#homebrew
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Because my brain can't understand any of that plus evolved is a classification of a stand that peaked/reached higher levels
Like ger soft and wet: beyond star platinum: the world etc
would it be okay to buff shield of faith to effect multiple creatures in the same way bless can?
+2 to ac to multiple creatures is very strong
I’m just listing the types off the top of my head.
I think creating mini classes for each stand type works fine. You could honestly just mimic the sidekick classes from Tasha’s to use
Since those are extremely simple
I'm still doing it my way
Why a whole class dedicated to time stuff?
Let me send the table
true, but is it any stronger than what bless is?
Can be multiclassed
1 melee: fighter, barbarian, or monk
2 ranged: ranger, or rogue
3 magic: wizard, warlock, or cleric
4 time: sorrcer, paladin, or artificer
5 force: wizard, monk, fighter, or cleric
Sorry it was force not reality manipulatier but they mean the same thing in this
So if I wanted to be Jotaro with Star platinum, how would I achieve that?
i would say, for a 1st level spell, yes
Or if we are talking normal sp just monk
even if you made multitarget locked to upcast, id say its still stronger a bit than bless
problem is that shield of faith is currently kind of bad
right.... but that doesnt mean theres one way to make it good
hmmm... i could make it so for every 2 spell slot levels the shields AC bonus increases by 1
for that one, im not sure if a 3rd level +3 to ac is justifiable either
for conc too
because its too bad or too good?
comparing to other 3rd level concentration, bad
What if it increased normally with +1 do each spell slot above first to a maximum of +5?
comparing it to other spells again, a bit bad. i think that also breaks bounded accuracy a bit
ive always thought though that SoF being noncon but also maybe shorter is fine
is it 1 minute? or 10?
1 min full duration and +2 i think is ok
Shield of faith (revised)
abjuration 1st level spell
Casting time:one action
Range:60 feet
Components:V,S
Duration:1 minute
You create a protective barrier around the target. For the spells duration their AC is increased by 2.
Spell lists:cleric, paladin
How does this look?
I assume it has concentration?
otherwise yes, with no concentration that is op
its fine for when you get it
but at higher level play, when 1st level slots are nothing to lose, this is giving your tank, or wizard +2 AC for any fight you know is coming
and if its a big fight, you just give everyone +2 AC
How do feat options work? I've been trying to make a feat that is like a lesser form of the Resilience feat, and just allows you to choose between Strength, Constitution, or Wisdom, but it doesn't seem possible...
Why not
This is my first monster I make at this power level. I used the dmgs balancing guide. Does it look balanced for a CR 20?
Kaityr, the Hero
Medium humanoid (Human), ???
Armor Class 18 (studded leather)
Hit Points 250
Speed 30 ft.
STR
23 (+6)
DEX
22 (+6)
CON
20 (+5)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Skills Athletics +12, Insight +8, Perception +8
Condition Immunities charmed, frightened
Senses passive Perception 18
Languages understands Common
Challenge 20 (25,000 XP)
Heroic Multiattack. Kaityr has 3 points to spend on actions each turn. The cost of each action is displayed in front of it
Aggressive. As a bonus action, Kaityr can move up to his speed toward a hostile creature that he can see.
Relentless (Recharges after a Short or Long Rest). If Kaityr would be reduced to to 0 hit points, he is reduced to 1 hit point instead.
Legendary Resistance (2/day). If Kaityr fails a saving throw, he can choose to succeed instead.
Actions
Blood Cleave (Katana). Cost 3: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 102 (15d10 + 20) slashing damage.
Blood Circle (Katana). Cost 3: Kaityr spins around, slashing in a circle around him. Each creature within 5 ft of Kaityr must make a DC 21 Dexterity saving throw, taking 60 (7d12 + 15) slashing damage on a failed throw.
Blood Needle (Katana). Cost 1: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 42 (5d12 + 10) piercing damage.
Blood Cut (Katana). Cost 1: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 42 (5d12 + 10) slashing damage.
Shadow Piercer (Throwing Knife). Cost 2: Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 86 (12d10 + 20) piercing damage.
Precision Strike (Katana). Cost 2: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 65 (10d10 + 10) piercing damage. On a hit the target must succeed on a DC 21 Constitution saving throw or gain disadvantage on their next attack
Disarm (Katana). Cost 2: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 65 (10d10 + 10) slashing damage. On a hit the target must succeed on a DC 21 Strength saving throw or drop their weapon.
Focus. Cost 2: Kaityr gains advantage on his next attack.
Legendary Actions
Kaityr can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.
Parry. Kaityr adds +5 to his AC against one melee attack that would hit it. To do so, Kaityr must see the attacker and be wielding a melee weapon.
Evasion. If Kaityr is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaityr instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Untraceable movement. Kaityr moves so quickly that he appears to be teleporting up to 60 feet to an unoccupied space he can see.
Extra Attack. Kaityr makes a Blood Cut attack or a Blood Needle attack.
Superior Attack [2 Legendary Actions]. Kaityr makes a Disarm attack or a Precision Strike attack.
If I add them in "modifiers," it just adds all 3 proficiencies, and if I add 3 options, there's no way for me to actually add "proficiency in X" as a component of it
Unless I'm missing something...?
This was the least OP thing I could do with the spell while still making it viable
alas, some things just can't work
had a super dumb idea recently, possibly for a monster I guess
1 HP, but a chunk of THP every turn
so basically it has to go down between turns or it won't
1HP in a way that can't be increased by Aid and similar effects, too
I mean sheild of faith is a really good low level defense spell for tanky paladins and clerics...?
why does it needs to be buffed
bless
sure, bless is strong but it also targets a completely different part of the game
Maybe ability to upcast shield of faith for more AC could be a good idea to make it more viable. Like +3 at 3rd level, +4 at 5th level …
bless is atttack rolls and saving throws/ability checks, sheild of faith is defense AGAINST attack rolls
also if you think bless is too strong, nerf bless don't buff other things
Hi
New here…. Haven’t been able to actually get round a game table in a while…. But in the meantime I have been homebrewing up a storm and would love to hear some feedback
I wonder what level this spell should be.
Freezing Ray: attack roll, range 120 ft, one target. Hit; 6d8 cold damage and the target must succeed on a strenght save or become Frozen until the end of its next turn.
Frozen is the same a restrained except that it only halves speed instead of redusing to 0.
Why strength? Why not have a con save and on a fail they make strength checks per turn to break the ice
The duration is only one turn to make the spell less powerful and it could be a con save too but i thought that str could also work. I thought the spell could be 3rd or 4th level
it is a ranged attack roll, single target Cone of Cold
If you make it a 3 turn effect with escape opportunities and then make it 10 d8 it makes a very nice frosty variant on fireball at lvl 5-6
as it is, its an attack roll
Kinda yeah, its supposed to be a level version of Ray of Frost
i would say its a 4th level yeah
Thoughts on this?
Artificer Specialist: Soulforged (Homebrew)
Necrotic-focused artificer that replaces steel constructs with a semi-undead Soul Echo formed from their own essence.
Core identity:
• Converts elemental damage into necrotic/cold
• Uses a bound essence vessel as a focus (+1 to necrotic/cold spells)
• Plays like a hybrid of Battle Smith + echo/teleport tricks + self-sustain
Soul Echo (main feature):
• Steel Defender variant (undead, hover, incorporeal movement)
• Necrotic-based attacks that scale (Soul Rend)
• Built-in resistances + utility + intercept reaction
• Can be reformed via spell slot if destroyed
Key features:
• 5th: trades Extra Attack for necrotic scaling (Int to damage, self-heal when Echo hits, stronger Echo attacks)
• 9th: teleport swap with Echo (AoE necrotic burst), remote sensing, temp HP on kills
• 15th: heavy survivability (necrotic immunity, damage redirection to Echo, Echo auto-reforms)
Playstyle:
Sustain-heavy skirmisher/controller with teleport repositioning, consistent necrotic damage, and a highly durable companion.
Theme:
Less “engineer,” more soul-sculptor — binding life essence into a ghostly construct and fighting as a two-body system.
The Frozen condition makes more sense as a longer duration one with opportunities to break free from it like reastrain and I made another spell that does exactly that but there is many ways to use the condition.
Fair play
I have a WAY more detailed write up but I couldn’t send it here
That subclass seems really cool expecially the part about the soul echo. Being able to cordinate with an own ally is great. Necrotic immunity can be really strong depending on the enemies. Does the echo or the PC get the temp hp?
It can interchange but only one at a time
Do you need to use your action to make the echo attack or does it have its own action.
It has its own actions…. It functions at base just the same as a steel defender…. But it has a few unique perks late game like the ability to trade places with your echo
That seems quite balanced. The echo appears to be a quite good tank and support.
probably 3rd, fireball and lightning bolt are similar damage in an AOE, this is single target with a condition
the auto reform on echo seems strong, but as long as its damage is weak and self heal/temp don’t heal it too much it should be ok
What CR should I make this be? (This is a bit cracked lol)
Power
Celestial, Medium, Neutral
Str: 20 (+5) | Dex: 28 (+9) | Con: 22 (+6) | Int: 26 (+8) | Wis: 22 (+6) | Cha: 30 (+10)
HP: 230
AC: 20 (Armor)
Walk SPD: 50ft
Flight SPD: 120ft
Save proficiencies: Cha +11, Wis +16, Dex +14
Sense: Darkvision 300ft, Blind sight 300ft.
Damage resistances: Fire, Acid
Damage immunities: Necrotic, Poison, Radiant
Initiative: +8
Legendary actions:
Celestial step (5/Day)
Power can teleport to any unoccupied space within a 500ft radius.
Mythic actions:
Summon (1/Day)
When power hits 0 hp, she can summon two more powers in her place. The summoned powers cannot use summon. While multiple powers are active, they all have the initiative of the orgional power -1D4. If it goes below 10 the summoned power rerolls initiative
Actions:
Multiattack, Power can use any of these attacks in combination to a limit of 3.
Spear, weapon attack, 3D10 Radiant damage, +13 to hit, gives disadvantage on next weapon attack, Melee, throw.
Greatsword, weapon attack, 4D12 Radiant damage, +14 to hit, Melee, Thrown. If hit while throw, an AOE explosion in a 5ft cube occures dealing an extra 2D10 fire damage to anyone in the radius
Glaive, weapon attack, 3D12 Radiant damage, +12 to hit, 10ft range.
Rapier, weapon attack, 3D12 Radiant damage, +16 to hit, Melee, Lunge.
Bonus actions:
Celestial step
Power teleports to any unoccupied space within a 50ft radius.
Reactions:
Enrage
Power enrages gaining +30 movement speed, +50 flight speed, +25 temp health, Advantage on melee attacks, and can multiattack as a bonus action. Only can rage when reactions that deal damage are on her hit at least 4 times.
-# also, Power is too prideful to retreat so running with massive speed isn't a problem lol
Somewhere between 25-30. If I knew better what high level combat was like I could probably be more accurate but just based off the fact that it can fly in, hit 3 glaive attacks from 10 ft. away so no reaction oppurtunity attack and than fly away (with teleport to get further if it wants) makes it stupid hard to fight. Plus it can throw its weapons. Also why can it throw the greatsword for AOE?? Feals like that would go betterh with the spear. Also why are there so many options to attack with? So many questions but yeah, 25-30. Prob more like 28-30 tho.
Given how powerful the monster is you should probably give it legendary resistance
It has so many options bacause its not actually an origional idea. The enemy itself comes from a game called ultrakill where there any many crazy things like that. That would also explain why it throws a greatsword instead of spear lol.
-# my spelling is buns holy
True
It could be good to make an attack a Legendary action if it less commonly happens in the game
Imma nerf its health down to 170-190 just for the sake of making the summon action less annoying..
I would like a look at these to make sure no gamebreaking interaction is missed, and otherwise give the idea out
Hi so I made a spell that summons a snow leopard with the stats of a lvl 10 polar bear that shares the same hp as the user of users knocked the beast will go prone and you need to roll a nineteen to resurrect the beast.
Also it has a sister spell that summons a hailstorm that hail is the size of a basketball
Well, typically 'summons' or other NPCs don't have levels, levels are for player character sheets. Also, summons wouldn't necessarily have a CR, as a summon.
What exactly does "knocked" entail? Hit by an attack? Moved? Prone? 0 HP? Dead? Why would the beast go prone? Roll a 19 on what, when? Why does the summon need to be resurrected after going prone?
Also, this doesn't innately mean anything. No details of the spell, nor any similar spell described, have been provided. Is it just a higher level version of Ice Storm?
Kinda but you need Wrath of the Tundra to use Beast of the Tundra.
Neither of those mean anything.
What is Wrath of the Tundra?
What is Beast of the Tundra?
There's no indication either of these are linked either.
I made them myself… they’re for my character Khione, who’s an snow elf (my own special elf species)
Remember you'd need a DM's approval to use homebrew content. And typically, it'll have to be at least a fully formatted design. As it is, there's only been a vague description given, no indication as to the spell level, casting time, range, area, damage, effects, duration, etc.
Also, by any chance would this be your first character?
i recently had an idea for a dnd campaign where the setting is basically a mix of of caliban from warhammer and innistrad from mtg
you might be better in #dm-world-building
Oh my bad
Thoughts on this Magi species?
The only thing I would consider maybe too strong is the advantage on all of those saves at base. Would personally make it only against magical effects. Other than that seems to be ok.
I essentially stole it from Gnome
There is a lot of unconvenional things here.
The CHA save is +11, but WIS is +16 somehow. The PB is all over the place.
It has no legendary resistance, the damage is about the same as a CR 19 creature (Red Abishai), and lower health to compensate for the Mythic Action.
Maybe 23-24.
It will suck to fight as a martial though. Spellcasters are going to have an easy time damaging the thing
I got the cha and wis twisted, thank you for catching that👍
The lack of CON save proficiency and Legendary Resistance means Monks will have a good time against the Power
Not to mention their high base speed to attempt and chase the Power when it does the hit and run
CHA would still be +15 I think
how is initiative lower than DEX?
Not paying attention to what im doing when I made it..
I’m so confused by so much of the sheet honestly
Hollup im fixing the numbers rn
is that a +2 weapon and a +6 weapon?
Yeah so I was using all the wrong things for attacks and stats I should prolly just do it again real quick✌️
It's pretty good, perhaps a touch unbalanced. It's like a force multiplier, making already strong classes stronger I think
For example, Illuzio's level 1 is a much stronger form of the Monk's Deflect Attack. Granted, it can only be done once per short rest/long rest.
But it can be done to any attack, can reflect damage back to the attacker, and always works. It can also have weird interactions to grappling attacks or attacks that impose status effects.
Illuzio especially is too strong
that’s like a subclass capstone level feature
I think advantage on 3 saving throws is also much considering the other benefits you’re getting
Kalashtar get 2 of those saves, 1 proficiency, psychic resistance, and telepathy
you get 3 saves, 2 skills, 3 spells, and 1 feature above that
Fixed it. I still don't know if I got it fully right tho
Power
Celestial, Medium, Neutral evil
Str: 20 (+5) | Dex: 28 (+9) | Con: 22 (+6) | Int: 26 (+8) | Wis: 22 (+6) | Cha: 30 (+10)
HP: 190
AC: 20 (Armor)
Walk SPD: 50ft
Flight SPD: 120ft
Save proficiencies: Cha +17, Wis +13, Dex +16
Sense: Darkvision 300ft, Blind sight 300ft.
Damage resistances: Fire, Acid
Damage immunities: Necrotic, Poison, Radiant
Initiative bonus: +9
Legendary actions:
Celestial step (10/Day)
Power can teleport to any unoccupied space within a 500ft radius.
Mythic actions:
Summon (1/Day)
When power hits 0 hp, she can summon two more powers in her place. The summoned powers cannot use summon. While multiple powers are active, they all have the initiative of the original power -1D4. If it goes below 10 the summoned power rerolls initiative
Actions:
Multiattack, Power can use any of these attacks in combination to a limit of 4.
Spear, weapon attack, 4D10 Radiant damage, +12 to hit, gives disadvantage on next weapon attack, Melee, thrown. If hit on thrown, it deals an extra 2D10 fire damage with a 10ft square of AOEand spear cannot be used until power’s next turn.
Greatsword, weapon attack, 5D10 Radiant damage, +12 to hit, Melee.
Glaive, weapon attack, 3D12 Radiant damage, +12 to hit, 10ft range, thrown If hit on thrown, it slows the opponent movement speed by half for two rounds, glaive cannot be used until the next round on hit of a throw.
Rapier, weapon attack, 3D12 Radiant damage, +16 to hit, Melee
Bonus actions:
Celestial step
Power teleports to any unoccupied space within a 50ft radius.
Reactions:
Enrage
Power enrages gaining +30 movement speed, +25 health, Advantage on melee attacks, and can multiattack as a bonus action. Only can rage when reactions that deal damage are on them at least 4 times.
So tl;dr. I think this is just a better Gnome
I think the numbers are fine now, but it doesn’t make sense that it can only cast Dimension Door as a Legendary Action and not an Action, Blindsight is generally smaller than Darkvision, idk why you would need both to be at 300, it has way too much mobility so they can never run away, and too many attack options for you to run as the DM (different dice sizes as well)
Also hit and run
oh yeah, that bonus action
Fighting that is going to be miserable as a melee
means melee can never hit you
I fun a bit of high level combat, this is beyond CR 30
*run
it can currently a two phased fight with the second phase being at minimum 2x harder than the first
The numbers are wrong there this is the right one
ahhh ok apologies
Thats my bad for getting it wrong in the first place
uh honestly still beyond CR 30
yeah, I don’t think it’s failing many saving throws either
4 attacks a round, and gets 2 phases?
not a single average stat
also isn’t enrage just an insta lose if it gets trigger for most parties?
advantage on all attacks, and 8x attacks a round is front
the Phase change shouldn’t be a Reaction btw, it should just be a trait
no it has 2 phases because of summon
damn 
you have to fight 2 of these at once
I meant the Enrage should either be an action or trait, doesn’t make sense as a Reaction
still weaker than tiamat imo
also 500ft teleport? the spellcasters just die turn 1
just a very annoying skirmisher.
What did I miss?
I should nerf the hell out of the health and movment ig
weird trigger too and very powerful?
Stats alone do not make the statblock
no damage is the nerf
It can summon 2 of itself when killed the first time
sure, but it summons 2 more when it dies
Tiamat regains 500 HP on her mythic
Its a ancient gold dragon without bad dex I just realized
-# kinda
Mythic phases are also considered as another monster rather than one for the sake of CR
I still think that Power is more manageable than Tiamat. But it is stronger than the Tarrasque, yes
Sure, but tiamat cant do what this is which is
teleport into wizard range, one shot the wizard and use legendary action to teleport 500 ft away
anything without 450 ish range just can never hit this
I mean I would rather fight this than Tiamat with my current character
fly 120, and 120 breathe come attack
who cares? this thing effective has a 520 attack
but that’s because I can deal 200 damage in a round with enough luck
is this base dnd?
and what’s the range?
yea tiamat cone is 120 not 300
so her effective range is 240 ft
it can never harm power
Final final version🥹
Power
Celestial, Medium, Neutral evil
Str: 20 (+5) | Dex: 28 (+9) | Con: 22 (+6) | Int: 26 (+8) | Wis: 22 (+6) | Cha: 30 (+10)
HP: 145
AC: 20 (Armor)
Walk SPD: 50ft
Flight SPD: 110ft
Save proficiencies: Cha +17, Wis +13, Dex +16
Sense: Darkvision 300ft, Blind sight 300ft.
Damage resistances: Fire, Acid
Damage immunities: Necrotic, Poison, Radiant
Initiative bonus: +9
Traits:
Vengeance
When power hits 0 hp, she can summon two more powers in her place. The summoned powers cannot use summon. While multiple powers are active, they all have the initiative of the original power -1D4. If it goes below 10 the summoned power rerolls initiative.
Enrage
Power enrages upon being hit with a damaging reaction three times. While enraged, she has disadvantage on charisma and wisdom saves but has advantage on weapon rolls and constitution saves.
Legendary actions:
Celestial step (2/Day)
Power can teleport to any unoccupied space within a 500ft radius.
Actions:
Multiattack, Power can use any of these attacks in combination to a limit of 4.
Spear, weapon attack, 4D10 Radiant damage, +12 to hit, gives disadvantage on next weapon attack, Melee, thrown. If hit on thrown, it deals an extra 2D10 fire damage with a 10ft square of AOEand spear cannot be used until power’s next turn.
Greatsword, weapon attack, 5D10 Radiant damage, +12 to hit, Melee.
Glaive, weapon attack, 3D12 Radiant damage, +12 to hit, 10ft range, thrown If hit on thrown, it slows the opponent movement speed by half for two rounds, glaive cannot be used until the next round on hit of a throw.
Rapier, weapon attack, 3D12 Radiant damage, +16 to hit, Melee
Bonus actions:
Celestial step
Power teleports to any unoccupied space within a 40ft radius
yeah, but it’s all crits, 90 feet
so… you can never damage this creature
AH ok now this looks v balanced
Tiamat's DRP first round is
- Chromatic Flare: 71 * 2 = 142
- 3 LA Tails: 23 * 3 = 69
nvm it’s also immune to Radiant lol
dude tiamat cannot hit it
total of 211 first round
the new version doesn’t have this, but the previous one could teleport 500 feet away
I am not saying the teleport doesnt need to be heavily nerfed
and then teleport back in and out every single turn
Im saying it still weaker in every other way
true
Again, annoying skirmisher
without the teleport I think this is a good CR 30
eh
and I also think balanced
its stupidly squishy for one
it has good immunities, and pretty high constitent damage
Anyway back to this. It's manageable by high level (17 or so) parties with magic items. With the gimmick of "being a very annoying hit and run creature."
it’s really squishy, but it has 2 phases
Its not even BPS
Again, So does tiamat
I assume both are supposed to be dealt with unlike Tiamat
what?
well, Tiamat’s second phase is more for it to run away 
...
Saving Throws DEX +11, CON +19, WIS +14, CHA +17
tiamat has decent saves, not as a good but still strong
Yup. Although I might make it escapable somehow. Currently its a fight you can't run from. Probably should make it escapable
ah the 30 go regen tho
I really like it, but give it some more health/ AC
I think you’re also being mislead by the dice this thing has
and maybe HP regen if you want? but that’s up to you
it doesn’t have large damage, just a lot of dice without any flats
The problem is that I don't want it to be stupid squishly or it could get fried in one round, but if I make it too tanky one power and then a double team of them back to back would be very frustrating
or AoEs
I could be, wdym
true, but it’s 4 attacks a round
Just make 1 tanky monster and when it dies it splits into 2 with half health each
Ohhh smart
ty
this is a 1v1, with a team, you’re definitely wrecking this
well, the first phase at least
I mean eh?
Id also like to remind how many attacks the other CR 30s are making
it teleports onto spellcasters turn on
one, maims the wizard and flys into the air 100 ft up
and does that till all spellcasters are dead
but it can’t teleport on its turn, it needs someone else to go first
Bahamut:
legendary actions are between ANY turn
You think 280 for the first and 140 for the last would be balanced?
I don’t think it’s a CR30, just super inflated numbers
so it can take one before its turn yes?
well isn’t that all CR 30 monsters
tiamat is just a dragon with more damage and higher stats and ho regen
So back to your original question about CR, this should be around CR 26-27 in my opinion. Though the CR system is... divisive and I only use it for the Proficiency Bonus
yeah, but I think this could be a CR25 with lower ability scores
I would actually go for 400 HP, 200 when split
the high ability scores make it seem immune to everything other than attack rolls
I think 27 to 29 but yea prob not 30
lemon right
Aight
also the immunities/resistances a bit strong, maybe tune them down a bit?
eh
actually nvrm
Those are the normal Immunities for a Celestial
they are fine
theres not even BPS resist
I think the immunities are fine as well
Should I give it legendary resistance?
definitely
only if you decrease the stats 
...
Now I need like 3 slightly less OP monsters that are still a bit strong. Prolly gonna make one of them
Id like to bring up the Empyrean
STR and CON are 30
DEX and INT are 21
WIS is 22
CHA is 27
Has 4 LRs and MR
Gawd damn
Also resists BPS, Immune to Necro and Radi, proficiency on STR and WIS, has an Auto Stun (or extra unavoidable 21 Force damage), gives itself and allies within 30 feet of it Advantage on D20 Tests as an LA
Ferryman
Undead, Medium, Good
Str: 11 (+0) | Dex: 26 (+8) | Con: 18 (+4) | Int: 24 (+7) | Wis: 28 (+9) | Cha: 16 (+3)
HP: 280
AC: 24 (Unarmored defense)
Walk SPD: 65ft
Save proficiencies:
Sense: Blindsight 150ft
Damage resistances: Necrotic
Damage immunities: Radiant
Initiative bonus: +8
Its going to be able to use call lighting and similar spells. Based off this what cr should it be? I need to know for proficienties
Gonna need its attacks for calculating its DPR. Thats half of CR. But Defensively, gimme a moment
is this meant to waste resources or put up an actual fight?
A bit of both. It will have a second phase where it comes back with chain lighting but stronger and full HP (or 3/4 not sure)
as is, without any other abilities, its defensive CR is 17
Aight
you could try using published monsters as your base for the smaller ones
The AC is very high, but otherwise CR 18 should be good
Also, if I may, could someone take a look at this statblock I am making? It's lacking some ranged attacks for now.
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: Fire, Necrotic, Poison, Poisoned, Charmed, Frightened
Traits
-
Procuration
At the beginning of each round, Xiang Shan marks a random player character he can see with Procuration. Attacks against this player character has advantage and deals an additional 13 (3d8) Necrotic damage. -
Grace of the Prescript
When Xiangshan damages a creature he has marked with Procuration 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: Vulnerability to All Damage
-
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 (4d8 + 8) slashing damage + 27 (6d8) Necrotic damage.
Innate Spellcasting. CHA. +15 to hit. DC 23.
At will: Misty Step, Hold Monster, Counterspell (lvl 7), Darkness, Dispel Magic, Greater Invisibility
3/day: Forcecage, Wall of Force, Finger of Death, Circle of Death
1/day: Psychic Scream, Power Word Kill
Reaction:
Counterspell (lvl 7)
Bonus Action:
Misty Step
Legendary Actions
Dispel Magic. (Costs 1)
Misty Step (Costs 1)
Hexblade (Costs 3)
Oh, for additional contexts
My players have a special reaction in the campaign:
Take a Blow
- As a reaction you can redirect any attack that would successfully hit a friendly creature within 5 ft. of you. You take any damage that would be inflicted to that creature
I mean it doesn’t have any defensive features or saving throw proficiencies, it’s just Jaralaxle with 2x the HP (4x after the second phase)
it’s quite a lot for a CR 23 I feel, how much damage is your group dealing per round?
With everything, I believe 200+
But I intend for the hexblade to hold all the advantages in the fight
so it seems they need to know beforehand to stick in pairs
So he starts with Greater Invisibility, has two minions supporting him slinging spells
otherwise a single round without redirecting all attacks will set them back more than a round of combat
Not even, because each Take a Blow consumes a reaction
So at the minimum, there should be 3 people blocking for the target (I'm going to run it with 5 PC + 2 NPCs)
that’s gonna be a never ending fight I feel
that significantly increases your DPR btw
I think I can set him to always attack X-1 times, where X is the number of players in the fight
they can’t use any defensive reactions
So he scales with player count
Slightly more finished ferryman
Ferryman
Skeleton, Medium, Good
Str: 11 (+0) | Dex: 26 (+8) | Con: 18 (+4) | Int: 24 (+7) | Wis: 28 (+9) | Cha: 16 (+3)
HP: 280
AC: 24 (Unarmored defense)
Walk SPD: 65ft
Save proficiencies:
Sense: Blindsight 150ft
Damage resistances: Necrotic
Damage immunities: Radiant
Conditional immunities: Frightened, unconscious, petrified.
Initiative bonus: +8
Traits:
Jump
The ferryman can jump up to 50ft in the air.
Idol
An idol statue protects the ferryman before the fight. Once broken he becomes hostile. When he reaches 0 HP he returns to his original spot and is protected by the idol once more. Once broken he comes back with full HP. Ferryman cannot fight or take damage and his movement is 0 while protected.
Actions:
Multiattack, Has a bank of 5 points. Oar costs 1.5 for each, Call lighting costs 2.5, and chain lighting costs 3.5. Use the points to attack each turn.
Oar, Weapons attack, 3D12 bludgeoning damage, +13 to hit, opponent must make DC19 Con save or be knocked prone
Call lighting, Ranged attack, 4D10 lighting damage, +14 to hit, opponent can’t take reactions until the next round
Chain lighting, Ranged attack, 9D12 lighting damage, DC: 20 Dex save half damage on success. If anyone is within a 30ft cube radius of the first target it bounces onto them. Has a 2 round cooldown.
Legendary actions:
Channel lighting, Ferryman can charge up lighting. He must make a concentration save when hit. For every round holding lightning he gains +1D10 to call lighting up to a cap of 10D10. (4/Day)
Fair
-# very buffed lighting spells >:D
I've never seen a CON save causing someone to be knocked prone
just make the DEX and WIS the same number, I don’t think you wanna deal with a difference of +1 on a to-hit
Topple mastery
Wrong save
It's not an unfounded precedent
the DCs are also different
Not sure how to calculate the dc's on a monster thats my fault
the DC is 8+PB+modifier
but ignoring actual numbers, let’s say he’s cursed to having a bad DC or whatever
you have a feature with DC20
and a feature with DC19
it gets confusing in the middle of battle
I would say the fight mechanic is a bit unfun as well, you should have the idol protect him from going under half HP and he’s hostile around it to protect it
so then they have to attack both at the same time
I don’t understand having to attack the idol when nothing is attacking you
are there adds that spawn during that time or something?
why does he fully respawn and why does the idol come back?
you’ve got an almost very fun cinematic fight here with a few tweaks
I didn't think it all through lol
one of my monsters has a 1/turn legendary action where he just jumps up 60 feet in the air
and then he has Feather Fall as a Reaction
he only uses the legendary action if he gets attacked or wants to take a break from the fight
this thing’s legendary action reminded me of that
it was a very troll-ish fight for April Fools
Ferryman also isn't an origional idea, so I can show you what I mean on the idol more clearly from a video of it if you want. Thought the in-game fight is wildly inaccurate to dnd
the idol is fine, I’m just saying it would be more fun if they had to deal with the idol while he’s fighting them instead of being a straight up battle then idol breaking half-time then back to normal fight
So maybe at 75% 50% and 25% hp the idol comes back and you have to kill it so you can deal with ferrryman?
you would need to show them beforehand that the idol protects him though otherwise they’re gonna be confused and angry
Ye totally
rn you have 2 phases right?
Yeah
so there are 2 idols, while both idols are there, they have chains around him or something and he can’t move or take damage
break 1, his chains loosen, he can move and attack
but you cannot go past 50%
While the idols are active, maybe every 2 turns or every round a call lighting triggers automatically. That way it doesn't allow the players to just sit and heal while he can't do anything
break the other idol, and he is fully unchained and unlocks the higher damage ability but you can deal damage to him until he’s dead
Which would be chain lighting prolly
or even better yet, let him keep attacking while they have to deal with the idols
Ye sure
the first idol is just a demonstration, it starts the fight
the second idol starts the second phase
Third would be just there for being annoying XD
which they can do immediately or after hitting 50%
I mean if you want him to be a troll, you can give him a swimming pool
plays underwater combat for a bit
and give him Waterwalk to send the ones he doesn’t wanna deal with out
casting waterwalk would mean they need to use their bonus action to penetrate back into the water and use their movement to get back to the fight
and then you also get all the stuff from just doing underwater combat
if the players aren’t ready for that, it could increase the effective CR by a bit
This will be like midway through, which would be at level 13-15 im guessing. The campaign starts at lv 10
So I think they'd be fine
Anyways imma go for tonight, its a bit late
Until next time 
Im makin a homebrew zombie race (theme is like regal dead if you know what i mean) if anyone got idea i would love them, ask me any questions!
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made. Do you think the channel divinity is good enough to stay or should it be changed to something else_
?
Does anyone have the steel defender force empowered rend as a magic item on beyond? I wanna be able to my steel defenders weapon attack
Sooo I have an idea to spice up a divine smite type deal for a cleric that has a dragon as their deity
every time a smite does max damage, the DM queues up some dragonforce?
Cleric or Paladin?
Since Paladin is the one that gets Divine Smite
Well clerics get that 8th level thing that is called a smite (I think?)
Divine Strike, and it's a choice between that or Potent Spellcasting for better cantrip damage
If anyone has a chance in the next hour or so to give me some balance ratings on some spells, feel free to DM me and let me know! There's a decent chunk, and I don't wanna spam haha
Going for a Greek mythology theme for the most part!
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a cleric subclass i made.
Do you think i should change the channel divinity to a force field that reduces incoming damage or should i keep the current channel divinity?
Close enough lol
I'd definitely change the channel divinity if your goal is balance, but if it's strength you could go either way!
so you think the current channel divinity is unbalanced?
Yeah, it gives quite a bit more than any official class's channel divinity does, and more than any homebrew option I've provided in games I run! Peace and Twilight are often considered the best Cleric classes, and Grave + Tempest have some pretty banger channel divinities! If you read through those, maybe just ask "Would I rather have these, or the one I made?" and then just tweak it til the answer is these for like 3/4
updated it, how does it look now?
It's a bit strong still, but simpler at least! Do you more often DM or play?
i do a mix of both. Do you think this channel divinity is more balanced than the previous one?
Probably, since Abjuration tends to be a bit more inoffensive generally in terms of game-breaking-ness, but still pretty strong! Of the subclasses I mentioned, which 3/4 Channel Divinities do you think are stronger/better than the one you made?
uuuh, the twilight cleric, the grave cleric and the death cleric
Word! What do you think makes them stronger/better?
Bump
twilight clerics channel divinity is better because it helps out your entire team defensively while psychic barrier only applies to yourself.
Grave cleric is good because of the potential it can have with certain party members that can benefit from a free critical hit
And death cleric is roughly equal to the psychic barrier channel but is the mechanical inverse of it.
It seems really bad, besides the +3 to ac (which also shouldn't be a thing), besides that its just a normal fairy but worse
Is the reduced movement the only thing you find bad about it?
I'd agree with the first one and second one, but probably not the third one. If your benchmark was to be the opposite of Death Cleric's (not a bad idea!) you could make it reduce the damage by 5 + Twice your Cleric level and remove the secondary effects, or if you were attached to the secondary effects, maybe do less HP reduction to keep them!
Not really, it just seems like a heavily nerfed fairy
i should probably lower the amount of damage that is blocked
Flavor's cool tho! I like the idea
I would wonder why having more damaged wings gives you better fall reduction though, I see the vision I think, it's like "Can't fly good but has good flight-adjacent abilities," but that's definitely a challenge to reconcile for sure
How so? From the different Fairy Species I have access to on DDB, they only have Fairy Magic (Druidcraft, Faerie Fire and Enlarge/Reduce), so Fairies don't typically have all the bonuses Elves get from being fey touched.
Any falling character with a proper fly speed would just start flying if they started falling, unless they were somehow Incapacitated
I believe that's only true if they can hover, which the original fairy can't!
And flight
Also they are fey and have the fey stuff like the resistance to charms, idk about trance
Trace and anything like it is kinda null and void, its good, but really only flavour
From the way I read it, Hover seems to be a specific thing to keep a character in the air if they're Incapacitated. Any creature that can fly can float in the air in the same spot.
Totally, you can float, I thought you were referencing in relation to falling!
Like being made to fall by an external force, not just like, gravity haha
I'm having trouble finding a reference in the main rule book about the exact "fey stuff" you're talking about. Where would I go to read more about it?
I guess I didn't think about anything else other than gravity making a thing fall 🤔
Seems to me anything pushing or pulling a flying creature to the ground would have its own mechanic. Or am I forgetting/missing something?
If someone knocks a Flying creature prone that doesn't have a hover speed, it falls up to 500 feet to the ground and takes 20d6 (max) fall damage, 1d6 for every 10 feet! So like, let's say I fly up and make a shove attack on your fairy, and the base game fairy. Base game falls to the ground and takes the damage, yours floats gently to the ground at 10 feet per second and takes no damage.
Ahhhj. Gotcha! OK. Will fix that.
I mean the fey ancestry
Also the Fey creature type
When I looked in the Rules Glossary, Fey is under the creature type, and after the list it says "There are no real rules about these types, only that certain mechanics effect them differently." 🤷♂️
I'll take another look for fey ancestry and see what I get... later though, it's waaaayyyy past my bedtime 😅
Fey means they cannot be targeted by spells such as Hold Person
creature type plays a huge part of races
https://homebrewery.naturalcrit.com/share/0C89LiEM4D_d
how do you feel about a nerdy dunamancy cleric?
Are there any homebrew solo rules?
What do you mean by solo?
Like playing by yourself?
Yes
I have been looking for a game for several years at this point and think solo play is a solution
wow several years? holyy
there is baldurs gate..
not quite the same but for a singleplayer dnd experience i think thats as good as it gets
I would play Baldurs gate tbh
It’s the best solo dnd experience you can get
I actively hate the writing in that game
It's sounds like its written by a reddit user
to each their own i spose
I'm looking for non-video game options
Hey does this spell work as I intend it to? I plan on an NPC to use it on the party for a story line: https://www.dndbeyond.com/spells/3253196-dream-place-holder
I mean, I’ve read my fair share of choose your own adventure books. Any sort of solo play DnD I think is just the equivalent of writing a book in my experience
Link doesn’t work
i was gonna say the same thing, solo DnD is basically writing. best you can do is ask an AI chatbot, and that wont really play well
Shoot
You touch a willing or unconscious creature and weave a bridge into the fabric of their subconscious. Up to six willing creatures of your choice within 10 feet of the target fall into a deep, catatonic trance and enter the target’s dream.
Upon entering the dream, the following rules apply:
The Leveling Reset: Regardless of their actual power, all creatures entering the dream (except the target dreamer) are mechanically reduced to 1st level. They retain their current race and background, but all class features, hit points, and spell slots are reset to those of a 1st-level character of their primary class.
Mortal Safety: If a creature is reduced to 0 hit points or dies within the dream, they do not die in the physical world. Instead, their consciousness is briefly shattered and reformed; the entire party is immediately transported back to the "threshold" or beginning of the dream to start the journey anew.
Dream Manifestation: Equipment and items do not cross over. Players manifest in the dream with basic starting gear appropriate for a 1st-level character.
Termination:
This spell is exceptionally resilient. The trance cannot be broken by taking damage, and the casters cannot "wake up" at will. The spell only ends when the Core of the Dream (a manifestation of the dreamer’s greatest hope or deepest terror) is defeated or resolved.
Aside from completing the dream's objective, the spell can only be terminated prematurely by a Wish spell, Miracle, or any magical effect of 6th level or higher specifically designed to break enchantments or planar tethers.
I would like non-AI options. I am morally opposed to AI
Imo it sounds like finding a system that either works for solo play or just writing a book is the best way to go imo
Or maybe a choose your own adventure book.
Is this intended to be Inception the spell?
i was hoping to find a group to play with sometime on this discord too. ive never tried, i know how the game works and ive played online a smidge before a long time ago but i cant see it working alone at all.
for a first campaign, should i try to avoid a homebrew one though?
I havn't played nore watched anything about Inception, so maybe???
Yo you gotta watch inception. It’s basically this spell. A group of people entering dream spaces together to access information and such
Do what you have time for, if you have time to build a world with homebrew, it can be fun
Oh, nice
I get that, just struggling to figure out where these underlying properties are codified.
How’s this for a lvl 14 bard subclass ability? It’s a primarily melee subclass with martial weapons + shield proficiency, extra attack, and the ability to use bardic inspiration to deal AoE thunder damage.
Storming Solo
At 14th level, you can enter a frenzy of steel and storm to rend your enemies asunder. As a bonus action, you can enter a state of heightened power and agility, which lasts for a minute or until your concentration is broken. In this state, your attacks deal an extra 2d8 Lightning damage, and you can take the Disengage or Dash actions as a bonus action.
Sounds like a pretty good ability that reminds me of the Paladin
Awesome, thanks.
Hello everyone. Relatively new DM here.
I recently started my own campaign in a homebrew world. Since English isnt my 1st and best language and have a decent imagination, i didnt want to buy a pre-written adventure. This saturday is our 2nd session and i’ve made a map of the kingdom they’re starting in, one in sketch-form as reference for the players and one on a hex-grid for me to see how far apart everything is + a map of the current city they’re in as refference for myself.
But.
Do you guys allso think about your own religions and stuff? Or when should i start thinking about such things to add in my world? And eventualy some ingame holidays, events that are returning,..
players are lvl 1 now.
I allready have some things in mind so i wont have to start from zero.
Im allready planting seeds for going to ‘wizard-island’ too (inspired from the Midkemia world -midkemiapress.com- books and world of Raymond E. Feist) at 3rd level. But they dont know it exists yet. They’re starting in a kindom that’s post-war and where magic is not allowed after the war on King’s order.
I’ve watched some YouTube series, but wanted to hear here too, from the ‘real players of the game’ 🙂
Thanks for your time and response allready 🙏🏻
Make what you need, and what your players care about.
In terms of religion, it is unlikely that they will be invested unless you have a cleric, in which case they will be invested in their god. Holidays, add them in if you need them as a plot device. How well do you know your players, and do you know what will interest them in the world?
About another of this subclass’ abilities:
The AoE on the bardic inspiration ability is a 15-ft sphere, but at lvl 14, that increases to 30-ft. Of course, given the nature of the ability as a loud sound wave, it damages everyone except for you, including all your allies who may be in that radius.
Would it be superfluous to allow the option to use the 15-ft sphere after level 14 instead of the 30-ft sphere, in order to not hit any allies who may be in the danger zone?
Allowing the bard to choose between a 15-ft and 30-ft radius at level 14 isn’t redundant it actually fixes a design issue, because forcing the larger AoE can make the ability harder to use without hitting allies, effectively turning a level-up into a situational downgrade in Dungeons & Dragons 5th Edition strong features usually add flexibility rather than remove it so giving the player the option keeps the ability powerful practical and fun to use in different combat scenarios
As someone who has written hundreds of pages of information about my campaign world, it’s really up to you as a creator and a DM. I’d prioritize developing what your players are going to immediately interact with, but if you want to really breathe life into your world (even if it’s never going to come up in-game) you can write in whatever you want.
I have a pantheon of dozens of gods, 20-some planes of existence, over 200 towns, and many NPCs who will almost certainly never appear in-game. It’s a passion project for me
Thank you! Your insight is very much appreciated:D
I know them pretty wel, we are friends for 10+ years.
Are you planning to use this in a campaign or just designing it for fun?
That helps, do you know what sort of stuff they find intresting in a world?
Mostly for fun. Also because I’m not super keen on Valor, and Swords is cool, but is mostly DEX based instead of STR. It’ll be an option for my players too, should they like to use it. I’m custom making it for a PC of mine who will never see play, but I love very much.
If you’d like to use it, I can send the full thing:]
https://docs.google.com/document/d/1uJD5592jwXZ14T_bJAnZXGaRER2Ywi4aHAKjDTz3vCQ/edit?usp=drivesdk
im kinda blanking on level 5 tbh
We did a session 0 and i know what they like in RPGs, what they expect and what they would like in a D&D campaign, not really what they find interesting in the world itself 🙈 but i have their backstory and things they want to accomplish in the czmpaign?
anyone?
I’d help but my drive is linked to my real name, sorry
If you wanted to DM me the full details I’ll happily give you any advice I can, though.
ah ok
My homebrew of 4 years has just ended, god I feel empty
4 years of dming out the window because I was too boring
oh well ;p
time to obsessively make a whole new world >:3
Shrapnel: The targets within 5 ft of the center of the explosion take an additional 2xPB bonus in slashing damage if they fail the save, or half on success.
I just finished a base class that I am homebrewing for my personal campaign/setting (int based half caster Spellblade/Magus class yeah ik so original). I have a decent amount of experience homebrewing subclasses (and I've made a revised ranger) but have never built a class from the ground up would someone who is versed in homebrew class creation be willing to look at it and help me out?
is this enough for a racial feat, or should i make it a half feat?
Your sting ability does 1d8 poison damage instead of the 1d6 of a normal abeil.
Your fly speed goes up to 80 ft instead of the baseline 60 ft.
I would perfer it to be an origin feat
Sounds like a level 5 race trait like some races get
What do you need help with exactly?
Mainly just balance and mechanic stuff. I think the theme is solid. Want to get the base class done before I start doing subclasses
Send it here. A lot of balance stuff comes from playtesting mostly
maybe a damage resistance? or int mod free casts of catapult that can only be used on the explosives? or multiattack (2 bombs in one turn)
i say multiattack because i feel the damage at later levels would fall off 4d8 in an 5 ft sphere when an artillerist is doing 4d10 (firebolt) plus 6d8 (on a save with half on success if flamethrower)
or the ability to throw as a bonus action as well as an action
if youd like opinions on any of the other abilities id be happy to help (artificer subclasses are my favorite) and i think youve got a mostly really well executed idea of an elemental demolitionist
Hi everyone! I just released a new homebrew item, the Dustkeeper's Broom! It is free on Patreon and full of whimsy. I hope you all enjoy it! https://www.patreon.com/posts/dustkeepers-5e-154808488
Hi, relatively new to dnd, have a decent understanding of how to play from watching dimension 20 and stuff. I want to create a character that is both a bard and a barbarian, and i wanted to ask if a homebrew item that is both a guitar and a greataxe (think like marceline's bass from adventure time) that my character can both attack and cast spells with would be balanced or not?
that is a good item, but it is balanced
Well main thing I should bring up first is that you can't cast spells while raging. The item itself isn't too crazy just make sure your dm is chill with it.
oh riiiight. Maybe Ill change the barb class to fighter then
Sword Parry
When you are using a melee weapon, as a reaction against a melee attack, you may roll a d20. You must roll a 20 to parry it. You may not improve or reroll this roll in any way.
So I need help. I am trying to create a subclass for the Gunslinger called the Heavy Gunner. As the name implies, it is a damage focused subclass that emphases on using heavy, closer ranged weapons, such as shotguns. Here is what I have so far:
Level 3: Armor Piercer
At close range, your bullets can punch through tough armor. When you make an attack with a ranged firearm at a target within 20 ft. of you, you can subtract your proficiency bonus from the targets AC for that attack.
Level 3: Heavy Weapon Adept
You learn advanced techniques with powerful firearms, granting you the following benefits:
Defensive Position. While you are holding a Two-Handed Ranged weapon with both hands, you gain a +2 bonus to Armor Class
Great Weapon Fighting. You gain the Great Weapon Fighting feat, or another Fighting Style feat of your choice if you already have it.
Powerful Payload. When you deal damage with a Two-Handed or Heavy Ranged weapon that doesn’t add your ability modifier to the roll, you add your ability modifier nonetheless. In addition, you can push the target up to 10 feet straight away from yourself if it is Large or smaller.
Level 6: Deadly Shot [Maneuver]
Once per turn when you hit with an attack roll, you can expend one Risk Die and deal the maximum possible damage for that attack.
I am trying to come up with the level 10 feature, namd Ballistic Frenzy. Advice and adjustments on the previous features is also welcome.
armor piercer is just adding proficiency bonus to attack again
Not familiar with gunslinger, but for Powerful Payload, if the PC's build typically has them always adding ability modifier already, they'll never activate the pushing
What CR should I make this monster? I need a PB for it.
Unfortunate Development
Medium, Neutral, Construct
Str: 24 (+7) | Dex: 30 (+10) | Con: 18 (+4) | Int: 26 (+8) | Cha: 16 (+3) | Wis: 10 (+0)
HP: 590
AC: 24 (Unarmored Defense)
CR: Epic
Walk speed: 145ft
Flight speed: 20ft
Save proficiencies: Dex: +10, Str: +7, Con: +4 (Still getting CR so inaccurate)
Damage resistances: Bludgeoning, Slashing, Fire
Damage immunities: Acid
Damage weakness: Force
Condition immunities: Prone, Unconscious, Incompacitiated, Poisoned, Paralyzed
Has legendary resistance (4/Day)
Senses: True sight 120ft
Initiative: +10
The most advanced mobile construct ever made.
Traits:
Perfect precision
Unfortunate Development CRITS on a 1 and 20. This also means it cannot have a critical failure.
Actions:
Blast, Ranged attack, +8 to hit, 4D12+10 force damage, 120ft range.
Green orb, Ranged attack, +8 to hit, 1D10 force damage + 1D10 necromantic damage, 5 orbs are fired with separate attack rolls, 90ft range.
Black hole, Ranged attack, DC16 Dex (This is without PB), 1D10 force damage. If hit, the target is stuck. For every turn stuck they have 0 movement speed, cannot attack, and lose an extra 1D10 force damage every turn stacking (EX: 1D10, 2D10, 3D10…) 30ft cube radius. Can appear anywhere in a 30ft cube of Unfortunate Development. 2 round cooldown
Mechanical swarm, a swarm of mechanical bugs the size of a large stone surround the target. They half their movement speed for one round and on the next slam into them. The opponent must make a DC 16 Dex save (This is without PB) and on success take half damage. The damage is 12D6 bludgeoning and 3D12 electric. This move has a 1 round cooldown.
Slam, Weapon attack, +8 to hit, 4D10 bludgeoning damage, melee.
This is without a legandary action. I am still thinking of ideas for that.
most of the new firearms in the gunslinger class book have the Firearm property, which is you cant add the modifier
the only ones that do not get it are the vanillia options such as the Pistol
cr 25+ i think
it’s 4d8 plus two of any of those modifiers at the final level
I actually have 5 total artificers im working on, and thanks!
These
My homebrew Background only shows the 2 skills and 1 tool ... not Ability Scores, Feat, Toll poroficiency Equipment or description of the Background ... when I click on it ... like it does for the standard backgrounds.
Am I missing something to enable it?
Check with #ddb-support they should be able to help you out
"Small Modifiers. Other editions’ Small races often have traits that offer modifiers to Armor Class, attack rolls, saving throws (or defenses), and skills. Ignore a bonus, unless it is +4 or higher and not to Armor Class. If it is at least that high, proficiency or advantage might be called for as a racial trait. Similarly, ignore a penalty that isn’t as severe as –4. Such a penalty might call for disadvantage in the applicable situation."
does the "Ignore a bonus, unless it is +4 or higher and not to Armor Class. If it is at least that high, proficiency or advantage might be called for as a racial trait. Similarly, ignore a penalty that isn’t as severe as –4. Such a penalty might call for disadvantage in the applicable situation." part apply to non small races? trying to convert Adu’jas
LOL they told me to come here LOL
But your question isn’t about mechanical issues… it’s about a website SW issue…
Im interested in making a sort of blacksmith class that's takes materials from monsters and uses them to make items but I was wondering if anyone already made one
for Background how do you add the drop down for characteristics?
characteristics?
Ability Scores
Feat
Skill Proficiencies
Tool Proficiencies
Equipment
no characteristics?
Ability Scores .. .yes... but when creating the Background it not give me the option when background added to character to select the Ability Scores.
Impartation. When you use this magic weapon to attack a creature and roll a critical hit, you can expend 1 charge to use/cast Divine Smite as part of the same attack without expending a spell slot. Alternatively you may cast one of the following smite spells from the Impartation table costing the respective charge amount. Casting a smite spell in this way does not require your bonus action.
Impartation table
Spell | Charges
Banishing Smite | 5
Blinding Smite | 3
Searing Smite | 1
Shining Smite | 2
Staggering Smite | 4
Thunderous Smite | 1
Wrathful Smite | 1```
The intention here is on a critical hit, you can smite at will using the weapon, like on a reaction crit. Does the wording here allow that to be done
"Small Modifiers. Other editions’ Small races often have traits that offer modifiers to Armor Class, attack rolls, saving throws (or defenses), and skills. Ignore a bonus, unless it is +4 or higher and not to Armor Class. If it is at least that high, proficiency or advantage might be called for as a racial trait. Similarly, ignore a penalty that isn’t as severe as –4. Such a penalty might call for disadvantage in the applicable situation."
does the "Ignore a bonus, unless it is +4 or higher and not to Armor Class. If it is at least that high, proficiency or advantage might be called for as a racial trait. Similarly, ignore a penalty that isn’t as severe as –4. Such a penalty might call for disadvantage in the applicable situation." part apply to non small races? trying to convert Adu’jas
Sounds like flavor for artificer infusions
Kind of weird that it only has one attack for blast/slam
Also, you should use an existing condition for black hole instead of “stuck”
Lightning damage instead of electric
Hard to say CR not knowing what condition black hole gives
Yes it been done? Yea. But don’t let that stop you from making your own interpretation. Also I think Artificers could fit the role and have a subclass dedicated to it
I made this armor system to allow my players to find partial sets of armor while looting and sell them or wear them. Do these rules make sense and are they exploitable? feedback appreciated. Also if theres something I haven't clarified that I should, please let me know.
Piecemeal armor
Heavy:Bascinet, Greathelm, Armet, Hounskull, Sallet ect w.5lb c.10gp
Medium: Nasal, kettle, Spangle, chain w.5lb c. 10gp
Light: Coif, w.1lb c. 5 silver
Heavy:Gauntlets :w.1lb c.5gp
Medium/light: Gloves w..25lb c.1gp
Light: Gambeson:(identical to padded armor)
Heavy/medium: Cuirass/Brigandine w. 10lb c.20gp
chain shirt(also for chainmail set) 2.10lb c.15gp
Having the appropriate piece for an armor set reduces the price by the listed amount when buying it or can be sold for the amount listed. Any piece can be worn with any armor its tier or lower but wont grant an ac bonus, as the enemy can still aim for your lesser armored areas. Wearing a piece that is lighter than the armor set you're attempting to wear will decrease your ac by 1 for every piece. Attempting to wear an armor piece you're not proficient in will apply the normal non proficient armor penalties and you can not use unarmored abilities while wearing any piece of armor. A coif is required to wear any helmet and a gambeson is required to wear any medium or heavy chest piece. All pieces and coifs come with the armor set when you buy it full price.
Hello, gently asking where i can find your work for inspiration, if it’s published?
It’s not published anywhere, it’s just a personal project I work on for my own amusement. I could tell you a little about it if you were curious?
That would be awesome!
May I DM it to you so I don’t clog the chat?
Offcourse 🙂
ig 4d8 plus stun every turn is pretty good (i think stun might be abit busted, maybe make it like they can only move, take a action, or take a bonus action)
np
i wanted to make more artificer subclasses focused around sets of tools, never got to it, except this cobbler
Hi!
What do you think about this homebrew item:
Spell-Stealing Ring
Wondrous Item, Very Rare (Requires Attunement by a Spellcaster)
This ornate ring is carved from cobalt-colored glass that seems to swirl with mist within. While wearing this ring, you gain the following benefits:
Counterspell. The ring has 3 charges. As a reaction, you can expend 1 charge to cast Counterspell from the ring. The ring regains all expended charges daily at dawn.
If your Counterspell successfully interrupts a spell, the spell is not dispelled. Instead, it is captured within the ring. The stored spell remains until the end of your next turn. If it is not cast by then, or if another spell is captured, the stored spell dissipates.
While a spell is stored in the ring, you can cast it on your turn using its normal casting time. The spell is cast at the same level as the original caster, but uses your spell save DC and spell attack bonus. Once cast, the stored spell is expended.
Very good, very strong. What level is the counterspell?
in 2024 needs level?
Seems balanced, maybe 1d3 charges at Dawn? Seems close to on par with the Rod of Spell Absorption, but doesn't take up your free hand and is a bit more restrictive! Good job!
https://roll20.net/compendium/dnd5e/Rod of Absorption#content
Fair, I was under the impression that it's 2014 for whatever reason
is this supposed to be a middle ground between Ring of Spell Storing and Ring of Spell Turning?
I would probably limit it to a total of 5 spell levels stored in a day
or it can only store a countered spell once
3 stored spells per day is too much
and no level limit is also a lot
someone can cast Wish and you can just store that into the ring
ok true
I ll add a limit like spell storing
I don’t think you should go higher than 5th level
it already has 3 castings of a 3rd level spell as well
3 3rd level + 1 5th level is already above your Very Rare budget
spell storing is 1?
... ya know, I kinda wanna make a boss for dnd thats like that poet soldier king song and make it super obvious which is which... but then each of them is a different role... would that be... possible?
what about Spell storing but it need to counterspell a Spell to store it.
so no charges, but it can cast Counter spell all the Time (or at least every 2 rounds. Counter > success = Spell stored , next round Need to use the spell or loose it, Next Round Counterspell again)
spell storing can only save you 5 levels of spell a day, because you need to be the caster
or a willing creature
so you can’t turn enemy resources into your own
I think 3 castings of Counterspell with 5 possible levels of storing per dawn is fine
or up to 1 use of a 5th level spell (if you don’t use it, it doesn’t count)
Check #looking-for-players
unlimited counterspells is too much
Ok thaks
I've given my players a knife made from the tooth of a greatwyrm, a very big deal in my setting. I want the knife to grow stronger as they kill things with it, because it eats the souls of the creatures it kills.
This is my current idea for it:
Ornate Bone Knife
Weapon (Dagger), Legendary (Requires Attunement).
"A highly ornate blade, made of bone, with a silver handle that has a variety of jewels embedded into it. It is both incredibly durable and impossibly sharp, being able to cut through stone as if it were paper all without losing it's edge."
Devour. When a creature is killed with this weapon, it's soul is devoured and destroyed. Each time a soul is devoured, the weapon feels as though it grows stronger, but you're not sure how...
Stab through. This weapon bypasses all resistances and immunities to piercing damage.
So after each threshold of creatures killed it'll gain new stats/features
I can't decide whether to base soul value off cr or creature type, cause i don't want them to try to cheese it by just killing a bunch of rabbits and snakes and stuff with it lol
it has to be CR
but honestly, I would probably also go for something more akin to filling up and spending the souls maybe
no 100% the souls will also be charges at later levels i just want them to unlock stuff via collecting souls first
i haven't really given much thought abt the full progression of it yet though tbh lol
i know the first few upgrades, which is enough for now
look through the Lich progression in the most recent UA
and also look through the Dragon Items from Fizban
give it probably 3 or 4 forms with the last form being the one that consumes extra souls to activate whatever
queeessstion
is there anything mechanically that breaks if I make certain dragons in my D&D world Celestials mechanically rather thant Dragons
also whats the general fallout of giving a creature two creature types
like "Elemental Monstrosity" or "Celestial Undead" or something
nothing huge, there are some spells that specifically have effects on undead creatures, or celestials, etc
planar binding, turn undead and others could become very powerful against your new creature, but otherwise it really doesn't change much
(also some spells require humanoids, like hold person, so giving a ogre the ooze creature type could make them immune to those type os spells)
if you ran it like that
I generally just give them advantage on a save that would target them based on creature type if they have an additional creature type
I built a whole class around this idea
I mean I did too
legit building up souls and spending them, but yes don't do it based on CR, because it will make your players jsut go hunting for high CR easy to kill things
OOOO can I see?
it’s not written in a way to be understood by others yet, still working on it, but I can share the doc
sure
this is very cool, I like it
I like how the different extracts are seperate, than a single built up resource
also apologies if parts of the class don't make sense, its for a much higher power level homebrew campaign
not super balanced for base dnd, or at leats 1 or 2 of the subclasses aren't
probably needs some wording changes, I’m not quite getting some of the main features and they seem a bit complicated
I also don’t know if the average game would have enough spell casting enemies for you to do this
ah yea, awakened arcan specifically isn't build for base dnd
true immortal and awakened arcane are just straight unbalanced
yes, they are subclasses
Immortal is the base class
that’s a long subclass
... yes
damn
most of them are quite long
cubclasses are ways to spend souls, base class is how to get souls
idk what’s written in my document, but I think the better way of absorbing the souls is just as a straight up reaction on kill
which is how I currently have it
the issue with systems like this is the obvious Bag of Rats problem
hence being about the amount of time somethign has left to live, instead of 1 soul per creature
the way I cleared out that issue is by making it so the extractions need to be used immediately if they’re extracted, but if they’re created, they can be used whenever
ahhh I see
I generally don't need to worry about bag of rats problem, as its just beneficial to kill things when you find them for this class
- each rat lives about a year
so if you want to spend a fwe hours hunting for 1 year of lifespan, when you (if your so evilly inclinded) could go kill a human or elf etc
though there is a subclass around "burning" souls for temporary and powerful bonuses
its soul ravager I think
The problem with collecting souls is that the weapon’s strength will vary drastically depending on how out of their way they go to collect souls
It also shuts down sparing enemies
what would be the best way to port a 3e prestige class?
Idea I had for a "Monster Monk" taking after Shaolin Kung-Fus animal styles give the monk various combat styles designed to emulate different monsters or unique things a monster can do, with like 2-3 choices per subclass level.
Example of something the Monk would emulate: A Hydras movement and ability to do multiple reactions
Probably already done
Monster styles as stances fit the monk so well. Hydra style multi reaction thing is especially cool, make sure each option feels like a tradeoff instead of straight upgrades or it can get messy fast But yeah overall this doesn’t feel already done at all it’s more like a clean twist on something familiar Also random thought this kind of concept would look insanely good visually if someone illustrated each stance as a different monster aura style
some homebrew rules I'm using. Faith instead of sorcery for players
I cosmetically change name of spells to call them miracles instead.
Homebrew campaign idea:
FRAUD///THIRD
DISINTEGRATION LOOP
Do with that what you will, those of you who know what I’m referring to
can someone help me balance a dnd boss/summon
sure
Essence Leak
?th Level transmutation - V,S,M (no gold requirement)
60 feet range
Casting Time 1 action, Duration Instantaneous
You cause 1 enemy in range to roll a CON save. On a failure, their current HP is reduced to 1. On a success, their current HP is halved. This does not include nor affect temporary hit points.
Should this spell be 7th, 8th, or 9th level?
too unbalanced for any level
even if it was just no save, halve enemy HP it'd be hella broken as is you're just gonna make combat unfun in the 20% that a big monster fails a con save
Even Power Word Kill, at 9th level, is a 100hp limit and otherwise 12d12 psychic damage
Anyways does someone have notes on this barb subclass I made? I feel like it's got flavor but it's missing stuff
Path of the Quaking Earth
Lvl 3
Enhanced jumping
When you choose this path, you gain proficiency in athletics or acrobatics, if you already have proficiency in the skill you choose, you gain expertise. Additionally you can add your athletics or acrobatics modifier to the amount of feet you can jump.
Diving Strike
If you take fall damage during or before your turn and end up within 5ft of another creature, you can use a bonus action on your turn to make an attack roll against that creature, on a hit you deal 1d6 + your strength modifier + the amount of fall damage you would have taken (up to a maximum of 5 times your barbarian level), and take that amount of damage less fall damage
Lvl 6
Advanced Acrobatics
When you enter a rage you gain a climbing speed equal to your walking speed. Additionally jumping while enraged only takes half as much movement.
Crashlanding Expert
You have resistance to falling damage, this gets applied after any feature that lets you reduce falling damage taken.
Lvl 10
Earthquake Strike
When using your Diving Strike feature you can ignore the requirement of having an enemy within range and instead target all creatures within a 15ft radius of you, all creatures within range must then succeed on a dexterity saving throw equal to 8 + your proficiency bonus + your strength modifier, creatures that succeed the saving throw take half your Diving Strike damage, creatures that fail take the full damage and fall prone.
Lvl 14
Earthquake Incarnate
The amount of falling damage you can take for the purposes of your Diving Strike feature is increased to an amount of D6 equal to twice your barbarian level.
the formatting kinda got lost but that's a lot of effort to fix it rn
Quaking Earth doesn't always have to involve jumping attacks. Maybe some stomping attacks, or sufficiently powerful weapon blow can be incorporated to the kit.
Also, no out-of-combat application unless you count the increased acrobatics/athletics.
Maybe the level 14 feature don't have to be another damage increase? Give the class more utility. Allow the barb to resonate with the earth itself to trap enemies, or the like.
Also the class barely does anything against flying enemies unless you can ground them.
ooh fair
oh yeah that'd be cool grabbing an enemy out of the air and slamming them into the ground should be a part of that
also for out of combat, you could still spend a rage for a limb speed I guess but you're right
or is that not a thing I keep mixing rules stuff up lately
I love the idea
Have the barb perform a piledriver on a dragon. That'll teach it
I think I'm still going to keep the damage stuff and just add features onto it, gotta close the martial caster gap somehow 
hell yeah
Also consider the requirement of the damage
The barb basically needs to jump three times at higher level
What you can do at that level is enhance it with conditions
Such a powerful diving strike is bound to paralyze an enemy
I'm also gonna add
Jumping Strike
- If the trajectory of your jump would put you in melee range of a flying creature you can make a melee weapon attack against it - a creature up to one size larger than you loses its flight until the end of your next turn and plummets to the ground with you
and then the size limit scales up until you can just ignore size
good idea
so with what I wrote for diving strike you can apply jumping strike, throw them to the floor with it and still apply diving strike
It also takes extra fall damage, which is nice
exactly
also, no it wouldn't because it's a bonus action when you take fall damage idk if you saw that
Oh, correct. So it's one big burst of damage followed by three swings
yeah I just gotta beef the swings up a little
okay I added some stuff:
Lvl 3:
Jumping Strike
- If the trajectory of your jump would put you in melee range of a flying creature you can make a melee weapon attack against it - a creature up to one size larger than you loses its flight until the end of your next turn and plummets to the ground with you. If it collides with a grounded enemy through the use of this feature, that enemy must make a dexterity saving throw equal to 8 + your proficiency bonus + your strength modifier or take the full falling damage as well.
Lvl 6:
Enhanced Jumping Strike
- The maximum size of creatures that are able to be affected by Jumping Strike is now up to two sizes larger than you
Lvl 10:
Dragon Feller
- You are not limited by size of target creature when applying your Jumping Strike
Lvl 14:
Earthquake Incarnate
- The amount of falling damage you can take for the purposes of your Diving Strike feature is increased to an amount of D6 equal to twice your barbarian level. Additionally an enemy of your choice within the area must make a Wisdom saving throw equal to 8 + your proficiency bonus + your strength modifier or become stunned until the end of your next turn and the area affected by your Earthquake Strike becomes difficult terrain until the start of your next turn, you are unaffected by difficult terrain generated this way.
I'm not good at coming up with out of combat abilities tho for this one
Ah so this is in addition to the above?
yes
I'm not gonna take stuff away I think because you can't make martials too OP anyway imo
Hmm the WIS save on Earthquake Incarnate is a bit strange
Usually it would be CON. Is there any reason for that?
mostly just because having a con save feels bad
monsters have insane con bonuses most of the time
I guess it's flavor vs what feels good there
Otherwise, yeah, I think the subclass is pretty good.
thanks a lot for the additional brain 
I might be back later depending on my workflow with an anti mage paladin kinda thingymajig
Looking forward to it
ive been wanting to make a homebrew class for a while now, is there by any chance a template for such things, or am i on my own
kinda on your own, but @faint sonnet has a guide on it i think linked in his bio
thanks
How am I'm not done with this, I have too much time on my hands and yet I'm still not done with this homebrew
https://docs.google.com/document/d/15O3xa2Vb_00Hovl1x5s8f2TVLm-VZXg4qPo46RCJZqU/edit?usp=drivesdk
Can I get some opinions on these two Artificer subclasses?
https://docs.google.com/document/d/1uJD5592jwXZ14T_bJAnZXGaRER2Ywi4aHAKjDTz3vCQ/edit?usp=drivesdk
https://docs.google.com/document/d/1Jt3QKgH7M5xN5NEHwPyCV6j2kuwE4NlftCieGSkIPOY/edit?usp=drivesdk
Got a few high level homebrew spells I'm working on simplifying, if anyone's got a sec feel free to DM me, I'd love some feedback, just don't wanna spam the chat!
hey uh
not sure where to ask this
i have all the features at the required levels but it just says this on Beyond:
"This homebrew Subclass does not have the necessary class features with the correct required levels."
i was trying to make a warlock subclass and its the first time i get this message
Check with #ddb-support they should be able to help you out. But sounds like it thinks you don’t have enough subclass features at the standard levels that Warlocks get subclass features
I see, that's really weird cause I even have more features than, say, archfey patron
Well. One more feature really
But they're at the same levels
I'll have to check over my things then to see if it's not actually just me being dumb (it happens)
Are you designing the subclass for 2014 or 2024 rules? Because those get subclass features at different intervals.
2024
I have the features at the right levels, checked and compared with Archfey
Check with #ddb-support them. They should be able to figure it out
Hey! Been working on a greatsword for an Echo Knight. Would love to get some feedback if there's anything obvious or broken with the abilities I've missed or if its to OP/useless. I think its pretty fair but I could be biased.
Phasecleaver
Weapon (greatsword), legendary (requires attunement by a Echo Knight)
This Greatsword once belonged to an Captain in the Raven Queen's Shadowfell regiment. During a catastrophic battle, the Captain was struck down and killed by a powerful unknown spell at the exact millisecond of an Echo Swap. The resulting paradox "froze" the blade in a state of quantum superposition. It now exists in a perpetual state of flux, never fully anchored to one point in space.
Special Properties:
Spatial Superposition: The blade’s reality‑warping nature makes it difficult to parry. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 while you have at least one manifested echo, and to +3 while you have two echoes at the same time.
Phasic Shift: Whenever you teleport - whether by Echo Swap or another teleportation effect - the blade slips momentarily out of phase with reality. Until the end of your turn, the weapon’s reach increases by 5 feet, and the first time you hit a creature on that turn, the attack deals an additional 1d6 force damage. (This force damage increases to 2d6 at Fighter level 11 and 3d6 at Fighter level 20.)
Phase Collapse: When you make a melee weapon attack against a creature that is within reach of both you and one of your manifested echoes, you can chose to collapse that echo as part of the strike. If you do, the attack roll is made with advantage. The echo is destroyed after the attack resolves.
Echo Displacement (3 Charges): When you hit a creature with this weapon, you can expend 1 charge to force it to swap places with one of your manifested echoes (your choice). The target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Strength modifier) or instantly teleport, swapping places with the chosen echo. If the echo was in the air, the creature falls immediately. The weapon regains all expended charges when you finish a short or long rest.
Any feedback is welcome! :D
anyone?
Don't know very much about artificers but i'll look at it
idk for power or anything but the idea imo is really cool, I would 100% play a mason artificer in my next game if I could
I want to know woud this be unfair for a party of three thats level 3
Wrecking Crew
Medium Humanoid (Any Race), Any Alignment
Armor Class 13 (leather armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0)
Saving Throws Dex +4, Con +5
Skills Athletics +5, History +4
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Siege Expert. The crew deals double damage to
objects and structures.
Actions
Multiattack. The crew makes three weapon attacks.
Wrecking Ball. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
I think it's generally not advised to send single monsters at especially lower level parties, this especially feels like it could take out a character on turn one or be turned to paste at turn one, should take around 2 rounds to kill it at level 3 assuming nobody finds an instant win, but if it wins initiative I could see it oneshotting some unfortunate player and taking over
I'm saying it's very swingy because it has lower average health than a cr3 but higher average damage making it very swingy at initiative
I have a creature that is specifically designed to punish loot goblins and murder hobos. It is designed to push players to actually not just play smash-and-grab play, because that is exactly what makes this creature actually wake from its tropor and attack.
Draugr
Medium Undead, Any evil alignment
AC:13+ (based on armor), +2 Shield
HP:136 (16d8+64) [Same as revenant]
Speed: 30 ft. Swin 20 ft.
STR DEX CON INT WIS CHA
18(+4) 16(+3) 18 (+4) 13 (+1) 13 (+1) 18(+4)
Havent gotten much else
why not use a revenant?
ive been a DM now for 12 years now and ive finally decided to craft my first ever homebrew class its still in the works but its going to be a summoners class
The Draugr is fundamentally different. It is meant to guard something, and I built it so running away is not possible. It has no such limits
wdym running is not possible?
revenants arent guarding something??
It knows which plane you're on, knows the closest way to get there, and doesn't have a time limit to regain the treasure you stole.
Generally Revenants died unjustly. For example, you were killed by your party via betrayal. That would create a revenant.
Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the revenants’ original forms.
Revenants
Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.
Vow of Revenge (1/Day). The revenant curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
that makes more sense, for that it seems a bit weak tho, if you want this undying avenger to hunt down a party to make them pay for the wrongs they've done a ~CR5 seems a little low
The Draugr also doesn't have any other purpose than to regain its treasure. You put it back where you found it or replace it with something of equal value.
And killling the damn thing is a adventure in itself.
theres also this statblock that exists:
Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives.
still dont see how you just cant use the revenant statblock and change the motivation
okay see, I like that idea, but the statblock is lackluster to back it up
well you can but isn't making something a little different fun?
Hello! I’m new to dungeons and dragons.
as someone who homebrews almost creatures exclusively, its just efficient to also use what works
Killing a dragur the way you normally would doesn't stop the soul from possessing another body. To kill the soul and allow it to go peacefully you have to decapitate the body, burn both the head and body, toss the ashes into a lake or the ocean and recite ritual prayers. Then, and only then, will it rest. The trick is finding a sage who knows that, since few who have fought one lived to tell you how to defeat it!
because as of rn it has the defenses of around a cr5 creature and if the party knows it's chasing them a dedicated party can kill that thing at level 2-3
like, this is just what i have for one of my campaigns. Ti-Moth's Bestiary for Titanic Upheaval
I’m working on a character named Korvoxis blodfang. He is a Dragonborn monk.
crap, still gotta make chaotic gore magala for sunday
the whiplash you just gave me 
Generally I'll use monsters that are already made, but I want a monster that is fun and unique. Suspecting, but not knowing what I might throw at you is always fun.
yeah no I like the idea of your Draugr but as is stands it's a monster around CR 5-6 that the party will know is chasing them and can prep for accordingly
it's not some huge threat that needs immediate action it'll just be "oh this shmuck is chasing us by the way let's go make a trap"
that could be like a first encounter, the party has wronged it and now it's chasing and with every encounter it gets more powerful
because as I said a CR5 zombie is scary at first but loses traction quickly
also you haven't given it any offensive stats so it's hard to gauge
Like the purple dragon.
Hear me out.
This dragon is a red dragon captured from the githyanki by mind flayers and bombarded with a LOT of psycic energy. It loses its breath weapon, instead doing psychic damage.
i do also plan on give it two grunts as well just to make it even
do you want this monster to be very feast or famine?
as it stands this might get killed in one turn or kill a player in one turn
wdym
There's actual purple dragons in DnD Lore. They're born from Red + Blue dragons and their breath weapons are plasma beams
75hp is pretty low for a CR3 and 30DPR is pretty high for a cr3 especially at a +5 to hit
You want offensive stats. It has a longsword or an axe with +3 to hit, souble damaga and has a trait "Only the Stongest Hero" which means only if you have stength 18 or greater can you grapple it and force it to the ground so it can be decapitated to kill it.
Barfight is the same way.
so what shoud i do increas the hp and lower the dpr ???
yes, that way it'll be more of a balanced encounter that doesn't swing one way on turn 1
Scale the HP based on who is in the crew, perhaps?
think of it, +5 to hit is pretty good at level 3 and at around 10dmg per hit 3 times a turn you can kill a character pretty easily
Remind me on why the players can't just kill it
depends wholly on your party tho
it'll possess another corpse and come back or something
Killing a dragur the way you normally would doesn't stop the soul from possessing another body. To kill the soul and allow it to go peacefully you have to decapitate the body, burn both the head and body, toss the ashes into a lake or the ocean and recite ritual prayers. Then, and only then, will it rest. The trick is finding a sage who knows that, since few who have fought one lived to tell you how to defeat it!
Why can't I just trap it
maybe it'll kill itself to reincarnate?
Yeah. Its dumb, but not that dumb.
what
IT has a sword.
I mean, that hasn't stopped people from being captured
But it can kill itself to find another body. It knows that.
it's undying, I knock it out string each limb to a different tree and leave it hanging
plus you have to have 18 or greater strength to even grapple this thing, so theres that too.
what's it gonna do starve?
I like the flavor of it the presentation is just disappointing for what you want it to be
The party is one Path of the Berserker Barbarian, Warrior of the Elements Monk, Great Old One Warlock
I also have it so that, if it makes no progress in a certain time (usually a few months) it actually will waste away.
ooh okay, so barb should be able to tank it but that again is initiative dependant, barb could still get chunked for ~30 if they can't rage
It only wants its treasure back. Do that and it will leave you alone.
Heck, give it something like a magic item and it'll leave you alone.
a month is actually pretty long for most campaigns, unless yours isn't idk, players might level up a couple times in that timeframe and trivialize the encounter once it shows back up
Anyway, I agree with Whimsy. The concept is cool and all, but there's more ways to punish greedy players. Cursed items perhaps? A reputation system can also work
like, yeah I get what your monster is supposed to do but it just doesn't do it by courtesy of not being scary enough to actually warrant a surrender
Every time it dies, it remembers the tactics used against it last time. And I have it scalable.
Just thats in my notebook which I don't have with me.
see, if you have all the solution written out why not start with them?
ah okay
because right now were doing cross examination to figure out what your monster does because what you gave is health and stats and nothing more
I mean I also have Gray alien which is fragile as heck but has firearms, so yeah.
do i nock down the +5 to like a +2 or 3
I'll say keep the +5 I like monsters hitting but tune down damage, reducing the to hit isn't gonna eliminate it being able to one shot kill someone just make it less likely or give it only 2 attacks per turn instead
the combination of 2d6+3, +5 to hit and 3 attacks per turn is what's scary, take one of those away and it's more manageable
and reducing the mod is just gonna make the results less likely and not better
Right, and a mob might not be able to hit every time. Julius Caesar was stabbed about 30 times by about 50 people.
so two attacks what about the damge dice though its curently a 2d6
two attacks and 2d6+3 per is perfectly fine
That would range between 5 and 15. Thats average for a first or second level character.
bump up its health a bit to like 110 and you're good
alr thx for the help
two attacks per turn tho, which doubles that
Mhm. Its CR3 innit it?
yup
So that was what I was stabbing at.
ah okay that website gets you timed out good to know lmao
anyway if you plug that into any site agnostic cr calculator that should do the job mostly fine
Speaking of stabbing I have two weapons that I Actually memorized the stats for.
I like weapons that act like magic weapons that are not.
One:
Macuahuitl
Sword. Marital weapon.
If you're not proficient with martial weapons you do 1 d4 slashing and 1d4 bludgeoning.
If You ARE proficient, you do either 1d8 Slashing OR bludgeoning and 1 d4 of the other,
Two:
Hokan Spear
Spear. Martial Weapon
Works like a normal spear except if the target is wearing armor, in which case it acts like their AC is three lower.
What normal monster stats should I use for the grunts
oh btw because you're here now, here's the paladin subclass I was talking about. I fear I might've gone way too specialized with its abilities (the ranger sin) but I think that's what the person that suggested it to me wanted. (it's about 2000 characters too large for a discord message so this'll have to do)
https://pastebin.com/n4Yi7tqg
Commoner or veteran unless they cast magic ofc.
depends on the flavor you can look up cr1/8 or 1/4 creatures and take your pick
I wouldn't recommend anything higher than that because I doubt you want to kill your party :)
if anyone else would like to give suggestions I'd love criticism on this
so the Crew and like one to two bandits woud that be good
yeah
I suggest taking notes on what your party struggles with to balance encounters further and lean into their strengths more often than their weaknesses. like making monsters take creative solutions to beat vs just being a combat check
Yeah. Nothing too powerful. But this is scalable. For higher level encounters you can add more powerful henchmen.
some parties like big scary monsters that hit hard and some like monsters that need clever solutions to be beat, adapt to your party and challenge them differently
Because it's a spellcaster, the subclass is inherently more versatile than the common martial
One day i will pull off a successful tucker's kobolds
one day
that's exactly why I wasn't too afraid of making to overly specialized but I still don't want to make a 2014 phb ranger that can only do one thing and nothing else
I think I like the subclass. It plays a lot like an assassin/tank hybrid. Agile, dangerous and frankly, quite effective
thanks 😊
So, I'm dming a fully hb campaign (I made everything myself and a couple players have hb characters that can turn into a dragon form. Do any of you have any clue how to go about this? I don't know how to make the health and stuff work like a dragons without making them completely overpowered.
I have a patron for the Warlock called The Grandmaster becasue my step-brother wanted to play Emperor Palpatine as of Return of the Jedi.
To be fair, the spell list allows the paladin to do some non-combat things as well
Disguise Self, Detect Magic, Freedom of Movement
Dragon Monk
What?
Wouldn't half-dragon also work?
the spells are all supposed to be very anti mage oriented which I think I nailed pretty well if I do say so myself, but yeah, I can't tell if it's overpowered or anything and if I should diversify maybe a little
Why do you have to hb everything when a dragonborn Dragon Monk or Sorcerer work
Or limit them to being Wyrmlings and young dragons at first then getting bigger as they get more powerful.
I uh forgot about those...
I think what you can add is the ability to interfere with all types of magical component
ooh so like magic items too, yeah that makes sense
Add some grapple skills to prevent S component, blinding touch, etc
As a player who has played Warlock, Druid, and Ranger and has a wizard and cleric in my back pocket. HOLY HELL NO. GET THIS ABOMINATION AWAY FROM MY MAGE.
And yes, nullify magic items for a bit
YOU'RE THE PERSON I'M TARGETING
😱
Darth Vader NNNNOOOOOOOOOOOO
maybe I add that to the silencing smite, also they do get blindness at level 2 spell slots
How much of an abomination would a creature that uses reverse armour class (you have to roll lower than the ac and a nat 1 is a crit) be?
Silence itself would work.
What about adding an ability where if a creature expends a spell slot or just cast a spell in general, they take 1d4 x spell's original level (if innate spellcasting) or expended spell level
That nullifies verbal spells
Because I made one
very cool, make it like a weird messed up thing that plays with causality and stuff
Want the link?
sure
There's a creature my player made that can only be hit with an attack roll lower than 8
It's dangerous until saves are a thing
Think gelatinous cube but more annoying.
I think the aura is already packed full of abilities, but maybe I add that to the level 20 ability
Yeah. I like the idea.
It can throw players...
YEET!
The cube throws a creature it is grappling.
The target is flung up to 30 feet in a direction of the cube’s choice.
The thrown creature must make a Dexterity saving throw:
Fail: Takes (4d6) bludgeoning damage, lands prone, and is covered in slime (speed reduced by 10 ft. until the end of its next turn).
Success: Takes half damage and does not fall prone.
If the creature collides with a wall or another creature, both take 2d6 bludgeoning damage and fall prone.
You should make a version that says that every time it throws a player.
Anyway, for this
It's dangerous until players throw a Fireball or three at it
Create Bonfire is a cantrip
Silencing Smite. Immediately after casting your Divine Smite, you can expend one use of your Channel Divinity and cause the target to be silenced until the end of your next turn, a creature affected by this also becomes unable to use the additional effects of any magic items they have. added that line which should do it for now
It can drop a tentacle that can be used as a whip that gives the throw ability.
Whips are relatively weak in DND.
Magic item?
Yesish
Like why would someone use this? Wouldn't swinging it cause it go rigid?
It's super strong to be dropped at level 3
I assume the cube is a worthy opponent for 4 level 3 players
To be fair they only got it because the killed the cube while it was grappling a player
am I blind or does it not say what its reverse armor class is?
Martials are going to have a bad time, but spellcasters are having a field day against the cube
oh nvm at the top I'm blind
thing is, this has about a 25% chance to be hit by attacks depending on our modifiers, which is just gonna make martials have a heart attack
oh wait you could blind yourself to have disadvantage
I swing randomly while closing my eyes
also wtf does this even do.
Slow Pressure Vulnerability
If a creature uses its action to carefully press, restrain, or stabilize an attack against the cube (DM’s discretion, commonly via Help, grappling, or deliberate positioning), the attack roll is treated as a 10 before modifiers and ignores the cube’s damage resistances.
unless you have a negative to hit this will never do anything
Oh just noticed that.
I eat this raw chicken to inflict the poisoned condition on myself and charge at it 
The <11 to hit is not pure roll but roll + modifiers
this is just the screw martials monster
as are a lot of monsters but let's ignore that for now
I also have Bob, the "screw everything" monster:
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
We can always throw 2014 Open Hand Monks at it and hope for the best
Maybe 6 nat 1s in a row?
Just make a subclass that if it rolls below ten it can choose to roll nat 1 instead
what would be a good sneak attack rider effect based on the disgust emotion?
i was thinking poisoned at first but that overlaps with cunning strikes
inflicting disgust on the target or empowering your strike with disgust
well yeah
possibly Stunned?
just what that mechanically is
or intimidated.
its a level 3 feature so i think thats a bit much
i have one for fear which is basically that already
Glyph of Warding is the mechanic idea right?
not in the slightest?
then is would work like Antipathy of the Anipathy/sypmpathy spell.
lemme see what that does
which one?
oh right sorry, inflicting
maybe, but that would still just be the same as the fear one i have
maybe the sanctuary effect pretty much
Using a spell effect would probably be your best bet instead of posion since posion does damage too.
ive got it
not always, the poisoned condition doesnt always require damage
but anyway ill do a sanctuary esc effect
I CAST "FAKE NEWS" (Lol)
WIS save to attack or hit you
Or Geas.
Geas would work since that can impell you to do really whatever the caster desires.
wouldnt really be disgust then
casting Geas to feel disgusted.
true but that doesnt solve the issue of what feeling disgusted does mechanically
Also, casting a 5th level spell that is very costly... as a rider
anyway what i have so far is;
Joy: 1d4 to ally nearby until they end their next turn
sorrow: same thing but -1d4 and for target
anger: int save or can only attack until end of next turn
fear: wis save or feared until end of next turn
shock: have to move 10ft away (opportunity attacks with disadvanage)
disgust: Cant target you unless they pass wis saving, lasts until they pass
idea is you have two per long rest and you can switch as a bonus action
theyre masks, to be clear
probably but disgust (as with any emotions mechanical effect) is pretty subjective
wait just got a great idea to let them steal faces
Alter self. Boom
right well ive written it out fully now
I need feedback on the Chaotic Gore Magala statblock, its the last page at the bottom of this document:
Ti-Moth's Bestiary for Titanic Upheaval
chatroom my dm is allowing me to do something fun with shapeshifting (but not changeling shapeshifting) and is allowing homebrew races for it, do we have any homebrew races that let you change your body (not like a werewolf type shapeshifter or anything)
feeling inspired today, tryin to brainstorm up some fancy (magic?) materials to make a ship out of
Guys I'm in desperate need of help this time. I'm struggling so hard creatively and I'm getting to a crunch time situation.
So, I have a big Japanese dragon for a boss (snake like, no wings, think Dragon Ball). This dragon has a giant fire breath weapon (40ft cone, Dex save, 18d6 fire damage on a fail and half damage on a save). It also can switch it's dragon type to an ice dragon, giving it an ice breath weapon (same thing but 9d6 cold damage and frozen creatures become stunned, taking 4d4 non-lethal cold damage every turn until broken or melted out).
During the fight, the dragon will enter a phase where it starts rapidly switching between both types, letting it temporarily use both at once. My issue is that I need to figure out what that combined breath weapon should do, cause I don't want it to just be "fire and freeze at the same time". I want it to be a bit more unique, y'know? The move is called "Frostburn" and is currently visualized as a blue-white, freezing cold flame that moves like fire but functions in it's own unique way. PLEASE HELP, I'VE BEEN STUCK ON THIS FOR SO LONG!
If all else fails, I'm also willing to switch the base breath weapons to different elements to give it a different combination. Just so long as the originals work for breath weapons (they can be homebrew) and the combo one works just as well.
Alatreon moment
I've genuinely been struggling for like weeks on this
It's killing me 💔
when i imagine fire and ice combined, i think of steam
thought about this, and the only thing that comes to mind is when fire becomes so hot you feel only cold from your nerves being burnt. So I can only imagine something that reduces your ability to act (or take Reactions/Actions/Bonus Actions/Movement)
But even that, that's pretty much just what ice would do..
yeah. I personally would instead use Rime's Binding Ice as a reference, or nerf it to Restrained
you can also up the damage a bit that way, and leave Stun for the Frostburn
Does anyone have tips for making home-brew classes? Trying to make the 4 I’m working on as fun/dnd accurate as possible
Waittt that's like exactly what the ice is meant to actually do
That actually helps quite a bit. Though I would like to add something else, but being able to give it this is definitely a good start, or atleast what I can use if all else fails
Best thing i can recommend is to compare your class to existing classes. Find the ones that are most similar and use them as a general framework for your own. What they do and don’t do.
You’ll need to make sure to come up with unique mechanics, flavor, subclasses and will need to play test it all.
Making classes is the hardest thing you can do homebrew wise so Goodluck. I have some experience so let me know if you need any help
I would also always consider if any of your class ideas can just be accomplished as a subclass for an existing class and if yes, take that approach instead.
Unless there is just truly no way to accomplish your vision as a subclass
mmm idea, enchanted paper that can be rolled up like a scroll and written on, and its as tough as steel, so you can make effective armor/weapons out of it that can be folded away when not in use
i created a custom monster from scratch... And i don't know what i'm doing cause i'm new... I need a bit of help. Is there a way i can share it with you all so you can help me?
you could put it in a Google doc and then link to it here
alr i'll try
https://docs.google.com/document/d/1r99D8spIzRr3yByva1ePM2tnOeCtB5e57CbKjzjHIT4/edit?t
Let me see if it worked
it did... So this thing is supposed to be a very difficult monster, and i'll eventually make a collection of monsters and maybe races. Most of the monsters are supposed to be very difficult to fight as humanoid.
oh alr
i gave access
like this:
Action, Bite attack: Abe Katay can bite you.
doesn't make sense
oh yeah
this is the kind of sentence that a computer would slap together
and there's a lot of it
you wrote 4 pages for a monster but don't know how to format an attack...?
i was getting help from a friend (he didn' have much time to help tho). And no i don't i'm messing around mostly and will edit it later so stuff are more coherent
i'm very, very new to DnD
slightly bizarre I'll give you that, does it have 40, 8, or 38 (10d6+3) HP?
what are ventus, obscorum and ignis?
and then you made a couple actions, I don't know if you would call them that, with no real mechanics behind them.
Ambush doesn't do anything as it's written, I feel like that could be either moved towards flavor text because it does have some good stealth, as for Elemental Tracking DnD doesn't have "status" effects per se, you could give it something that says it reveals creatures it has previously landed a hit on and maybe knows their location through that, otherwise I wouldn't really consider it an action, more of an ability.
As for the attacks it has you need to specify a couple of "stats" for the attack like the To-Hit, Damage and Damage Type, Range if you want certain abilities to be ranged.
Bonus action is top notch, no notes, and as for reactions those are also kind of weird, they're typically used to denote abilities that can be used in response to another creature in the battle doing something, not for specifying behavior.
I'd love to actually help you make it tho if you're interested in that.
yes please... I really need help with this. But ty for what you have already told me.
okay, gladly, have you ever looked at a regular monster stat block?
take for example a Mimic
The easiest way of homebrewing stuff is just frankensteining your monster together from different monsters
I will try in the app cause I can't really find anything easily in the web site
oh yeah sorry, but just take a look at it in general and see how the formatting works first of all
I will
what helps a lot is familiarizing yourself with the basic abilities and features DnD has to offer so when you have an idea of what a monster should do you can look at other abilities and kind of tweak or steal from those
Yeah, like all of these monsters i tend to just borrow wording off official ones and use them for reference
Now, without having to calculate DPR, i can make statblocks in like, less than 5 mins
for example your stablock had Ambush on it, if you wanted an ability that's similar to the spirit of it it, shadow monk has the ability Cloak of Shadows which lets it become invisible while it's in dim or dark light
or, I think that one's only in Baldur's Gate 3, but Gloomstalker in that game gets an ability that lets you be invisible as long as you aren't moving or something, which would fit perfectly for an ambush predator
You have no idea how much I appreciate this
oh, anytime. I've been in this hobby for years so of course I'd know most of this stuff, it's not required knowledge or anything
Also btw Obscorum, Ignis and Ventus are pretty much fancy names for elements... This monster before me trying to put it into DnD, was a creature of my own in its own world but I will probably edit that stuff too... I don't even know why I put that... It was probably just me defaulting.
ooh cool, you could probably go for like cold/necrotic damage for obscurus, seems like a fit imo, and ventus may be slashing, thunder or force damage depending on the interpretation of "wind"
i feel like wind is usually BPS, depending on how its utilized, like water and earth
I've seen it be thunder too if it's fast winds and force I put there because of different magic systems I associate it with force somehow
thunder usually fits better too if it's imported from a game where wind isn't asposed to be "physical damage"
Yeah, i think teh air elemental deals thunder on their Slams
The Invisible Stalker uses Force on their Wind Swipe and Thunder on their Vortex
I don't actually know what force damage even conceivably is so idk
Magical power
force is Pure Magical Whateveryouwant-oleum
I mean yeah
although i think of it similar to True or just Pure Arcane damage
I guess it's just placeholder for when there's no real anything else it feels like
effectively
grabbing a portal and hitting someone with it? thats force damage why not
Or if you dont want most things to resist it
(IIRC, only Inevitables are even Immune to Force)
who was that guy with the math wizard stuff that said there's a secret damage type
hmm?
oh there's custard damage...?
oh yeah basically a guy said there should be a damage type that's between cold and necrotic because of some weird esoteric nonsense and I that just stuck with me
oh if you just mean what "should" be a damage type, there's a handful
yeah I think we need blue damage
If an enemy turns around to escape, Abe Katay might immediately try to attack or cut off their escape routes.
Is this good for a reaction?
okay so, that's pretty much an opportunity attack with extra steps
when a creature leaves your melee range you may use your reaction to make an attack of opportunity against that creature
you could give it an ability that lets it move in addition to doing an attack of opportunity
Any recommendations?
thats already a general rule any creature can take
if it were up to me I'd want concussive/blast damage, and asphyxiation damage, and separate out force damage between 'disintegration damage', 'soul shredding damage', and 'transmutation/corruption damage'
Yeah I guessed but I wasn't really sure
I feel like new damage types aren't a good idea simply because of established stuff and people getting mad - see fairy type in pokemon when it got released
yes
damage types add complexity
adding new damage types is more of a fantasy rather than anything practical
Also I can't find something defined to put abilities in the website, so ig I will put them in the same place as Actions but put (Ability) in it...?
well there's the "traits" part