… what?

native grove
trim parrot
# native grove … what?

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

native grove
#

I still don’t get what your talking about

hasty rune
neon inlet
native grove
neon inlet
native grove
#

Sorry

#

Decided to go with psionic blast

trim parrot
trim parrot
hasty rune
trim parrot
#

Ik this is a hard topic to understand for a dnd player but stay whit us

neon inlet
#

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.
scenic urchin
#

seems a bit one note

trim parrot
#

Could work

#

Not op nor trash soo its solid

neon inlet
neon inlet
native grove
hasty rune
native grove
#

Don’t remember

#

Personally I think the subclass is fine in its current state

hasty rune
#

For reference to usually cast a spell (first level mind you) at will requires an epic boon which you get at level 19

native grove
#

Atleast when it comes to balance

native grove
hasty rune
native grove
#

Again, warlock

hasty rune
# native grove 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)

native grove
#

Telekinesis isn’t really that effective for combat either. It lets you restrain one enemy and that’s it, it’s mostly for utility

trim parrot
native grove
trim parrot
native grove
#

… what?

#

Whatever I personally think the balance of the subclass in its current state is fine

trim parrot
#

Someome help cause idk if im saying something wrong or froggy legit never heard of warlocks and the great old one

scenic urchin
#

have never heard of great old one warlocks bleeding

hasty rune
native grove
#

Okay I do have an idea that might make shatter willpower more balanced

trim parrot
native grove
hasty rune
native grove
#

Now if you want a meaningful penalty you’ll have to spend more

trim parrot
true forge
#

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

trim parrot
true forge
trim parrot
#

Simbiot?

#

Its basicaly necrotic venom from spiderman xD

true forge
#

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

restive tusk
restive tusk
trim parrot
restive tusk
#

Ah so it isn’t a mechanical thing, though I’m also not seeing any record of that on Karsus lore-wise either.

trim parrot
#

I must have missremebered it then

true forge
#

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)

restive tusk
restive tusk
#

Getting that theme of “binding” from the weapon + the terrain gen

true forge
#

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)

restive tusk
#

My immediate thought given that was “Gardener” but since it’s necrotic maybe “Harvester” then?

trim parrot
#

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

restive tusk
#

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

true forge
trim parrot
restive tusk
#

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

trim parrot
restive tusk
#

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

trim parrot
restive tusk
#

The bots?

trim parrot
#

I got muted for saying the F word

#

Can i dm u what i was gonna send?

restive tusk
#

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?

trim parrot
#

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

restive tusk
#

It seems more like an adversarial “gotcha!” to me.

trim parrot
#

Huh, yeah makes sence then
Would be a cool backstory still

restive tusk
#

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.

native grove
trim parrot
# restive tusk It’s a thin line. On one hand the trope of getting tricked by a contract is a cl...

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

native grove
coral delta
#

Not really an idea I think should be implemented

restive tusk
# trim parrot That makes sence Im a gluton for punishment, i hard belive into killing your chi...

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.

coral delta
#

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
native grove
coral delta
#

Oh, 2014, gross dndLol

native grove
#

rude

restive tusk
native grove
restive tusk
#

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

thorn sun
#

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

native grove
thorn sun
#

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 😭

native grove
#

should i replace clairvoyance with psionic blast or something?

trim parrot
#

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

native grove
trim parrot
analog glade
#

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.

native grove
analog glade
#

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

analog glade
# native grove 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

native grove
#

i assume that the spell will negate the fall damage the caster takes

analog glade
#

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.

high pendant
#

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

stray hound
#

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

analog glade
high pendant
analog glade
high pendant
bright terrace
high pendant
#

and it starts low to begin with

analog glade
native grove
high pendant
bright terrace
#

I would make it like 1d6 per 50 feet

high pendant
#

are you

#

buddy who is 500ft above someone

bright terrace
#

A lot

#

Quite easy

high pendant
#

do you realise how high 500ft is

rugged cargo
#

Dimension Door

bright terrace
#

Yes

analog glade
bright terrace
#

It deals too much damage.

high pendant
bright terrace
#

Yeah

analog glade
#

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

stray hound
# analog glade Could you elaborate?

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

analog glade
stray hound
analog glade
#

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

high pendant
#

i dare not even try dnd beyond homebrew maker

analog glade
#

It’s so complicated. I can do monsters in the homebrew maker, but spells and magic items are so much harder

native grove
icy saddle
#

im thinking of making a magical girl barbarian

#

instead of rage you take on your magical girl form

#

think sailor moon but with rage

heady stream
#

sounds fun. I love a good transformation subclass

tawdry wagon
#

Angry Sailor Moon.

unkempt lodge
#

I love it

#

I like seeing people like make “rage” it’s own unique transformation

cerulean seal
icy saddle
#

radiant damage light beams. power of friendship for some temp hp boosts. a specteral outfit that boosts ac a bit

cerulean seal
late pivot
#

@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.

warped raven
#

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

rugged cargo
warped raven
#

That's awesome, ok thanks a bunch guys

bright terrace
#

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.

scenic urchin
#

the idea is fine but it's missing too many things to evaluate

quiet ibex
#

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

restive tusk
#

Agreed, it’s effectively 3 free blocks per combat that you could theoretically precast.

scenic urchin
#

3 free blocks per combat...?

restive tusk
#

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

quiet ibex
#

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

scenic urchin
#

assuming the monsters don't just bypass the wall

quiet ibex
#

No it isnt?

#

Duration: 1 minute

bright terrace
#

Up to 1 minute

quiet ibex
#

you type that lilke this:

scenic urchin
#

This is what I mean by missing things

quiet ibex
#

Concentration, up to 1 minute

#

otherwise, it not concentration

bright terrace
#

A mini boss at this level would probably do like 300 or 400 damage per round

quiet ibex
#

uhhhh no?

bright terrace
#

Yes

quiet ibex
#

15 is 8th level spells

bright terrace
#

Yes

#

I said what I said

quiet ibex
#

deadly challenge rating for SIX 15 level player is CR 23 +

bright terrace
#

Yes

quiet ibex
#

so ill go CR 24 for your sake

bright terrace
#

A CR 30 or smth

quiet ibex
#

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

bright terrace
#

Light.

quiet ibex
#

idk what light means

bright terrace
#

It’s a name

quiet ibex
#

can you link this?

bright terrace
#

No

quiet ibex
#

im assumign this is base DND and not some random homebrew monster you made

bright terrace
#

It’s homebrew

quiet ibex
#

because even CR 30 monsters cannot do 300-400 damage in one round

#

.............

restive tusk
#

So you're proving your example with something you've made up?

bright terrace
#

No

quiet ibex
#

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?

restive tusk
#

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

quiet ibex
#

wait

#

thatphone how much health do your level 15 players have

bright terrace
#

A single player could do around 200 damage per round based on my homebrew

quiet ibex
#

I (and I assume everyone else here) has 0 way to know if you homebrew spell is balanced, because your not playing DND anymore

bright terrace
#

If they plan it pretty well

quiet ibex
#

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?

bright terrace
#

No

restive tusk
#

You've made an entire mana system that people have already given feedback on

bright terrace
#

like 10 magic items

restive tusk
#

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

bright terrace
#

Though most of them are useless

restive tusk
#

Granted, the same criticism of the mana system probably will ring true here, are you sure 5e is an appropriate system for your game?

bright terrace
#

Ye

restive tusk
#

If I may ask, why?

#

Because you've overhauled or changed several fundamental systems

quiet ibex
#

I am actually interested could I see the Light homebrew monster

#

I like seeing homebrewed stuff

bright terrace
#

I could show u a different one that’s kinda mostly finished

quiet ibex
#

sure

soft yacht
#

Any advice on making the best shadow themed weapon

restive tusk
#

What would you want the shadow themed weapon to do?

bright terrace
cerulean seal
#

Because the shadow blade spell already exists and you could just yoink that

half thicket
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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?

bright terrace
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does increasse size and stuff

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and has some more bonuses

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it increases strength saving throws too i think

restive tusk
unique parrot
unique parrot
restive tusk
#

I know that's why I'm suggesting they talk to their DM about it

copper jewel
clear frost
#

Hello homebrew

obsidian oar
#

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

clear frost
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Im no expert though so idk

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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.

obsidian oar
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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

clear frost
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I forgot about that lol

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My fault

arctic thorn
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@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

trim arrow
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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?

potent basin
# arctic thorn <@1208401777544667261> finished updating the 2 subclasses, the forest druid got ...

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!

north spruce
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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?

restive tusk
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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

true forge
north spruce
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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.

cerulean seal
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What all are they wanting? Because I think fire based spells are the most abundant in the game

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Fire bolt, bonfire, fireball, fire shield, burning hands, hellish rebuke, wall of fire, scorching ray, flame strike, meteor strike, etc.

north spruce
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They did want a spell that could help heal, something like a warm ray or Aura heal.

Like the stones from Dark Souls 2

cerulean seal
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Cure Wounds can be like a soothing flame from your hand.

Healing word could be embers surrounding a friend. Etc.

cerulean seal
north spruce
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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

cerulean seal
restive tusk
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You could also check out scribes wizard. That way your list of potential fire spells is widened fairly significantly

north spruce
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Thanks team, ive noted down the ideas ans ill check back with the players before S-0

strange crown
#

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.'

amber hollow
amber hollow
strange crown
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oh wait i forgot

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failing saving throw

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i forgot this isnt a lv3 spell

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thunderclouds gather is a visual thing

amber hollow
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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

strange crown
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wait so its not op but weaker

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i thought it was op

amber hollow
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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

strange crown
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dex with disadvantage

amber hollow
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they can still just leave

strange crown
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fail 3-5 saves instead?

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30ft sphere

amber hollow
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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.

strange crown
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wait call lightning paralyzes by default.

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bruh ok then they get paralyzed regardless

amber hollow
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Remember that something with a similar multi-fails mechanic, Flesh to Stone, is single target, only 3, and becomes a permanent petrification

strange crown
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oh

lament meadow
# north spruce I'm working with a player who wants to be a Pyromancy Witch (Wizard) who does a ...

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.

amber hollow
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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)

strange crown
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huh ok

amber hollow
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Look at other 9th level spells, even 7th and 8th, for how big of a scope you can look at for size and damage

lament meadow
strange crown
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imagine sorcerer careful spell with this and sparing the party barb and fighter to make them get a thousand crits on the poor victim

lament meadow
strange crown
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fixed, the dex saving throw

amber hollow
# strange crown buffed

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

strange crown
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i still dont see how being dextrous can protect you from a lightning bolt, would CON be more appropriate?

amber hollow
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Dex is the save for many lightning spells. Lightning Bolt, Chain Lightning, Call Lightning. It's even dex for Incendiary Cloud.

strange crown
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huh ok

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so the spell only works in ars nouveau damn

amber hollow
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What?

lament meadow
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Big obsidian block

strange crown
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ok true the obsidian cage is more powerful

lament meadow
strange crown
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but too weak?

lament meadow
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No, I think it's pretty good as is

#

The automatic, no CON save paralyze can allow you to cheese dragons for example

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Once they burned through their LRs

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Or it's precisely the spell that burns the LRs in the first place

strange crown
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yeah this thing is ideal for boss killing

sacred current
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Unless multiple scrolls/PCs are available

Edit: Nvm I didn't notice it was a concentration spell

strange crown
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what if... no concentration

lament meadow
strange crown
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like the ars spell where you can just plop it and do whatever

lament meadow
strange crown
#

oh

lament meadow
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Just give the ability to move the clouds

strange crown
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ok

amber hollow
#

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.

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This is just a quick write up, an edit to call lightning basically

sacred current
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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.
amber hollow
lament meadow
sacred current
amber hollow
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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.

sacred current
amber hollow
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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

sacred current
amber hollow
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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 dndLol

sacred current
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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.
amber hollow
sacred current
# amber hollow IMO you could add extra damage scaling to that, like making it d6s, amount equal...

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.

sacred current
amber hollow
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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"

sacred current
amber hollow
sacred current
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PB sounds easier to handle

amber hollow
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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...

sacred current
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Or a maximum damage limit?

amber hollow
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Beware the overhead, still. Having to track how much damage they've taken out of a limit...

sacred current
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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)

sacred current
# sacred current This was the original idea > When you use Vampiric Bite, the creature begins ble...

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

amber hollow
sacred current
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Then the unnatural shall be my field of study. Grant us knowledge, o great one

amber hollow
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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.

sacred current
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Thanks friend dndCheers

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GTG

oblique wigeon
native grove
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Actually after looking at it, it’s comparable to other 1st level cleric features such as the arcana and nature domain

oblique wigeon
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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!

native grove
#

Do you think the channel divinity is fine as it currently is or should it be replaced with something else?

oblique wigeon
native grove
oblique wigeon
half thicket
half thicket
oblique wigeon
half thicket
# unique parrot Design-wise, it’s because your character also has other damage increasing featur...

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.

half thicket
oblique wigeon
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Resistance to cold/fire damage, probably the same with necrotic

half thicket
#

Storm giants don't have resistances to physical damage.

oblique wigeon
restive tusk
native grove
restive tusk
#

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.

half thicket
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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.

restive tusk
#

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?

hasty rune
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Does it sound reasonable at first? Not really. Does it make sense when you crunch the numbers? Yes a lot more

restive tusk
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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.

restive tusk
native grove
jagged cedar
#

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?

paper belfry
#

Making homebrew stands for dnd 5e

jovial fractal
lucid crystal
#

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?

cerulean seal
paper belfry
#

Yes

cerulean seal
# paper belfry 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

cerulean seal
# paper belfry 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?

paper belfry
#

No

#

But the user will take damage

paper belfry
amber hollow
#

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.

cerulean seal
paper belfry
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Yes

cerulean seal
#

I would be interested in seeing one of the statblocks you make for these stands and what mechanics you are using

native grove
heavy jay
#

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

unique parrot
heavy jay
#

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

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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

dim sorrel
paper belfry
#

But the stands have classes based on the type of stand they sre

cerulean seal
paper belfry
#

Existing stand types with classes

#

But the types I made are
1 melee
2 ranged
3 magic
4 time
5 reality manipulatiers

cerulean seal
paper belfry
#

Because I don't know them 😭

#

And plus this is converted into my eyes

cerulean seal