#homebrew
1 messages · Page 98 of 1
Oh alr
Abilities have to be specific ones or is it just things like this? Like could I simply add that "in addition to an Attack of Opportunity..." Or not?
-# sorry if I'm annoying... I literally joined the actual DnD like 3 days ago.
if youre new to the game, i highly reccomend sticking to official content befre delving into homebrew. get to know the system before you break it
I would put that in as something like "If this creature performs an attack of opportunity it gets to move up to 15ft in any direction."
So I have a question about a dnd class I am working on, the class is called the geisha or the performer where instead of being a caster, they would be mainly just support until they reach there subclasses which give them different types of casting and different formal types like kabuki dancer. So should I consider this better as a subclass or keep making it a normal class that I should work on? Thank you for listentning
well yeah
homebrew are essentially video game mods. if you dont know how the games coded, you can end up making things that dont work or crash the game
My other friends really wanted this... But yeah I agree I probably should try learning more stuff before doing anything else
the worst thing that can happen is it sucks and you're gonna try again. my recommendation for getting your feet wet is looking at monster stat blocks and just copying over certain abilities
you should know the basics of what actions you can take in combat tho and how a turn functions
I'm pretty sure there's like a million places to learn that tho so you're gonna be more than fine
My only problem is that the friends I have been playing with also know nothing about DnD... The only friend I have that actually knows stuff has almost no time to teach me. So I'm mostly on my own and fighting the website to actually show me what I need.
Have you gone through the free Basic Rules yet?
Some, very little amount. Didn't have time before but I do now.
highly reccomend getting familiar with it
I’d start with Chapter 1. After that if you’re not making a character and just plan to DM (as I see you’re making a homebrew monster) you can probably skip until the dungeon master specific part
I will probably be both so i'll have to read everything
if you don't have a wise old sage to guide you I would recommend just getting cookie cutter stuff until at least some of you feel confident in the game, sounds boring but it does work sadly
or just be like me, don't have a play group for years, watch 2000 hours of actual plays, and write 3 campaigns while getting ghosted by friends :^)
-# That's sad...
it is what it is
I highly recommend only doing one role at a time. Using a DMPC when running a game is almost always a bad idea. Instead if you want to DM but also play a reoccurring character consider making an NPC that occasionally helps the party or using sidekick rules
having a DM self insert character is fine but it shouldn't be part of the party's adventures
I probably should stop playing with my friends because not only are they as new as me, but also aren't really playing Dungeons and dragons, but more like Dungeons and Dummies.
what's that supposed to mean lmao
We’re getting into #dm-discussion territory but DMPCs are usually more varied than a simple self-insert. The main thing is that they take away agency from players due to the inherent knowledge the DM has about the campaign
fair
This is also a good dm discussion topic lol but yeah not all friends are good D&D friends. Ideally table expectations will be set before the campaign starts 😅
The rules are fumbled, there's random things, the Dm keeps creating new rules he doesn't even follow.
no this is perfect homebrew discussion, just homebrew yourself some friends 
oh my, sounds like a rule 0 - above table communications issue to me
how'd you guess I play necromancers?
I don't really understand DnD Beyond's Homebrew creation. I'm trying to publish a homebrew Warlock subclass (2014 rules), but it says I can't do so because of 'licensed/private homebrew spells' and 'not having' the necessary class features with the correct required levels.
I have the following spells for expanded spell list: Alter Self, Animate Objects, Dimension Door, Dissonant Whispers, Dream, Fear, Major Image, Phantasmal Force, Phantasmal Killer, Sleep. Last I checked, all of these are 2014 base rules
I also have class features at levels 1, 6, 10, and 14, plus the Expanded Spell list at lvl 1. There is no reason why it should be telling me that I have the wrong levels assigned, so far as I know.
idk if that's a thing with DDB homebrew but I think you can only specify spells from the SRD in homebrews otherwise it'll get flagged for distributing paywalled content
Have you made sure you’ve made the subclass for the legacy 2014 warlock?
Try updating the features for 2024 (aka move the level 1 to level 3) and see if that fixes the issue
yep :/
Hmm odd. Has #ddb-support been of any help?
I haven't asked there
eh, at least it's not that big of a deal, I can always just put it down in pencil and paper xd
Fair enough lol
are they basic rules, or players handbook
since phantasmal killer '14 is basic rules '14, but phantasmal force '14 is player's handbook '14
You won't be able to publish it, but you could still use it in your campaigns.
It's just that, if someone else were to grab it
what if they just, don't have the spell it links to?
that's why stuff associating with licensed or other homebrew content isn't able to be published
Yeah phantasmal force (2014) is licensed, player's handbook (2014). Not basic rules (2014)
That alone is enough to make the system go "you can't publish this"
there are many words I would like to use, but I'll just say, I find that a silly ruling on DnDB's part
Well, what if someone doesn't have PHB 2014
what happens to the phantasmal force that subclass adds
You can use it just fine without publishing, but to send it into the wild public needs it to be usable out of the figurative box without any extra paid content.
darn, guess I'll just have to replace it
ty for the help ❤️
replace it or just don't care about publishing it
(this is also why publishing martial subclasses tends to be easier
)
like how I've got a rogue subclass, Pit Viper, it's looking really good but of course needs ever more playtesting in more combat situations
but it doesn't link to any licensed spells since it's about "punchy rogue" so it doesn't clash with that
this is #homebrew
if you wanna post that you're looking for players, use #looking-for-players, or browse #looking-for-dm
thank for the help i am new to this
hi i click the #looking-for-dm but it say i dont have permission to post it
There are instructions for filling out a form which the bot then lists in the appropriate channel
That's where you put your commands
ok thank the help
I've got details from one of them. Is anyone able to help me figure this out?
Do their spellcasting ability if a caster X10+1/2 of their original health or if a noncaster do their str or dex X10+1/3 of the original health. Prolly really janky but might work.
I have a question about a character idea.
Nevermind I figured it out.
#character-discussion is probably the place you'll wanna be. This is for custom mechanics or similar discussions
Well, the idea might be homebrew, I'm not completely sure because it's kinda weird. So I'm asking there and here.
Try character discussion first, and then i'd probably run whatever homebrew ideas you have with your DM
I don't have a DM yet. I was gonna look for a party after asking my question.
Probably doesn't matter where you ask it, but i'm available lol
I was just curious if you couls still choose the blood hunter class if your race was automoton or cyborg since you don't actually have blood.
There's no conflicting prerequisite
Even in TCSR with some of the blood magic stuff in there, it has some notes about "blood magic vs bloodless?" and it details how a DM might adjust a thing
but otherwise Exandria's "blood magic" stuff is more about the raw vitality and animating energy than directly blood
Thanks.
Under things I will never use or allow at my table is this abomination I created:
https://docs.google.com/document/d/1dKyzDQP_xtJMbt9LohiKsUGiunzGQq8OQ7kHwwwWHVI/edit?usp=sharing
I forgot about it...
I got a spell idea.
a spell that conjures a cloud that floats around and shoots lightning at enemies?
No. That sounds cool but no. I was thinking of coming up with my own version of Darth Vader's force choke and calling Suffocation.
My last attempt at making a spell was this:
https://docs.google.com/document/d/1AgszDumo8at58_HXzPgAHtOZzO4ySh9aLHltxt15vWk/edit?usp=sharing
How would the spell affect creatures that don't need to breathe?
coming from the discussion in the main channel lol
I haven't thought that far ahead yet but maybe the air would turn solid around their throat and crush their windpipe?
It would also explain how they float in the air like Darth Vader's force choke.
I now have 8 different statblocks for miscellaneous mercenaries (to fill more niches beyond simple ones like using assassin, champion, spy master, bandit crime lord, etc)
https://critterdb.com:443/#/bestiary/view/6892a18f97a02efde2613df9
Artificer Epoch, Deadeye, Dustrunners Scorcher and Scorpion, Iron Hands Armorer and Occultist, Red River, and Whispering Wraith
Maybe it could just delete the creature's lungs/gills/other organ for air processing?
Is an extra 1d8 once per turn fine as a racial trait. The damage increases by 1d8 at 7th and 14th level.
It’s quite strong early on I think
Free extra damage to what? Weapon attacks?
If so, yes I would say so.
To anything
Yes I would say that’s too strong for free with no limits or anything other than a once per turn
That’s the equivalent of a fighter getting an extra attack at level 1. Or a wizard getting to shoot two fire bolts
this is precisely why I was like "the game would be better with asphyxiation damage" earlier lol
Have any of you ever made a homebrew spell or item and gone “oooh. Ooooh I like this. This is good.” If so what was it?
this one for sure #homebrew message
I'm currently working on a Monk subclass inspired by Hornet from Hollow Knight: Silksong and this is one of the level 3 features granted by it. Lmk if this is easy to understand:
Cross Stitch
Whenever you use the Deflect Attacks feature against an incoming attack, you can spend 1 Focus Point to reduce the attack's damage by an extra 1d10. If you successfully reduce the attack's damage to 0 in this way, then redirecting the attack's force deals extra damage equal to two rolls of your Martial Arts die.
https://www.dndbeyond.com/species/2141114-robloxian
can yall rate my nonsense
its incomplete
what should i add
i dunno, figuring that out is the brewer's job
It still needs some work, here's my notes:
- Which version of 5e is this for, 2014 5e or 2024 5.5e? If it's the latter the ABI will need to be removed to keep it in line with other species.
- Unsure if "Brickbattle Veteran" and "While you were out partying..." separate subspecies or a continuous feature of the species.
- Brickbattle Veteran lacks some key details regarding its innate weapons. The ranged weapons lack a short/long range. Unsure why Superball is included since it is functionally a strictly worse version of Paintball Gun. Adding PB to damage rolls is unusual but not a huge deal. None of the weapons have a damage type listed.
- Brickbattler needs to specify what it means by "always equipped." Do these weapons take up a free hand (aka treated like a normal weapon)? Can a Robloxian never unequip these weapons?
- Both Darkheart and Illumina are overtuned for different reasons. Guaranteed critical hits is very unbalanced, and healing for half the damage dealt (which isn't specific to the sword itself) is too much considering how consistent it is. Also the weapons are described as swords (with "equipped" unspecified) but I don't see a mastery property. Like with the other weapons they also are missing a damage type.
Oh just realized something. You'll want to edit the "+Strength" & "+Dexterity" to "+Strength modifier" & "+Dexterity modifier" for clarity.
https://www.reddit.com/r/DnDHomebrew/comments/1janau7/mentalism_domain_cleric/
This is a link to a homebrew cleric subclass i made. Do you think i should change the clairvoyance or intellect fortress spell to psionic blast to give them more offense?
so i did some stuff
i should adapt more games into this bs...
also this looks nice
me likey
i was asking if i should replace clairvoyance/intellect fortress with psionic blast in the expanded spell list
or if the expanded spell list should stay as it is
so uh, which one should i do?
the damaging spells they do get thus far are dissonant whisper, catapult, phantasmal force (though this one deals very little damage), psychic lance and synaptic static, so thats 5 damaging spells.
while we’re here, i made some stuff less painful for the DM for this goober. thoughts?
which spell should i swap, intellect fortress or clairvoyance?
okay so word of advice, stat increases provided by races usually doesnt go above a +3 total increase
i would ditch clairvoyance
(humans casually having +1 times 6 </3)
thats because they get basically nothing else
heroic inspiration </3
anyways
i’ll swap it l8r, but what do you think of the rest?
poke
also when something deals damage it is from a specific damage type such as fire, lightning, slashing, etc
i already did the stuff
Looking it over:
- Darkheart is still slightly overtuned for a species feature. I would limit the heal to once per turn.
- The inability to drop your species weapons hurts this species a lot, since you can't hold anything else. Also, does the Brickbattle Veteran subspecies have 3 hands? I noticed they have their 3 innate weapons always equipped.
Also to confirm, this is for 2014 5e and not 2024 5.5e, correct?
tbh i made the species just for giggles so idc about the edition.
the way i want the inventory to work is essentially just how roblox’s inventory works
The edition matters for game balance, ditto for the inventory system. A creature can only hold as many weapons as they have free hands (exceptions for two-handed and versatile weapons).
The encumbrance buff is alright
Not needing food or water but needing sleep for the purposes of a long rest is also fine, that's already in a few official species already
david baszucki watching all his players leave to go play dnd instead
But yeah the fact that this species hands are always occupied is a massive drawback
wellllll…
have you played roblox before?
You could never play a casting class, as an example, since you can't hold a spell focus or an item that could have a spell focus attached
I understand that this is supposed to be Roblox-inspired, but if you're trying to translate this into the 5e system there's going to be some concessions needed to make it viable and mechanically compatible
fiiiiiiine
one last change, take a look at the subspecies
I don't see a change, though I do see a discrepancy under the first subspecies.
Darkheart is listed both as doing 1/2 damage "siphon" (unclear mechancis) and later as "heal for 1/4 of damage"
fixed that, mb
i switched stuff from “equipped” to “in inventory”
It'll need some mechanical clarity.
From my understanding this species either gets 2 or 3 non-magical weapons (though the former gets special abilities as if they were magic) added to their starting equipment that they are unable to drop.
I think the drop part needs the most clarity since "dropping" isn't strictly a rules term. I have an idea of what the intention is, but I'll get your vision first behind the utility of being unable to drop these weapons
I have no idea what that means nor how that answers what I was asking
regarding inventory?
the game usually has you press a button and you instantly equip an item. i wanted to replicate that in dnd
You would need additional mechanical detail to incorporate that
one sec
But also, how would it be different to the current system of drawing and stowing a weapon?
is drawing a blade instant or is there sheathing/unsheathing to do? (i only play cleric)
does it take an action?
Doubt it
It’s not literally instant but it is effectively instant
in this case, i do mean literally instant
What I mean by my statement is that literally instant and effectively instant aren’t significantly different
what was the question bc i didnt understand this
Do y'all think that home brewing a character who can summon magical blades infused with magical energy is a good idea?
vergil
?
also im gonna head to bed
Wym vergil
ykw just look up “vergil mirage blades dmc”
Ight
I think overall the species needs some adjustment. To put it into a list:
- Decide whether to make this species for 5e or 5.5e (probably low priority since it's an easy adjustment)
- Nerf Darkheart's heal. I suggest making it an activated ability with PB/2 times per long rest uses. Alternatively, make it once per turn but limit the heal equal to your PB. As is there's quite a few features that buff weapon damage which would make even 1/4 lifesteal pretty OP.
- Rework what you want this "inventory system" to do in a way that's significantly distinct or modified the current equipment system. As before draw/stow rules are effectively instant- that is, there's not a lot of utility in being able to instantly summon a weapon outside of specific situations (e.g. you've been disarmed or your hands are bound).
- Brickbattle Veteran needs some buff, but you should be careful how you do so. None of the weapons outside of Linked Sword have any specific properties that are needed (e.g. the Loading Property for the Crossbows). They also lack any master properties so they're somewhat underutilized compared to other ranged weapons. Arguably the added PB to damage could make up for it but that might require some actual playtesting. Overall as is the BV variant is effectively just getting 3 extra weapons as part of your starting equipment which is pretty weak.
That sounds like it could be a fun homebrew depending on how you want it to work mechanically
On the surface I think it could easily be accomplished with an existing official build, both with and without reflavoring.
How strong would a reskinned Booming Blade be with condition of not moving instead of moving ? Cold themed
That's a pretty interesting idea. It'd definitely be stronger since the extra damage condition would trigger far more often.
Some of the variables are DM dependent, like monster strategy and composition.
I feel like the character would be able to infuse their on magical energy in swords with a wisdom 14+ check adding 1d6/1d8 DMG. Also able to store blades in a spacial realm to access any time. And having a magical sword handle and imbuing you magical energy into cause a blade to appear made of pure magic energy and it's a total of 2d8 + 1d6 + wisdom modifier cuz magic energy
But my dm said no so Idk if I still wanna build jt
You would probably like an Eldritch Knight Fighter that uses the spell Shadow Blade
Alternatively, this seems like a pretty easy reflavor of a Hexblade Warlock
Yes this is kind off my problem with it since it would proc more often meaning if they move without disengage it would proc Opportunity attacks, imagine Arcane Trickster with it. So in that case the options are waste some economy or just take some cold damage but if Arcane Trickster uses that it most likely will trigger sneak attack
Sorry if I pinged I think I did turn off the ping alert with this one
I'm actually fine with it working with Rogue. Their damage isn't reliable enough for it to be a major problem
I think it'd be a powerful end damage boost on something like EK
I'm doing some (way) early preparation for my next campaign, and one of the parts about it is that it's heavily inspired by Dishonored. And one of the most iconic items in Dishonored is the Springrazor. So I thought I might as well start statting these special items. I'll just need some eyes on it to make sure the idea gets across.
A Springrazor can be placed on a surface within reach with a Utilize action. Once placed, it arms at the end of the current turn. Once armed, it springs when a creature next moves within 5 feet of the Springrazor, causing shrapnel to erupt in a 15-foot Emanation. All creatures in the area must make a DC 15 Dexterity saving throw. A creature takes 6d6 Slashing damage on a failed save, or half as much damage on a successful one. The Springrazor is destroyed once it activates.
A Springrazor does not activate from the movement of a creature that has the Invisible condition provided by the Hide action, or the movement of the creature that placed it. In either case, a creature within reach of a Springrazor can disarm and pick up the item as a Utilize action.
A creature proficient in Tinker's Tools and in possession of a set can adjust a Springrazor as a Utilize action, providing one of the following enhancements or removing it. A Springrazor can only support one of these enhancements at a time.
Double Release. The Springrazor's damage is reduced to 4d6 Slashing damage. When it first activates, instead of being destroyed, it disarms until the end of the turn. If it doesn't activate again within 1 minute, it activates a second time after 1 minute. The second activation destroys it as usual.
Projected Release. The Springrazor's area is changed to a 30-foot Cone, the direction of which is chosen when the Springrazor is placed. The activation range is changed to a 10-foot Cone in the same direction.
Razor Radius. The range of the shrapnel increases to a 20-foot Emanation. The activation range can be adjusted to trigger when a creature moves within 10 or 15 feet of the Springrazor, or left at 5 feet.
Throwable. The Springrazor's damage is reduced to 5d6 Slashing damage. When you take the Attack action, you can replace one of your attacks with throwing the enhanced Springrazor at a point within 30 feet. It instantly activates at that point.
Tightly Wound. The Springrazor's damage is increased to 8d6 Slashing damage.
That's Waaay too strong my friend. Sneak attack is somewhat balanced around it's somewhat situational nature and you only being able to do it once per turn. You being able to proc the HM damage on every hit, for even one target, is very overtuned. I appreciate the HM love tho. So many ppl hate it now 😭
Does anyone have any advice on creating a DPS monk subclass without it just becoming a stronger hand of harm?
i'm still working on my Spore Druid revision
but its less of a revision and more of a rework from the ground up
I'm wanting to pull the theming away from the concept of this weird necromancy melee fighter, to be more connected to the concept of like
a hive mind
balancing the levels to their monster counterparts i'm realizing I can mix the rapport spores and pacifying spores into level 3 and then have level 6 be about the animating spores
i've gone and written out the abilities- the first is about setting a telepathic connection between you and your allies, and the second is about defensively dealing damage to a creature when it comes within range and imposing disadvantage on attacks against you and allies marked by your spores
now i'm just
not sure what to do for level 10 or 14
anyone got any ideas?
how do we feel about the first page of this? https://homebrewery.naturalcrit.com/share/7zAp5X_pABZX
Do you think Unarmoured Defence using Dexterity and Wisdom is good for the Druids or is it going too far?
No worries, just wanted to hear what others had to say
would it be a good idea to have some mechanic where the superball rebounds to the player for them to hit it back for some extra damage? in this case, i'll ditch the prof bonus to the damage roll
got a cursed dagger here, wanting to get some feedback regarding the wording and mechanics
Dagger of Torog
Requires attunement
Cursed, cannot willingly end attunementA creature that wields this dagger has advantage on saves to resist magical compulsion originating from a source other than the dagger itself.
Once attuned, the dagger deals an additional 2d4 necrotic damage on hit. However, the wielder will be compelled to sink the blade into flesh. While awake, the wielder must succeed on a Wisdom Saving Throw (DC 16) or spend its action to attack the nearest living or dead creature made of flesh and blood. After succeeding the Saving Throw, the wielder is immune to this effect for 1d4 hours.
if you stab something due to the compulsion, do you become immune to the effect for the same 1d4 hours?
~No~
The intent is that you remain under the compulsion until you succeed the save, and I probably could've worded it better to make that clear
I am not good at writing magic item descriptions
Is it too much if a player can summon Stone Golem at lvl 11-17?
Permanent or temporary?
1 minutes
Seems fair enough
At lvl 11, the duration is 1 minutes, and it's once per long Rest
Still balanced?
I would say so.
They're the most versatile at least
I would say it's at the least not overpowered
Hmmm, alr
I mean summon elemental is a 4th level spell which means level 7 as a full caster
But summon elemental just gets you an elemental spirit tied to the level of the spell
Stone Golems are CR 10, pairing that to the xp budget of 1 PC that's hitting moderate encounter level at around level 16
Or a hard encounter at level 14
But for 4 level 11's? The cost is nothing in comparison
I honestly might make it more common or make it last longer
Or just give a stone golem ally.. or like a shield guardian
Would an hour too much?
I changed a few things from last time I showed this, I think the big one is that it no longer has the number of uses restriction and the Search option now only lasts 1 round instead of a whole minute.
I really wanted it to be unlimited uses and I wanna know if it’s fine to have unlimited uses in this state
Intuitive Detective
Origin Feat
You have the Identify spell prepared and can cast it as a Magic Action without material components or spell slots. Once you cast the spell in this way, you can’t do so again until you finish a Long Rest.
When you use the Study or Search actions and target a creature you can see or one within 120 feet of you, you can modify them in the following ways:
- Studious Mind. When you use the Study action on the creature, you learn its name and you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
- Searching Gaze. When you use the Search action to find a creature within range, you learn what direction they are in, otherwise you learn they are not within range. If you can see the creature or they are within range, they cannot benefit from the invisible condition until the start of your next turn.
if it’s a Summon Elemental Stone Golem without concentration then it would have to be 1 minute, I tried looking up what the context is but I can’t find it
I'm Homebrewing a Subclass to Cleric to emulate "The Flagellant" class in Darkest Dungeon. Been discussing with my friend about the Channel Divinity. He thinks the healing and Damage is too strong. Here to ask about balancing it
Unarmored Defense lv1
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Bloody Devotion lv1
You may spend your bonus action to flagellate yourself and suffer 1d8 slashing damage. You may then add the damage you suffered + Your Wisdom Modifier + Your Constitution Modifier to any damage dealt or hit points healed by you. You may do this a number of times equal to your Wisdom modifier.
Channel Divinity: Blood Purge lv2
You hold your holy symbol up high and channel your devotion to your god. When you have 50% health or lower (rounded up), heal yourself and all allies within 30 feet an amount equal to half your missing HP (rounded up) + your wisdom modifier + your constitution modifier. If you have more than 50% health, your flesh cuts open into open wounds and blood erupts from your body, your health is reduced to 50%; every enemy in sight of you within 30ft must now make a Constitition Saving throw with a difficulty equal to your Spell DC. On failure they take The health you lost from casting + your wisdom modifier as necrotic or slashing damage. On Success, they take half the damage dealt.
Bloodied Form lv6
When at 50% health or lower, your god rewards your bloodshed with might and endurance. Any attack you make recieves bonus 1d6 necrotic damage; Your Armor Class gains a bonus equals to your proficiency bonus. The bonus damage upgrades to 1d8 at level 10 and 1d10 at level 14
Painful Relief lv8
When reaching 50% health or lower, all allies within 15ft of you heal 2d4 hit points. Any downed ally is revived.
The Flesh will not Yield lv17
If your health is above 1, you ignore fatal damage and remain at 1 hp. You may resist death a number of times equal to Your constitution modifier. You may regain back all of your death resists with a long rest
Sorry if it's a bit wordy
stuff scaling with con is very strong but it does play well with the flavor of this.
about your lvl8 ability 2d4 healing is kinda weak but that's easily fixed, it says "any downed ally is revived" if they are 'downed' that would already apply just by healing, but if you actually mean 'revived' as in brought back from the dead, that seems very strong for any ability in general.
downed usually means still doing your death saving throws or stabilized, revived is being brought back from the dead
I do mean downed. Reviving is a bit too Strong. The 2d4 is supposed to emulate how in the Darkest Dungeon, when the Flaggellant goes to "Death's Door" that game's version of a death throw, he chip heals the party to get them out of death's door
ah I see, I did play darkest dungeon for like 30 minutes only so i'm a tiny bit unfamiliar lmao, also I just noticed that that ability doesn't have a cooldown so you could make some niche build that constantly dishes out healing I think, could be cool.
But yeah phrasing on that is redundant then, you don't need to specify they're being brought back from downed as healing does that already (unless your dm is homebrewing that to be different)
Coincidentally I'm the DM. And i'm Homebrewing this in case any of my PC's Change their mind and wanna take the same class as the NPC
oh that's cool then, also I assume you're playing with 2014 rules but just wanna make sure because they changed the class progression in 5.5
2024
The text above is a bit unrevised. As i'm still tweaking it based on a template i found
oh okay, just so you know all classes get subclasses at level 3 now so you gotta push those features back a bit
(I am not a big fan of this change but it is what it is)
The Vet in our party says that the Channel Divinity is a bit too over powered and i proposed the following:
-The Healing portion only heals to 50% max hp and provides allies with Temp Hit Points based on the ammount healed.
-The Dmg portion would be nerfed to half the health lost from cutting your HP
Not too sure i'm happy with this
I guess it's more balanced
Which class?
I would've made the damage portion be not to 50% HP but cost 50% of your current HP, that makes it more balanced while also being still cool as shit
The healing portion is fine, 50% of missing HP realistically is similar to that levels healing spells I think except in cases where you're really skirting at the edge of death in which case it'd be a cool clutch option
like at level 2 it doesn't really heal much because you don't have much health in the first place, it scales very well the further you go but that's a rarity for healing abilities in general and I'd consider that nice for a change
Huh....I didn't consider that. Thanks for the suggestion
Though i should add in a caviat so it doesn't get abused and My mans here starts doing His Full HP as dmg in 2 rounds.
Healing is Half As Effective for 1 hour
Working on a class and I want to know if this class feature is too strong, so basically the class itself has really low attack with it having a D4 but it is a support class and all other abilities reflect that. The main one I’m not sure about is a level 1 class feature that makes themselves have +5 DMG to their attacks and this sounds fine but it doesn’t use actions, so is this okay for a level 1 character or should I scrap it? (They have another feature at lvl1 too so it won’t hurt them too much)
i would let it be a thing for lvl 4-6 tbh
maybe 8
bc that is p much just free damage
oooh ok
starts as +1 on level 3
that sounds good
someone rate my terrible species
Is it a good idea to have a weapon be affected by the wielder's alignment/race?
Because I did that with an hb and was hoping for some feedback.
Wether its a good idea or not depends on execution
Moonblades, Swords of Answering, and several other magic weapons played around with alignment requirement
There's a lot...
I think for legendaries, they should be +3, and the DCs should be around 18-20~
Okay. other than that are they okay?
pretty ok, id probably make Winged Cleave have either more damage or a rider to foil its counterpart
Okay, thanks for the help. The writing was tricky but the art was the hardest and my hand was stuck in a c shape for hours afterwards.
I need help again, there is an ability I want to make where a player has to use a saving throw and if they fail they have to attack the party members but how do I make them attack their friends? I think one idea I have is to make the DM control the character as an enemy but that seems kinda unfair
2014 monster or 2024
???
do you want 2014 wording or 2024 wording
2024
Is this a save? Or keying off Charmed condition?
it’s a wisdom saving throw
Maybe take a look at the Enemies Abound spell?
ok
Incite Violence. Wisdom Saving Throw: DC X, one creature within Y feet of the [MON]. Failure: Until the end of its next turn, the creature must use its Action to attack a creature of the [MON]'s choice.
That’s perfect
Making a homebrew creature around a homebrew condition is fun until i have to figure out what the CR is
I’ve made a 9th level feature that all Martials get that essentially allows them to replace the attack they got from extra attack with another action that isn’t another attack action or a magic action. I call it “Dynamic Action.” Rogues get a slightly different feature called “Dynamic Cunning” that does something similar except it allows the user to make an attack as part of an action other than the attack or magic actions, including bonus actions.
Is this enough to bridge the martial-caster divide?
i'm not sure how it would ... what do you see the martial-caster divide is?
Access to options. Extra attack sort of pigeon-holes martials into doing the same thing every turn after level 5, while spellcasters can to do something different every single time. Obviously there’s still a difference in sheer firepower that spells give, but this lets martials have an advantage in terms of action economy and potential for improvisation.
I should probably also remove the dodge action from the restricted actions now that I think about it
Except on rogue because they deserve it
it's definitely cool but the main thing driving martial-caster divide is casters having aoe-control-damage spells while martials have... damage, and even then the damage maybe compares to a casters damage on a single target
a fighter and a wizard might both take a round to kill a goblin, but the fighter takes 10 rounds to kill 10 goblins and the wizard still only takes one round
but even with that it's still good to give martials stuff, I like your change and will probably be trying out stuff similar to it
Hell yeah
I've gone over this in another server but for some reason buffing casters is seen as impossible and met with "it doesn't make sense for a martial to be as strong as a caster" because our view of the medium is narrow as hell
Yeah I think the game has made players biased against the power level of martials
I don't even think it's this game, every media piece ever is like "and then the mighty wizard nuked an army of the worlds strongest knights in a second"
also it's easier to suspend your disbelief over someone just using magic vs a """""regular guy""""" doing something
I agree
it's a science fiction tool to go like 2 levels of arbitration before introducing outworldish concepts, you can't go from spaceships to lightspeed travel but you can go from spaceships to space crystals to space power generation to lightspeed, because at some point the viewer doesn't wanna ask more questions and just accepts everything.
DnD is the same thing Regular people - fantasy world - magic - unbelievable stuff, the unbelievable actions of magic users are rationalized by more degrees of separation, whereas non magic people aren't
idek how you would fix that other than some wuxia cultivation shenanigans, which now that I think about could be really cool
there's a creator called bone wizard that's kinda making rules and reworks to combat it but it's not perfect either
The youtuber right?
yeah
imo the combat part is much much easier to fix than the fundamental systematic flaws of spellcasting being an omnitool, and casters requiring less stat points on average
Regarding the issue of arbitration, maybe martials could have a “preternatural feats” system that allows them to go past the limit of what normal people can accomplish? I imagine that you would obtain them similarly to feats, gaining options every few levels, although instead of being a hard-defined ability, they would be slightly vague / hand-waved and function to give players and dm a sense of scale for what that character can accomplish. Like, one preternatural feat might give the imagery of a wrecking ball demolishing a stone wall, and then transfer that imagery to a character by saying “they can do that”. I don’t know how that would work mechanically, but it seems like a good solution for the believability issue.
I think that's closer to solving the root issue but the devil is in the details
It's easy to give the fighter titan strength, and the rogue some almost-teleportation movement, the hard part is getting people to say "yes that's DnD"
people for some reason want martials to be boring
the amount of people I've seen say it's a good thing that fighters don't get to do anything other than attack is disturbing
realistically, yeah you probably should nerf spells but that also just feels bad
and also there's the issue of a lot of tables have suboptimal casters that just flat out worse than the martials at the table
and those tables are gonna be offended by said nerfs
I wouldn't say that either, even if you accidentally picked spells i feel like you would be more useful than the average martial
the only time a caster would be doing less than a fighter is if they're for some reason afraid to use spell slots and even then some cantrips are arguably more useful than what a martial does
If they picked a bunch of trap spells it's entirely possible for a caster to contribute absolutely nothing to a combat >_>
I mean, yeah? but while that character might be useless in combat they might stop encounters before they even start
I think it's almost impossible to accidentally make your caster useless
casters should get their spells nerfed
definitely
i don’t think any recommendation for improving martials should compromise the fact that I can roll up a champion fighter in 30 minutes
Ok I made a progression system for preternatural feats + the scale for each level of feat:
- Martial Progression:
- Level 5: 1, 1
- Level 9: 1, 1, 2, 2
- Level 13: 1, 1, 2, 2, 3
- Level 17: 1, 1, 2, 2, 3, 4
- Half-caster Progression:
- Level 5: 1
- Level 9: 1, 1
- Level 13: 1, 1, 2
- Level 17: 1, 1, 2, 2
- P.Feat scale of power per level:
- 1: Can throw a creature of equal weight
- 2: Can throw a large car
- 3: Can throw a 2-story house
- 4: Can throw a sky-scraper
If you see anything that you don’t like don’t be afraid to speak your mind
I can promise from experience that letting fighters throw houses is un-D&D
this take seems genuinely insane to me, do you really not want any additional features for martials at all? is in your opinion the only option to nerf casters because you don't think fighters should be able to do something other than hit things for three turns and win?
champion fighter is the most popular fighter for precisely that reason
i am fine with characters getting more options and whatnot, as long as there’s still the option to go “no i just want to play let me skip the fiddly bits of character creation”
also options in play do not necessarily correlate closely with options in character creation
(and, across systems—not necessarily within them—often the reverse is true in practice)
i like this idea, for example
I mean, a wizard can do something similar with a telekinesis spell. The whole point of preternatural feats is to give martials an arbitrary source of preternatural power that lets them compete with spellcasters. Plus, it opens up interesting avenues for problem solving.
I think that data is skewed because champion fighter is the only subclass people have available if they don't buy anything on dndbeyond
fwiw it’s not just martials i do kind of think all character creation should be simpler in d&d
that would make all characters of a certain class fell more samey
but i appreciate that champion fighters exist
nah, your character is not what’s in the class features section on your sheet
you can't really say "choose one of these options - or just skip it if you want"
They correct for that already
at that point why aren't we playing a rules-lite game, and just coming up with abilities as we go at the table
they also had the same data during the DNDnext play test, before the game was even for sale
if you can convince people to accept it then I'm all for it
there is a fairly big difference between “D&D with somewhat simplified characters” and a truly rules light system
i love crunch, the character creation minigame is just the least interesting possible area for crunch to be to me
imo to make any big impact you can't just handwave features and abilities of classes, yes your character should be more than a walking list of things they can do but if your character can't mechanically do anything cool you just have unseasoned chicken the character
even something small like letting barbarians punch their way out of a purple worm's belly (koolaid man style) is a hard pill to swallow for a lot of players
would you consider it crunchy to have a table of maneouvres to pick from in the base fighter class or where do you see the issue?
I feel like that's small, at least personally
They tried that during the next play test and the play testers rejected it
oh, I spaced out ... no that's not crunchy
that again is the issue with the mental disconnect between martials and casters in peoples minds I've talked about a martial has to be a regular guy, john human, while a caster can do whatever they want because magic
I know and I despise the playtesters for that
i’ll be honest, in play, ive often felt ive had more options when playing a rogue than when playing a cleric or sorcerer. i know that as a cleric or sorcerer i have all these spells, but that’s just it, isn’t it? every turn I’m choosing off a menu. as a rogue, I’m actually thinking about what i can do and how to interact with my environment
i love the fighter and rogue abilities which are action economy saves, those are awesome
action surge, cunning action, fast hands open up so many more shenanigans
see, I think that's a fair point but what's stopping you from looking for chandeliers to drop with a mage hand, or seeing how you can use your spiritual weapon to drop someone down a pit, mechanically nothing, the lack of features just makes you HAVE to be more creative
and yeah, battlemaster maneuvers too (they’re just hidden action economy saves, after all)
we have similar mentality with people missing soviet bloc food because you could get more creative with the ingredients you used (ketchup as a substitute for tomato sauce
)
Thats… that’s the point. The issue is that people need an explanations to believe that a fighter can do something. Magic is obvious and easy to handwave, but for the fantasy of a non-magical character to be able to compete with magical demigods, you need an arbitrary explanation. Preternatural feats aren’t necessarily class features, they’re explanations first and foremost. Their mechanical impact is secondary to the explanation.
there's nothing stopping you from interacting with the environment wether you're a rogue or a wizard
nothing except that usually there’s no way to interact with your environment that’ll outpace a fireball
yes
but if fireball weren’t as crazy op then maybe mages would have to be creative!
I guess I see it but then you put all the burden of design on the DM and not on the company that prints the books
if wizards aren't casting fireball though, are they even playing DND?
i don’t think figuring out where a chandelier falls is a design issue the books should resolve
if I as a dm have to have 93 pitfall traps, 7 chandeliers to swing from, a dragonator and knuckles... that's not making it any better
oh you mean module prep
well where else are you getting those environmental interactibles
sure officially published modules should give many more interactibles explicitly mentioned
no what I'm saying is you can't just offload the design flaws on the DM
i am not sure what design flaw you’re talking about here?
i feel like the topic of convo subtly changed
the flaw that martials can't do anything besides hit things
I assumed it was about how martials can interact with the environment to martial better, but casters can't use the environment to caster harder
And how that's a module problem
a wizard can cast a spell to section off part of the battlefield, freeze enemies, burn enemies, lock doors on enemies, teleport enemies to another plane, shapeshift, fly, turn off the sun, or just bomb an enemy
a rogue can, hide behind a pillar and stab someone
yeah i just think that you shouldn’t be designing for featureless white rooms, of course things are gonna be boring in featureless white rooms
even with casters things are boring in featureless white rooms
I don't agree with that at all, you have so much variety in how you tackle a situation as a mage compared to a martial
I'll put out my anecdote that the number 1 spell my level 10 wizard casts is still fireball :V
if you see 5 goblins in a stone box 50 by 50 feet you still have infinite possibilities to act as a wizard
no, you have 3 + wizard level
and number 2 is shield
who picked the spells?
and the best answer is almost certainly still fireball
hey now we’re talking choices in play, not character creation
are we?
I'm saying choices in character creation supplement the choices you can do on the battlefield
i don’t care about how many choices we have in character creation, because mechanical choices in character creation are almost literally never interesting to me.
What are we talking about again I wasn’t paying attention
if you don't give fighters anything new to do they won't have more choices
the only reason it's not hypnotic pattern is because another player has hypnotic pattern on an item
you have to make choices in character creation to have something to do while you fight things
unless you just make every option forced onto you in which case, I guess?
again frankly i don’t really buy that there’s a correlation there, or that if there is, it’s positive
if I give you a choice of three battlemaster maneouvres in character creation, you are going to have three more ways to interact with the world at least
battlemaster maneuvers are action economy saves
you can disarm people and trip them and stuff normally after all
how can you disarm a creature raw?
there's rules for it in the DMG
it’s in the ‘14 DMG
Improvise action + dm fiat I bet
They're not very useful because most creatures aren't wielding weapons
DMG again
that's not player options, that's the DM being gracious enough to let you do stuff
also to be clear, this just isn’t a game where something has to be explicitly listed as an option for you to do to do it
I mean it's safe to assume the DM will let you do stuff
you have to give players the options to do something from a baseling point
lmao?
I guess that expletive is on some banlist xdd
If the DM only wants fighters attacking to do damage and nothing else, they're not gonna accept any homebrew to improve that situation anyway
yeah swearing disallowed on this server
I said jeez, but like his full name
improvised actions are going to exist in every rpg
a game without improvised actions is called a video game
it's much easier to get someone to agree to something written down beforehand than having them have to agree to it in the moment
WotC is scared of Big J
i am thinking up a concept for an idea i got from learning of the phrase "daemon from the machine" ie in latin Daemon Ex Machina, like the opposite of deus ex machina which means "god from the machine", given in dnd daemons are yugoloths, and there are infernal machines and constructs that are powered by spirits or fiends in in existence, i was thinking of combining such things to make such a creature, but i am stuck on one important, at least to me, part of the concept for the creature that i feel would partially influence the resulting construct/creature, what yugoloth would be the most reasonable of their kind to be bound to power such a horrific combination of machinery and fiendish might?
I think the above is a pretty succinct representation of where decisionmaking has different methodologies.
yeah, very useful
like looking at some of the ones in 5e, a lot of them seem either illsuited or just too intelligent to wind up in such a fate
we can suggest things to make the DMs life easier... If the DM doesn't want it, then we can only wash our hands of it
True true
video games with emergent gameplay intensify
okay fine dwarf fortress or something somewhat excepted
taking that word of Runtime Decisions, making such a decision like that feels much harder to do when you don't have options on how to interact with the environment in the first place
more so a question for #dnd-rules
put yourself into the position of the character in the fictional situation, stop thinking of it as a board game
But, see, the issue in that scenario is that people largely aren't playing D&D to its strengths, and thus they obviously wouldn't be able to get a good result.
how do you mean?
I’d much rather “I want to break the aquarium tank glass to let the water flood the area” then “uhh is there a Sunder action/maneuver I can take…”
The vast majority of the problem in this scenario is that people are approaching D&D as "if it doesn't say you can as an explicit mechanic, it's a hard sell to be able to", which is largely the opposite of what D&D has historically pushed for.
objects can be broken, adamantine weapons are perfect for this even mechanically
So the issues with improvising stuff is that people aren't allowing the improvisation of stuff, which is foundational to a TTRPG like D&D.
yeah i know, 5e actually does have explicit breaking objects rules
is less rules and more just figuring out the stats for the object so you can break it
or at least try to
Or just do a check and the dm decides if the number looks impressive enough
I think of it like, giving characters, especially martials in this scenario, an expanded baseline of tasks they can accomplish will let you extrapolate that to more varied actions easier
well they should decide what number would impress them beforehand
in short you "attack" the object
and like (I'm partly spacing out on the convo so apologies) rules that make it easier for the DM to handle situations like that are fine, helpful, they just can't create a space in the game that the DM doesn't already want
So now I'd question if that creates a mindset where it even further solidifies that things outside that boundary aren't permitted, such that we aren't trying to be creative but instead trying to find the correct button to push?
If martials at a table are feelsbad because the DM won't let them do anything, the solution is to glare at the DM
what I don’t want is a “Disarm” feat which says “You gain the following benefits: you now know how to attack your opponent’s weapon in an attempt to disarm them.”
Could this be turned into a thread? I feel like it’s getting hard for people that want to share their homebrew in this channel
yeah this is getting very off topic
We have no thread powers here
sorry
Darn
Homebrew sometimes deviates into #game-design sometimes, aye.
ill leave this reply so your thing doesn’t get buried scarlet
The biggest thing about this and options is that it's not about permission but support. The more support the DM has, the better this can be mitigated by emergent mechanics or play. The solution is support, not mechanics.
I probably shouldn’t have mentioned the m-c divide in my dynamic actions post
That was a bomb
Better conversation than average for sure when that topic comes up
Honestly, creating dynamic actions as a DM-facing homebrew would be a rarity and a blessing.
I thought about it and what if the given mechanics are contrary to what you would expect a player to be able to do, for example movement speed, in the rules there's nothing that differentiates the speed of a wizard and a fighter, no dynamic actions would realistically make you overcome that
What I mean by dynamic actions
mechanics are purely mechanical, stuff like being dynamic, falls under flavor and thus the role playing aspect of an rpg
mehhh i don’t think it makes sense to talk abt a mechanics flavor divide in rpgs, that’s another board game/videogame ism
but that’s another hour long discussion
if you are expecting the flavor to be baked into the mechanics for you, you are either playing the wrong system or the wrong edition at least
yeah that one probably wouldn't be as spicy at least
flavor tastes good in this channel
Mechanics can be explicit or emergent, which is often a "gap in perception".
Like, I'm working on something that revamps all of spellcasting and the modus operandi is that spells become much more constrained in variety, but there's more support for them doing stuff that isn't exactly stated.
i am thinking up a concept for an idea i got from learning of the phrase "daemon from the machine" ie in latin Daemon Ex Machina, like the opposite of deus ex machina which means "god from the machine", given in dnd daemons are yugoloths, and there are infernal machines and constructs that are powered by spirits or fiends in in existence, i was thinking of combining such things to make such a creature, but i am stuck on one important, at least to me, part of the concept for the creature that i feel would partially influence the resulting construct/creature, what yugoloth would be the most reasonable of their kind to be bound to power such a horrific combination of machinery and fiendish might? like looking at some of the ones in 5e, a lot of them seem either ill-suited or just too intelligent to wind up in such a fate
One little final tidbit I'll also mention is that 5e casters have it SO good. No OAs from casting a spell, spells cast pretty much instantly, you still add your DEX to AC while casting, getting hit before the cast goes off doesn't interrupt the spell, etc.
Lol that's true ... no damage interrupting spells
History says that casters are the problem in 5e, not martials.
well history is wrong
neither are the problem of themselves as dnd is a co-operative story telling experience, there is no us vs them unless you force such a view
and I know you've made this point before but you nerf like 5 spells and suddenly casters are kittens
it's not "casters" as much as it is "certain specific spells"
Make shield give 1+spell level AC
To be more specific: When people pose martials as being underbaked, they are misattributing the problem to martials, when the real problem is a loosening of restrictions upon spellcasting.
if you want mechanics like that, i'd suggest playing 3.5e where such scaling for spells was actually a thing
No just kill shield
that is a bad idea
I'm fine with it
But make it also apply to saves
I'm less fine with that
removing a basic part of someone's tool kit to make others feel stronger is not a good way to solve a "problem" in my opinion
And remove absorb elements for the funny
This is how balancing works sometimes, honestly.
Agreed
that would imply doing so would be funny, but it isn't, may be to you, but does not make it an objective fact
It would be very funny, hilarious even
again, to you
If you've ever played any MMO, you know balance patches often have just as many buffs as nerfs, though the D&D community sometimes seems blind to the benefits of nerfing except when it's seen as really bad.
that is entirely different from dnd
I mean my proposed fix was cap shield at 20 AC but w/e
The fundamental principles of balance are entirely unchanged across different mediums, because they rely on extremely basic factors.
the issue i have with nerfs in dnd is just that they almost never actually hit the overpowered stuff 
WotC would never allow wizards to be any lower than top 1
look, i'm not gunna waste my time aruging over this sort of thing, i am just looking for some help with a creature i am wanting to homebrew, but seems everyone here is more worried about mechanics and does not seem to even have suggestions to help
the actual over powered stuff is not even in the current edition of the game
5e spellcasters would cri if they saw 2e spellcasting.
That's not to say 2e spellcasting was perfect, but it definitely felt much more dangerous to be a caster.
or even 3e, given there was a spell in the book of vile darkness sourcebook that just allowed you to rip someone's heart out of their chest instantly, killing them unless they could place it back and heal in relatively short amount of time
Ill also hold up worlds without number casters, if you took any damage that round, you don't get to cast, period (except cantrips)
And important enemies can break initiative to attack you regardless of what your init is :V
No caster supremacy there
well i guess i'll just go back to the lore channel, ping me if someone actually has any idea what yugoloth would make the most sense to have basically powering a fiendish war machine of variable horror
https://www.dndbeyond.com/species/2141370-robloxian
is this decent yet?
sure
ykw screw this im gonna make them variants instead of options
https://www.dndbeyond.com/species/2141535-robloxian
enough spamming. this is my last change
okay a couple things:
(a) What's their creature type? Speed? Size? I assume given your description of their height, they're Medium. As for type--do you want them to be Humanoids? Constructs?
Speed 30'?
(b) Species don't provide Ability Score Increases in 2024. And no Species provides more than one +2 in 2014, either.
(c) Not needing to eat or drink has precedent. Not being encumbered doesn't, and sticks out a lot. First off, encumbrance is a variant rule, and most species don't make reference to variant rules. Second, when encumbrance is enforced, it's a major part of the game, and ignoring it isn't great.
The two species features that reduce encumbrance-style restrictions are: (a) 2014 Dwarves, who ignored Strength restrictions on wearing heavy armor without being slowed down; (b) those species which had the Powerful Build feature, which categorized them as one size larger for the purpose of calculating carry capacity. Replace the "never gets encumbered" part with something like that.
overall, I'd say it's kind of actually... underpowered, but in a weird way
it's like 2014 pre-tasha's ranger. it trivializes an important pillar of some games and is nigh useless in others
Mountain Dwarf gives +2 STR/+2 CON
ah fair point
good catch
if it's meant as a 2014 race then it might work.
if you replace the encumbrance thing with powerful build or the 2014 dwarf speed trait
as a 2024 species it's kind of underpowered without the +2/+2 ASI I think
I'm pretty sure this class is pretty strong? It's a gunslinger that one of my players wants to use.
https://magehandpress.com/2025/02/gunslinger-base-class-5e2024/?srsltid=AfmBOopiRxKHJ7Lf2dO7u_0Jl2-5bg_YpqzSuJj4CF9BwZuXcAYuaTdB
thats third party content
maybe someone in #third-party has played with it before
and can give an eyewitness account of how it performs
btw, this sounds very interesting and if you ever do publish it i'd love to know
Currently have it open and am working on it, actually. Working up the passive benefits for Air magic's Divine spellcasting passive.
I know I haven't posted it here, but here's the working content so far:
Divine: Rite of Ventilation
As part of a Long Rest, you can perform the Rite of Ventilation on a number of creatures or objects up to your spellcasting modifier. It requires a substance deemed holy to the deity you are blessing on behalf of, and consumes 1 ounce of that substance per creature or object blessed. It takes 1 minute to draw your deity’s holy symbol on a creature or object, plus an additional 10 minutes to complete the rite itself.
A blessing lasts for 7 days, but a creature or object can only be blessed by one rite at a time. If you try to bless something that already has a different blessing, the blessing fails. Additionally, if you perform the rite in a location with a wide area open to the sky or where strong winds are blowing, the effects of the blessing are enhanced.
Depending on whether a creature or object is blessed, it gets different benefits, detailed below.
Creature. A creature is blessed by the winds and can call upon this blessing once per Short Rest when it makes a Dexterity check, giving itself Advantage on the check. If the blessing is enhanced, […]
Object. An object is blessed by the winds and this blessing can be called upon a creature using it once per day. […]
I have a Warlock Subclass/ Patron called the Grandmaster.
It works similarly to all other patrons, except it can grant you spells from ANY spell list, and can, at the Grandmaster's discretion (meaning the DM) grant the Warlock a spell slot one higher than their current level. The Grandmaster reserves the right to, at any time, for any reason, revoke that spell slot and change the spells available to be learned from him or her.
The Grandmaster compensates by not requiring you to perform any tasks on their behalf, but they may, again at the Grandmaster's discretion, choose to intervene as an unassuming NPC.
sounds like it'll outshine the other party members
Furthermore, death is not the end, and the Grandmasteer may contact you beyond the grave.
The Caveat is that you have fewer spell slots total.
sure but the fighter can't rizz up the DM to get a superior battlemaster die whenever they want
I mean, with my you probably could.
Is having a passive +1 radiant damage to every attack strong?
it's for a gunslinger.
Not too strong no
what rarity would a magic item that turns d20 rolls into a coinflip, which results in a nat 1 or 20 be? i guess it depends on how many times it can be used per day, rn im thinking once per day
Question, what would be the best way to build a CR20~ stat block where the creature's primary gimmick is being stationary and doing AoE effects while buffing it's minions
Had this as a rare 1-time consumable in a game I ran awhile back!
Black hole type thing where the alternate win condition is to get away from the creature, and it draws creatures deeper into the center on a failed STR save or smth
my name idea for it is "Coin of uneven luck"
Makes sense! MIne was "Coin of Full-Sending" which definitely dates it a bit haha
hmm maybe
i just gotta figure out the price, im thinking around 100 GP or less because that's about all my party has individually
currently at 75
there's also some other magic items i've made, like the broom of fly which summons a fly under your command
or the movable rod
Oml how many weird magic items have you given them
i haven't given them yet
its gonna be in a magic item shop next session
only 2 other homebrew items than that so far is a potion that activates wild magic surge and a cursed doll which costs negative gold, but will give disadvantage on saving throws until the players can get rid of it
This sounds like some slay the spire type items
i'll take it as a compliment
(i haven't played it but i kinda wanna)
Yeah it has curses really similar to the doll
I wanna share a statblock i finished up but dont know how to
Send links in gdocs or homebrewery or just be like me and copy paste it here
In form of text that is, not image
alr give me a minute
there it is
any thoughts would be nice, im new to homebrew for the most part
You should set it to public!
Im currently working on my first homebrew i was wondering if anyone experienced could help me customize this character?
dang i thought i did, gimme a hot second
updated! should be able to see it now
it's built around a homebrew condition (because dnd ones lowkey buns) so it might not be super balanced but i tried to not make it over the top
What's the party level fighting it?
Do you do homebrew offton?
I do! Currently in the process of homebrewing one spell of every school of magic per spell level!
Do you think you could help me out?
With what?
Im trying to homebrew my character and fully take out all combat moves and damage and turn them into different moves more so clown like I wanna win a battle with a show instead of kicking and stabbing
Though i plan to use the character in a more so rp game not heavy combat one's
Im just stuck on how to homebrew the moves and the spells
My first suggestion is to consider playing a class that can naturally take less directly offensive options (e.g. most casters) over homebrewing.
The game is built upon wargaming roots and serves a heroic fantasy so it's going to be a difficult task to completely retool a class to be completely non-offensive.
I'd also consider whether 5e will be a sufficient system to serve the kind of game you want to play in. There's plenty of more narrative-focused, combat-light (or even combat-absent) TTRPGs out there.
i'm not sure, though likely somewhere around 14-16
Guys, i have a question
I made a character i want to play in our next dnd campaign and my DM said i can. But i still want proffesional opinions
Sooo, if anyone wants to read this over it would be much apreciated
Note: everything not stated as a specific mechanic is only flavor text and there for roleplay reasons. (Highly Strategic, Loses all hesitation, ETC…)
Name: AL-X (pronounced Alex)
Race: Unknown (Experiment-Null)
Class: I have not decided yet, but lwk i think wizard.
Alignment: Neutral (very dependant on situation tho)
Background: Experiment
An uncanny creature, housing two consciousness inside its body, one of human origin, whose identity has been lost to time. And the other of unknown origin, not familiar to even the smartest of researchers in the Material Plane. Its skin a pitch-black, non reflective surface. And its eyes and mouth glow an uncanny white. It wears a black suit with a red tie, for reasons they themselves are not sure of.
Physical appearance: A genderless child body, pitch black skin. 4 black tentacles sticking out of its back. Its eyes and mouth glow white. and its hair is a gray-white color, usually falling on their face, they can't do much about it but they don't mind. Black shoes.
Backstory: A failed experiment. An organisation was trying to enhance human life by merging humans of young age with a newly discovered self-aware parasitic life form. The first of these experiments was Experiment Null, or code name AL-X. A young human child and a young parasite were merged together, unfortunately the harsh conditions of the lab made the parasite fear for its life, and it started to completely take control of the human body. Luckily the scientists were able to stop it.
But
It didn't create the enhanced human they were hoping for, they created something... well, i came up with this OC and I can't even describe it. The human consciousness and that of the parasite equally shared the new, mutated body. From there they grew up to be close like siblings.
Personality: The body has two child personalities living within it. The first of which is Al, and the second of which is X.
AL: He was the original owner of this body, before the incident that left the two into whatever they are now. He is empathic, kind, but a little clueless at times. He might be described as "Socially awkward" to those who don't know him.
X: The consciousness of the parasite. He is best described as the over protective nervous sibling. He is gifted with an unnaturally high strategic genius. He prefers efficiency over emotion but he trusts Al to be a sort of Moral compass for the two of them.
Both of them are stuck acting like children for the rest of their lives, as the parasitic properties of X have seemingly frozen their mind and physical appearance in time.
Minor race abilities (i have a bigger one which needs more attention):
- Advantage on Insight
- Advantage against saves against the Charmed and Fear condition (dur to their uncanny apearence)
- Has Darkvision of 10-12 M
- People (and enemies) hesitate when they see it for the first time. (Bosses don't)
Major race ability (just hear me out):
"Convergence state" (lasts till the end of combat)
To balance the following ability, whatever class I end up choosing, AL-X will 100% have a below average max HP. Somewhere around 75% of average. When AL-X reaches below 20% Hp OR enters death saves, he instead enters a sort of "last resort" state. Pure survival instinct takes over AL and X and they operate in the most efficient way they see fit. The following will occur:
When he reaches the activation threshold, he will fall to the ground, staggered (he falls if he takes a hit, if it’s passive damage that triggered it, he falls due to exhaustion). He breathes heavily and is momentarily un-able to get back up. Once down, AL-X is unable to do anything for 1 turn. But gets resistance against all damage for the duration of the stagger, and his tentacles gain a single goal: "Push anything away that gets too close". Non-boss enemies also get inflicted with the Frightened condition while AL-X is staggered.
Once the stager ends, AL-X suddenly starts breathing normally again, and gets a smile on his face. He has now entered his Converged state. In this state, AL and X have merged into one self aware being with the mentality of a crazed child playing a game. They lose any sense of safety and lose all hesitation that came from two minds arguing. Al-X gets healed for 25% of his max hp, gets an extra 2 on his AC and gains a 15% damage reduction. (Might be too strong, so please nerf this defensive part of his Convergence State if you must, don't hold back.)
The major up-side of this ability if the following:
Depending on the current level of the character, AL-X gets a permanent buff to any damage he inflicts while in this state, based on the following rules:
Lvl 1-5: Permanent 1d4 extra damage
Lvl 5-10: Permanent 1d8 extra damage
Lvl 10-20: Permanent 1d12 extra damage
(ESPECIALLY NERF IF NEEDED)
When combat ends, so does this state. AL-X gains level 5 exhaustion when this state ends, for 1 turn. During this turn, AL-X is immensely tired and has trouble separating his consciousness again. Afterwards, gains level 2 exhaustion for 2 turns. So after a total of 3 turns, he is back to normal. AL and X are separate again, and damn are they greatfull.
What do yall think?
First, instead of automatic advantage on all insight checks, maybe just proficiency on insights? Or maybe advantage on specific kinds of insight checks? Because I don't think there are anything in D&D that just give you a permanent advantage on a specific skill, so an additional proficiency would be more in line, and keeps advantage as a situation dependent thing
The whole convergence state -feature is... wild and unconventional, especially for a racial feature
- Just automatic frightened condition with no save is pretty strong
- There isn't a creature type that's a "boss", so that's gonna entirely depend on the DM to decide what is and isn't a boss, and they may have a different way to judge that compared to you, so this might cause some disagreement unless specified
- D&D doesn't really do percentages often, so calculating your HP and resistance with that could be done in a better way
- Gaining exhaustion levels feels like it could be done lot better and nnot use the condition, like gaining the effects of exhaustion instead of the actual condition. Also the way it is now if you have any levels of exhaustion from elsewhere when the feature is activated, you'd just instantly die (and even if it didn't otherwise it could be used to remove all exhaustion, which feels like abusing the feature I guess)
- The buff to all damage could potentially be abused (also the wording is weird, I assume its meant to be temporary for the state, but referring to it s permanent damage is either weird, or has me misunderstand the intent)
- No limit on this feature? Because as is you're just gonna have it up non-stop, and keep getting up from 0 hit points by the self heal
Overall if your DM has okayed this that's all that matters, but I would not personally want it anywhere near my table as it currently is
Also if the state lasts until the combat ends (which is not really something features in D&D do), the Exhaustion levels aren't really even doing anything at that point since there are no turns anymore
Thanks, for the criticism. Im glad to see people have things to say about this :)
Just fyi, I made this with my DM's table atmosphere in mind. As in for him, everyone ALWAYS has turns, in and out of combat.
Ill now try to adress everything you said to see if we can maybe bounce idea off of eachother
I want this guy to be as fair and complete as posible
if thats ok with you
I mean if you're running different rules at your table, we're not really gonna be able to give as fitting feedback due to not being familiar with those, only you are
I can clear up any unconsistencies if nececery
You don't need to ping me each time
K
I wont, ill just type everything i want to say real quick
just read through it at your own pace
@frank berry
- About the instant frightened condition. How about they get inflicted with frightened if they fail a saving throw with an AC of 10/12 and they have disadvantage? Now that i think about this it might be a little too strong but what do you think?
- About the diffrent opinions regarding "boss" I just asked my DM if it would be clear what is and isnt a boss entity, and he said yes. My definition of a boss was always what our DM said "this is a boss".
- About the percentages. From what i knew before making this i can 100% confidently say that you are right. Do you have any ideas on how i could change it?
- You do have a point here, about the exhaustion, so should i change it to: [Insert the effects of Exhaustion 5] for 1 turn (NOT the actual effect) and [insert effects of exhaustion 2] for 2 turns?
- The damage buff only applies to when AL-X is in his Convergence State. Is there still any issue with the way it is now? if so I don't mind changing it.
- This is 100% true, what would you recomend i do here? What kind of limit do i add? Perhaps it doesnt activate twice in a row? As in if you reach the threshhold once it activated but the the second time it doesnt because it will then (in lore) be considered a traumatic experience which they would like to avoid, even if it keeps them alive in some cases.
- Profficiency on insight sounds more balanced, sure ill go for it :)
Made this spell on the fly for my next session (its a spell an enemy will use)
Gambler's Fallacy: You summon 6 dice made of psychic energy. As a bonus action you choose a target within a 60ft radius that you can see with the naked eye. Then upon doing so, roll a 1d6 and inflict the target with a Haunting Die .
Haunting Die Value
1 - D4
2 - D6
3 - D8
4 - D10
5 - D12
6 - D20
Target then must succeed on an Intelligence saving throw. On a failure the creature suffers 2d6 psychic damage and for 1 turn they must subtract every roll make from attacks, saving throws, and damage rolls equal to the amounted Haunting Die they are inflicted with until the end of their next turn. If the creature succeed the saving throw, roll another D6 and the haunting die tied to that number dissipates leaving 5 for you to use until the end of the spell duration, (In this case, 1 turn)
On the rare event of a creature rolling a negative number (after the haunting die subtraction), the target suffers an additional 1d6 psychic damage and is knocked prone for 1 turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
4th level enchantment meant for wizards, sorcerers, and warlocks.
casting time: 1 action
range: 60ft radius
Duration: 30 seconds (5 turns or until dispelled)
Any thoughts?
Can I get some opinions on these two Artificer subclasses?
https://docs.google.com/document/d/1uJD5592jwXZ14T_bJAnZXGaRER2Ywi4aHAKjDTz3vCQ/edit?usp=drivesdk
https://docs.google.com/document/d/1Jt3QKgH7M5xN5NEHwPyCV6j2kuwE4NlftCieGSkIPOY/edit?usp=drivesdk
um anyone ;-;
Why do I have a sudden sinking feeling that ya’ll are about to roast me over this spell😭
If the creature succeed the saving throw, the haunting die dissipates leaving 5 for you to use until the end of the spell duration, (In this case, 1 turn)
Fix wording so you aren't left with 5 die every time they succeed a saving throw.
That said, this spell is crippling if you fail the save, and does not sound fun for players.
If a player had this spell, I would either give them less die, and/or make it a higher level spell.
This spell is also doubly confusing, where it's a 3rd level spell, but appears to already be upcast at that level.
Nah bro I’m going to use this to play DND in DND
With the archetypes of the undead paths of feats in the Villainous UA I have been thinking about the other two kinds of undead that were not touched on.
Vampire & Spectral undead
Vampire has clear drawbacks like being light sensitive and taking damage in sunlight. But if we turn it to can't use vampire abilities in sunlight it should be fine if this is a first of its line vampire it the “Original” vampire that starts the cycle. If take an Astarion from like path from m BG3 spoiler: ||with ascended his being immune to the sun too|| we can include or exclude sunlight issues for plot reasons at that point.
We get a fledgling or vampire innate feat first with a bite attack and use that to charge “blood points”, not undead yet . then much like the book of hungers, other feats like spider climb using bloodpoints.
Vampiric regeneration.
“regeneration” spell using a bloodpoint cast without a slot.
“Mist form” cast gaseous form costing a blood point, no spell slot.
“True Vampire Acention”
Become undead
Gain immunities
Can create vampire spawn
Coffen of rejuvenation, reform in coffin after being destroyed.
…
Spectral undead on the other hand is a hard one, becoming a wraith or banshee is an all at once tragedy. So that build up where the final part is when they die and become a vengeful spirit of a person might be the way to go.
Getting see invisiblity right off the bat would be good, and tool of the dead. and or detecting the dead, false life. All a good intro to tragity and ghosts surrounding you.
Another idea for line of Feats might give
feign death, gentle repose and such.
Summon whips (spectral) only summon undead spell uses without concentration when using tragity points.
Ghostly Acention
Become undead, immunities, etc.
Gain incorporeal movement
Gain fly(hover)speed
has anyone ever written a College of the Idol for the Bard? Because the idol industry in Korea especially is a delicious subversion of so many D&D bard tropes
darker, more controlled, more manufactured, more scripted, more inaccessible, more sterile and parasocial
perfect villain bard subclass
not really a subversion
bards are performers and that's really the only thing the concept of a "bard" and an "idol" have in common if you're trying to delve into the nitty gritty of the industry
but ultimately that's really just a backstory thing incorporated into the mechanics of a glamour bard
Sounds like glamour bard with a tragic backstory
plz
Would anyone be able to look over this?
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
It's a massive weapon hb that I made a while back
blaine simple from youtube has i think.
I would change "no dragonic ancestry of any kind" to "of non-draconic origin"
Ah, okay.
Halberds also use strength and Scythes or most definitely dex weapons, so I'd note that it has the Finesse property,
But then I'd reduce it to 1d8 because of that
I'd scrap the "of your choice" aspect of the winged cleave
I also think both weapons are.. viscerally really similar and would recommend maybe adding an additional difference?
And lastly I think you should avoid using ChatGPT to make homebrew, it stunts your creativity and harms the planet, if you want inspiration to custom make it though you can take a look at the Dragons Wrath Weapon, or the Dragon Slayer for inspiration :)
I made a Kpop demon hunter bard if that’s close enough? lol
Gasp, hi Gore 
Howdy 
Can do
@steel wing howdy I think this person got hacked.
Thanks, looks like another mod's already on it
Is there any advise on how to turn a general idea of a boss or monster into a statblock?
Check to see if there is an existing statblock that is similar in concept and adjust accordingly.
If your idea is vastly different from the norm, then break what it is your are hoping to achieve with your boss/monster into specific features and see if there are existing features from DnD statblocks you can mimic the wording from for mechanical reasons
hmmm... let me look online for anything but i am not sure if there are 6 stat blocks for what im looking for
When homebrewing a monster, how would you determine the “+” modifier to the monster’s attributes? For example if a monster has 6d8 hit dice, what would the “+” modifier to its health be?
trying to come up with a bard subclass i have ideas for every other class but idk bard
considering culinary or street art based one but idk
Or puppetry
why are bards so weird
For a 5.5 game I'm working on, I'm trying to come up with something similar to zombies but they are lycanthropes instead, albeit permanently stuck as raving beasts that act basically like more feral, animalistic zombies
Is there anything existing that's kinda vaguely animal themed I could use as a base, or something close enough to what I want?
I mainly ask so I have a basis to homebrew a basic statblock for these "lycans" which are somewhat inspired by the creatures of the same name from Resident Evil Village
its con mod for every hit die is has
Thanks! Been trying to figure that out for a while
The + to that 6d8 would be the same as the + for the Constitution modifier for the creature, multiplied by 6 since it has six hit point dice. If the Con was 17/+3, it would 6d8+18.
Boss-type or Lieutenant-type creatures typically have more hit points whether that's just by DM fiat or giving them a feat or two like Toughness, etc.
i tend to max out monster hp for specific individuals.
Same; I start with max hit points per die for "lieutenant" types, and then add some other amount for bosses... it really depends on tier of play.
I have some home brew
of what kind
I"ll send it. it's too big for this discord
For large amounts of text, consider using a tool like Google Docs where you can create a shareable link for folks to view it and share the document that way.
may i send it to you? it's a sheet
Sorry I'm busy bouncing around doing moderation work right now and can't devote much time to reading through homebrew. But if you shared a link to your homebrew, folks here could review it and respond to it and provide feedback.
It not let me :^)
If it’s a Google doc just share it here. 
Painter bard?
I feel like this is unnecessarily complicated on what it wants to accomplish
I think most of this can just be boiled down to flavor
Hail, DM’s, GM’s and MC’s, whatever your preferred moniker may be! I am a very “old school” DM and player circa ‘79 who has returned from a decades long hiatus to rediscover the joy and fun of this game of games. I’m running two campaigns currently using 5e (2014) and D&DB. The setting is a homebrewed variant of the Forgotten Realms, primarily Sword Coast and seas uncharted west of Evereska, and am finding it difficult to use the D&DB homebrew tool to create items for my players that can be added, attuned and equipped in D&DB that automatically add the homebrew features to the player’s digital sheets. I fall back to my old school method of handing them a 3x5 card with stats and keeping a copy, but I would love to integrate them. If any of you could point me to an FAQ, guide, or general reference, it would be greatly appreciated. If I succeed, I will add them for public consumption on the homebrew tab with my thanks and best wishes.
I think you can find some help on #ddb-support
I sadly never used D&DB so I cannot help you in this regard. Sorry
No worries and thanks for the response. Just posted in that thread even though it seems more tech support’ish. I use D&DB for digital copies of all the books that I can share with my players, and while I always prefer a physical book—dog-eared, stained, and marked up—carrying a tablet with literally everything is so much lighter than carrying stacks of my beloved tomes! 😂😉
I was checking out different multiclass combos and combat potential is great. it's strong enough to make any player the carry. when multiclassed with barbarian, it has the potential to turn a player into a raid boss.
I would recommend this item to DM's who want a "deck of many things," type of event.
Flavor is always meant to reskin a creature, isn't it? the creature above though. that fella isn't like any other. it fills and erases your multiclass
https://docs.google.com/document/d/1mTdb1XgqhOrVz_eCdQL0_QM-4wpGTNpM2NUbXMOSaRs/edit?tab=t.0
Could I get some eyes upon this 3rd caster barb subclass, with pact magic and patron exclusive effects :)
wondering if the average player would consider this tradeoff worth it:
Spell Defiance: You have one Defiance token. Whenever you would roll a Saving Throw against a spell or magical effect, you can spend a Defiance token before the roll to automatically succeed on the Saving Throw. If a spell or magical effect that is targetting you normally wouldn't have a Saving Throw, you can spend a Defiance token to prevent it from affecting you. You recover all Defiance tokens after you finish a Short or Long Rest.
Additionally, you have a -5 to all Saving Throws against spells or magical effects.
how many defience tokens do you get?
it also depends on if you can use it before or after seeing if you fail the save or get hit
are the first two sentences not clear enough to answer those questions...?
sooo, any feedback
I make a subclass with it's description and the features description only(still working on the actual features).
Then why the heck I got this??
This Subclass cannot be shared with the community for the following reasons:
->Elementalist is currently too similar to Circle of Spores to share with the community.
->This homebrew Subclass does not have the necessary class features with the correct required levels.
Does anyone know of any good homebrew for a clericy bard?
Not off the top of my head. I just made a bard subclass, and I could make another if you’d be interested
Not to be annoying, but I'm new to this server (not D&D, I'm an old player) and I just wanted to share my homebrew with more people. Is this the right place to put it or should I go elsewhere?
What sort of abilities would you suggest on a weapon called a “Baleful Bident”?
Are you sure it's "Bident" not "Trident"
A bident is a separate weapon visually; using trident stats to represent the damage/Weapon Masteries
Well given the definition, it could have charges that allow you to exude an aura of fear, frighten nearby creatures when you deal enough damage, or provide proficiency/a bonus to intimidation. Depends on the rarity you want it to have
Good to know I'm wasting my time
You sure can! This channel is intended to promote discussion of homebrew, and sharing your creations would fall under that jurisdiction.
i do
https://www.reddit.com/r/DnDHomebrew/comments/1r9vr1a/college_of_the_choir_bard_subclass/
This is a link to a homebrew bard subclass i made
I made for myself a solo DM-less little game mode that resulted in an interesting experience that I'm not sure how to go about sharing. It's pretty simple, just lv1 locking a Fighter and running through the CR's of the Monster Manual. But fully simulated and RAW. I'm not sure if this is even an interesting idea outside of myself. I did the challenge to learn DnD but I feel like it was so fun I plan to do something similar again with a Wizard and solving puzzles rather than monsters.
Hello :), im trying to figure out a monster stat block that would emulate the vibe of an devil or demon who has an angel mimcry vibe to it. like false angel to lure mortals in. im not sure if there is already a homebrew stat block for it or if there is a creature i could morph into this concept. any help woul be appreciated.
Radiant Idol (fallen celestial)
Thats perfect!! Tysm
@lament meadow I see what you mean now. The only real originality is it overriding a multiclass through a non consensual symbiotic relationship and the creature's progression.
Could I get some eyes on these subclasses. I’d like to have them in a somewhat balanced state before my session zero in the next couple weeks.
Your thoughts guys
Sorcerous Origin - Arcane Twin (based on a 3rd party subclass)
Hello everybody. I
I'm gathering others to form my own campaign. This one being story writing campaign rather than a dice rolling one. If anyone is interested, feel more than welcome to join me!
for finding folks, check out #find-a-game
Thanks. 👍
I made a new race, opinions on its balance?
Octofolk
Creature Type
You are a Monstrosity.
Size
Octofolk are far more wide then they are tall, and differently sized depending on their subrace, usually growing to 4 or 5 feet in height as Reef adults and 5 or 6 feet in height as Deep adults. Your size is Medium.
Languages
You can speak, read, and write Aquan, Common, and one extra language of your choice.
Traits
+2 Int
Speed
Your walk speed is 25 feet, and you have a swim speed of 30 feet.
Boneless
Your size is considered Small.
Darkvision
Accustomed to life underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Limited Amphibiousness
You can breathe air and water, but your siphon needs to be submerged at least once every 12 hours to avoid suffocating.
Secondary Tentacles
You have four secondary tentacles surrounding your body, two in front of you and two behind you. The secondary tentacles can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. You can use two secondary tentacles to grapple a creature.
Reef subrace
+1 Dex
Camouflage
As an action, you can shift your skin to blend into the surroundings and grant yourself Advantage on Stealth checks.
Ink
You expel ink, which has a different effect depending on whether you’re on land or underwater.
On land, you make a ranged natural weapon attack with a range of 20/60, Blinding the target creature until the end of your next turn on a hit.
Underwater, you create a cloud of ink that makes a 30-foot sphere of heavy obscuration that lasts for 1 minute.
You can expel ink a number of times equal to your Proficiency Bonus, and regain all uses on a Long Rest.
Deep subrace
+1 Con
Superior Darkvision
Living in deeper waters, you have even better vision in dark and dim conditions. Your Darkvision increases in range to 120 feet.
Bioluminescence
You can produce your own light. As an action, you start glowing, emitting Dim Light out to a radius of 30 feet. You can use another action to turn it off.
you said that their Size is both medium and small, which did you intend?
also, your description of their dimensions is more consistent with a Large creature than either of the sizes you wrote (if they're 5' tall, and much wider than they are tall, then they don't even fit in a 5' × 5' space, much less control only it). that's not a balance concern, just a narrative consistency one
Also, is this for 2014 or 2024? for 2024, there are no ASIs from species anymore
if it's for 2014 that's fine
'14
got it, great
Well that's how octopi are in real life, wider than they are tall
no, I get it.
the description you gave makes sense, but it would make them Large creatures
not Medium
you'll have to shrink down their height if you want to keep them medium
I meant it like a Bugbear, where they can fit into spaces for a Small creature
2-3 ft for a Reef and 3-4 ft for a Deep?
actual people are less than 2' wide, generally
exceptionally wide/burly people or d&d races might be 3' across
nah i looked it up even the Rock is less than 2' wide
Yeah makes sense
So how tall would a 4 ft across Octofolk be?
like, 2', maybe
idk octopus dimensions that well
but their height will have to be quite low for them to fit in a 5'×5' space
greed’s gullet
every 10g a player has on them will give them +1 hp
taking damage can cause player to drop up to 5 coins
Being boneless lets them enter doors without breaking them
i have no idea about balance, i just like money = power
fwiw this is a big power boost
what would the average damage of a breath weapon that deals 5d6 damage be?
Large races can reach 12 squares, as opposed to Medium races 8
The average of a d6 is 3.5
I think at least
add on the fact that they can grapple up to four people at once...
i know, i am wondering if someone could help by saving me the time of doing the math by telling me what that times 5 would be
17.5
Do you not have a calculator on your phone?
and the secondary tentacles also allow even more dual-wielding abuse than thri-kreen
yes but i use it for something else and is easier to keep that dedicated to it, so was easier to ask for help and failing that i could google a calculator via a search
Alright
Shields don't stack though
Neither does the extra AC from the Dual Wielder feat
at least by RAW
no, but, e.g., you could grapple someone with two tentacles, have two light weapons in your other two secondary tentacles, and then wield a greatsword in your main one. extra attack as a 5th level fighter for 3 attacks, one with a greatsword, and have someone grappled
Oh that sounds AWESOME
Martials need a buff anyway s
now if your table aren't full of optimizing cheesers then it'll be fine
eh, not to single-target damage
they're doing just fine there
martials' issue is usually agreed to be the fact that they don't have many utility or control abilities and casters do (in addition to blasting)
And an Octofolk Bear (But you can reflavor it as a Grouper or Lobster or something) Barbarian will be able to Grapple THREE opponents
Two of your tentacles are legs
Wait, you can Grapple with only one hand?
yes?
Sick
grappling someone is just grabbing onto them
like, i'm not saying this isn't cool but six arms are incredibly powerful in this game
powerful enough that they could be the race's whole gimmick by themselves...
(but what about thri-kreen? thri-kreen are overpowered, yes)
So make Limited Amphibiousness only 4 hours
Then they're almost impossible to play without smart workarounds
waterskins are part of pretty much any adventurer's daily carry
the limited amphibiousness limitation is really not much of a limitation at all
Then make it so you have to be fully submerged instead of just getting the siphon wet
then yeah they're basically unplayable unless you're carting around a wagon which functions as essentially a pool
"they're either unplayable or OP" isn't a very good race design, I think
you asked what people think of it balance-wise and I'm telling you
it's on-par with thri-kreen, which is to say, very powerful
Alright, great
There needs to be more martial races than Orc, Goliath, Vuman, and Thri-Kreen
dwarves make great dex martials because they can ignore strength requirements for heavy armor
elven accuracy ranged builds
variant humans
And Octofolk make great Str martials because they can Grapple FOUR FOES
okay i don't think you actually wanted to hear balance critiques
anyway have fun, if it works in your game it works in your game
No I did originally
I gave up on balance once you told me about the one Grappled two Light weapons one Greatsword interaction
lol honestly i kinda respect that
Some things, like Fireball, are so awesome balance would be a bad thing
no i personally think they should've stuck to their guns and made fireball 6d6 like it was in the playtest
@dire sparrow @north elbow
Mind looking at my doc when yall are done here?
Yeh I don't see why not
In exchange, could you look at the Octofolk?
I am currently at work I’ll do it when I’m off in the next couple hours.
from the sound of octofolk, from what i heard there is a similar race that use to be playable in older editions you may be interested in, they are known as the Tako, they look like one eyed octopi
I'll go to DMs
Also btw this is for D&D 2024
On a scale of 1-10 how broken do you think this spell is and what spell level do you think it should be?
Sorry give me a second to type it
Name:Chronoregulation
Casting time:1 action
Range:Sight
Components:S
Duration:until dispelled
Once the spell is cast the caster does not need to look at the target to continue working. If decresing the target is 25% slower, round down. Desadvantage in Dexterity saving throws. Cannot use reactions and can only use 1 action on its turn. Each turn toll a 1D20 if roll is higher then 15 the spell ends. If increasing the target is 25% faster, round up. Advantage in Dexterity checks and saving throws. Gets an additional action on each of its turn. Each turn roll a 1D20, if roll is higher then 15 the spell ends. One cast per targer.
At higher levels:Per level gain additional target. Per level increase effect by 25%, max being 99%.
Also, if any of you have any good time spell I would love to hear about them.
dnd doesnt do percentage increases
but such things (rounding up) exist!
i'd say just make it -10/+10ft speed
i just cannot every remember where an exampe of round up is
(which also avoids the awkwardness of 25% of 30' being 7.5', which is -7'/+8', which doesn't really do much if you're on a grid)
numbers not in increments of 5 🤮
...are fine if you're not playing on a grid!
but you gotta remember a lot of people do when designing these things
-# even with rulers i dont really see much people going 7 feet
ah fair. ig my brain is too hardwired for increments of 5 and multiples of 2
Is there anything else about the spell you think I should change or is it just the persentage thing?
looking for help wording (specifically the second paragraph)
When you take the Attack action on your turn, you can replace one of your attacks with magical coldfire. You create an ice storm at a point you can see within 30 feet of you. This ice storm is a 10-foot-radius Sphere. Each creature in that area must make a Dexterity saving throw (DC 8 plus your Intelligence or Charisma modifier, chosen when you select this species, and Proficiency Bonus). On a failed save, a creature takes 1d10 cold damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
Underwater this ability functions differently. You instead create three ice daggers that are hurled at your enemies. For each dagger make an attack roll plus your Intelligence or Charisma modifier, chosen when you select this species, and Proficiency Bonus against a creature of your choice that you can see within range. A dagger deals 1d4 Cold damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This damage increases by 1d4 when you reach character levels 5 (2d4), 11 (3d4), and 17 (4d4).
You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
i just finished a creature i made based off the concepts of the phrase "Daemon Ex Machina" which uses a creature from 1e and 2e known as a guardian yugoloth, as effectively the power source, i would appreciate it if anyone that has groups they regularly are dming or are often able to playtest things, feel free to use it, just please i ask you provide constructive feedback that can perhaps be used to find a better CR if the final CR i managed to get, based off old 2014 math since i am told the new way though not clear uses similar formulas, to make a sort of place holder at the very least should it prove to need a new one https://www.dndbeyond.com/monsters/6392616-daemon-ex-machina
How do you good folks think i should run a blind character?
So... trying to get my head around CR and HP for a BBEG... Is there a written guide that says "CR x creatures typically have y-z HP?
2014 dungeon master's guide
I think there is a blind fighter fighting style
That’s the easy solution
Mechanically there are a lot of spells, effects and weapons which require vision in order to use or not be at a disadvantage
I was brain Storming and i figure i'd give them a trait so that all spells and ranged attacks have a reduced range of 30ft. Honed senses and all that
Also full cover still counts as within sight for them
Have you read the blind fighting fighting style from Tasha’s?
I've seen it get tossed around. Haven't looked into it. Lemme check
I’m assuming you are wanting to give them Toph or Dare Devil type “I’m blind but can still sense things” type situation?
As to not make them a liability in most situation
Just read it....Unfortunately my guy's a blind cleric
Give them a familiar they can see through? lol
Or just make them blind in flavor alone but mechanically the same
There are so many spells and effects which require vision to work
I was considering that but it'd clash with the theme i was going for
Yeah......unfortunately so
Maybe give them “magical” eyes blessed by their gods. Can no longer see the physical world but can see everything as if they were ethereal or something.
In the same vein, if I had a Drow magic item(spider silk blindfold, Rare) that let you burn a charge to get Tremorsense equal to your vision or see into the Ethereal Plane for an hour but become Blinded for the duration, is that a good tradeoff?
I'd considered that, Perhaps i'll stick with this
So I'm doing the math right, a team of, say, 6 L10 characters would be looking to handle a CR 15 creature, correct?
I know someone whose character hear in the traditional sense but they "feel the sounds like vibrations" so maybe using another sense to emulate the missing one could work.
May i ask how that works mechanically? Or is it unchanged?
Basically they hear normally but pitch/inflections/tone isn't understood as well as if they heard normally.
Huh...Odd but adds some flavor
looking for help wording (specifically the second paragraph)
When you take the Attack action on your turn, you can replace one of your attacks with magical coldfire. You create an ice storm at a point you can see within 30 feet of you. This ice storm is a 10-foot-radius Sphere. Each creature in that area must make a Dexterity saving throw (DC 8 plus your Intelligence or Charisma modifier, chosen when you select this species, and Proficiency Bonus). On a failed save, a creature takes 1d10 cold damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
Underwater this ability functions differently. You instead create three ice daggers that are hurled at your enemies. For each dagger make an attack roll plus your Intelligence or Charisma modifier, chosen when you select this species, and Proficiency Bonus against a creature of your choice that you can see within range. A dagger deals 1d4 Cold damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This damage increases by 1d4 when you reach character levels 5 (2d4), 11 (3d4), and 17 (4d4).
You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
ngl i like it already. seems clear to me
on another note, i'm still on that robloxian thing and i wanna add one more niche/variant. someone help me below
Gravity Coil: Jump height is increased by 3x and negates fall damage until a value of 3x the jump height is passed in a fall. Fall damage is halved while Gravity Coil is equipped.
Speed Coil: Walk speed is increased by 15 feet. Granted proficiency in dexterity saving throws. If proficient already, add proficiency bonus again.
Regeneration Coil: While in combat and once per turn, a bonus action may be used to heal 1d4 at the cost of 1 hit die.
Regeneration seems a bit weak
heyo! looking for feedback on this subclass I just drafted.
Lvl 3. Divide the Enemy
As a Bonus Action, you may expend a Channel Divinity to call to a creature of your choosing. That creature must succeed on a Wisdom saving throw or attack only you for an amount of rounds equal to your Charisma modifier. During this time, you have an advantage on that creature.
Lvl 7. Riposte
Whenever an enemy would hit you with a melee attack, you may use a reaction to add your Charisma to your AC. If the attack misses, you may hit the enemy with your own non-magical attack. You can use this ability a number of times equal to your Charisma modifier, and you regain all uses at the end of a long rest.
Lvl 15. Unwavering Knight
You become immune to being Stunned or Frightened.
Lvl 20. Martyr of the Realm
As an action, you may gain the following benefits for 1 minute
- Your AC increases by 5
- Critical Hits with a melee weapon are on a 18 through 20
- You gain immunity to a single damage type of your choosing
But Paladins (I assume?) already gets an aura that prevents the Frightened condition at level 10.
Riposte's non-magical attack clause is weird. Does a +1 longsword count as a magical or nonmagical attack?
Otherwise the rest are good for me
Also 2014 or 2024
2024
Thanks! I had no idea about the frightened condition aura at lvl 10
Also yeah, I admit that clause is a little weird. Might edit it
Level 20 thing is kinda strong
Not sure if I'd agree with the critical hit part. Cause it always feels like champion fighter but way better
Oh true
It has no limit on short rest/long rest/day
You can pop that every combat
Yeahh I kinda feel you on that, I kinda just put stuff down that I thought were just god power since lvl 20 lol
Oof yeah you’re right I forgot that
Probably 1/long rest?
Sounds good
That hopefully debuffs the lvl 20 ability
Alright changes I made:
RIPOSTE: removed “nonmagical”
MARTYR OF THE REALM: added a “1/long rest” limit
I suggest Unwavering Knight is changed as well
What is the name of the subclass by the way?
Right, might change frightened to charmed instead
What if
"The Land Underneath My Feet Belongs to the Empire"
Hostile creatures within 30 ft. cannot willingly move away more than 30 ft. away from you unless they succeed on a CHA saving throw.
Level 15 seems a bit weak and the other ones seem a bit strong
Isn’t that the ability for Oath of the Crown?
How so?
I don't think so?
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Not exactly it, but a little close
I do like the idea though
I suppose the function is similar but the lvl 15 ability is passive
This is true
At the very least I’d copy the applicable wording so it’s consistent with 5e
Yeah that’s my bad lol, I often find that im bad at wording things the way D&D does to make it clearer
the level 7 is really strong
and honestly so is the level 3
there is no repeat save on the level 3
so assuming at level 7 you have +5 characters
*charisma
then you force a creature for 5 rounds to attack you, and assuming they have 2 attacks (likely at this level), you use 1 of your 5 add 5 AC abilities
and if they miss, which they most likely will because of +5 AC
you get to attack then for free, and then attack them on your turn
and they cannot do ANYTHING else, with no way to get out of the loop
and for level 20, when you have minimum plate and shield, your AC during these 5 turns is now 25, or 30 when you have your level 7 up
plus you give yourself immunity to their highest damage source
and this is all from a single failed charisma save
I see, yeah that all being said it does sound incredibly OP
Maybe for the lvl 3 ability, allowing the enemy to repeat the WIS save every round they are stuck on would debuff it?
That way it isn’t exactly guaranteed 5 rounds, but still possible
Maybe? I do feel like having it just once is not enough though
Maybe charisma halved rounded up?
Oooo yeah that could definitely work
The divide the enemy ability, im just now realizing, can just be spammed since its a bonus action
Maybe making it an action might be better
The stone of throwing; a stone that when thrown can hit up to 3 targets if you succeed on the attack roll however if you miss it hits you and two party members
1d6+str modifier for damage
Built in pvp like this is not really a great idea
Basically two free additional attacks that automatically hit if the first one does is strong, but the downside is definitely gonna be annoying for the party in the long run
Enforcer
You created your armor to never back down. It gains the following effects:
Enforcer's Shield. A metal greatshield, arcane energy coursing though its framework comes equipped to the armour's arm. This counts as a simple melee weapon with the Heavy and Two-Handed properties, and it deals 2d6 force damage on a hit. While welding this shield, you gain +2 to AC.
Force Charged. When you take damage, the damage is also absorbed into the armour's Enforcer's Shield. The shield can hold a maxium amount of damage equal to your Artificer level x your Proficency Bonus. When you make an attack roll with the Enforcer's Shield, on a hit, you deal any amount of damage the shield has absorbed in force damage, losing the charges in the process.
Undeterred. You have advantage Strength saving throws that push or pull you.
this made need some nerfing, but thoughts? (armourer arti armour model)
Let's try a 2nd time
Your thoughts guys
Sorcerous Origin - Arcane Twin (based on a 3rd party subclass)
😵💫😭 i’m not a balancing expert…
Question. So one of the bosses I have in mind is a creature that can steal actions from the party. they specifically have a projectile attack that when it hits removes the ability to do a random action creating a 'living action' that is using an average of the living spell statblock, but has one attack, when they use the action they were made from they jump back to the party member... my question... i kinda wanted to make the initial creature with an evolving stat block, like the more of those living actions are out the harder they are to beat... if i may ask, what would people think a solid variable to multiply the amount would be?
It does more damage than the offense-focused armor choice (Dreadnaught has 1d10 until artificer level 15).
The AC bonus is fine
I would swap the damage charges at early levels for an attack that can knock people prone, like a shield bash might
Keep the bonus damage from taking attacks as a reaction with save DC equal to your spell save for the perfected version. Lower the damage to being equal to Artificer level + INT or something. Proficiency bonus number of times
Like this, it can act as both support or damage without stepping on the toes of the dreadnaught or guardian armor designs
This is for 2014 lol, so dreadnought doesnt exist (in this case)
The main downside is small races cant use it, and you cannot casts spells while welding it (two handed, unless you have war caster)
Also the fact that Force Charged requires you to take damage to benefit
Ill probably reduce the maximum amount of charge that the shield can hold, thats prob abit much now I look at it again
Minianics are really really tiny group of magic creatures which posses any nearby object to act as a vessel and it can attack when feel threatened. It can one killed by using spells and it's stats depends on what object it possesses where if it's a small marble then high dex and ac but low hp and sword is an opposite. If you break the vessel then the minianics would fear you and your objects and would no longer be hostile to you
All of that makes sense. I would remove the limitation on small races by using the Heavy property, it’s not a necessary debuff. But I do think that the rest of what I said still stands. If you want to take damage, you might be cursing your higher AC. Make it a reflection of damage
Alright let's see it! Everyone's first homebrew is usually rough so no need to worry
Yeah, I tried by best as a dm to keep it balanced
Although if the minianics take a steel block as there vessel than they would have massive hp but really bad dex and str because moving the steel block would take the most of the strength
Hmmm I see I see. I'd typically recommend having stat blocks for objects they typically possess
It’s possible the Burrowed (borrowed?) Essence might require too much DM fiat when discussing which abilities might have limited effectiveness or how they’re affected
It makes your life easier if you have a few existing stat blocks and then you only have to change very few stats when making niche variations
Yes It's kinda straight forward, tiny object high dex low str and I am not really thinking of using it regularly. Only when my players won't stop flirting with the random NPCs instead of capturing the bandits as they are supposed to do
I also have another one named sukonko which is like super super rare
Alright so no direct stat block yet?
Not quite, I have stats for things like how big is the object what's it's toughness instead of that specific object. How is my first homebrew monster btw? Clearly not a inspiration from mimics
The concept is okay, nothing out of this world. It works. Can't really grade the stats (which are usually the offenders)
No prob just having fun with dnd
It's really hard for me to play dnd because I have no one in 59 miles radius who have heard about the word DND
Have you considered online games?
Why do think I am on discord? Well I have gathered few players they just don't remember me and my session plus we have to use text to talk
I have a problem, i want to make a homebrew dnd campaign but i have NO clue what im doing as a dm. How many in universe campaigns should i finish before i make my own?
i want to make like a linear story where the players have to cross a section of forrest and mountains to deliver a set of parcels
Zero. Just make something. I started a homebrew setting after running only 3 sessions of a pre written adventure. Ask around in #dm-world-building for help
You don't need to do any in universe campaigns, my first campaign isn't in Faerun (though admittedly I did copy thee planes and deities to put pressure off)
hm, okie. Ill start writing the story then
then ill tackle the stat blocks & monsters
I will say running a prewrtitten adventure is much easier especially for first time DMing but if you prefer your own world I say go for it
I mean, maybe? Its the ultimate shield, but turns into the ultimate spear when that shield falters
That was my idea anyway
(And i have plans for another damage type and knockback so i dont wanna double up
What i have at the moment is
A radiant damage flyer, sunbeams and solar flight
Psychic dodger, with some support things
Necrotic survivalist, sucking up souls from dead creatures to empower the armour
And a bludgeoning damage smith, allows for any infusion to placed on it (with some limits) and the ability to craft items
That’s cool. Just not how I would flavor it I guess
its an Enforcer, somebody who tanks hits and never backs down from a fighter
just with some black panther like shield stuffs
Bolstered Rally. When you use Rallying Cry and Rallying Surge, you can choose a number of allies equal to twice your Charisma modifier (minimum of two).
This is my tweak to Banneret’s 18th level feature.
Anyone know a website where I can post my dnd book?
the thing with the regen coil is that if I make it any stronger, it’s just on-demand hit dice in combat. i was thinking of making the regen coil have level upgrades, but that would mean having to balance something else in this species as well
maybe the dungeon masters guild
So I’m currently working on a description for a spell, and I’m trying to figure out how the wording should work to the standard of the official material.
This spell can be cast on yourself or someone else you can touch. The person you cast it on can take whatever movement they have to essentially dive bomb a target directly below them. I refer to the creature that is damaged by this spell as ‘the target’, as per most offensive spells. How do I refer to the person the spell is cast on? As per Haste, it should also be ‘the target’, but for obvious reasons, I should probably call them something else.
Fallout themed dnd 5e campaign
Does this potentially interest anyone? For a homebrew I think it has potential
hey does anyone know of any (ideally free) stats for angels or similar cr 4 to like 14 (yes its a wide range)
the only official one i can find is deva which is nice but i want my players to fight a lot of different angels in a campaign
Out of curiosity, does giving lvl 3 player an option to have advantage against Opportunity Attack roll considered broken?
And even then, if you made them really broken, if their way of activation is unchanged, I still don't think it would be broken because an enemy can just disengage
What if I give lvl 11-16 player an option to be able to move freely without triggering Opportunity Attack?
I mean now that’s a little strong but still nothing crazy I think
Especially not too crazy for level 11
Alrighty then
Any way mechanically can spells require a Prerequisite? Say if i create Obsidian Order spells that only those in the Obsidian Order can cast? ( i.e. Not assigned to a specific class).
Like, in DDB? If not, this is homebrew, you can easily say they're the only ones who have access to it. Don't even need a reason!
(Cardassian secret police with magic? There's a terrifying thought.)
In DDB ... is that possible? I figure no.
I have one player that always misread and tries to use a spell not as RAW, will take any spell from sources i not have access to or with my approval ... very annoying
That's a problem to sort out with a conversation, as you know.
thoughts on this homebrew magic item?
Ethereal Shield
Armor (shield), rareWhile this magic shield is doffed, it is invisible and intangible. You can speak its command word to instantly don or doff the shield, causing it to appear on your arm or vanish into the Ethereal Plane. Once you use the command word to don or doff the shield, you can’t do so again until the start of your next turn.
While donned, the shield functions as a normal shield, granting a +2 bonus to AC.
In addition, while the shield is donned, you can cast See Invisibility from it once. The shield regains this property daily at dawn.
I need some feedback
Glacial Flurry
2nd-level Evocation
Casting Time: 1 Action
Range: Self (5-foot radius)
Components: V, S, M (a melee weapon worth at least 1 cp)
Duration: Instantaneous
Classes: tbd
Description:
You channel biting cold into your weapon and strike. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range.
On a hit, the target suffers the attack's normal effects, and the freezing energy erupts into six razor-sharp icicles that immediately launch into the target. The target takes an additional 6d4 cold damage.
If you miss the attack, the spell fails, and the icicles shatter harmlessly into mist before striking.
Seems good my only critique is that a potential 6-24 bonus damage seems a little much considering you'd likely get this at level 3.
I agree with the prev reply, but there are a couple things I would personally change:
- 6d4 seems high. Most lvl 2 spells are 2 or 3d6.
- if the cost requirement for the material component is 1cp, there’s not much point. Unless you’re using a stick you picked up off the floor á la Link in BotW, any weapon will meet the requirement. So I’d scratch that.
I’m not sure what niche you’re intending for this spell, but semi-casters would probably benefit best. Bard, druid, etc
And again, these are my personal opinions for if I were making the spell. The vision is ultimately yours
the cp cost is exactly like that of the blade cantrips
greenflame, booming
6d4 is below what a 2nd level spell should be doing, which is 4d8
also spells that do nothing on a miss get license to do more damage anyway
Fair but, booming blade is 1d8 not 4d6
this is a second level
im referring to the material component section
Like I said, it’s just what I would do if I were making the spell. My way of doing it is different from the developers of SCAG
i will say, the point of the cost is to limit it to actual weapons rather than stuff like shadow blade, but i also think thats dumb. that said, simply pointing out why
That begs the question though, how much is Shadow Blade worth? If we’re using spell scrolls as a touch stone, definitely more than 1cp. But I digress. I should probably go to sleep.
it doesnt
While im here, does anyone have advice on this?^
are there any planetouched species specifically of abyss (demon) descent? (like aasimar is to angel as tiefling is to devil)
they have abyss tieflings? I thoguht they were only a 9 hells thing?
huh i just looked interesting
Tieflings are no longer Hells only
what about far realm? (id assume that'd be like gith)
Now that one not really. Kalashtar is close, if you remove the Eberron lore