#homebrew
1 messages Ā· Page 99 of 1
off topic but im hyped for the movie!
YESSSSSSSSS
SO AM IIII
I am so excited to see how they do thr Orphan and Kos!!
yeah itll be interesting to see what theyll keep bcs theres a lot to cover
I hope its good tho! I know some adaptations can be kinda bad. Im really hoping they lean into the horror slowly. Like we already know something isnt right with the Hunt but it just gets worse and worse until we meet Rom and the Red Moon descends
It will be very bold, thats for sure. Especially with the horrors of child birth, yonic themes and just Queen Yharnam existing
yeah its gonna be animated and R-rated so they can kind of go wild tbh
Well, obviously its r-rated lmao
I cannot see it being PG-13 or below at all šš
But I want them to go CRAZY WITH IT!!
Berserk references will also be interesting
Yessss
and my homebrew juices are cooking with a planetouched far realm race
Ohhhh that is EXQUISITE especially because the character that has been stewing in my noggin is an Undead who got trapped in the far realms
yeah im thinking i honestly make it a lineage
Im listeninggg
and sub lineages by either body horror or psionics
Ohhh that is actually very interesting
bcs the whole thing is you can't rly go to the far realm, but similar to bloodborne lore GOO's can have mortals birth their children
Maybe it can also be a curse? Like they appear human at birth but become eldritch horror kind of like Whateley (i forget his first name( after he died?
yeah thats what im thinking
straight from that one messed up questline with the ambilical cord lol
Arianna's?
yes
KNEW IT
yeah you'd essentially have two lineages or honestly maybe just both with body horror and psionic themes
You could add a reference!
"The Old Gods lose their children and yearn for surrogates" like how the Wet Nurse was an empty mother fixating on an available baby
ill def include that w idea
The specific quote is:
"Every Great One loses its child, and then yearns for a surrogate"
Which brings to light an almost... loving relationship among these alien beings. They love like a parent would and yet lose their offspring. Leading to insurmountable grief and a desperate desire to do anything to get their baby back
yeah ill def include a reference
nah its cool this is what the channel is for
i was looking for something to fill out my setting species roster I think thisll do it
ill make sure to send it! yeah my campaigns setting is very much diverse with races (planescape vibes. and I mainly take devil may cry, final fantasy, soulsborne/like, and destiny themes/inspiration) so I was looking for an alien niche that wasn't just gith
Yess!! That's amazing
The only planetouched race that comes to mind besides gith (and the other race i forget the name of) is obviously Mind Flayers
This us random but I like to imagine the BG3 characters meeting characters that went through something similar to Bloodborne.
Healing Church, divine madness, the accursed pregnancy, all that fun stuff
oh yeah fs
durge is the most interesting in that interaction
I think Durge would survive. If we want to get really screwed up, id they are female, it'd be another Arianna situation
I think they would probably go feral. Like in the bad ending if I remember correctly. I didnt get the bad end and just saw videos ofc
I find him the most interesting simply because of bhaal, bloodline, and the apparent blood powers of such heritage i.e. interacting with paleblood and such
i have something similar to the crimson moon in my world its called the 25th hour where the moon becomes amethyst and crazy stuff happens during that hour (itthe hour feels much longer then an hour too)
Ooooo8 very interesting!!
yeah i love implementing things from pop culture into my world
i gotta lock in on college work but ill make sure to send over a draft of the lineage when its done (liekly this evening or tmrw)
Whatās the best way to add a negative trait to a homebrew race? I feel people would just kinda ignore it like most people ignore sunlight sensitivity
No opposable thumbs or something.
negative traits are tricky because there's no power budget for them, and you still want them to add to the player experience, so that cuts of a lot of possibilities
easier to just take a positive trait and flavor it as a negative trait instead
Make the negative trait compelling enough that it's "fun" to lean into.
5e doesnt really do malus design. too much of its playerbase finds it really unfun
even moreso in 5.5e
No healing aside from potions lol
You can still buy a bunch of healing potions
But itās a challenge mid combat
If your homebrew race is in need of a negative trait make it applicable but also it does not need to be super dehabilitating
Thatās still really rough because potions take up a whole action when a cleric might just be able to use healing word as a BA.
Stuff like that now effects other players experience so idk if I would take that approach
potions are only a BA in 5.5
Oh nvm then
wondering how i would go about making a artificer / ranger sub class?
thats gonna require some clarification
What niche would you like to fulfill that isn't already fulfilled by the official subclasses?
Like an artificer with ranger vibes? Or a ranger with artificer vibes?
I think you can probably already accomplish an artificer with ranger vibes through the existing subclasses tbh. Just reflavor the battle smith or artillerist
A ranger with artificer vibes would be a Ranger who crafts things
Can anyone also help me look at this statblock I am making? It's relatively simple.
Disciple of Shadar
CR 11 Medium Humanoid, Lawful Evil
AC: 20
HP: 180
60 ft. speed. 30 ft. fly
STR: 16 (+3)
DEX: 20 (+5)
CON: 18 (+4)
INT: 10 (+0)
WIS: 20 (+5)
CHA: 10 (+0)
Resistances: Nonmagical Physical, Radiant
Immunities: Fire, Poisoned, Frightened, Charmed
Traits:
-
Magic Resistance.
-
Evasion.
-
Innate Spellcasting. Ability: Wisdom. +9 to hit. Save DC 17.
1/day: Haste, Hold Person, Fireball (Lvl 5) -
Mang. Succesful hits with Unarmed Strikes grants the Disciple of Shadar 1 stack of Mang. For each stack of Mang, the Disciple has +1 to attack rolls and saving throws. Max 3 Mangs.
Actions
-
Multiattack. The Disciple of Shadar makes three attacks, using any combination of Unarmed Strike and Flying Fire Fists.
-
Unarmed Strike. +9 to hit. 10 ft. range. Hit: 14 (2d8 + 5) magical bludgeoning damage + 13 (3d8) fire damage and grants 1 stack of Mang.
-
Flying Fire Fist. +9 to hit. 150 ft. range. Hit: 23 (4d8 + 5) fire damage.
-
Prajnaparamita Palms. Usable only when having 3 Mangs. +17 (4 PB + 5 WIS mod. + 5 DEX mod. +3 Mang) to hit. 10 ft. range. Hit: 68 (9d12 + 10) Radiant damage and the target has the Stunned condition until the start of the Disciple's next turn. The target can choose not to be Stunned (or if the target is immune to being Stunned), in which case it takes an extra 21 Radiant damage that bypasses resistance and immunities.
Reaction
- Deflect Energy. The reduction equals 27. The damage dealt when the attack is deflected is 18 (2d12 + 5).
Bonus Action
- Step of the Wind. Dash + Disengage and doubled jump distance.
in the setting i run magitech is a bigger theme which allows for creative liberties with designing subclasses i.e. a ranger who crafts things
you could have them craft traps or have diesgnated item of sorts
a crowd control crafting trap based ranger seems interesting
I suppose, for additional context, my 4 level 10 players with 2 uncommon magic items each are going to fight 2 of these Disciples + 1 Nalfeshnee blocking a bridge
I'd advise against Bypassing immunities, that's sort of a no no. Otherwise it seems fine stat wise, quite a lot of damage output I will say
Its basically '24 Empyrean's attack, except much more contrived
They also enter combat Hasted
Treating immunity as resistance and resistance as neutral is something i would probably reserve for artifacts
Or bypass
Acquired Archetypes
Transformative overlays gained in-game. They donāt replace race, class, or background ā they represent major events that permanently change who you are.
Race - what you are
Class - what you do
Archetype - what happened to you / what youāve become
Core Rules
- One Archetype Limit
You can only have one at a time. Gaining a new one fully replaces the old, traits and all.
- Earned, Not Chosen
Never picked at creation. Only gained through story: discovery, force, choice, consequence, or failure. Should feel monumental, not like a menu option.
- Compatibility
Stacks with everything. Doesnāt remove race traits or class features. Itās a modular layer.
Gaining an Archetype
Granted after a major metaphysical/narrative shift ā crossing a moral boundary, surviving something absolute, or making a binding choice.
The Apostleās Dozen (Examples)
The Indentured (bound by contract/debt)
The Soulless (resurrected without a soul)
The Monarch (innate authority)
The Possessed (shared body)
The Mechanised (augmented with tech)
The Grafted (rebuilt with foreign matter)
The Vampire (reborn via blood curse)
The Lich (soul in phylactery)
The Revenant (returned with unfinished purpose)
The DoppelgƤnger (fractured identity)
The Blighted (spreading corruption)
The Sanctified (divine conduit)
Removing an Archetype
Rare, difficult, story-driven only:
- Narrative Resolution - undo what caused it
- Powerful Magic - Wish, True Resurrection, or world-tier rituals, DM discretion
- Replacement - new Archetype overwrites the old
Design Philosophy
- Narrative First - "This happened to me" not "I picked this for stats"
- Mechanical Clarity - clean benefits, RP drawbacks, minimal tracking
- Identity Without Replacement - enhances, doesnāt erase who you are
Optional: Archetype Ascension
DM discretion. Archetype can evolve when mastered via major milestones, character evolution, or narrative climax.
Archetype: Vampire
Origin
You were not born undead. You were chosen, cursed, or you chose it. Sustained by stolen vitality, you exist between life and deathāa disciplined predator. You do not survive. You feed.
ASI
+1 Charisma
Undead Nature
You donāt need to eat, drink, breathe, or sleep and are immune to magical sleep and disease. You have resistance to necrotic damage.
Vampiric Hunger
You must feed on a living creature every 3 days (1 minute; willing, grappled, or incapacitated). If you donāt, you have disadvantage on attacks and checks and lose Vampiric Bite and Blood Empowerment until you feed.
Vampiric Bite
Natural weapon (Str or Dex). Hit: 1d6 piercing + 1d6 necrotic, no modifier. Once per turn, either heal equal to necrotic dealt or gain advantage on your next attack or check.
Blood Empowerment
After feeding, for 1 hour choose: temp HP = PB + CHA, add PB to one attackās damage each turn, or +10 speed and advantage on Stealth. Only one active.
Predatorās Grace
Climb speed equal to walking speed. You can move on walls and ceilings while your hands are free.
Sunlight Vulnerability
In direct sunlight: disadvantage on attacks and Perception, no healing from Bite, -10 speed.
Deathless Instinct
Advantage on death saves.
Eyes of the Night
60ft darkvision (magical and nonmagical). You sense living creatures as faint silhouettes, even if invisible.
Ascendant: Sovereign Predator
Origin
You mastered the hunger. It answers to you.
Ascension (DM)
Triggered by controlled feeding under extreme conditions, disciplined use of abilities, or becoming a dominant predator.
ASI
+2 Charisma, +1 Dexterity or Intelligence
Undead Nature
Gain resistance to nonmagical bludgeoning, piercing, and slashing. Retain all previous benefits.
Vampiric Hunger
Feed every 7 days. If you fail, you donāt suffer attack disadvantage but still lose Bite and Blood Empowerment.
Vampiric Bite
1d8 piercing + 1d8 necrotic. Healing gains +PB. Advantage option also adds PB to the next hitās damage.
Blood Empowerment
For 1 hour: temp HP = 2ĆPB + CHA, add PB to all damage of one attack each turn, or +10 speed, advantage on Stealth, and ignore difficult terrain. Only one active.
Predatorās Grace
No hands needed to climb. Full movement on walls and ceilings.
Sunlight Vulnerability
Still disadvantage on attacks and Perception, no speed penalty, Bite heals half.
Deathless Instinct
Automatically succeed your first death save and retain advantage.
Eyes of the Night
120ft range. You can distinguish wounded, healthy, and near-death creatures.
so like the Grimhallow transformations
Kinda yeah but more generalised and some of mine and less gothic and dark
I had to look them up though, I havenāt heard of them before now
why is the ASI specifically CHA if itās not a chosen gift?
that just cranks up the power of CHA-based classes which are already on the higher end of power
is this whole thing just 1 archetype?
ok, I guess it is, so I would say itās too much instead, this is like a Villanous Options feat suite
generally, gifts and curses like this are much less involved
like the permanent Spiderās Climb by itself is a full free feature
same with Eyes of Night
if theyāre getting all of this, then that one player becomes the main character of the game until the others also get those archetypes which seems like it isnāt guaranteed
I made a homebrew subclass for unarmed barbarians, is there anybody i could consult for the balancing
This channel
Steed Soul
Starting at 3rd level, you learn the arts of steed summoning, the ability to conjure a creature for you to mount. You learn the Find Steed Spell, which can be casted for free once per long rest.
In addition, while you and your Steed are within 30 feet of each other, you both have advantage on Strength saving throws against being pushed, pulled or otherwise displaced.
Inspired Shooting
Also at 3rd level, you can inspire those who see your shooting. When you make an attack roll with a ranged weapon, you can, as a bonus action, Inspire a number of creatures within 30 feet of you or your mount equal to your Charisma modifier. These Inspired creatures have advantage on the next attack roll they make and they gain a number of d6s worth of temporary hit points equal to your proficiency bonus.
You can use this feature a number of times per long rest equal to your Charisma modifier. You can spend 2 Bounty Points to regain a use of this effect (no action required).
3rd level of a subclass for my class, basically a support ranger without spells, any balance feedback?
Ok
Gauntlets of Kun
Starting at the 3rd level, you receive a pair of gauntlets who are collectively named Kun.
They empower your unarmed strikes causing your unarmed strike die to become a D10.
While using Kun, you can choose to use your base unarmed strikes by withdrawing him into your own body.
This, alongside bringing Kun back out, requires no action.
Mark of Absolution
Starting at the 6th level, you can mark a target (PB) times every long rest after having made an unarmed strike attack roll towards them once per turn.
This mark appears as a green pair of intersecting lines with the intersection circumscribed by a circle.
The mark lasts until the end of your next turn and can be triggered using a reaction.
Once triggered, the target must roll a Constitution saving throw equal against your saving throw DC.
On a fail, the target takes damage equal to two rolls of your unarmed strike die, loses whatever action, bonus action or reaction that is interrupted by the mark and is partially dazed causing their next attack roll or saving throw to have disadvantage.
On a success, the target only takes half the damage they would take on a fail.
If you read the first section, youāll see that there are in fact 12 unique archetypes
These are the first two traits
Ill post the other two later
Guys how would yall make a rolipoli species? Was thinking of partly tortle traits along with being able to be pushed without saves and somewhat used as a projectile for teammates and also perhaps for fall damage negation.
Opinions?
sounds fun! I made dog people that have the ability to share advantage once per turn cause pack tactics can be a bit too powerful.
Ooo sounds fun! Loved the dog people/ Kobolds from Dungeon meshi I feel like thats a vibe.
Dog ppl also give me a advantage on smell based perception/investigation check vibes
Currently facing a dilemma if I should make custom species for all the species in my setting or just kinda port over the 5.5 species into fitting ish counterparts.
Just bc the game im currently planning is political drama set in the backyard of a wizard artificer with all the main factions being the critters bugs, spiders,wasps, ants, rats, frogs etc. of the garden. I have most of the lore established but idk if its worth the effort to make specialised species for each.
yes, but I thought the block of text you posted was all 12 archetypes instead of just 1 archetype
No, they are all different with unique buffs and consequencesā¦. I just canāt fit them in short messages so I only sent one as a simple example to keep from overloading the chat
Yes dog senses. They have proficiency in perception in mine. They are called the Erboru very loyal and territorial. But they have beef with elves. Very fun
So an actual play dnd podcast I watch named āThe Rolls we madeā uses some kind of homebrew investigation system they got from somewhere, and I canāt find the episode that they introduced it in, does anybody know what it is or know any homebrew investigation systems?
It sorta lets the players ask from pre-written questions they can draw from the system
can anyone make a custom boss for me(i dont have money)(If yes please ping me so i can explain what i wnat
We can give advice
ok
What i am looking for is a shield guardian that is made of magma and obsidian and I have a few ideas on how to make it i just need some feedback i guess: The magma make it so when he hits or grapples a person it deals fire damage(yes he can grapple) and the obsidian makes it so that he has a little more AC and more HP
I can. I have a good stat block template website and I am willing to do it for free
ok
Although not this current moment, I am not at my laptop
this is what i want
ok
Sounds doable. What challenge rating are you looking for?
idk just something thats hard for 5th levelish(i am ok if it is not doable i can always make it make "mistakes"
Hard for 5th level? Hmm, Iām thinking CR 8-10
Stone golems are CR 9, I can go for 9
ok
it might be a while until I can respond (i have limited time) but i should be able to respond today
also it we might have only 2-3 players but we might have 4-6 so maybe if you can make two types one for 2-3 player and the other for 4-6(only if you want to)
Iāll just make one stat block and attach notes on what to do for 2-3 players
Could just put Remorhaz's Heated Body feature on a Shield Guardian. Also slap on Immunity to fire š
Maybe you can empower an attack with an extra 1d4 damage but you take an extra 1d4 damage for the next 2 turns?
Iām having so much trouble making my Ranger revisions satisfactory, the main pain point is that I want to make it be hotswappable, so you can change just some features like the Tashaās change. The problem with that is the concentration-related feature ends up having to be at level 13 and that feels way too late for it
I really canāt think of any reason someone would still use Hunterās Mark from level 9 to 13 even with the removal of action economy
I guess maybe for conserving spell slots
Does anyone have any spare time to help me work out the beginnings of a new subclass I'm tryna make? I have inspiration, just not sure how to translate it into the game
ok
What's the idea?
For context, have you heard of the Japanese monk Benkei?
Sounds familiar
He's a warrior who set out to collect 1000 weapons from owners he deemed unworthy, and there's a game I play who has a unique take on a character based on him
Basically he does low damage but once he lands a hit with 6 other individual weapons he can do one very big damage attack, or heal himself with it
And I'm planning on making it a barbarian subclass but idk how to translate it into the game
So basically
Low damage output character but with potential for high damage/healing
Idk if that would work in DnD specifically on anything other than a monk or fighter who has a high amount of attacks per turn
Cause otherwise action economy kills the subclass basically
I would argue that this is basically the Rogue approach where your normal attack is whatever but you have the potential for big ungu bungu damage
What class are you wanting to make this for? Barbarian?
Yeah
But it's been so long since I've played one that I'm a bit disconnected from them
definitely seems like a Fighter
And you feel barbarians can fulfill the fantasy of that fiction?
I agree, Fighter feels more suiting. Or maybe monk
even Monk seems off and weapons part is Fighter
Monks canāt make that many weapon attacks
Could take a kensei approach though
Fighter at level 10 can use the NOVA
Give the subclass a special monk weapon they can use in place of unarmed strikes
Ironically who I'm basing this off of is called a monk
I still think the flavor is very relevant on Fighters
whose identity is using a bunch of different weapons
reminds me of Gilgamesh from Fate
I was thinking for balance reasons it could be a bonus action to switch between weapons instead of an action or smth but idk
2024 or 2014?
2024 allows you to swap weapons without action economy
2014
the concept youāre explaining sounds like a 2024 one
It doesn't really cost action economy to switch weapons in DnD. You can drop a weapon and pull out another one within the same turn without costing any action
Hmm
thatās not RAI though and DMs donāt generally allow it
I might workshop some ideas and send them here
Regardless, you can easily just make the a part of the 3rd level feature just be... "You can swap between weapons no action cost"
In 2014 though, switching weapons is kinda useless since you don't have weapon masteries and there is very few differencess between weapons
I just realized I kinda have your idea implemented in a magic item
every 3rd hit turns into a True Strike and the 4th True Strike has an extra effect
looks like I removed the 4th True Strike effect due to heavy bookkeeping
itās every 4th hit becomes a True Strike
i used to be in a homebrew group for a few years but it wasnt anything like classical dnd at all and they said this is how they did it from the beginning but i no longer talk to them so im not quite sure how they came up with all the mechanics and all that shit they had
so basically what i wanna ask is how do you make a heavy homebrew dnd š
throw stuff at the wall
im lowkey limited by my brain capacity so i'd get overwhelmed and the shit i'd start throwing out would be in fact shit
Assuming youre unfamiliar with the base game, i would highly recomend sticking to official options first
You just do tbh. A lot of people do "roleplay" or have their own systems and call it DnD since that's the popular term or name but they probably were basically just running a home game
they first questions, why do you want to homebrew the system so much? what problem are you trying to solve?
its not that i want to solve an issue its just what im accustomed too and i'd like to stick to that familiarity but to make my own stuff is kind of mind boggling
yeah im unfamiliar with the base game š
I'm a bit confused... IF you are familiar with what you have been playing with then it wouldn't be you making stuff. It's just using whatever your previous group did
Just copy whatever it was they did
its more of a personal issue + i dont want to like rip it off 1:1 and some of the stuff was unique to that campaign
There is no such thing as ripping off in DnD
i'll try to familiarize myself with the base game first though and see if i can get some form of enlightenment but i wotn lie learning dnd to be a dm is like playing warframe for the first time
Then don't be a DM. š Try being a player first to get used to the base rules and once you are comfortable with it then you can step into the DM role. That's what I did
Now i'm a forever DM
i was thinking that too but im struggling to find a dnd group and i assume for the dnd veterans having a new player is kind of a pain
It isn't. Imo, I recommend checking #looking-for-players or #looking-for-dm here. And in your personal time, find a fun DnD podcast or live game you can watch other people play and see it in action. Just remember that your own experience may differ from any campaign you watch
I don't mind new players at all as long as they are willing to learn and open to trying new things out.
i'll check out the podcasts
Thinking about a homebrew feat and I wanna feel it out, see if other people would thing that itās alright
The feat idea is expert duelist:
prerequisites: 15+ dexterity, defensive duelist feat.
Ability score increase: increase dexterity by 1
Follow through: upon performing a successful parry (from the defensive duelist feat) you can expend 1 use of a follow through, allowing you to make a reactive attack against your attacker. You have a number of uses equal to your proficiency bonus.
Does anyone know how I can use dodges in the way Iām thinking? For a class Iām making, you dodge and Reduce damage you take to make your Character deal more damage so how could I make this be balanced (if at all). a few ways Iām thinking of how I could do it is give them points and they can use those points for more damage (+1D4) where they would have a max of 10 but they can use a max of 3-5 per turn
I think itās an adamant stance to understand what a thing is before creating things for yourself. Though here at the homebrew tab, itās almost like having a living encyclopedia/thesorus about all things Dnd. We can get down to nitty gritty details or we can give broad explanations for ease of home making. Thereās nothing that the homebrew tab canāt explain.
Itās not fun game design if your class encourages spending an action to dodge
Dodging isnāt meant to be a common action, itās why itās generally not optimal to use unless you have nothing else to do, or if youāre a monk and can dodge as a BA
I missed the warlocks Book of Ancient secrets invocation, so I made a subclass that enhances that concept:
https://docs.google.com/document/d/1XW4kowAiwiQEqflW2hyEAmVHuzgScI2XDqxoCz7CWZs/edit?usp=drivesdk
Fellow homebrew peeps, im making a kitsune homebrew race and need some inspiration for an ability for the class
Maybe having innate spells the way elves and tieflings do. I'd suggest green flame blade and disguise self as options given kitsune being associated with fire, shapeshifting, and pranks
I got that down for base kitsune so I should probably elaborate a bit more
Pretty much, i have the base kitsune, then multiple variants, including fire and other stuff but I mainly need help with fire atm
Like a distict sort of homebrew ability
Actually wait I had an idea, you could like, sacrifice some hit points to use like 120% output of your attacks
Like imagine firebolt, say you sacrifice 8 hit points, you roll a 5 and a 7 with your 2d10s and you add half of the total to the final damage so 5 and 7 being 12, you add 6 to the final damage
Howās it going?
Not badly, Iāll be resting for the night but Iāll remember tomorrow to finish it. When do you need this stat block?
I do not have a deadline ( I am making a deltarune campaign for my friend who like it and apparently there are secret bosses so the shield guardian is the secret boss)( I had not heard of deltarune before my friend asked for the campaign, so I donāt expect you to either)
yes ranger with artificer vibes and sorry for the late reply
sorry about that got called into work but mostly for 2014 rules
Is there anyone that wants to dm for a jjk homebrew campaign
@void heron š
Kris is a Hexblade Warlock
Susie is a Redemption or Devotion Paladin
Ralsei is a Twilight Cleric
Bumping this
Itās ok, just make the wording more specific I guess?
It's okay, pretty balanced considering you need 2 feats for this
I think #looking-for-dm is the correct channel for this
Oh ok sorry
Alright thanks š
I tried this in a spell i am creating [rules]Unconscious [Condition][/rules], but when I look at display of spell it says [Tooltip Not Found] ... what did i do wrong?
2 questions:
- Would anyone mind taking a peek at the "cannon fodder" baddies I've made for a TMNT-based game and provide some feedback?
https://drive.google.com/drive/folders/1M7i0nMMYUL7HOP7v1E9Ly1XA9kwcKj6C
Even just a š if you like what you see would be great
very nice
- How many Attacks would you give the BBEG in a game of 6 (maybe 7) Level 10 (4 Monk-multiclass) characters?
You've got to be one of the fastest readers ever! š
Impossible to really give a proper number really
Stronger attacks, or attacks with additional effects will require lower number of them to be dangerous for the party, while a spellcasting boss is not really necessarily gonna need a multiattack feature
I'd compare your boss to other monsters of a similar CR you're looking to make them as. You could even make their multiattack have different options, like "Boss can make 3 attacks, and it can replace X attacks with Y", which gives you both the option to not just attack if you feel there's too many, and leaves more variety in what the boss can do
That makes sense in general. More specifically, when it comes to CR math, I understand it to be based on the level of a 4-character party. So a CR 1/4 would be a creature that could be dispatched by a single level 1 character, and a CR 2 would be 4 characters at L2. Would 6 L10 characters then be looking at a CR15? Two extra characters is half a party; half of 10 is 5, add that to the 10?
CR 10 monster would be generally easy challenge for a group of four level 10 characters, but if it's a single monster player characters can generally punch way above their level, especially with more players
I wouldn't look too hard on the CR as its main purpose is to give an idea of the challenge, but it cannot account for everything the players might have like something that's especially effective against a monster or lack counterplay against it
So maybe aim somewhere around 14 - 16 for a general idea, but don't bother with exact math at that point
I use CR only for their PB, honestly
It's not the multiattack that makes a boss threatening. Imo it's the abilities related to their multiattacks.
That being said, 4-5. I generally aim for X-1 multiattacks, where X is the number of players
Got it. A follow-up, then...
I'm building my BBEG around the idea of, essentially a Monk-Warlock multiclass. Basically, a monk found a staff that links him to an extra-planar being trying to get to the Material Plane.
My first thought was to add some Focus Point-based Monk abilities and give him a certain number of Force Points, then create a Bonus or Legendary Action where he can regain FPs.
Should I even bother going that route, or just say he can make multiple reactions between turns, for example?
I believe the regain FP and the multiple reactions all accomplish different things, no?
They could, I suppose.
In this case, I've basically reflavoured the Deflect/Redirect reactions for 4 of my players who, from a story perspective, come from the same Monk school as the BBEG. Because I've given the ability to use 1 FP to "Deflect" a second attack, I figured giving the BBEG the same ability, just more uses, would be good. I also was considering upping the ante of Self-Restoration a bit, too.
Hence "Do I let him make multiple Bonus Actions/Reactions? Or, do I come up with a FP economy and a Legendary Action to regain FPs?"
Ah, I get your question now. I guess BA/Reaction is better than to keep another thing to track
I created a Sorcerer Subclass and I want opinions on it
The Subclass is called Origination Sorcery
Tap Into Your Ancestral Inheritance
Unlike most Sorcerers your magic is not fully innate, as it originates from your bloodline. The magic you wield has the ability to bring embers of your ancestors back, it is still unknown if these embers are just copies of the original or are the true original.
Level 3: Origination Spells
When you reach a Sorcerer level specified in the Origination Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level 3: Enhance Ability, Detect Thoughts, Enlarge/Reduce, Flaming Sphere
Sorcerer Level 5: Fear, Haste
Sorcerer Level 7: Wall of Fire, Banishment
Sorcerer Level 9: Jallarzi's Storm of Radiance, Banishing Smite
Level 3: Shouldered Burden
A spectral form hovers behind your person, this form is your originator and is intangible to anyone but you. The presence of your originator hardens your mind allowing for split focus.
As a Bonus action you can shift the concentration you are maintaining on a spell into the hands of your originator, when doing this you can cast another spell that requires concentration without canceling the former spell. A originator can only hold one spell at any given time.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
Level 6: Familial Wisdom
Your originator teaches you how to hone your concentration so it doesn't falter.
Using the Extended Spell Metamagic option now doubles the max duration of a concentration spell, and can be used without spending Sorcery Points as many times equal to you proficiency bonus before needing a long rest.
Level 6: Shared Presence
While alone under a technicality, your originator's well of untapped magic works as a suitable conduit for group casting.
Once per long rest you can circle cast a spell with your originator as a participant.
Level 14: Hereditary Dominion
Through rigorous practice you have found a way to punish those who break your focus.
When your concentration is broken, the target who broke it takes 4d6 for each spell that had its concentration broken. Hereditary Dominion can only activate as many times equal to your Charisma Modifier before taking a short or long rest.
Level 18: Ancestral Vessel
Although it took time, you are now willing to share your body with your originator. You can now ascend to a new level of being, one that has a resolve and constitution made of steel.
Enter a state of pure focus for 24 Hours, during this time you can use up to 4 concentration spells at once, this action cannot be done again until 1d6 days has passed. During Ancestral Vessel you cannot hand concentration to your originator.
For reference, if you get hit you get hit you only roll one concentration saving throw, on failure cancel all active concentration spells
4 concentration at once is a bit much honestly
Hereditary Dominion: What damage type is the 4d6 damage? It's... also not great unless combined with the 4 concentration feature
Shared Presence is interesting, I like exploring unused mechanics like that.
Level 3's feature is probably as powerful as many subclasses' capstone feature. It's unbalanced imo. That + War Caster means that you likely won't ever fail on Concentration saves
Multiple concentrations break balance so unbelievably hard
If thats ok in your setting though Ive always thought double concentration sounds cool at base. but I do love to play me some warlock
I couldnt imagine having the ability to concentrate on 4 spells though that sounds insanely busted
Hells, giving a class the ability to hold conc on 2 spells is a capstone effect in power
I mean class capstone, maybe sub depending on what level the subs capstone is
Can anyone also help me look at this statblock I am making? It's another Monk. A Long Death Monk to be precise.
Blood-Fiend of Shadar
CR 11 Medium Humanoid, Lawful Evil
AC: 20
HP: 140
70 ft. speed.
STR: 16 (+3)
DEX: 20 (+5)
CON: 18 (+4)
INT: 10 (+0)
WIS: 20 (+5)
CHA: 10 (+0)
Resistances: Nonmagical Physical
Immunities: Fire, Necrotic Poisoned, Frightened, Charmed
Traits:
-
Magic Resistance.
-
Evasion.
-
Innate Spellcasting. Ability: Wisdom. +9 to hit. Save DC 17.
1/day: Haste, Contagion, Reincarnate -
Disciple of Death (3/day). When hitting 0 HP, the Blood-Fiend can instead return to 1 HP and make an immediate melee attack against a creature within 5 ft.
-
Touch of Death. When the Blood-Fiend reduces a creature within 5 ft. to 0 HP, it gains 20 temporary HP.
-
Eternalize. Temporary HP gained by the Blood-Fiend stacks. Excess healing becomes temporary HP.
Actions
-
Multiattack. The Blood-Fiend of Shadar makes three attacks, using any combination of Preta Path Divine Claws and Poisoned Dart.
-
Preta Path Divine Claws. +14 to hit. 10 ft. range. Hit: 27 (5d8 + 5) Necrotic damage. Heals the Blood-Fiend by the same amount.
-
Poisoned Dart. +9 to hit. 90 ft. range. Hit: 14 (2d8 + 5) magical piercing damage + 26 (6d8) poison damage and the Poisoned condition on a failed DC 17 CON save.
Reaction
- Deflect Energy. The reduction equals 27. The damage dealt when the attack is deflected is 18 (2d12 + 5).
Bonus Action
- Step of the Wind. Dash + Disengage and doubled jump distance.
What level is the party this is fighting
4 level 10
The party will fight the Blood-Fiend, the Disciple (sent previously) and a Nalfeshnee
is this a boss or just fodder/something to eat party resources for something bigger later
ah i see
all at the same time?
This one
Yes, they're meant to be a warm up fight before the boss
and this is 5e or 5.5e
5.5, though the features should be mostly version-agnostic I believe
nonmagical damage resistances were phased out
most features that deal with such instead just type swap to force and defenses are just normal BPS
uhh
aside from that this may soften the party up a bit much with all 3 of them
Hmmm is that so? The two Monks are quite basic bruiser-skirmisher type enemies who performs hit and run, so I think the players can do something against them
it only has 140 hp thats not terrible for 4 level 10s
You dome one party member for about 1/3 of their health per turn on average with one miss and two hits
You have three turns to the partyās four
there are 3 enemies of similar calibre in this
I understand that but that statblock is only for 1 character.
Hmm should I give it the bag o'rats as well? So it enters fight with temp HP
They never said anything about the other fights relevance/ just asked for an opinion on the statblock
The other is linked above and apparently a nalfeshnee (google is your friend here) is there too
well i mean
stat blocks exist with a purpose
I suppose what I can get from this is
Alone, the Monk is easy prey.
Two Monks and one Nalfeshnee is a dangerous fight for the players
critique of a statblock is also a critique on what itās fighting against, and what purpose itās meant to serve. is a block fodder, specialized, boss-tier, whatās it going against
yes exactly
just do the 2 monks/ give the party a few minutes to drink potions or something
Oh I suppose the Reincarnation is there for a reason
The Long Death Monk will revive one of its mates when they're downed
I forgot to add its psychic damage
well that's the point but I guess for convinience I'll add only if anatomy of character is compatible idk
here's a thought: a heavy melee weapon that rolls 3d4-1. Less elegant than 2d6 perhaps, but same average as a Greataxe, and more consistent
Is this too strong for a level 10 feature?
When you make a damage roll, you can expend a number of Hit Dice equal to half your rage damage, roll them and deal additional fire damage equal to the number rolled.
Yo, i got a question, im a bit new here and wanted to see if i could make jack cooper as a character in dnd?
From titanfall 2*
as in the jump kit pilot gameplay or a titan?
Is this effect good enough for a legendary item? Or should it have a limitation to how many times it can be used?
Destruction of Corruption: When you take the attack action on your turn, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit the target takes radiant damage equal to 2d8 + 2 plus your strength modifier, and if the target is a creature you can force it to make a constitution saving throw against the shield's DC (DC 15) Or become stunned until the start of your next turn as mist appear to seize the creatures movements. This stun effect is only effective against Evil aligned creatures.
Jump kit pilot
armourer artificer would be the best way to mimic that, take infiltrator and the right spells
Hmm sounds good š
Thx
Now all i gotta do is find a campaign to join
MI TEW
?
Damn dude thats crazy lol
try him out in a campaign you run and see what happens.
Hey guys Iām new to home brew and I am try to make a Florida man character that is exactly what you think when you think of a Florida man. And he uses American magic and I was wondering if anyone could help me out
Is this your player character you are playing or an NPC?
How to correctly say something like:
This spell is considered hunter's mark for features that required.
Try to help some 5.5 ranger player with homebrew spells.
if you're not trying to publish you don't need precise words, just whatever words make sense to you and your player is fine
I know I know, I have an itch in the brain when it comes to wording
okay, well, "You can cast this spell by expending a use of your Favored Enemy feature instead of a spell slot"
and
"this spell benefits from your Relentless Hunter and Precise Hunter features."
and foe slayer too if that somehow applies
When porting something to 5.5e how do i handle languages?
should be one to one
So I don't just give them 2 languages plus common?
or just 3 languages
like if they have 1 language they have 1 language and thats it?
oh i thought you meant porting the languages themselves
ah sorry my b
most species get common + one thematic language, if there is one
wait i'm looking at 5.5e and none of the species get languages at all. languages are unified across all characters now: you get common and two languages from the Standard Language table
so just drop the languages of anything that gets ported I guess
The tl'dr is:
I've let characters keep whatever languages they came with when they respec to 5.5; I've let the players decide if they had less than 2 languages + common whether or not they pick up any languages (up to 2 + common total).
Can anyone give me some feedback with my mirror reaper enemy, going to deploy this soon for my oneshot w my friends
Is it a boss
If so I think itās mostly balanced but it obviously depends on what level they are and if they know about the reflection thing but mostly itās a good boss
question, what do you think about this hp formula for a companion beast?
1-3: 10 + base Ć 0.5
4-6: 20 + base Ć 1
7-14: 30 + base Ć 1.5
15-20: 40 + base Ć 2
base is (Car + PB) Ć half level
I would do it the same way the Beast Master does it
Geryon, water of the skies
Demon, Neutral evil, Gargatuan
Str: 17 (+3) | Dex: 29 (+9) | Con: 30 (+10) | Int: 18 (+4) | Wis: 28 (+9) | Cha: 10 (+0)
HP: 950
AC: 25
Flight SPD: 200ft
Damage resistances: Bludgeoning, Slashing, Piercing, Necrotic, Lightning
Damage immunities: Force
Senses: Blind sight 240ft
Initiative bonus: +9
Legendary resistance: 3/Day
Actions:
Direct death arrow, ranged weapon attack, 9D10+18 radiant OR force damage, 240ft range, +18 to hit
Death arrow rain, ranged weapon attack 10D10+18 radiant OR force damage, 300ft range. Geryon fires 1D10 arrows into the sky. Each have a AOE radius of 10ft cylander. On the next turn they all strike down in the chosen zones. This attack doesnāt have to target anyone directly, +18 to hit
Hell energy volley, ranged spell attack, 4D12+18 radiant damage, attacks three times, multitarget, 10ft range cylinder AOE, 100ft range, +18 to hit
Hell energy lasers, ranged spell attack, 3D10+18 necrotic damage, attacks 6 times, +18 to hit, 60ft range
Magical push, 3D12 radiant damage, pushes 40ft away, DC 18 DEX SAVE to take half and not be pushed.
Multiattack, Can use any action up to three times a turn. Meaning three attacks per turn.
Traits:
Overheat, when Geryon is hit up to 5 times it overheats giving him disadvantage for two rounds. However, once cooled he has advantage for 3 rounds.
I have no ideas for legendary actions, so anything would help!
-# No, I most likely won't nerf him lol
I honestly would not keep Overheat as is. Its a bit of a weakness to have
Death Arrow Rain is also... an attack and a save?
it attacks 10 times? if it uses Arrow Rain?
Up to ten times. You roll 1D10 to see how much are fired. On the turn they are fired, I would put indacators on the board showing they will end up there. It acts are zoning more than actual damage bascially.
Also its not an attack and save?
It has an attack roll notation and a saving throw notation
If you want it to just be 1d10 areas that have to make a save for each creature in it:
Death Arrow Rain: Dexterity Saving Throw: DC X, each creature in a 10-foot radius, X-foot high cylinder originating from 1d10 points Geryon can see within 300 feet. Failure: 73 (10d10 + 18) Radiant or Force damage (Geryon's choice).
The next turn clause is also weird, i would probably tie in the "Drawing" state to LAs
Thank youš
The formatting overall might need some change, but thats just so others can understand it better.
I wonder if I should give it liar actions
I spelled that wrong but I don't know how to spell it right-
Are your players fighting it in its lair
yup
Hi guys
yo wsp
Could someone look over this to see if this is okay? https://www.dndbeyond.com/subclasses/1132319-college-of-trickery
Its not my subclass I was just wondering if itās too crazy or anything
Reccomendations for Lair Actions:
- Smaller Death Arrow Rain.
- Smaller Magical Push.
- Removes or supresses Overheat.
Isn't that nerfing Geryon rather than buffing him?
I was thinking it would help him to negate the Disadvantage (what does it give disadvantage on anyway? Attacks? Saves? Checks?)
Attacks
i would clarify that then
I'll do that real quick
But as a Lair action, it could reduce the rounds he has Disadvantage on attacks by one
Im also not seeing much of a point to its other attacks, they all seem a bit redundant seeing how many attacks he can make
Aight
what saving throws is it proficient in
I forgot to add that, but defientely WIS and DEX
id say you can tack on CHA too, to avoid it being Banished
Yeah sure
Does anyone have like a trickery bard?
Here is my concept so far for the lair action
Chaos (1/Day), the once free falling cylinder starts spinning while you are falling. Every creature must make a DC 24 Acrobatics save or have disadvantage on attack rolls, and saves except for the save to stabilize your fall, and Geryon has advantage on attack rolls on creatures who failed the save. You may try the save again at the end of your turn. Geryon also overheats at being hit 11 times while Chaos is active. Chaos ends when dismissed or Geryon overheats or is killed.
i think youre adding too many complications there
i... also have to ask, you arent using ChatGPT, are you?
Ok, just checking. Acrobatics saves arent a thing
You didn't see anything-
-# that should be dex, sorry! XD
Pretty sure AI wouldn't make that mistake anyways though
No, ive seen it make similar and worse mistakes on statblocks
i cant remember the exact details it got wrong, but its never reliable
Chatgpt is pretty bad sometimes, yeah
Thank you
I am playing the character
Might be a better question for #character-discussion then. I think you can achieve your goal with everything already present in the game just some reflavoring
Unless you were looking to specifically make an "american" subclass
Ok thank you so much
Iām an look for something like that
I'm sure someone has made it before online. You would probably need to make it yourself though. You can probably find an existing subclass and reflavor it to fit patriotic vibes
Thatās a great idea thank you
I've made a creature(item?) called "don't touch me" that's a button, I want opinions on it's effects
[d100 Effect]
1-5 All players must roll on the Long-Term Sanity table
6-10 All player characters lose all their magic items, weapons, armor, shields, food, and other resources.
11-15 Nothing :)
16-20 A Tarrasque is summoned within 60 feet of the party
21-25 All Spellcasters and Halfcasters within a radius of 50 miles are spontaneously drained of all their possible spell slots
26-30 All Player characters spontaneously drop to 0 Hit Points and automatically fail 2 death saves
31-35 All memories that NPCs have of Player Characters is irreversibly erased.
36-40 All Player characters are afflicted with the blindness, deafened, poisoned, paralyzed, frightened, and prone conditions for 10 hours
41-45 All Player Characters suddenly gain five levels of exhaustion
46-50 All player characters suddenly swap alignments (if any player characters are of the True Neutral alignment they explode and deal 6d8 force damage to every creature within 60 feet)
51-55 All player characters suddenly find themselves in the plane of fire
56-60 Tiamat is summoned within 60 feet of the party
61-65 All Players are reduced to level 1, if they were already level 1 then they gain four levels of exhaustion
66-70 Players lose all tool, weapon, and armor proficiencies
71-75 100 Plagued Rats appear around the party
76-80 The Fog is coming.
81-85 A random settlement the party has been to gets completely blown up with no survivors.
86-90 An avatar of death appears for each party member.
91-95 Each party member suddenly gets a card from the deck of many things.
96-99 All tangible wealth the party has accumulated suddenly vanishes.
100 The Button screams āDonāt Touch Meā and reality itself unravels, the world itself is considered irreversibly destroyed now. At this point the one shot or campaign is considered over.
Lol
Somehow even more campaign ending and brutal than the Deck of Many Things š
If your goal is for most options to either end the campaign or make the party useless for extended periods of time, this will succeed in that!
i have an idea for a half-tiefling character who becomes a succubus/incubus or cambion at lvl 9 but not sure if it is a good idea
Like, turning into the monster statblock? Bad idea
Gaining features inspired by said monsters? Could easily work
it would be an adapted statblock that gains features as you level up
Also is this meant to be a race?
it could be not sure at this point wanted some input
guys im creating a homebrew enemy that can summon different constructs and i want to hear thoughts abt the basic constructs
btw its a d4 roll and 1 is nothing, 2 is basic, 3 is powerful and 4 is elite
wait where can i send the pic
guys do u think it is too easy to roll an elite construct? should i do a d6 or d8 with it being harder to get the better stuff?
Depends honestly. If the Elite Construct is a massive headache, 25% chance is a bit too much.
If it's just more things to tank and spank, 25% is okay
One thing. Why?
Even WhiteNight is less destructive
Yeah seems like itās just a punishment for the players. And itās very risky because in my experience DMing, players WILL touch
I think you can do that as long as you only get to do it via feats, homebrew or otherwise or just flavor
Uhh, I make a homebrew subclass. It's 14 page long in pdf file(I'm not sure what is the paper size it used) I kinda need someone to help me tuning it to make it acceptable. Anyone in?
Sure, I'll see it
But 14 pages worth is too much for one subclass honestly
I'm absolutely agree with that, but this subclass forced the user to make Choices on battle
May I send the file via Direct Message?
Uh why not just send it here
I can only give so much meaningful critique after all
I can't, for whatever reason. The button is gray, not the usual black cross
Use a reputable file/image sharing service and provide a link that way
(Make sure to explain the link when sharing it here)
Alr....
I kinda want to publish it to community after it got all necessary adjustment. I guess I'll just make the new adjusted version
Most South Asian would understand the reference
Oh it's Boboboi?
South Asian detected
Simple: funny
Thatās ggs then if they push the button that literally says ādonāt touch meā š„ thatās kinda the whole bit you push it and bad things happen
I'm not a veteran, but I'd say only give that button on session 1-4 to avoid frustration
Even the abnormality has uses, unlike this button
I understand what youāre saying but having characters experience consequences for their actions isnāt the same as tricking them
Tricking isnāt the right word
It's just wasting everyone's time I guess
Enticing them to make a bad choice
Not with how terrible the 1-75 will be
I see
Sometimes things that sound fun narratively donāt really work in-game. Playerās fun has to come first, before the story
Anyway all I can say about the button is, just be direct and say it kills everyone. Cool reference, but will never be used in any DnD game
I will say that some of the ability seems really weak
For example: Earth Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike you can cause it to deal Bludgeoning damage rather than its normal damage type.
I guess if you want to become a swordsman that deals bludgeoning I guess? But non-Kensei Monks will use Unarmed Strike most of the time so
Oh, right I forgot to fix that
Before I continue, is it for 2014 or 2024?
Well, it's for lvl 3-9 so I kinda feel that no crazy thing allowed
2024
What if I give additional damage equal to wis mod?
I will give feedback for the forms one by one
I suppose you can do that, yes.
Im 100% waiting
The Earth Form is... okay I suppose. It's better than the Open Hand Monk at level 3. Slightly tankier. The 10 ft. increased reach is quite good though. Allows you to weave out of danger more easily, but doesn't synergize well with Earth Pulse
Remember, Prone:
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
Lightning Form is I guess better than the Earth Form. More speed, more dodging abilities, more damage. The disadvantage on AoO is small but still impactful.
Nevermind, Wind Form is even faster. I would suggest nerfing the movement speed because it's quite impactful at lower levels
Wouldnāt be accurate, which is what Iām aiming for
Though ngl I was actually a little bit lenient on button punishment because pushing it should just be instant death, insanity, or everything ever that could harm you is going to pop up
True, this buttons awful and I hate it and Iām glad itās not required for 100%
Nah
Wind doesn't get extra speed, just fly speed without hovering
No, the button abnormality at least has a use in the game, unlike your button
What use?
Fly Up. When you in Wind Form, you gain Flying Speed equal to your Walking Speed, but you fall if you end your turn in the air.
I suppose you can clarify it by mentioning that it changes your walking speed to fly speed
Flying Speed and Walking Speed is separated?
The only 3 things this button does is:
kill everyone
Kill everyone but with sanity
Kill everyone but with abnormalities
That's why kasuf wondering if you have beef with ur players
It allows you to pick it instead of any abnormality you may be unprepared for
Instead of being actively harmful, it does... nothing until you touch it
That button is good for laugh but not in a long progresssed game
I mean thatās fair-ish but
at the same time thatās an incredibly niche scenario
(The worst thing I can think of is if youāre on day 13 and get hit with the nightmare blunt rotation of CENSORED and WhiteNight and Donāt Touch Me also happens to be an option)
No I just thought that the kill-everyone button was funny
Correct, my bad
I'm not a veteran, therefore if my PC died beyond 5 session without plausible reasoning I probably would leave the group(or at least the DM) immediately
I suppose for the 3 base forms:
- Earth is the most meh. No extra damage. You're tanky yes, but tanky < being out of reach.
- Lightning is the best because it deals extra damage, has extra movement, and range.
- Wind is worse lightning and better than earth
I will say that even the Earth Form has better ability than level 3 Open hand Monk, so
Itās generally best to set your players up for success
Well, honestly I don't know how I can fix it. If I make it lore accurate Boboiboy, it will shatter the balance immediately
Yeah but Iām obviously not going to drop DTM in the middle of some random forest
Obviously if I run DTM in a game not only will there be extensive warnings, measures to keep people out, and if I have to Iāll even say it out of game that pushing the button causes bad things to happen
at that point if players somehow still get in and decide to push the button itās lowkey on them if they get hit with 100 plagued rats
If you do give them several warnings(at least more than 3) I think I could agree if it's on them
Honestly, I would give the earth form extra temp HP instead of the increased attack range. Fits Prone better
Got advice for wind?
Yeah.
Its like a legendary magic item Iām not just gonna GIVE it to them with no explanation or forewarning
Honestly Wind is already balanced enough for me. I suggest either remove the Lightning's extra WIS mod for damage (best) or give it to everyone (bad because it has a gap with the other monk subclasses, which is well... Monk subclasses are generally not the best)
The level 6 forms are sick though
Well, I think it's fair for lvl 6 and above
I more afraid it unbalanced
Aka overpowered
Fire has good damage, good AoE and resistance to one of the most common form of enemy damage type
Light Form is good against undead, good crowd control and utility with Flash + Prismatic Shot.
Thorns Form is great at AoE CC. The acid damage wont hit many vulnerabilities but the form is generally good
Water?
Honestly, I would say it's more on the basic Monk subclasses (except Mercy, maybe Dragon Monk) for being underpowered
Water = Good
Lloyd = Water
Lloyd = Good
I was writing water but you replied so I have to reply first
š
Water is I feel worse Thorns. It's good in certain scenarios though like if you're underwater. Water Steps first ability is useless once level 9's Acrobatic Movement comes in, and I don't see many scenarios where gliding across water cannot be solved by parting the waters. But extra movement is nice though
Don't tell me I had to give it ranged attack to make it equal to other three?
Perhaps something like Boboiboy's geyser pulse?
Giving cold damage + airborne
I kinda thought that lore accurate Boboiboy's Ground and Water control would be overkill for bellow lvl 10
Honestly, in the advanced forms, the Advanced Fire form is so much better than the others simply by having it deal Fire equals to 2x Martial Art die
Though to be fair, enemies resisting Fire is also quite common
Tbh, I never touched or practiced with PC lvl 11 and above. Soo, my most important question is whether the 2nd Tier Elemental Form is underwhelmed or overpowered
Freeze Touch is not as good as Stunning Strike
I also don't see the point of having another stunning ability in Earthquake
At this point (11+) honestly, being overpowered is okay. I'm just seeing some abilities that overlap, that's all
I see, do you think Solar & Grove goes too far?
Solar is good, I'd say the AoE damage is better than Fire actually
Honestly, the advanced forms by itself is okay, but it becomes overpowered when finally combined
Most capstones at that level is not as good
I suppose if you really want balanced gameplay, the subclass is kind of overpowered, for Monks that is
Actually just wondering
Is the subclass one use only?
Wdym one use?
Elemental Change
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy and assume an Elemental Form. Alternatively, you can do so as a bonus action. This form lasts for up to 1 hour, and you can end it at any time (no action required).
While in an Elemental Form, you can expend 1 Focus Point to change to a different Elemental Form.
At 3rd level, you have access to the following Elemental Forms: Earth, Lightning, and Wind.
Base Form
You're become a monk without Subclass after Elemental Change ended
So after the 1 hour, you cannot transform again?
You didn't mention any recharge. Maybe on a short rest?
can anyone give me feedback on a wizard sub, please? https://docs.google.com/document/d/1JoTSxaaWcdH0UE3Utww4mHQv6g_57E5K2vfguwP8Wx4/edit?usp=sharing
Honestly just like spellcasters, the subclass is worse the longer you went on without any rest
So I suppose it's fair if the DM is willing to run multiple encounters before rests @lament zenith
Oh no no no, seems like I forgot to fix stuff again. Basically after Elemental Change ended you just a regular monk, don't using Fire Form ability out of nowhere. That's what crossed my mind
The fix is simple
After Elemental Charge ends, you become a base monk with no subclass until you finish a Short Rest
Also honestly 1 hour is such a long duration that it doesn't matter most of the time. Ain't no way a combat lasts 600 rounds
Not really, I just imagine if someone hanging out in Water Form too long just to be able to control water anytime
Currently struggling on how to implement an attack as an action in DnD
What are you implementing
Isn't an attack already an action
Itās called āLockā, if you know Library of Ruina then yeah
Enlighten me. It's been a while
I think instead of making this a full blown subclass, it's better to play this more of a feats + background + class build
Eldritch Knight exists, and this steps on its toes more than I like
āOn Use Restore 1 Light
Blunt 9 - 20 On Hit Increase Cost of target's pages whose original Cost is 4 or higher by 2 for the next Scene
Blunt 4 - 7 On Hit Inflict 2 Bind next Scene
Guard 5 - 9ā
Iām more or less just trying to figure out the ācostā effect since thatās the main thing
I would say that disadvantage is enough, no?
Is this for a creature or for a homebrew player ability
Iām already doing disadvantage with shockwave
Also it would be pretty irrelevant against spellcasters
Creature
Hmm I have three solutions
The simple one would be to give the attacks disadvantage, and before any spell is cast the caster must succeed on a CON save or the spell is not cast, the action is wasted, and the spell slot is burnt
The slightly more involved version is to limit the players to only attacking once per round (no AoO, no Haste, no Light Mastery, no Extra Attacks, no Action Surge, no spells that attack more than once)
And whenever a caster needs to cast their ability, they must expend 2 spell slots of any level higher than or equal the spell level of the spell being cast. e.g. they cannot cast level 8 or 9 spells. Level 7 spells must be cast using 3 spell slots.
The third workaround is to instead declare a type of action. The players can't take that type of action this turn. The type of action is: Casting Spells, Weapon Attacks, Reaction, Bonus Action
I actually had a similar idea for the spells but instead every spell would just cost a spell slot higher than its original (with upcasting following similar rules and 9th Level just being completely inaccessible)
(And cantrips going from free to level 1 spell slots)
This one also sounds fun damn
These all sound neat
Might use one and save another for when I do Zenaās Birdcage
true, true.
I get your comparison, but this is a full caster gish, not a quarter caster like EK. EK is a tank, this one is a high utility spell slot burner addict skirmisher. Their roles can't be further apart š
Hmm I don't know, I still feel like the subclass is better done as a feats thing
It has a kind of metamagic-like quality of Sorcerers, and is a magical fighter like some druids, EK, Swords Bard etc
I guess it's also a bit too bloated for my tastes I feel like. Each level has 2 or 3 features and I feel like it can be trimmed down to one or two each
From looking at it very briefly, it feels like a combination of War Wizard and Bladesingers, doesn't feel that unique (the only thing that might be salvageable is the table with schools, but that feels like something that could be refurnished into a magic item)
Also it feels very bloated in terms of features
For example, remove the 10th level Unwavering Concentration. War Caster exists
War caster is a feat
Exactly. I'd argue that a subclass feature having a built in feat is a bad idea
I also don't see how the caster can use Exhiliration + Focused gameplay except if you're hasted or someone provoked an AoO
many features do that, giving War Caster for free felt like an overkill, this is a minor version
hit with a weapon, cast a spell next round, repeat---can't be any simpler
Correct. Now, assuming the spell costs 1 action, what do you do to trigger Exhilirarion
I suppose you can Misty Step away for that 1d8 Radiant
first you hit with a weapon to get Focused, next round you cast a spell and get exhiliration, next round you hit with a weapon for extra damage get Focused, repeat
Hmm you're correct, I have misread Exhiliration
I'd argue that Exhiliration doesn't add much honestly, just remove it
no, weapon attack only---you can Misty step and do 1d8 fire at level 10 if you attach overcharge
it promotes weaving attacks and spells, exactly what i want this sub to do
No I mean Misty Step is BA.
Cast Misty Step, a leveled spell.
Swing to the nearest enemy to deal extra 1d8
you can do it, no problem there, as long as you're willing to burn a misty step for it
Okay, if this is such a key component of the subclass, my suggestion would be to remove the Acute Awareness (Alert) and Unwavering Concentration (War Caster) to have it scale more.
1d10 at 6th, 1d12 at 10th?
without Acute Awareness you lose the edge to get the engine started if you went int/str, concentration adv needs to be there, scaling exhiliration isn't strictly necessary since your attack turns are not the main part of the engine, you also get more floor damage at level 14
Alright then
thanks for your input though, I agree the features partially treading into feats territory is bad vibe, I'll think of something
Question, if an attack dragged you through each single plane (ex: ones like the elemental plane of fire)
How dangerous would that be
Very?
Alright :)
Guess it depends on how much time you spend in each plane but that doesnāt seem pleasant
Like a brief second for each plane
all of the Lower Planes are screaming
I think Hurl Through Hell from the fiend warlock is your best example
It seemingly is pretty effective
Artifact for a D&D campaign, inspired by the culinary perfectionism of Gordon Ramsay
Grater Sword āHell-Kitchen Chefā
Legendary Weapon (Greatsword), Requires Attunement
Attunement Requirements: To attune to the Hell-Kitchen Chef, you must spend a long rest attempting to sharpen it using only your own willpower. You must make a DC 20 Charisma check
You gain a +3 bonus to attack and damage rolls made with this magic weapon
Chefās Scream
"When you strike a creature, the sword shouts a personal insult tailored specifically to the target. It's almost impossible to impress sword, sword always going to be disappointed in you"
Whenever you hit a creature with this weapon, the target must make a Wisdom saving throw (DC 50),
On a failed save: The target takes 4d6 psychic damage.
On a successful save: The target takes 2d6 psychic damage.
Chefās Misfortune
"The sword punishes incompetence as harshly as it praises skill."
If you miss an attack with this weapon, you take 2d4 psychic damage.
"YOU DONKEY":
"The blade erupts into a furious scream that sounds like a chef experiencing divine disappointment."
As a bonus action, you can use this sword to unleash a stunning scream that fills a 30-foot cone. Each creature in the area must make a Wisdom saving throw (DC 18). On a failed save, the target becomes Frightened until the start of your next turn and also suffers a -3 penalty to weapon attack rolls and damage rolls due to confusion and tears.
You can use this ability a number of times equal to your proficiency bonus, after which you must complete a long rest to regain all expended uses.
Curse: āSignature Blondeā
"The sword marks its wielder as āprofessionally judged.ā "
This item is cursed. Upon completing attunement, you become blonde. This effect cannot be removed by any spell except Wish.
Non-player characters (NPCs) have advantage on Wisdom (Perception or Insight) checks made to recognize you, unless you were already blonde before attuning to the weapon.
this is extremely weak for legendary
What should i change?
Reccomendations:
- Make it + 3
- Remove the save entirely if youre going to make it just DC 30
- Increase the damage. See other legendary weapons for reference.
- Add another powerful effect or two
Mb increase DC to like 50 to keep the joke but make it stronger?
Wouldn't DC 30 be a reasonable target for creatures youd face around legendary level?
I'm sure there are statblocks with sabes higher than +11
Now OK?
at that point remove it
I want to keep joke about extreme standarts of Ramsey. And what is functional difference here?
theres better ways to keep that feel of "high standards." Like firstly, what the wielder might have to do to even attune to the item
you can also just make a seperate feature not tied to the damage.
Something like this? "Attunement Requirements: To attune to the Hell-Kitchen Chef, you must spend a long rest attempting to sharpen it using only your own willpower. You must make a DC 25 Charisma check"
Or a convuluted quest to get certification
(for joke items, i have a pretty high standard)
is this a good homebrew feat for a monk? Hunter of Hunters crooked moon feat tweak: What I was thinking was that dead aim would be replaced with a skill which kind of like Hunters mark allowed me to do the same thing as Dead Aim originally did to avoid resistances as a bonus action but then I concentrate which allows me to enables 1 of my attacks during that turn to deal vulnerability but I must call out that attack has the property on it before attacking.
thematically im a ranger monk so thats why i made this
This I can do this as a bonus action equal to my proficiency bonus
I have been looking for a home-brew class, inspired by JJK, but I havenāt really found anything too balanced(donāt want to power game/min max) or easily changeable , I have been wondering if yāall would have any recommendations for base I could modify, or alternative ideas that fit the character.
Iām making a goblin character who as a very fragile ego from growing up as a āshort weak orcā with abilities surrounding making things inferior; until his fragile ego breaks, and the effects end(sort of concentration/mild differences with of course some requirements to activate the effect). Donāt mind putting some elbow grease into it
Bit of a house rule but if you are grappled, you either fail dexterity checks or have disadvantage.
It's one of those logic based ones where if someone has you grabbed and you cannot move away from them, realistically you shouldn't be able to dodge all that well either.
I think the most straightforward way would to be treating their ego as some kind of skill or mental check. Maybe deception as they lie to themselves? Give yourself a score you have to beat to maintain your ego so a low roll will result in your ego breaking
Thanks, thatās a great idea, especially because it spreads out the stats more and thematically leads to lower stat(other then charisma) leads to needing a deception check, but focusing purely on charisma means youāll fail more often.
what's a spell that would best exemplify hatred? i'm trying to turn the treasures of ruin from pokemon into dnd creatures and i'm giving them each a once-a-day spell for each of their traits
for reference Wo-Chien has Antagonize (spite), Ting-Lu has Fear (fear), and Chi-Yu has Incite Greed (envy), the one i don't have a spell for is Chien-Pao (hate)
Im looking to make a homebrew warlock pact and Invocations to fit a entomancer them based around a character named Entoma Vasilissa Zeta from overlord this character has really inspired me to look deeper in bug caster/ bug dualist
How do I homebrew up a good wolf/pack themed druid subclass that has decent offense and support abilities
You could do a Circle of Shepard Druid while having the farmer background to help with potions and herbs and also use spells for offensive purposes and there are supportive spells that help as well like bark skin and other
Not really the vibe i was going for
Oh? Iām sorry š
Is there a way to make a homebrew ranger of power? Ie; power ranger
Iām sure you could. In fact Iām sure someone already has. Just a matter of effort
Hmm... For me, unlocking heavier armor types feels like a requirement. And bonus points if temp hp was used as the currency for the added power. Kinda like a hex blade with fiendish vigor
Hey!! Anyone here is familiar with/have played the Witch Class from Valda's? What are you thoughts about it? I'm planning a character for an upcoming campaign and my DM suggested the class
How do yall keep up with npc encounters and such, and the monsters. Like what if you're pulling up images of encounters on pintrest and you need to save them for later?
I have to many pins to where it gets confusing when im about to do an encounter and im trying to find it
more folders
Mhm
Level 10 feature
Blazing Blood
Your rage sets your very soul aflame, surging outwards as it is channeled. When you make a damage roll using a melee weapon or Flaring Temper, or use an Unarmed Strike, you can expend a number of Hit Dice upto a maximum of half your Rage damage, roll it and deal additional fire damage equal to the total.In addition, your movement speed increases by 10 feet while Raging.
I Created an alternate Level 10 and 14 necromancer feature. Is it balanced?
Level 10: Harvest Undead
You can now conduct a unique 1-hour long ritual up to a number of times equal to your intelligence modifier per long rest, on a creature that has been dead no longer than 10 days. To do so, you must permanently sacrifice a number of undead creatures equal to your wizard level; however, the targeted dead creature must have a CR that is equal to or lower than half your wizard level (rounded down). The sacrificed undead are used as materials for the ritual and are considered consumed by this feature. If the targeted corpse has been dead no longer than 10 days then it is reanimated with its current game statistics, however its creature type is now undead and does not retain any legendary resistances, regional effects, or legendary actions. This harvested undead also has its AC and speed halved. If it has been dead longer than 10 days or its CR exceeds half your wizard level (rounded down), then the ritual fails to animate the creature and a Ghost is created instead. Regardless, your sacrificed undead are permanently lost.
Any creature created by this ritual is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donāt issue any, it takes the Dodge action and uses its movement to avoid danger.
The creature is under your control for 24 hours, after which it stops obeying any command youāve given it. To maintain control of the creature for another 24 hours, you must conduct the ritual on the creature again before the current 24-hour period ends. This use of the ritual reasserts your control of creatures that have been animated with this ritual (rather than animating a new creature), up to the number of your intelligence modifier.
Level 14 Death's Master
Take a Magic action to roll percentile dice, and if you roll a number equal to or lower than your wizard level, then you can choose a corpse or undead within 10 feet of you and turn it into your undead minion. The creature is now undead but retains their game statistics excluding legendary actions, regional effects, and legendary resistances.
When reanimating a dead creature this way, it must have a CR equal to or lower than your wizard level, you must be able to recognize what the creature is, and enough of its corpse must be available and identifiable to reasonably animate it with its game statistics; otherwise a Wraith is created instead.
Any creature created as a result of this feature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donāt issue any, it takes the Dodge action and uses its movement to avoid danger.
You permanently control any creature created with this feature. Once used, you can't use this feature again for 10 days.
At 20th level, your attempt succeeds automatically, no roll is required.
Probably a Monk/fighter multiclass maybe?
What are you wanting to accomplish exactly? You want to summon a pack of wolves or you want to transform into a pack of wolves?
Or you want to transform into the alpha wolf?
permanently? i think it need stricter wordings
The dm allowed me two dire wolf companions so I want it to work with them and the whole shield and club combo
Donāt dire wolves already already have the pact tactics feature? Also their bites can knock people over.
I would say, go moon Druid and become big wild shapes along side your dire wolves and start knocking over your enemies for free crits
I can see what you mean. What would be a good alternative wording?
Good idea
i depends on how strong do u want it to be, have it cover time, location, and i think it's interaction with other spells
say control monster (i think it's called that?)
example: i'm controling a zombie, i die, is revived through a spell, will the monster still listen? if not, will it be gone or just there, what happened if the monster dies and is revived? can it be revived?
Yea I definitely want it to be under the necromancer's control without needing another ritual to maintain that control. But if the undead dies it's not coming back. So maybe:
"You maintain control of this creature until it is reduced to 0 HP"
or if u are reduced to 0hp? or until u character is dead for more than {some years long, 100y maybe}
100y is the limit for true resurrection iirc
I would say if the necromancer is reduced to 0 HP, the undead would remain in its service. Similar to how some undead still guard the tomb of their dead lords
oh forever? ok make sense
But definitely if the undead is killed it shouldn't come back
what about say i dies, and i start with a new character (not necessarily a different one, just i've died and the dm have me continue), the undead won't be with me anymore right?
Not with the player but with the dead character.
If the necromancer creates an undead with the feature and the necromancer dies, then the undead remains guarding the necromancer's body.
If the player that creates the necromancer decides to make a new character (the necromancer's child for example), the undead would not serve the new character
Hm
https://homebrewery.naturalcrit.com/share/ih_FyjtcmNHL
So turned out April 25th is Stegosaurus day, so in celebration I made this.
i want to make a debuff spell for artificers, any suggestions? So far my ideas are a spell that rusts equipment and a lead dart that poisons enemies
Lead dart
Conjuration 2nd level
Casting time:one action
Range:60 feet
Components:V, S
Duration:1 minute
You create a dart of heavy metals and launch it at an opponent. On hit they take 2D4 piercing damage and become poisoned for one minute. While the target is poisoned this way, they suffers a D4 penalty on all saving throws using intelligence or wisdom for the duration. The target can make a constitution saving throw at the end of each of their turns, ending the effect on a success.
Spell lists:artificer
How does this spell look?
question: Do you understand the intent of this feat? It's late, I'm thinking about wording.
**Ability Score Increase: **Increase your Dexterity or Intelligence by 1, to a maximum of 20.
**Delayed Explosive: ** When interacting with an explosive item, (ie: dynamite, bomb) with the intent to explode it, you can roll a d20. If the result isnāt a 1 or 2, you choose when the explosion happens within an hour of using this feature. You can also call off the explosion before detonation as a free action. If you rolled a 1 or 2 the explosion immediately triggers and you are vulnerable to the damage.
is this appropriate for a CR 1 creature?
Sheepwolf
Medium Monstrosity, Unaligned
AC 15 (Sheep Hide) ā Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 50ft.
STR 17 +3 +3
DEX 15 +2 +2
CON 15 +2 +2
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0```
**Skills** Stealth +4, Perception +3
**Immunities** Cold
**Senses** Darkvision 60ft.; Passive Perception 13
**Languages** --
**CR** 1 (XP 200; PB +2)
**__Traits__**
***Pack Tactics.*** The Sheepwolf has advantage on an attack roll against a creature if at least one of the Sheepwolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
**__Actions__**
***Multiattack.*** The Sheepwolf makes two Bite attacks.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
It generally seems okay to me. Pedantically š I will note the HP die math is a bit off š Usually the math is [1/2 total rollable dice + y]. With 6d10+12 you end up with 42 HP, or you could do 7d10+10 to get 45.
Is this creature an actual wolf in sheep's clothing, or is it some kind of monstrous sheep?
If it's the former, I might suggest a Bite and a Claw attack.
yep its a wolf in sheeps clothing lol, the idea was that the party is told to gather sheep then they realize some of them are actually wolves
š That's awesome. Then yeah, I'd definitely say a Bite/Claw combo would be better than a double-Bite attack
for claw, same damage as bite but without prone should be fine right? or better to make it much weaker?
I'd look up other wolf-like Monsters and copypasta
I'm so slay the spire brainrotted every single time I see the word claw my brain leaps to the claw card from that game
It doesn't help i made subclasses for the original cast of characters 
I'd love some more eyes on the Mousers I've come up with for a TMNT-inspired campaign. Instead of full robots built by alien tech, these are the-best-the-"possessed"-Artificer-and-their-team-could-build-with-what-they-could-find š
https://drive.google.com/drive/folders/15LMaqFfY90FJd1iqmoiwPSzauBMc6Fc4
What do you guys think of this? I wanted to make an artificer debuff spell that fit the class and i was wondering if this is a good take on it.
Do you guys think this spell fits into the artificer spell list?
Hit dice should be d8s, not d10s; hit die size is based on creature size, and Medium creatures have a d8 hit die (d10 is for Large creatures)
This also lowers its HP, which is good imo, 45 is quite high for CR 1 HP
Attack and damage are a tad high for CR 1 too but not wildly so, perfectly reasonable
Overall I'd say this feels more CR 2 than CR 1 but ofc the math isn't exact
Nah they're right. HP amounts are ([hit die max + 1]/2 + CON) * [hit dice]
At 6d10 HD with a +2 CON that's ((10 + 1)/2 + 2) = 7.5, multiply 7.5 * 6 for 45.
As said though, HD size is based on creature size, so should be 39 (6d8 + 12)
I'd honestly say knock HD down to 5d8 + 10 and knock Strength down to 15 and that's a super middle of the road CR 1 creature, as is it's more high CR 1/low CR 2 I think
ohh didnt know about dice size = creature size, does the number of hit dice also normally related to something? Thanks š
monster hit dice are not tied to anything but reaching the number of average HP you want for the monster
Anyone know why every 2014 5e subclass Iāve made in DnDB has said itās too close to Circle of Spores to publish? It also says it doesnāt have features in the required levels even though the 5.5 version works perfectly fine
I wanna ask. Since I got the answer of Warforged are man-made. So since they're man-made. If a Warforged has a body of a sailing ship with six legs who can shift disguise itself into the ship. Would it still be count it to be a Warforged or does it count as a homebrew character? I know I already got the answer but I just want to know. Sorry if I am wasting ppl time
I think youād have to homebrew that because it doesnāt qualify as a standard warforged. Warforged are medium in size, and a sailing ship is a lot bigger than medium, to give an example. You could potentially base the homebrew species on Warforged due to similarities, though.
Check #ddb-support They should be able to help you out.
if this is a DDB question, I donāt think this is the place to ask
I need some feedback on my inspiration system, you get them as you would usually get DM inspiration, when you recap a session, and after every adventure thereās a vote on the MVP who gets the āHopeā. Max of 6, if they have it capped, they can give it to someone else but cannot gain it.
I want takes on these uses and their prices + any additional ways to use them especially between 2-3 Hope.
uses for Hope:
- Resolve (1 Hope): +1 to ANY d20 test you or a creature you are helping make (except Death Saves)
- Experience (1 Hope): +PB to an Ability Check you make for something related to an experience; if you have Expertise in the skill, you instead reroll the d20 and choose either roll.
- Assistance (2 Hope): Give an ally of your choice 1 Hope.
- Perseverance (4 Hope): You can skip any roll on a Death Save you make to get an automatic nat 20 on it (declared before the roll)
- Determination (6 Hope): You level up (can only be done when specifically stated by DM)
Determination is only activated right before a combat that would level the group up anyways (I use milestone) it just gives them the tools before the combat instead of after it
There's a rough average for each CR but really you just figure out the average HP you want and work backwards
size does relate to Hit dice size, PG 7 of monster manual
I meant the number
ah. misread. mb
Frightening Visage
Conjuration 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S
Duration:1 minute, concentration.
You magically create a frightening mask to scare your opponent. You target on creature within range who has to make a wisdom saving throw or become frightened for the duration. At the end of each of the targets turns, they can repeat this saving throw, ending the effect on a success. While frightened this way the targets speed is halved and they cant take reactions.
At higher levels:When you cast this spell using a spell slot of 3rd level of higher, you can target an additional creature for each spell slot above 2nd.
Class:artificer
How does this spell look?
Btw what does homebre mean im kinda dumb
?homebrew
The term homebrew can refer to a few things, but mostly means "unofficial rules," or rules that you won't find in an official D&D publication.
Homebrewing can be a Dungeon Master creating their own monster from scratch, writing their own adventure, or deciding to permit changes to existing rules to better fit their table or players' needs.
It's important to note that homebrew rules are only acceptable at non-organized tables, and homebrew rules cannot be used at Adventurers League tables. Always check with your DM on what homebrew is (or isn't) permitted at your table.
think of it kind of like modding a video game, which is that you make your own content for the game.
Ah
Then
Im making a entire homebrew fantasy world but idk im trying at least
https://discord.com/channels/516367331358801950/1124085561649541140
That should probably go here
what do you guys think of this spell?
Could just do a reflavored giant eagle?
they already have a giant eagle
and a hawk, and a giant scorpion, druids playing pokemon
Drunk Paladin: āGet me an unstoppable shield and weāll put the myth to rest!ā
Sober Artificer: āI uh think youāve actually got it the other way around. But sure, letās see.ā
Unbreakable Admantine Sword
(Rare Longsword, Attunement)
This Adamantine Sword also functions as an Immovable Rod. By pressing the button on the pommel, you can also cast the Resistance spell.
Unstoppable Adamantine Shield
(Very Rare Shield, Attunement)
While you hold this shield your speed cannot be reduced.
You can cast Ashardalonās Stride using this Adamantine Shield. When you do, youāre also treated as though youāre under the effects of the Freedom of Movement spell. After you lose concentration on this spell, you gain a level of exhaustion.
This is pretty great
Thanks!
Path of the Grove Guardian - Barbarian
TL;Dr
- lvl 3 this is a 1/3rd caster subclass which is a barbarian with druid magic, much like how E.Knight is a fighter with wizard magic. Max spell level is 4.
- you are able to cast spells and maintain concentration when raging, but only druid spells for multi-classing purposes
- you get the shillelagh automatically and can apply it to any weapon, not just clubs and staffs. If for whatever reason you have a higher wisdom modifier than your strength, you can still apply rage damage when attacking with that.
- if you use your bonus action to activate your rage, you can have shillelagh activate as a free action
- Lvl 6, your use of shillelagh improves. If you have a free hand you can now create a wooden shield that has the same AC bonus as a standard shield. Any weapons you enhance with shillelagh also get +1 hit and damage
- you can add your wisdom modifier to Nature, arcana, and stealth checks.
- lvl 10 you can create wooden armor modeled after a Woodwose as strong as anything from a forge. This armor functions like platemail does but does not impose a disadvantage to stealth nor interfere with your rage. As a magic action you can also make plant life grow across the armor and give you advantage on stealth checks if you are standing in foliage. This armor counts as heavy armor for the purposes of features or feats like heavy armor master, but does not count as being made out of metal.
- lvl14 you can use a spell slot and shillelagh to make weapons and armor out of wood. Additionally any weapons, shields, or your woodwose armor gain an additional +1 to them (so +2 for weapons, +1 for armor/shield).
- by burning a spell slot or a use of rage, you can take on the form of a woodwose. You grow in size when you are using your armor, either becoming large if you were not already large or one size larger if you were large or larger. Your reach also increases by 5 ft.
RP wise barbarians like this might be from a tribe that was closely aligned with a druid circle, learning some of their ways. Maybe the character apprenticed under a druid or initially was going to be a druid before their training got interrupted and they took a different path. They might also alternatively be part of a ranger group who had an innate rage that manifested in tandem with their magic.
I think its an alright sub which kinda overrides/skips the need to be handed magic items. Getting free plate armor is kinda strong ngl
And it has spellcasting. It's on the S+ tier of 1/3 Spellcasters ngl
Thanks. I will note that the enhancement actually works with magic items too so this is a bit of a save for if you're in a campaign that the DM seems to stubbornly refuse to give them.
If it does help the plate armor only comes online at level 10 and at that point almost all parties can afford it anyways.
I do really like the idea of it actually has a barbarian that wants to wear a heavy armor
it really depends how much gold you'll be getting.
it kinda opens up investing into WISDOM also. DEX and CON arent as important for AC then
its not busted OP. this is the kind of sub I'd want to use instead of the other subs base dnd gives
Barbarian with Spellcasting is awesome
i need some help with the homebrew in dnd beyond, im trying to set the disguise self spell as "at will" in a subclass, but the spell isnt apprearing on the character spell list, I only managed to put it in known and prepared spells, but i dont want that, I want it to appear with the at will tag, pls help
check pact of the chain code and copy that and you're bueno.
I'm noob on these things so I check abilities that do what I'm looking for
Tbf ArcTrick also gets free plate effectively.
Level 14 could be a bit more unique in my opinion but balance-wise is fine to me.
rate my warlock subclass, tell me if itās too op or itās good:
Warlock Patron
Description
Your patron is a collective consciousness of souls lost within the mystical mists of the Shadowfell or a forgotten village consumed by an eldritch fog. This entity doesn't seek worship, but a vessel for its cold, lingering vengeance. As you bind yourself to the mist, your body becomes ethereal, your eyes cloud over with silver, and you gain the ability to shroud the world in a gƩlid, suffocating veil.
Class Feature: Expanded Spell List (Level 3)
The Whispering Mist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1: Fog Cloud, Sleep
2: Pass without trace, Silence
3: Sleet storm, Clairvoyance
4: Greater invisibility, Phantasmal killer
5: Cloudkill, Mislead
Class Feature: Shroud of the Lost Village (Level 3)
You embody the essence of the fog. You gain the following benefits:
- Veiled Eyes: You can see normally through heavily obscured areas created by mist, fog, or smoke (including the Fog Cloud spell) up to a range of 60 feet.
- Face in the Mist: You can cast Disguise Self at will, without expending a spell slot.
- Mist-Sight Pulse: You stand still for 5 minutes and can cast Detect Magic at will
- Obscuring Burst: As a bonus action, you can release a burst of freezing mist in a 15-foot radius centered on yourself. The area is heavily obscured for all creatures except you. It lasts for 1 minute or until you lose concentration. It cant be recasted until the end of the next turn.
- Collective Disguise: As an action, you can shroud a number of willing creatures within 30 feet of you equal to your Charisma modifier. Each creature's appearance is magically altered as per the Disguise Self spell. This effect lasts for 15 minutes, until you lose concentration or if the creature does an attack, an abrupt action or touch anyone.
Class Feature: Expiatory Vengeance (Level 6)
Your connection to the mist turns pain into a weapon.
- Chilling Strike: Once per turn, when you hit a creature that is inside your mist or while you are invisible, you deal an extra 1d8 Cold damage.
- Spectral Escape: When you take damage from a creature you can see, you can use your reaction to vanish into mist. You teleport up to 30 feet to an unoccupied space you can see and become Invisible until the start of your next turn. You can use this reaction once per 3 turns
Class Feature: Suffocating Mist (Level 10)
The mist you conjure becomes lethal to your enemies. Any enemy that starts its turn inside your Obscuring Burst or a Fog Cloud created by you must succeed on a Constitution Saving Throw against your Spell Save DC. On a failed save, it takes 2d6 Cold damage and its movement speed is halved until the start of its next turn.
Class Feature: Restitution of Lost Essence (Level 14)
You can harvest the life force of those who fall within your mist. When an enemy creature dies while inside your Obscuring Burst or a Fog Cloud created by you, you can use your reaction to absorb its essence.
Choose a creature you can see within 60 feet (including yourself). That target regains Hit Points equal to the total hit points the enemy had immediately before it received the killing blow. It has no effect on Undead or Constructs. You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.
Patron name idea. Miasma
Level 3: probably too many features going on here. I like the disguise self stuff and veiled eyes. Might need to slightly reorganize whatās going on here.
Level 6: I dig it but the spectral escape having pretty much unlimited uses is a bit much. Definetly needs a limitation, maybe equal to charisma mod.
Level 10: I like it
Level 14: seems fine but not sure how often this will come up.
I have a dnd item how do I send it so yall can give feedback
I think just paste the text, as well as include any relevant information
Itās the decanter of endless primordial soup when drank from it lowers the player down to one hp and makes it where they permanently keep one of their failed death save bubbles filled in but makes them a multi class of their previous class and warlock of the same level until their next long rest it also can only be drunken from a total of 1d100 times and if they drink again they die instantly no death saves
Also when sprayed with the primordial soup they have to roll a d 100 Eldridge wild magic table I made and get effected by that effect
Hereās the first 10 1 Target sprouts writhing tentacles; loses control of arms for 1d4 turns
2 Flesh becomes semi-liquid; disadvantage on all physical checks
3 Eyes multiply across -bvface; constant hallucinations
4 Target screams uncontrollably, attracting nearby creatures
5 Skin hardens into chitin; AC +2 but speed halved
6 Sudden mutation: gills formāmust stay wet or suffocate
7 Target briefly phases out of reality (random teleport within 60 ft)
8 Blood turns acidic; damages anyone who hits them in melee
9 Limbs elongate grotesquely; reach +5 ft, coordination terrible
10 Mouth splits open into a lamprey maw; must bite nearest creature
You could probably drop the disguise self and detect magic portions, as those are already covered by certain eldritch invocations.
Obscuring Mist could probably do with a limited use or being slightly smaller, and not having the arbitrary timer until you can do it again. Also, it's not "recasted", it's not cast in the first place as it is not a spell.
Collective Disguise is kinda... the Seeming spell. Which is a 5th level spell. So be aware of the comparison. 15 minutes is a very non-standard time, things typically last 1 or 10 minutes, or an hour or 8 hours. But 10 minutes, concentration, and those other limits, would definitely reign in the power of essentially Seeming.
Need some opinions. I'm trying to adjust a homebrew rule to make armor a bit more dynamic and give players some extra safety. Basically, the way I have it set up is that depending on your armor, getting hit by 1-3 below your AC is a half hit and reduces the damage you take. However, I'm not sure how to make this feel good with players that don't take armor. Any ideas?
i don't see why players without armor would be hurt more than players with armor by this change
Well I guess my issue is it feels like unarmored players don't really get anything while armor players get a pretty nice survivability buff
There's a lot of issues with these things
it's an endless decanter but has a limit, it inflicts a permanent downside for a temporary benefit, and even just the first 10 effects of the spray are quite vague. Also, it's eldritch, not eldridge.
"loses control of arms for 1d4 turns" defined how, what mechanical effect? Also, a 1d4 turn timer is nonstandard.
"Disadvantage on all physical checks" by the books means nothing. Do you mean ability checks using strength, dexterity, and constitution? Do you also mean attacks and saves maybe?
"Constant hallucinations" similarly doesn't actually say it has a mechanical impact.
"Attracting nearby creatures" again is incredibly vague. Is it just being loud? Being loud doesn't innately attract things. Does it compel them akin to mind control to approach the screaming?
The chitin one is actually rather simple and details its mechanical effect just fine, technically speaking.
"Must stay wet or suffocate" how long must they stay wet? How long until they suffocate? How wet must they be? This isn't enough to define the impact.
random teleport, is that just once ever? Compared to all other effects?
"Damages anyone who hits them in melee" has a lot of vagueness. "in melee" isn't defined. Is it 5 feet? Is it 10 feet? Melee reach isn't purely defined as 5 feet, so "in melee" doesn't mean much, unless it means within the attacker's reach, but why would their reach matter for potential ranged attacks, like from 10 feet, while having a 10 foot reach? Also, how much damage?
"coordination terrible" also isn't defined. It doesn't say what it mechanically does.
"Must bite nearest creature" doesn't imply it's temporary... so are they permanently required to bite the nearest creature from then on?
i'm confused, isn't this a nerf?
No, it's a buff.
you're getting hit 1-3 below your AC though now
You always would be
rolls below your AC are normally a miss
No? You'd get missed and take no damage?
Oh sorry I misspoke, I meant over
Ah that changes things
So that is essentially having +3 to AC where that small extra range is half damage
Yeah it would, since AC is AC
Basically
The only downside is you can only do this a certain amount of times and you'd need to buy new armor to get more of these half hits
The amount depends on the armor
Could do repairs I suppose
Which, by the way, the narrative of short and long rests includes maintenance of equipment, remember
Oh that's an interesting point
Well, wait now we're starting from my original issue xD
So it's just
armor can half the damage of an attack that hits you within X over your AC, and it has a limited amount of times it can do so before being repaired during a rest.
Unless I'm treating unarmored as if it's light armor, I don't see a clear way to fit it in
Yes that's what it is simplified
oh, I see
you want to give a buff to unarmored PCs because right now they get no buff?
Well just to even it out but yeah. Something that makes unarmored users get a small safety net
thxx , taking into account your feedback I think i will update it like this:
-Remove Mist-Sight pulse (detect magic)
-Obscuring mist: lasts 1 minute, can be āblownā with wind spell. And you can do it CHA mod times per fight (idk if itās a thing the āper fightā part, if not iāll make it per short rest)
Collective Disguise: Lasts 10 minutes now (note: i didnāt know the existence of the seeming spell, but i think i made a nerfed version of it, you can only transform limited allies and it can be easily revealed)
lvl6 spectral escape: can be done CHA mod times per short rest
Note: I know that Mask of many faces eldritch invocation exists, but I thought this Patron as a stealth/assassin patron, so i want to keep the self disguise feature, so I can use this patron as an alternative for mask of many faces.
Cha mod per fight basically means always. Remember that a combat encounter statistically is only 3 to 4 rounds of combat. Cha mod per short test is also basically just whenever since you can in theory take as many short rests as you want. If you want a lot of uses of it you could instead do⦠āyou can use this feature a number of times equal to your charisma modifier and restore all expended uses on a long rest or one expended use on a short restā
A lot of tables donāt do short rests, and the ones that do usually only do one or two per adventuring day
Most adventuring day at tables are about 2 to 3 encounters at most before the part decides to long rest
I did some rewording for a custom feat I'm working on. Let me know your thoughts if you're able. Thanks.
Bomb Disposal
Prerequisite: INT 15+ or DEX 15+, Level 4+.
Itās high risk and high reward but if you mess up, youāre blown to smithereens.
Ability Score Increase: Increase your Dexterity or Intelligence by 1, to a maximum of 20.
Delayed Explosive: When interacting with an explosive item, (ie: dynamite, bomb) with the intent to explode it, you can roll a d20. If the result isnāt a 1 or 2 you can choose to trigger the explosive itemās effect within an hour during any creatureās turn instead of instantaneously. If you rolled a 1 or 2 the explosion immediately triggers and you are vulnerable to the damage.
Explosion Interrupt: As a reaction, if you succeed on a saving throw by 5 or more or roll a natural 20 against a DC of an explosive or a damaging spell that targets an area; that action is delayed until the start of the triggering creatureās next turn. When triggered, the target of the spell or explosive remains the same. This ability canāt be used again until after a long rest.
explosion interrupt should probably give you an option to activate it
This feat is completely balanced around what types of explosives the DM gives to the party
The Delayed Explosive mishap feels pretty bad
I figure that it being a reaction should be enough of control. I'm hoping it's implied that if you don't set it to go off then it simply does not go off. If not then I have to word it better.
The mishap is there because I want a bit of gamble on the ability. Think it should just be a 1, not a 2.
Question, if I made a species that was blind, but has always on tremorsense, how far out could it go without being broken?
i would say 30 feet is more then enough
Ah, didn't catch that
might want to say "when you succeed"
tremorsense doesn't give "sight" iirc, they'd need blindsight
May I have some feedback on this spell pls?
Glaciate
4th Level Evocation
Casting Time: 1 Action
Range/Area: ā¦
Components: V, S, M (a drop of water and a glass shard)
Duration: Concentration, up to 5 minutes
You coat the ground in a treacherous, flash-frozen glaze. Choose either a 20-foot-radius sphere centered on a point you can see, or a 40-foot-long, 5-foot-wide line emanating from you. The area becomes difficult terrain for the duration. You are immune to this effect. Any standing water in the area freezes to a depth of 6 inches.
When the ice appears, each creature standing on the affected ground must make a Dexterity saving throw. On a failure, a creature takes 3d6 cold damage and is Restrained as its feet or base are frozen to the floor. On a success, it takes half damage and is not restrained.
A restrained creature can use its Action to make a Strength saving throw. On a success, it breaks free but takes 2d6 piercing damage as jagged ice tears away.
When this spell ends, any creature still restrained by the ice has the condition ended on them.
Using a higher-level spell slot. When you cast this spell using a spell slot of 5th level or higher, the initial cold damage increases by 1d6 for each slot level above 4th.
Available for: Druid, Warlock, Sorcerer, Wizard
this just seems like a better cone of cold, but i havent looked at cone of cold in alittle
so nvm about that as it is worse
This spell is intended to be used similarly to Entangle
conc up to 5 minutes sounds weird
idk if any other spell is like that, as its really 1 minute, 10 min, an hour or any number of hours
Ah yeah thatās true, I just thought 10 minutes was too long and 1 minute was too short
realistically, nobody in combat will be holding conc for 10 minutes
seems fine
any comments on this spell?
I'm starting a new subclass for sorcerer based on familiars let me know your thoughts:
Starting at 3rd:
Familiar Master
Beginning at 3rd level, when you select this sorcerous origin, you learn the Find Familiar spell if you donāt know it already. You innately know this spell as if prepared, it doesnāt count to the total of spells prepared and can cast as a Ritual. When you cast Find Familiar, the casting time is 1 Action when taking the Magic action, and it requires no material components.
You can also cast Find Familiar without expending a spell slot. You can do so a number of times equal to 1 + half your proficiency bonus (rounded down). You regain all expended uses when you finish a long rest. In addition, when you cast the Find Familiar spell, you can choose for your familiar to take the form of any Small or smaller Beast that is CR 1/4 or lower, such as a Flying Snake. The familiar has the statistics of the chosen Beast form, but it is considered a Celestial, Fey, or Fiend (your choice) instead of a Beast.
When you reach 6th level in this class, your experience and imagination grows even stronger and your familiar can take the form of any Small or smaller beast that is Cr 1 or lower. Lastly, at the GMās discretion, your familiar can the form of any Tiny Aberration, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant or Undead that is CR 1 or lower.
Greater Familiar
At 3rd level, when you cast Find Familiar, your familiar gains the following additional benefits:
Your familiar adds half your proficiency bonus (rounded up) to its Armor Class, and it uses your proficiency bonus in place of its own when making ability checks and saving throws. It is proficient in any saving throw in which you are proficient.
Your familiarās hit points equal its normal hit point maximum your Charisma modifier + three times your sorcerer level, whichever is higher. It has a number of Hit Dice (d4s) equal to your sorcerer level.
In combat, your familiar shares your initiative and acts during your turn. It can move and use its Reaction on its own, but, if you donāt issue any commands to it, the only action it takes is the Dodge action. You can use your Bonus Action to direct it to take any action, including actions taken with a Bonus Action, in its stat block or some other general Action. If you are Incapacitated, the familiar can take any action of its choice, not just Dodge.
Your familiarās Intelligence increases to 8 unless it is already higher. It can understand and speak Common and either Celestial (if Celestial), Sylvan (if Fey), or Abyssal/Infernal (if Fiend).
Burrowed Essense
Also at 3rd level, as an Magic action, you can choose any one Trait, Resistance, Language, or other non-Legendary ability from the current form your familiar has and burrow it for yourself. As a result though, your current familiar drops to 0 HP, and it disappears but you gain the benefits of your choice for 10 minutes. You cannot gain Legendary Actions, Magic Resistance, Multiattack, or Spellcasting. Traits requiring specific anatomy function fully or partially only at the DMās discretion and depending on the situation. For an example, such as Flying Speed of a Flying Snake, if you decide to dive from a great height, it can serve as a Feather Fall targeting only yourself.
Seems fine
Do you think it makes sense as an artificer debuff spell?
It can work for artificer, probably wizard as well
it just seems like alot for a subclass, also whats the flavour?
also that Trait thing on the last one kinda makes it impossible to get any attacks from Familiars, cause it seems like that is something you can do with it
I've been working on a supplement for 5.5e!! I really liked the concept of the grim hollow transformations, but i didn't really enjoy how bloated all of those transformations felt to read through. Getting a ton of stuff to keep track of on top of classes made it kind of a pain to deal with, so i wanted to make a transformation system based on the way grim hollow does it, but with a simpler style.
So i tried to make the actual transformations themselves more like a vessel for customization, instead of gaining a list of effects, you get the ability to choose from a list of things that you might want, and completely ignore the rest. So while there is a good amount to read through and customize with, you won't have 80 different features on your sheet from a single arm transformation or something.
It's still really quite unbalanced, and definitely still shouldn't be paired with the more mechanical classes and subclasses, but i still quite like the concept of these!
I would love some thoughts and feedback, i have been having a really good time writing these up
Familiars. or an Arcane creature that shares a soul with you
The attacks were sort of part of it but not explicity mentioned.
Natural weapons, stings, casting innate spells are part of it. Gonna mention those things also.
Well part of the subclass is imagination and drawing power through that aka the Familiar
thoughts on this homebrew magic item?
Ethereal Shield
Armor (shield), rare (requires attunement)While 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 canāt 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.
is this too broke cus this is an item for one of my players that is playing a grate old one warlock
Psion Bracers
As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence, it follows that their armaments should be manipulated by their greatest asset - thought itself - in place of the strength of their arm.
Psion manipulation: your spells get a 1+ bonus to spell attack rolls and to the saving throw DC
Psionslice: While wearing these Bracers, you can use a bonus action to cause it to open up, causing it to shoot out to a hardened, crystalline structure within a targe in range that deals slashing damage on a hit. and causing said target to roll a straight save, on a failure, they become encased in the crystalline structure
You've unfortunately left out the most important parts that are necessary to determine how balanced this is.
- What is the DC of the Strength save?
- Does the ability have a limited number of uses?
- What is the range?
- What does being encased do? When does it end?
for the streangth save woud useing there spell save dc be to much
It would certainly be strong
what would be better like proficen+charsiam mod
Items usually have a flat DC that doesn't rely on the player's stats at all
What would be good like a dc 15 for the save
Depends how strong you want to make it, and what the other effects actually do.
The other effect is just a 1+ to sell attack rolls and spell save DC
I'm referring to this 'encasing' effect
As DOSH mentions, "encasing" is not a DnD term, as in an effect or condition you can inflict on the enemy
Reducing their movement to 0
There is also no value to the damage dealt or the range
Is that everything that this effect does? Bonus action to force a Strength save or reduce their speed to 0?
What else should I add to it then, because I don't really know what I'm doing, sorry
Well we need to know what you want out of it before we can review it
Okay, so the player I am making this for usually plays in back casting cc splls, and the like, so I want to give them something to reflect that
Alright, and is speed reduction to 0 what you want to represent this?
not really, but I was the only thing I could come up with, cus i dont want to make it too broken, but also not absolutely trash
Well, let me put things into perspective: a +1 focus that can reduce speed to 0 using a bonus action is pretty strong, even if it can be used only a few times a day.
What should I do then to make this not broken
Well that's the thing, right? It depends on what level of play you're designing this for.
This item would be extremely strong for a level 1 character, but would be pretty weak for a level 20 character
the hole party is level 3 at the moment
This item is definitely too strong for a level 3 party.
Based on this description here, I'd say this item would be appropriate for a level 8 or 10 party
Keep in mind that the game recommends one Uncommon rarity item per player at level 5.
then what shoud i do to bring this back in line
Here's the thing I want to give it at least an ability of some kind
Then by definition, you're designing an item that's stronger than their tier of play.
If you're intent on designing a magic item that has an active effect, I'd recommend removing the +1 bonus and make it use an Action instead of a Bonus Action.
Frightening Visage
Conjuration 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S
Duration:1 minute, concentration.
You magically create a frightening mask to scare your opponent. You target one creature within range who can see you, who has to make a wisdom saving throw or become frightened for the duration. At the end of each of the targets turns, they can repeat this saving throw, ending the effect on a success. While frightened this way the targets speed is reduced by 10 feet and they cant take reactions.
At higher levels:When you cast this spell using a spell slot of 3rd level of higher, you can target an additional creature for each spell slot above 2nd.
Class:artificer
How does this spell look?
Seems reasonable. A little stronger than Cause Fear, but not as strong as Fear.
I'd increase the range.
60 feet sound good?
It's a safe increase. Same as Cause Fear.
this but its just putting on the freddy mask from fnaf 2
You could easily flavor it as that yes
Wanna get some thoughts on a home rule I am thinking of implementing in my games involving Tool checks. I quite like the idea of using tools to solve problems instead of just regular skill checks. So, no you dont roll sleight of hand to pick locks. Instead:
You make multiple checks, each taking a Utilize action, similar to death saves. So lets say the lock has a DC of 20.
As an action you roll Dex (+Prof if you have proficiency) using thieves tools. If you get to 3 passes before 3 fails, you succeed. If you get to 3 fails before 3 passes, you fail and the tools break. Nat 20 is 2 passes, and Nat 1 is 2 fails. Rogue's Reliable talent applies to 1 (ONE) of the checks, giving a somewhat advantage but not just cheesing through the check. Bardic Inspiration can be added per check. 2024 Guidance adds a d4 to all of the checks within the 1 minute of concentration. "Can i use my Tabaxi cat claws to do the checks instead of thieves tools?" Sure, but at disadvantage (the claws wont break on a fail like tools and will obv be usable still for combat purposes, but I would say something like "the claws get caught on a gear and gets slightly bent, it is too painful to use again on the checks for now." (no damage, but if someone decides to spend a resource on a cure wounds or whatever then sure you can use it again, still at disadvantage though)
this just sounds like skill challenges to me, I'm not sure what the homebrew is
How is this rule for y'all?
"As a bonus action, you may aim using a weapon with the "Firearm" property. While aiming, your movement speed becomes halved, and you gain advantage on your next attack. If the weapon being used has the "Two-Handed" property, your movement speed is instead reduced to 0. If you have already moved during your turn, you're unable to aim using weapons with the "Two-Handed" property."
just seems like Rogue's steady aim for firearms with a slight change for one handed weapons (and it lets you use all your movement then make a one handed attack)
The wording's a bit odd
how so?
doesn't say when aiming stops
technically it doesn't. It just makes it so your next attack it made with advantage
wait. That would apply to next rounds
The advantage wouldn't (it says next attack), but the movement would
forever, unless you infer from natural language that you can stop... but then that doesn't clarify when you stop
oh, I get what you mean
"As a bonus action, you give yourself advantage on your next attack roll using a weapon with the "Firearm" property. You can use this bonus action only if you haven't moved during this turn. After you use the bonus action, your movement speed is halved until the end of the current turn. If the weapon used has the "Two-Handed" property, your movement speed is 0 until the end of the current turn."
This better?
Hi everyone, anyone know someone who could help me make a fighter subclass?
Whatās the idea?
It's a fighter celestial warlock kind of deal. It's very different by how it's spells are giving. Spellcasting is determined by strength or dex (whatever is highest). Only gets cantrips but those cantrips get modifiers. Brief summary
This will be my version of the purple knight
So they are a āholyā knight?
Oh is the intention just to rework purple knight?
Honestly could take the Eldritch Knight Subclass and tweak it for your needs. Like just use it as a baseline?
Yes. But not paladin. Dislike paladin tbh. Don't like the oath system nor does it fit the theme of a fighter who is bless without a belief or oath. A bit. Cause it's heals
Don't like the eldritch knight. Doesn't get the cantrips needed to fit this subclass.
I think he just meant using it as a framework
This ^
Objectively a fighter that gets a bunch of cantrips is cool. I donāt think we have a fighter thatās just like, a cantrip utility user or something. Give them stuff like Thaumaturgy, guidance, spare the dying, mage hand, could be cool.
If you are only giving cantrips then you still have plenty of power budget to work with
Give me 15 min. Gotta drive home. I swear this subclass is thematic and makes sense. Just in a bit of a rush
Could also still give them spell slots but instead of it being for ya know leveled spells, they could burn the spell slot to boost the power for their Cantrips.
Thatās pretty cool. Though, damage dealing cantrips generally already deal decent damage.
eldritich knight confirmed objectively cool
Ah yeah that's fair, probably use it to increase range/area effects and add like maybe an extra d4 to d6 of damage
This is just facts, nothing cooler than spell swords and echo knights
just use Steady Aim?
Steady aim is for Rogues, and all attacks
being for Rogues doesnāt really matter, you just give it to whatever this is and say itās on Ranged weapons only
or Firearms only
whatever youāre trying to do
So doing that would remove the "your movement speed is halved until the end of the current turn" part and just make it using any firearm makes your movement 0.
I have used 2 handed guns and I can tell you I aimed while moving
itās not much more difficult than doing it with a handgun
Tell that to Steady Aim
if youāre trying to get realism, you need to stop moving anyway to get a properly accurate shot
I never stated I wanted realism
then I would ask what this feature is attached to
to know how much power the feature can handle
aiming a gun to give you advantage on an attack
No. auto pistols, SMGs, shotguns, and a weapon called "Cirra Hand Pistol" are considered not firearms for the rule of aiming
ok, so I assume itās an inherent part of the weapon property
yeah
I would say then you might need to always have it set speed to 0
itās really strong otherwise
the halved speed instead could be a part of a subclass or a magic item instead
wait no, I was wrong
Okie back. So this class is a love letter to shield and board builds. It would have its own style of invocation. That way players have to decide if they want to be more support, offensive, caster, or balance kind of thing. It will have the shield master feat ribbon (just like the calvery sub gets sentinel). Difference is that it can also use strength for dex saves. And higher levels as a bonus action use their shield to bash the enemy for 1d4 plus modifiers
weapons with "Firearm" property have "Firearm rules" applied to them, which include a different form of crit hits, can jam, and light weapons with it can be dual wielded, but can't be aimed with
They also can't be chosen with rules like Monks Dedicated weapon and the like
jamming is really funny when youāre going for modern guns
do modern guns not jam?
they do, but you usually get trained in how to quickly undo it
and if youāre a superhuman with āproficiencyā and you still need to take a while to reset it
not everyone is trained to undo a jam
assuming they take the time to unjam it during combat, which is unlikely unless they're proficient
my audition for the villainous options ua for the Artificer, the Parasitologist, where you can transform like the druid's wildshape into a monstrous alien form
https://docs.google.com/document/d/1mEwxdl4yn_Emov2m_FjsgjMoJAQhpy_c-zQFimVa3j0/edit?usp=sharing
id love to hear some feedback on it, whether its too powerful, needs a buff, or some tweaking in some places
https://homebrewery.naturalcrit.com/share/VN8YeyA5lFei This is my take on a class based off of Vincent Valentine. Someone out there has probably done it better than me, but I'm proud of it. Any balance suggestions would be greatly appreciated!
It feels like Eldritch knight with more steps.
whos
Yours.
well its a healer
Yeah. So are a handful of other classes. Like the Paladin.
Its a good idea, just...
Ok, that changes my opinon
it gets 3 spells max
Spellcaster was what I though it was.
from subclass
The main 3 things I observed:
- It has a very high healing output
- It starts out with 2 strong saving throws instead of if the typical 1 strong, 1 weak, which makes it a very strong dip
- A lot of the features could use work with the wording
Also quite interesting that the normal feat and capstone levels are switched from standard
yah
Is there a particular reason behind the change?
is everyone else also getting this special treatment
I meant mechanically, but alright.
I'm sorry for this being long, but I can't hold it in anymore
Okay okay okay so I'm in and out on making my own Class and I think I came to terms with what I have to do.
So my class is about being tough as Hell and somewhat benefiting from being in danger as energy flows through them and empowers them from stress.
They have their unique resource, but it's still not enough to make them feel like their own class so I need to add more gimmicks.
Their primary stat is Constitution, but I can't have it for everything, yet it has to do something so here's some of the solutions/ideas:
Tenacity you can replace your Dex Modifier with Con Modifier when calculating your AC. This can't be applied with class features that affect AC, but does apply to armors.
Empowered Weapon will be like being able to apply +1 to unarmed strikes and even non-magical weapons while holding them if they aren't +1 or higher already. This would scale with level.
Just off the bat I think your biggest hurdle will be making it distinct enough from making it a Barbarian subclass
yes and no
mind expanding
so that class can get more feats
but when they get a hp buff the medical one will get 30 less hp out of 80
what
im giving them a hp buff at lv 5
i do not see how this is related to the rest of the party also getting stuff
again. i am asking about the other party members, not the class
My exact problem. The main distinguishing part is that each have different resource and proficiencies. Barbarians are also consistent while Remnants (my class) is more build up and burst.
..?
hey everyone! im trying to get feedback for a dnd module im writing, if anyone here could read it over, that would be awesome!
https://stickofglue.clovr.rocks/
I took a quick look, here's my brief notes:
- The class lacks any subclasses so far, and Cerberus has no weapon information.
- Giving a large monstrosity transformation is a little much for level 2, especially with its current damage output. That being said both Chaos and Galien Beast seem weak past T2 of play outside of the large hit point pool.
- The transformation mechanic needs some refinement. There isn't a way to willingly transform back into your base form, you lose all class features while in the form, and a transformation effectively gives you a bunch of HP once you do transform. The Wisdom save penalty for being transformed after combat doesn't seem to do anything either as written.
straigth bars
I think you're on the right track then. I'd be careful with any mechanical idea that requires "build-up" since most combats end up not being very many rounds
any kinda feedback
Okay, I'll get on that. Thanks for the feedback!
i donāt wanna be a āhaha i cast gunā dude but i honestly think a bullet spell would be neat. just flinging a piece of metal really really fast
anyone else having issues searching homebrew items in dnd beyond?
That is effectively what the Catapult spell does
The way I want to solve that is by having multiple ways for building up and some form of maintaining it. Such as that you don't automatically drop back to 0 at the end of combat so that you can carry some of it to another combat. Currently I have 3 ways by base and subclass may add one additional.
I'm actually happy that I can use the Con focus to solve one of my biggest pet peeves and that's unless you're wearing Heavy Armor, you must invest heavily in to Dex for AC. Otherwise you're caster or sitting duck which is kinda the same.
Tenacity allows character to be both Strength focused on weapons with Light Armor and still have somewhat good AC. I think Dex is too busted already so giving to less fortunate stats is the way.
I've made some tweaks trying to address what you mentioned, and the lack of subclasses is intentional. What I envisioned with this class is "I want to focus on not transforming", "I want to focus on transforming", or "I want a balance of both", hence the multi ability dependency for Gunmage and the transformations, but single ability dependency if they want to be the specialist of the group
how would u change the frostbite cantrip to 24? Poison spray and Frostbite both suffered from being con save based, which is from what i consider to be the consistently positive stat that almost all players and monsters have, bare minimum have at least +1. Poison spray in 24 became a spell atk instead, which is good (although the next hurdle for it is that it deals poison dmg and literally almost everything has resist or immune to poison and poisoned conditions.) Im thinking that with the existance of thorn whip, which is a spell atk for d6 and an automatic pull effect at a range of 30ft, maybe a spell atk for d6 cold plus the creature having disadv on the next weapon atk to be ok? or is that too much for a non save cantrip effect?
weird character concept i just thought of
dragonborne with spiderman abilities called the SilkWyrm
custom class: copyright infringement
Y'all have any go to homebrew paladin oaths?
Welp time to copy that
Plus pretty sure it exist already
NVM I can't find anything for it
bump
May I please have some feedback on this subclass I made?
Bomber
(Artificer subclass, designed for 5.5e)
Bombers specialize in explosives, whether to blow their enemies to smithereens or lay cunning traps.
Lv. 3: Remote Explosives
You can plant Remote Explosives, bundles of concentrated magic that burst in a fiery explosion at your command. As an Action or Bonus Action, you can touch a nonliving surface or an object that isnāt being worn or carried and plant a Remote Explosive on it. The explosive is fixed to that surface; if the surface or object moves, the explosive moves with it. If the surface or object is destroyed, the Remote Explosive disappears harmlessly.
Arming. An explosive is dormant when placed and becomes armed after 1 minute.
Capacity. You can have a number of armed or dormant explosives equal to your Proficiency Bonus. If you exceed this limit, the oldest explosive disappears.
Visibility. The explosives are invulnerable and invisible. A creature can find an explosive by taking the Study Action and succeeding on an Intelligence (Arcana) check against your Spell Save DC, or through magic such as Detect Magic or Find Traps. A creature that sees the explosive (such as a creature benefiting from See Invisibility or Truesight) sees a luminous red cube, roughly one cubic inch in size.
Disarming. A creature that is aware of the explosiveās presence and location can use an Action to attempt to disarm it by making an Intelligence (Arcana) or Dexterity (Sleight of Hand) check against your Spell Save DC. On a success, it disappears harmlessly. On a 1 or 2 on the d20, it detonates instantly. If the explosive is disarmed or if it detonates, you are instantly made aware. A creature can also forcefully remove the explosive by targeting it with an attack roll or spell, or subjecting it to a saving throw. If a creature does this, the explosive has a 50% chance to detonate instantly.
Detonation. On your turn, you can manually detonate one armed Remote Explosive (no action required), provided you are on the same plane of existence. Each creature within 10 feet must make a Dexterity Saving Throw against your Spell Save DC. On a failure, a creature takes 2d6 Fire damage and is pushed 5 feet away. On a success, they take half damage and are not pushed. Any flammable objects within the blast radius that arenāt being worn or carried start burning.
Lv.3: Demolitions Expert
You have Advantage on ability checks made to detect or disable traps and magical wards.
Lv. 5: Smoke Bomb
When you plant a Remote Explosive, you can designate it as a Smoke Bomb. Smoke Bombs are armed instantly as they are planted. When a Smoke Bomb detonates, it deals no damage and does not push creatures. Instead, it creates a 10-foot-radius sphere of thick black smoke centered on the explosive.
The sphere is Heavily Obscured. The smoke lasts for 1 minute or until strong wind (such as the one created by Gust of Wind) disperses it.
Additionally, the damage of your Remote Explosives increases to 2d8.
Lv. 9: Improved Remote Explosives
You have learned how to modify your Remote Explosives to your liking. You gain the following benefits:
Elemental. When you plant a Remote Explosive, you can set its type to Acid, Cold, Fire, Lightning, Poison, or Thunder. When it detonates, the damage it deals is that of its type, and it doesnāt ignite objects in its area.
Quick Arm. When you plant a Remote Explosive, you can arm it instantly. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses on a Long Rest.
Volatile. When you plant a Remote Explosive, you can specify it to be Volatile. A Volatile Remote Explosive detonates automatically when it is targeted by an attack roll, takes fire damage, or is within the radius of another Remote Explosive. A creature can only take damage and be pushed by one remote explosive per turn.
Additionally, the damage of your Remote Explosives increases to 3d8, and the radius of your Remote Explosives and Smoke Bombs increases to 15 feet.
Lv. 15: Jumpstart
Immediately after you die, you can send a spark through your own heart, reviving you at 1 hit point so long as your corpse is still sufficiently intact (DMās discretion). This does not work if you died of old age, and any conditions you had (such as a disease) will not be removed. Once you use this feature, you cannot use it again for 1d4 Long Rests.
Additionally, the damage of your Remote Explosives increases to 4d8.
Jumpstart should just be a free nat 20 on a death save
Otherwise you need to deal with all the weird stuff like unattuning
Or āwhen you would dieā
Ah thatās a good idea
Swordmaster
You built your armour to be refined. It gains the following effects:
Grass Cutters. Blades of arcane infused steel comes sheathed to the armours back, in which you can unsheathe to ready. These counts as a simple melee weapon with the Light weapon property, and deals 1d6 slashing damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 worth of slashing damage.
Stance. At the start of your turn, you may enter a Stance, as seen below, gaining its effects. You can enter a Stance a number of times equal to your half your proficiency bonus, and you regain all expended uses when you finish a long rest.
Phantom Stance. Until the end of your next turn, you become Invisible, but you cannot make any weapon attacks or cast any spells that require you to make an attack roll or force another creature to make a saving throw.
Falcon Stance. Until the end of your next turn, all melee weapon and melee spell attack rolls you make are rolled with advantage, but your movement speed becomes zero.
Perfected Armour Feature: Slasher's Parry
Once per long rest, when targeted by a melee weapon or spell attack, you can add your Intelligence modifier to your AC. If the triggering attack misses, the creature that made the attack becomes Frightened of you until the end of their next turn.
thoughts on this armourer arti armour model?
Frightening Visage
Conjuration 2nd level spell
Casting time:one action
Range:30 feet
Components:V, S
Duration:1 minute, concentration.
You magically create a frightening mask to scare your opponent. You target one creature within range who can see you, who has to make a wisdom saving throw or become frightened for the duration. At the end of each of the targets turns, they can repeat this saving throw, ending the effect on a success. While frightened this way the targets speed is reduced by 10 feet and they cant take reactions.
At higher levels:When you cast this spell using a spell slot of 3rd level of higher, you can target an additional creature for each spell slot above 2nd.
Class:artificer
Do you think this spell would fit the artificer?
i wanted to give artificers a debuff spell
they have debuff spells
also it seem much too like a spell that already exists with small changes that make it better
(aka the slow reaction thing, and the ability to target all creatures
the only ones i can think of are faerie fire and web
artificers are more known for their utility spells anyway
also due to how there are only so many conditions in D&D, any homebrew debuff spell will almost inevitably be compared to an existing debuff spell
you could also call phantasmal killer a "cause fear but better"
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
thats cause fear
yours is the same besides the stuff ive already said
(cause fear also has 60 foot range and is only vocal)
i personally think horrifying visage is unique enough to be its own spell, considering how many other spells are similar to eachother
Iām mostly wondering if the spell fits the artificer thematically
not really
Asking just to get opinions, Im doing a fully home-brew one shot with my friends and got a custom class rule and want opinions on it.
Psyker
You can use as many spells as you want but every spell you gain Perils +2 (Stacks) (Cantrips only +1)
Whenever they cast magic they roll a seperate d20, their casting bonus applied, if they roll equal to or under their perils (X) they roll a percentile on the Psychic Phenomena table.
Example, 18-20 Memory Worm: All people within line of sight of the psyker forget something trivial.
I donāt love how a level 9 spell and a level 1 spell costs the same, unless you mean itās 2 stacks per level
So have it stack per spell level, alright
May change it so it's only 1 Peril per spell and that scales
Yeah and Iād have cantrips cost nothing
As of now the Psyker in the party has a bonus of +4 so they can gain up to 4 without consequences, there won't be level ups for the oneshot
So it's like more combat oriented Armorer Artificer ? I just got here. Also it's not downplaying, I love armor focused skills, absolute cinema
Kinda, all of these, there's multiple im making, have some use in combat
Sounds like peak. When it's ready if you're willing to share, I would like to try it with my group. Our DM usually allows homebrew of any kind.
Ive only done 6, with 5 more to go lol
https://homebrewery.naturalcrit.com/share/frELG2AlAGOk but there's the link anyway
I will probably use that since I waned to play Artificer Armorer that aims to craft prostheses and get rich by selling them.
Smith sounds logical because all prosthesis will need some metal parts no matter the quality I guess.
And the perfected armor feature would work well with it.
If you would be bored, I need help like bad because I got ideas, but I think I messed up by overstepping. Numbers failed me...
How so?
Problem is that I can't reach reasonable mid ground between maximum amount of resource and maximum generation of resource and damage.
My homebrew class has resource that starts at 0, they build it up, quite quickly actually since there are 3 ways to build it up by base, subclass may add 1 additional.
The thing is that problem is either the amount they can have which I planned to be Class Level + Con Mod or the way it can be used because my way of giving them relevant damage is by allowing to convert the Resource to extra damage on hit once per turn where 1 Stress Point = 1d4 extra damage and you can use maximum of proficiency bonus at one time.
Problem is...they may gain the stress to easily and outdps fighters while having higher HP pool and possibly just slightly lower AC
So I'm thinking...either I have to nerf how much they can have or generate or how much damage does stress actually add on. Since giving them +1 flat seems little too cheap, but I don't have dice lower than d4
Imagine it as this
You get hit on first round and you hit opponent for 1d6 with whatever.
Second round they hit you back again, you get angry and when you hit them, you hit them for 1d6 + 3d4 by expending 3 stress points gained during those two rounds.