#homebrew

1 messages · Page 97 of 1

cerulean seal
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Some other stuff too

paper belfry
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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

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Like ger soft and wet: beyond star platinum: the world etc

native grove
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would it be okay to buff shield of faith to effect multiple creatures in the same way bless can?

stuck raptor
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+2 to ac to multiple creatures is very strong

cerulean seal
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Since those are extremely simple

paper belfry
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I'm still doing it my way

cerulean seal
paper belfry
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Let me send the table

native grove
paper belfry
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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

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Sorry it was force not reality manipulatier but they mean the same thing in this

cerulean seal
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So if I wanted to be Jotaro with Star platinum, how would I achieve that?

paper belfry
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Paladin and monk

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But the stand classes have their own feats

stuck raptor
paper belfry
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Or if we are talking normal sp just monk

stuck raptor
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even if you made multitarget locked to upcast, id say its still stronger a bit than bless

native grove
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problem is that shield of faith is currently kind of bad

stuck raptor
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right.... but that doesnt mean theres one way to make it good

native grove
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hmmm... i could make it so for every 2 spell slot levels the shields AC bonus increases by 1

stuck raptor
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for that one, im not sure if a 3rd level +3 to ac is justifiable either

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for conc too

native grove
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because its too bad or too good?

stuck raptor
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comparing to other 3rd level concentration, bad

native grove
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What if it increased normally with +1 do each spell slot above first to a maximum of +5?

stuck raptor
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comparing it to other spells again, a bit bad. i think that also breaks bounded accuracy a bit

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ive always thought though that SoF being noncon but also maybe shorter is fine

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is it 1 minute? or 10?

native grove
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Wait let me check

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It lasts up to 10 minutes

stuck raptor
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1 min full duration and +2 i think is ok

native grove
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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?

quiet ibex
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I assume it has concentration?

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otherwise yes, with no concentration that is op

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its fine for when you get it

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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

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and if its a big fight, you just give everyone +2 AC

thick cloud
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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...

serene pawn
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Why not

tall perch
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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?

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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)

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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.

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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.

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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.

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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.

thick cloud
# serene pawn Why not

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

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Unless I'm missing something...?

native grove
scenic urchin
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alas, some things just can't work

stable radish
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had a super dumb idea recently, possibly for a monster I guess

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1 HP, but a chunk of THP every turn

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so basically it has to go down between turns or it won't

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1HP in a way that can't be increased by Aid and similar effects, too

quiet ibex
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why does it needs to be buffed

native grove
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bless

quiet ibex
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sure, bless is strong but it also targets a completely different part of the game

hollow hare
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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 …

quiet ibex
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bless is atttack rolls and saving throws/ability checks, sheild of faith is defense AGAINST attack rolls

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also if you think bless is too strong, nerf bless don't buff other things

hollow snow
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Hi

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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

hollow hare
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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.

hollow snow
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Why strength? Why not have a con save and on a fail they make strength checks per turn to break the ice

hollow hare
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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

stuck raptor
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it is a ranged attack roll, single target Cone of Cold

hollow snow
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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

stuck raptor
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as it is, its an attack roll

hollow hare
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Kinda yeah, its supposed to be a level version of Ray of Frost

stuck raptor
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i would say its a 4th level yeah

hollow snow
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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.

hollow hare
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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.

hollow snow
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I have a WAY more detailed write up but I couldn’t send it here

hollow hare
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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?

hollow snow
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It can interchange but only one at a time

hollow hare
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Do you need to use your action to make the echo attack or does it have its own action.

hollow snow
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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

hollow hare
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That seems quite balanced. The echo appears to be a quite good tank and support.

quiet ibex
quiet ibex
clear frost
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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

opaque glen
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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.

restive tusk
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Given how powerful the monster is you should probably give it legendary resistance

clear frost
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-# my spelling is buns holy

limber cedar
clear frost
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Imma nerf its health down to 170-190 just for the sake of making the summon action less annoying..

amber hollow
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I would like a look at these to make sure no gamebreaking interaction is missed, and otherwise give the idea out

hard sedge
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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.

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Also it has a sister spell that summons a hailstorm that hail is the size of a basketball

amber hollow
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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?

amber hollow
hard sedge
amber hollow
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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.

hard sedge
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I made them myself… they’re for my character Khione, who’s an snow elf (my own special elf species)

amber hollow
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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.

amber hollow
teal quest
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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

teal quest
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Oh my bad

stuck raptor
fair wharf
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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.

stuck raptor
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I essentially stole it from Gnome

lament meadow
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It will suck to fight as a martial though. Spellcasters are going to have an easy time damaging the thing

clear frost
lament meadow
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Not to mention their high base speed to attempt and chase the Power when it does the hit and run

peak inlet
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how is initiative lower than DEX?

clear frost
peak inlet
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I’m so confused by so much of the sheet honestly

clear frost
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Hollup im fixing the numbers rn

peak inlet
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is that a +2 weapon and a +6 weapon?

clear frost
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Yeah so I was using all the wrong things for attacks and stats I should prolly just do it again real quick✌️

lament meadow
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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.

peak inlet
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Illuzio especially is too strong

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that’s like a subclass capstone level feature

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I think advantage on 3 saving throws is also much considering the other benefits you’re getting

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Kalashtar get 2 of those saves, 1 proficiency, psychic resistance, and telepathy

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you get 3 saves, 2 skills, 3 spells, and 1 feature above that

clear frost
# peak inlet CHA would still be +15 I think

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.

lament meadow
peak inlet
lament meadow
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Also hit and run

peak inlet
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oh yeah, that bonus action

lament meadow
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Fighting that is going to be miserable as a melee

peak inlet
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means melee can never hit you

quiet ibex
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*run

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it can currently a two phased fight with the second phase being at minimum 2x harder than the first

clear frost
quiet ibex
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ahhh ok apologies

clear frost
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Thats my bad for getting it wrong in the first place

quiet ibex
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uh honestly still beyond CR 30

peak inlet
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yeah, I don’t think it’s failing many saving throws either

quiet ibex
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4 attacks a round, and gets 2 phases?

peak inlet
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not a single average stat

quiet ibex
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also isn’t enrage just an insta lose if it gets trigger for most parties?

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advantage on all attacks, and 8x attacks a round is front

peak inlet
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the Phase change shouldn’t be a Reaction btw, it should just be a trait

quiet ibex
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no it has 2 phases because of summon

peak inlet
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damn meguDom

quiet ibex
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you have to fight 2 of these at once

peak inlet
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I meant the Enrage should either be an action or trait, doesn’t make sense as a Reaction

stuck raptor
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still weaker than tiamat imo

quiet ibex
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also 500ft teleport? the spellcasters just die turn 1

stuck raptor
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just a very annoying skirmisher.

true forge
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What did I miss?

clear frost
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I should nerf the hell out of the health and movment ig

peak inlet
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weird trigger too and very powerful?

quiet ibex
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I honestly don’t think so? tiamat if I remember has some lower stats

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like really low

stuck raptor
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Stats alone do not make the statblock

quiet ibex
stuck raptor
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this things HP is a third of hers

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on par with most ancients or adults

lament meadow
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It can summon 2 of itself when killed the first time

quiet ibex
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sure, but it summons 2 more when it dies

stuck raptor
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Tiamat regains 500 HP on her mythic

clear frost
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Its a ancient gold dragon without bad dex I just realized
-# kinda

stuck raptor
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Mythic phases are also considered as another monster rather than one for the sake of CR

lament meadow
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I still think that Power is more manageable than Tiamat. But it is stronger than the Tarrasque, yes

quiet ibex
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Sure, but tiamat cant do what this is which is

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teleport into wizard range, one shot the wizard and use legendary action to teleport 500 ft away

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anything without 450 ish range just can never hit this

stuck raptor
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again, Annoying skirmisher

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skirmishing doesnt affect CR

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unless its a BA Hide

quiet ibex
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dude? this beats tiamat in a 1v1

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tiamat literally can never hit it

peak inlet
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I mean I would rather fight this than Tiamat with my current character

quiet ibex
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fly 120, and 120 breathe come attack

stuck raptor
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She also has a 120 fly speed

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and a 300 foot cone

quiet ibex
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who cares? this thing effective has a 520 attack

peak inlet
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but that’s because I can deal 200 damage in a round with enough luck

quiet ibex
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and what’s the range?

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yea tiamat cone is 120 not 300

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so her effective range is 240 ft

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it can never harm power

clear frost
#

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

peak inlet
quiet ibex
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AH ok now this looks v balanced

stuck raptor
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Tiamat's DRP first round is

  • Chromatic Flare: 71 * 2 = 142
  • 3 LA Tails: 23 * 3 = 69
peak inlet
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nvm it’s also immune to Radiant lol

stuck raptor
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total of 211 first round

quiet ibex
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the new version doesn’t have this, but the previous one could teleport 500 feet away

stuck raptor
quiet ibex
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and then teleport back in and out every single turn

stuck raptor
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Im saying it still weaker in every other way

quiet ibex
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true

stuck raptor
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Again, annoying skirmisher

quiet ibex
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without the teleport I think this is a good CR 30

stuck raptor
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eh

quiet ibex
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and I also think balanced

stuck raptor
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its stupidly squishy for one

quiet ibex
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it has good immunities, and pretty high constitent damage

lament meadow
peak inlet
stuck raptor
#

Its not even BPS

stuck raptor
peak inlet
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I assume both are supposed to be dealt with unlike Tiamat

stuck raptor
#

what?

peak inlet
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well, Tiamat’s second phase is more for it to run away meguDom

stuck raptor
#

...

quiet ibex
#

U like tiamat tho, this has no weakness in the save department

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well no

stuck raptor
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Saving Throws DEX +11, CON +19, WIS +14, CHA +17

quiet ibex
#

tiamat has decent saves, not as a good but still strong

clear frost
quiet ibex
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ah the 30 go regen tho

quiet ibex
peak inlet
quiet ibex
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and maybe HP regen if you want? but that’s up to you

peak inlet
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it doesn’t have large damage, just a lot of dice without any flats

clear frost
peak inlet
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or AoEs

quiet ibex
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true, but it’s 4 attacks a round

lament meadow
peak inlet
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well, the first phase at least

quiet ibex
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I mean eh?

stuck raptor
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Id also like to remind how many attacks the other CR 30s are making

quiet ibex
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it teleports onto spellcasters turn on

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one, maims the wizard and flys into the air 100 ft up

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and does that till all spellcasters are dead

peak inlet
stuck raptor
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Bahamut:

quiet ibex
#

legendary actions are between ANY turn

clear frost
peak inlet
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I don’t think it’s a CR30, just super inflated numbers

quiet ibex
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so it can take one before its turn yes?

quiet ibex
#

tiamat is just a dragon with more damage and higher stats and ho regen

lament meadow
peak inlet
lament meadow
peak inlet
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the high ability scores make it seem immune to everything other than attack rolls

quiet ibex
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lemon right

quiet ibex
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also the immunities/resistances a bit strong, maybe tune them down a bit?

stuck raptor
#

eh

quiet ibex
#

actually nvrm

stuck raptor
#

Those are the normal Immunities for a Celestial

quiet ibex
#

they are fine

stuck raptor
#

theres not even BPS resist

peak inlet
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I think the immunities are fine as well

clear frost
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Should I give it legendary resistance?

stuck raptor
#

definitely

peak inlet
stuck raptor
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...

clear frost
#

Now I need like 3 slightly less OP monsters that are still a bit strong. Prolly gonna make one of them

stuck raptor
#

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

stuck raptor
#

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

clear frost
#

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

stuck raptor
#

Gonna need its attacks for calculating its DPR. Thats half of CR. But Defensively, gimme a moment

peak inlet
clear frost
stuck raptor
peak inlet
#

you could try using published monsters as your base for the smaller ones

lament meadow
#

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
peak inlet
peak inlet
lament meadow
#

With everything, I believe 200+

#

But I intend for the hexblade to hold all the advantages in the fight

peak inlet
#

so it seems they need to know beforehand to stick in pairs

lament meadow
#

So he starts with Greater Invisibility, has two minions supporting him slinging spells

peak inlet
#

otherwise a single round without redirecting all attacks will set them back more than a round of combat

lament meadow
#

So at the minimum, there should be 3 people blocking for the target (I'm going to run it with 5 PC + 2 NPCs)

peak inlet
#

meguDom that’s gonna be a never ending fight I feel

peak inlet
lament meadow
#

I think I can set him to always attack X-1 times, where X is the number of players in the fight

peak inlet
#

they can’t use any defensive reactions

lament meadow
#

So he scales with player count

clear frost
#

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)

lament meadow
clear frost
#

-# very buffed lighting spells >:D

lament meadow
peak inlet
clear frost
#

Wrong save

amber hollow
#

It's not an unfounded precedent

peak inlet
#

the DCs are also different

clear frost
#

Not sure how to calculate the dc's on a monster thats my fault

peak inlet
#

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?

clear frost
#

Its the only way to progress

#

Might be a bad idea tho

peak inlet
#

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

clear frost
#

I didn't think it all through lol

peak inlet
#

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

clear frost
#

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

peak inlet
clear frost
peak inlet
#

you would need to show them beforehand that the idol protects him though otherwise they’re gonna be confused and angry

clear frost
peak inlet
#

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%

clear frost
#

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

peak inlet
#

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

clear frost
peak inlet
peak inlet
#

the first idol is just a demonstration, it starts the fight

#

the second idol starts the second phase

clear frost
#

Third would be just there for being annoying XD

peak inlet
#

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

clear frost
#

Already takes place in a boat

#

So thats fitting

peak inlet
#

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

clear frost
#

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 dndApprove

wintry scarab
#

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!

native grove
#

?

floral igloo
#

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

pale pond
#

Sooo I have an idea to spice up a divine smite type deal for a cleric that has a dragon as their deity

scenic urchin
#

every time a smite does max damage, the DM queues up some dragonforce?

amber hollow
true forge
#

Well clerics get that 8th level thing that is called a smite (I think?)

amber hollow
#

Divine Strike, and it's a choice between that or Potent Spellcasting for better cantrip damage

glass glade
#

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!

native grove
glass glade
native grove
glass glade
#

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

native grove
glass glade
native grove
#

i do a mix of both. Do you think this channel divinity is more balanced than the previous one?

glass glade
native grove
#

uuuh, the twilight cleric, the grave cleric and the death cleric

glass glade
#

Word! What do you think makes them stronger/better?

oblique wigeon
#

Bump

native grove
# glass glade Word! What do you think makes them stronger/better?

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.

true forge
# oblique wigeon Bump

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

oblique wigeon
glass glade
true forge
native grove
glass glade
#

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

oblique wigeon
oblique wigeon
glass glade
true forge
oblique wigeon
glass glade
#

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

oblique wigeon
oblique wigeon
glass glade
oblique wigeon
true forge
#

Also the Fey creature type

oblique wigeon
# true forge 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." 🤷‍♂️

oblique wigeon
true forge
#

creature type plays a huge part of races

void heron
vagrant gate
#

Are there any homebrew solo rules?

cerulean seal
#

Like playing by yourself?

vagrant gate
#

Yes

#

I have been looking for a game for several years at this point and think solo play is a solution

mint ginkgo
#

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

cerulean seal
#

It’s the best solo dnd experience you can get

vagrant gate
#

I actively hate the writing in that game

#

It's sounds like its written by a reddit user

mint ginkgo
#

to each their own i spose

vagrant gate
#

I'm looking for non-video game options

hard topaz
cerulean seal
#

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

mint ginkgo
#

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

hard topaz
hard topaz
# hard topaz Hey does this spell work as I intend it to? I plan on an NPC to use it on the pa...

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.

vagrant gate
cerulean seal
#

Or maybe a choose your own adventure book.

cerulean seal
mint ginkgo
#

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?

hard topaz
cerulean seal
hard topaz
oblique wigeon
analog glade
#

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.

hard topaz
analog glade
#

Awesome, thanks.

sonic wing
#

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 🙏🏻

split pendant
#

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?

analog glade
# analog glade How’s this for a lvl 14 bard subclass ability? It’s a primarily melee subclass w...

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?

tight rune
# analog glade About another of this subclass’ abilities: The AoE on the bardic inspiration ab...

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

analog glade
# sonic wing Hello everyone. Relatively new DM here. I recently started my own campaign in a...

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

analog glade
sonic wing
tight rune
split pendant
analog glade
normal pasture
sonic wing
analog glade
#

If you wanted to DM me the full details I’ll happily give you any advice I can, though.

normal pasture
#

ah ok

empty sundial
#

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

rugged cargo
# normal pasture anyone?

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.

orchid iron
#

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?

trim arrow
#

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

normal pasture
#

Sounds like a level 5 race trait like some races get

cerulean seal
orchid iron
cerulean seal
arctic thorn
#

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

winged perch
winter dock
#

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?

dry lintel
neon inlet
winter dock
#

oh riiiight. Maybe Ill change the barb class to fighter then

bright terrace
#

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.

dry lintel
#

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.

unique parrot
clear frost
#

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.

dry lintel
#

the only ones that do not get it are the vanillia options such as the Pistol

normal pasture
normal pasture
#

These

alpine jacinth
#

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?

cerulean seal
trim arrow
#

"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

alpine jacinth
cerulean seal
rocky wigeon
#

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

alpine jacinth
#

for Background how do you add the drop down for characteristics?

trim arrow
#

Ability Scores
Feat
Skill Proficiencies
Tool Proficiencies
Equipment

#

no characteristics?

alpine jacinth
#

Ability Scores .. .yes... but when creating the Background it not give me the option when background added to character to select the Ability Scores.

raw flare
#
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
trim arrow
#

"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

unique parrot
unique parrot
#

Hard to say CR not knowing what condition black hole gives

cerulean seal
unkempt bear
#

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.

sonic wing
analog glade
analog glade
#

May I DM it to you so I don’t clog the chat?

sonic wing
#

Offcourse 🙂

arctic thorn
arctic thorn
#

i wanted to make more artificer subclasses focused around sets of tools, never got to it, except this cobbler

edgy roost
#

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.

lament meadow
edgy roost
#

in 2024 needs level?

glass glade
lament meadow
peak inlet
#

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

edgy roost
#

I ll add a limit like spell storing

peak inlet
#

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

edgy roost
#

spell storing is 1?

terse pecan
#

... 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?

edgy roost
# edgy roost spell storing is 1?

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)

peak inlet
#

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)

nimble glade
#

Hj everyone

#

I,m new

#

Anyoen want to paly d&d campaing

peak inlet
nimble glade
limber sandal
#

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

peak inlet
#

but honestly, I would probably also go for something more akin to filling up and spending the souls maybe

limber sandal
#

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

peak inlet
#

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

spring tusk
#

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

quiet ibex
#

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

glass glade
quiet ibex
peak inlet
#

I mean I did too

quiet ibex
#

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?

peak inlet
#

it’s not written in a way to be understood by others yet, still working on it, but I can share the doc

quiet ibex
#

cool

#

can I show mine?

#

its a folder instaed of doc beacsue of subclasses but

quiet ibex
#

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

peak inlet
#

I also don’t know if the average game would have enough spell casting enemies for you to do this

quiet ibex
#

ah yea, awakened arcan specifically isn't build for base dnd

peak inlet
#

ah I see

#

wait, are they all different classes?

quiet ibex
#

true immortal and awakened arcane are just straight unbalanced

#

yes, they are subclasses

#

Immortal is the base class

peak inlet
#

that’s a long subclass

quiet ibex
#

... yes

peak inlet
#

damn

quiet ibex
#

most of them are quite long

#

cubclasses are ways to spend souls, base class is how to get souls

peak inlet
#

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

quiet ibex
peak inlet
#

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

quiet ibex
#

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

quiet ibex
#

its soul ravager I think

unique parrot
#

It also shuts down sparing enemies

trim arrow
#

what would be the best way to port a 3e prestige class?

severe trellis
#

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

stray hound
# severe trellis Idea I had for a "Monster Monk" taking after Shaolin Kung-Fus animal styles give...

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

tight raven
#

some homebrew rules I'm using. Faith instead of sorcery for players

I cosmetically change name of spells to call them miracles instead.

dense rose
#

Homebrew campaign idea:
FRAUD///THIRD
DISINTEGRATION LOOP

Do with that what you will, those of you who know what I’m referring to

quartz cove
#

can someone help me balance a dnd boss/summon

quiet ibex
#

sure

cursive pumice
#

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?

scenic urchin
#

too unbalanced for any level

cold pumice
#

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

amber hollow
#

Even Power Word Kill, at 9th level, is a 100hp limit and otherwise 12d12 psychic damage

cold pumice
#

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

lament meadow
# cold pumice Anyways does someone have notes on this barb subclass I made? I feel like it's g...

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.

cold pumice
#

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

lament meadow
#

Have the barb perform a piledriver on a dragon. That'll teach it

cold pumice
#

I think I'm still going to keep the damage stuff and just add features onto it, gotta close the martial caster gap somehow kek

lament meadow
#

Also consider the requirement of the damage

#

The barb basically needs to jump three times at higher level

cold pumice
#

hmm fair

#

maybe enhance their attacks after a successful diving strike

lament meadow
#

What you can do at that level is enhance it with conditions

#

Such a powerful diving strike is bound to paralyze an enemy

cold pumice
#

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
cold pumice
#

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

lament meadow
#

It also takes extra fall damage, which is nice

cold pumice
#

exactly

cold pumice
lament meadow
cold pumice
#

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

lament meadow
cold pumice
#

yes

#

I'm not gonna take stuff away I think because you can't make martials too OP anyway imo

lament meadow
#

Hmm the WIS save on Earthquake Incarnate is a bit strange

#

Usually it would be CON. Is there any reason for that?

cold pumice
#

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

lament meadow
#

Otherwise, yeah, I think the subclass is pretty good.

cold pumice
#

thanks a lot for the additional brain Heart

#

I might be back later depending on my workflow with an anti mage paladin kinda thingymajig

lament meadow
#

Looking forward to it

compact sphinx
#

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

stuck raptor
#

kinda on your own, but @faint sonnet has a guide on it i think linked in his bio

compact sphinx
#

thanks

heavy jacinth
glass glade
#

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!

noble yew
#

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

cerulean seal
noble yew
cerulean seal
noble yew
cerulean seal
#

Check with #ddb-support them. They should be able to figure it out

frozen raven
#

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

clear frost
cold pumice
#

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

crisp horizon
#

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.

cold pumice
#

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

stuck raptor
#

cr 3 against level 3s is generally a moderate fight

#

if not lower

cold pumice
#

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

halcyon slate
#

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

stuck raptor
#

why not use a revenant?

olive elbow
#

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

halcyon slate
cold pumice
#

wdym running is not possible?

stuck raptor
halcyon slate
halcyon slate
stuck raptor
#

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.

cold pumice
#

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

halcyon slate
#

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.

stuck raptor
#

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.

stuck raptor
cold pumice
cold pumice
rotund hound
#

Hello! I’m new to dungeons and dragons.

stuck raptor
halcyon slate
#

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!

cold pumice
stuck raptor
rotund hound
#

I’m working on a character named Korvoxis blodfang. He is a Dragonborn monk.

stuck raptor
cold pumice
#

gore magala jumpscare

#

I scroll down from random fantasy monster

stuck raptor
#

crap, still gotta make chaotic gore magala for sunday

cold pumice
#

the whiplash you just gave me keking

halcyon slate
#

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.

cold pumice
#

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"

halcyon slate
#

Mhm.

#

I have other monsters too, but I have to dig in my notebook for those.

cold pumice
#

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

halcyon slate
#

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.

crisp horizon
cold pumice
#

as it stands this might get killed in one turn or kill a player in one turn

crisp horizon
#

wdym

lament meadow
cold pumice
#

75hp is pretty low for a CR3 and 30DPR is pretty high for a cr3 especially at a +5 to hit

halcyon slate
halcyon slate
crisp horizon
cold pumice
#

yes, that way it'll be more of a balanced encounter that doesn't swing one way on turn 1

halcyon slate
#

Scale the HP based on who is in the crew, perhaps?

cold pumice
#

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

lament meadow
cold pumice
#

depends wholly on your party tho

cold pumice
halcyon slate
# lament meadow Remind me on why the players can't just kill it

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!

lament meadow
#

Why can't I just trap it

cold pumice
#

maybe it'll kill itself to reincarnate?

halcyon slate
#

Yeah. Its dumb, but not that dumb.

cold pumice
#

what

halcyon slate
#

IT has a sword.

cold pumice
#

I mean, that hasn't stopped people from being captured

halcyon slate
#

But it can kill itself to find another body. It knows that.

cold pumice
#

it's undying, I knock it out string each limb to a different tree and leave it hanging

halcyon slate
#

plus you have to have 18 or greater strength to even grapple this thing, so theres that too.

cold pumice
#

what's it gonna do starve?

#

I like the flavor of it the presentation is just disappointing for what you want it to be

crisp horizon
halcyon slate
lament meadow
#

Get this

#

What if against the draugr

#

We send in another ghost to take over

cold pumice
halcyon slate
#

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.

cold pumice
lament meadow
#

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

cold pumice
#

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

halcyon slate
#

Just thats in my notebook which I don't have with me.

cold pumice
#

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

halcyon slate
#

I mean I also have Gray alien which is fragile as heck but has firearms, so yeah.

crisp horizon
cold pumice
#

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

halcyon slate
#

Right, and a mob might not be able to hit every time. Julius Caesar was stabbed about 30 times by about 50 people.

crisp horizon
#

so two attacks what about the damge dice though its curently a 2d6

cold pumice
#

two attacks and 2d6+3 per is perfectly fine

halcyon slate
#

That would range between 5 and 15. Thats average for a first or second level character.

cold pumice
#

bump up its health a bit to like 110 and you're good

crisp horizon
#

alr thx for the help

cold pumice
halcyon slate
#

Mhm. Its CR3 innit it?

crisp horizon
halcyon slate
#

So that was what I was stabbing at.

cold pumice
#

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

halcyon slate
#

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.

crisp horizon
cold pumice
halcyon slate
cold pumice
#

I wouldn't recommend anything higher than that because I doubt you want to kill your party :)

cold pumice
crisp horizon
cold pumice
#

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

halcyon slate
cold pumice
#

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

lament meadow
stuck raptor
#

One day i will pull off a successful tucker's kobolds

cold pumice
#

one day

cold pumice
lament meadow
cold pumice
#

thanks 😊

midnight elk
#

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.

halcyon slate
#

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.

lament meadow
#

Disguise Self, Detect Magic, Freedom of Movement

midnight elk
halcyon slate
#

Wouldn't half-dragon also work?

cold pumice
# lament meadow Dragon Monk

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

lament meadow
halcyon slate
#

Or limit them to being Wyrmlings and young dragons at first then getting bigger as they get more powerful.

midnight elk
#

I uh forgot about those...

lament meadow
cold pumice
#

ooh so like magic items too, yeah that makes sense

lament meadow
#

Add some grapple skills to prevent S component, blinding touch, etc

halcyon slate
lament meadow
#

And yes, nullify magic items for a bit

cold pumice
halcyon slate
#

Darth Vader NNNNOOOOOOOOOOOO

cold pumice
midnight elk
#

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?

halcyon slate
#

Silence itself would work.

lament meadow
halcyon slate
#

That nullifies verbal spells

cold pumice
cold pumice
#

sure

lament meadow
#

It's dangerous until saves are a thing

midnight elk
cold pumice
halcyon slate
midnight elk
halcyon slate
midnight elk
#
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.
halcyon slate
#

You should make a version that says that every time it throws a player.

lament meadow
#

It's dangerous until players throw a Fireball or three at it

#

Create Bonfire is a cantrip

cold pumice
midnight elk
halcyon slate
halcyon slate
#

Magic item?

midnight elk
halcyon slate
#

Like why would someone use this? Wouldn't swinging it cause it go rigid?

lament meadow
#

I assume the cube is a worthy opponent for 4 level 3 players

midnight elk
cold pumice
#

am I blind or does it not say what its reverse armor class is?

lament meadow
#

Martials are going to have a bad time, but spellcasters are having a field day against the cube

cold pumice
#

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

lament meadow
#

I swing randomly while closing my eyes

cold pumice
#

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

lament meadow
#

Oh just noticed that.

cold pumice
lament meadow
#

The <11 to hit is not pure roll but roll + modifiers

cold pumice
#

this is just the screw martials monster

#

as are a lot of monsters but let's ignore that for now

midnight elk
lament meadow
#

We can always throw 2014 Open Hand Monks at it and hope for the best

#

Maybe 6 nat 1s in a row?

halcyon slate
#

Just make a subclass that if it rolls below ten it can choose to roll nat 1 instead

high pendant
#

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

stuck raptor
#

inflicting disgust on the target or empowering your strike with disgust

high pendant
#

well yeah

halcyon slate
#

possibly Stunned?

high pendant
#

just what that mechanically is

halcyon slate
#

or intimidated.

high pendant
high pendant
halcyon slate
#

Glyph of Warding is the mechanic idea right?

high pendant
#

not in the slightest?

halcyon slate
#

then is would work like Antipathy of the Anipathy/sypmpathy spell.

high pendant
#

lemme see what that does

halcyon slate
#

You can use spell effects instead of conditions.

#

Just FYI.

stuck raptor
high pendant
high pendant
#

maybe the sanctuary effect pretty much

halcyon slate
#

Using a spell effect would probably be your best bet instead of posion since posion does damage too.

high pendant
#

ive got it

high pendant
#

but anyway ill do a sanctuary esc effect

halcyon slate
#

I CAST "FAKE NEWS" (Lol)

stuck raptor
high pendant
#

yeah thats what i managed to end up with

#

thanks

halcyon slate
#

Or Geas.

#

Geas would work since that can impell you to do really whatever the caster desires.

high pendant
#

wouldnt really be disgust then

halcyon slate
#

casting Geas to feel disgusted.

high pendant
#

true but that doesnt solve the issue of what feeling disgusted does mechanically

stuck raptor
#

Also, casting a 5th level spell that is very costly... as a rider

halcyon slate
#

Yeah.

#

Theres GOTTA be a spell that does this though.

high pendant
#

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

high pendant
#

wait just got a great idea to let them steal faces

halcyon slate
#

Alter self. Boom

high pendant
#

i am aware that most things can be done as a spell

#

this is a rogue subclass

halcyon slate
#

Arcane Trickster.

#

They use spells.

high pendant
#

right well ive written it out fully now

stuck raptor
dreamy relic
#

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)

scenic urchin
#

feeling inspired today, tryin to brainstorm up some fancy (magic?) materials to make a ship out of

kind spruce
#

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.

stuck raptor
#

Alatreon moment

kind spruce
#

I've genuinely been struggling for like weeks on this
It's killing me 💔

stuck raptor
#

when i imagine fire and ice combined, i think of steam

stuck raptor
kind spruce
stuck raptor
#

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

stiff juniper
#

Does anyone have tips for making home-brew classes? Trying to make the 4 I’m working on as fun/dnd accurate as possible

kind spruce
kind spruce
cerulean seal
# stiff juniper Does anyone have tips for making home-brew classes? Trying to make the 4 I’m wor...

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

cerulean seal
scenic urchin
#

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

scarlet flame
#

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?

scenic urchin
#

you could put it in a Google doc and then link to it here

scarlet flame
#

alr i'll try

#

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.

scenic urchin
#

says no access

#

might need to grant access/share it

scarlet flame
#

oh alr

scarlet flame
scenic urchin
#

it works yeah

#

no offense, but this monster looks computer generated >_>

scarlet flame
#

what

#

what do you even mean?

scenic urchin
#

like this:

Action, Bite attack: Abe Katay can bite you.
doesn't make sense

scarlet flame
#

oh yeah

scenic urchin
#

this is the kind of sentence that a computer would slap together

#

and there's a lot of it

scarlet flame
#

i am new... I don't know what or how to write stuff

#

for this

scenic urchin
#

you wrote 4 pages for a monster but don't know how to format an attack...?

scarlet flame
#

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

cold pumice
# scarlet flame https://docs.google.com/document/d/1r99D8spIzRr3yByva1ePM2tnOeCtB5e57CbKjzjHIT4/...

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.

scarlet flame
cold pumice
#

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

scarlet flame
cold pumice
#

oh yeah sorry, but just take a look at it in general and see how the formatting works first of all

scarlet flame
#

I will

cold pumice
#

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

stuck raptor
#

Now, without having to calculate DPR, i can make statblocks in like, less than 5 mins

cold pumice
#

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

scarlet flame
#

You have no idea how much I appreciate this

cold pumice
#

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

scarlet flame
cold pumice
#

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"

stuck raptor
#

i feel like wind is usually BPS, depending on how its utilized, like water and earth

cold pumice
#

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

scenic urchin
#

thunder usually fits better too if it's imported from a game where wind isn't asposed to be "physical damage"

stuck raptor
#

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

cold pumice
#

I don't actually know what force damage even conceivably is so idk

stuck raptor
#

Magical power

scenic urchin
#

force is Pure Magical Whateveryouwant-oleum

cold pumice
#

I mean yeah

stuck raptor
#

although i think of it similar to True or just Pure Arcane damage

cold pumice
#

I guess it's just placeholder for when there's no real anything else it feels like

stuck raptor
#

effectively

scenic urchin
#

grabbing a portal and hitting someone with it? thats force damage why not

stuck raptor
#

Or if you dont want most things to resist it

#

(IIRC, only Inevitables are even Immune to Force)

cold pumice
#

who was that guy with the math wizard stuff that said there's a secret damage type

scenic urchin
#

hmm?

cold pumice
#

wait this was a rabbit hole from 5 months ago

#

I'm looking back through weird stuff

scenic urchin
#

oh there's custard damage...?

cold pumice
#

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

scenic urchin
#

oh if you just mean what "should" be a damage type, there's a handful

cold pumice
#

yeah I think we need blue damage

scarlet flame
cold pumice
#

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

scarlet flame
#

Any recommendations?

stuck raptor
scenic urchin
#

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'

scarlet flame
cold pumice
#

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

scenic urchin
#

yes

#

damage types add complexity

#

adding new damage types is more of a fantasy rather than anything practical

scarlet flame
#

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...?

cold pumice
#

well there's the "traits" part