#homebrew

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peak inlet
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when you crit (9+% with Vex) you can expect more than 50 temp HP

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or even better, an Adamantine weapon for 42 temp HP on average

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refreshes every turn

amber hollow
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if a DM allows multiclass it's on them 🤷‍♂️

peak inlet
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you can do that with Eldritch Adept too

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no multiclassing

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you also have Paladins with Staggering/Wrathful smites

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or Hexblade Warlock single class build

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gives you Wrathful Smite and Pact of the Blade

peak stump
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Im onto the origin feats now. What are they exactly?

amber hollow
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PHB has more, of course (but customary to link to BR which is free)

true forge
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although ones like Tough and the magic initate ones are pretty strong (heavily depends)

peak stump
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Thanks :3

heavy ibex
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Mortal wounds
By using a dex roll against a target u may attempt to inflict a mortal wound which will kill the target in a number of turns dependent on the wound you afflict
To hit in combat you must beat AC+DEX save
While not in combat you must beat AC or a DEX save (depending on which is higher)
If you try and fail the enemy gets opportunity attack

Any one have any opinions or suggestion on this attack Type I’m debating implementing

hard cairn
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Anyone have any thoughts on what two abilities, one called Close-Up Magic, and another called Front of Stage, would do?

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I'm thinking they relate to the proximity to enemies, but I feel like having something built into the main class, not even a sub-class, that forces a spellcaster to get up close is a bad idea

amber hollow
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Close-Up Magic being a limited use of, when forcing a creature to make a save vs a spell, you can apply disadvantage if they're within 5 feet
Front Stage... limited use, make enemies in an emanation from you provoke Opportunity Attacks when you cast a spell, as you distract with it?

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But the way you say it sounds like making a full class

cerulean seal
cerulean seal
# hard cairn Anyone have any thoughts on what two abilities, one called Close-Up Magic, and a...

For stage magic, "close-up magic" is meant to be about fooling people with your tricks despite how close you are. I would maybe translate that into the caster getting to ignore somatic components when casting spells. Allowing them to more easily cast their spells in secret.

For Front of Stage, that usually is a term about presence and being the center of attention. Could be tied to something charisma focused

hard cairn
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Those are all good ideas. I could change the class to have a charisma focus too

true forge
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what does it use to cast then?

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as it sounds very showy and arty

hard cairn
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Intelligence

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But, I just made the Magician's secondary ability Charisma, but then the Herald, based off of the Cleric, is Wisdom + Charisma. So what should I change that to?

true forge
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why? why int

hard cairn
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Magicians are incredibly smart people. They are charismatic too, but to them, they have it all worked down to a science.

true forge
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the casting ability tells alot of a classes connection to magic

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for INT casters, they learn though understanding and study of the Weave

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WIS is channelling the forces outside the weave, like nature or the divine

and CHA is, CHA is abit of both, but mainly your presence can call upon the weave/their bloodline & the weave (bard and sorc), the divine/divine energies (paladin) or the might of your patron (warlock)

cerulean seal
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Can I actually toss out a fun idea if possible

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Is this class supposed to be literal magic or just stage tricks?

true forge
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i think ik where this is going, maybe

hard cairn
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Well, Magician is the catchall term for wizardly people in my world, including actual magic people. But it's all done through practice and repetition, like Wizardry but less study and more hands on practice. Sometimes using gadgets they create, but usually using their hands.

cerulean seal
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Because if it’s just meant to be stage tricks what if you made their spell casting modifier based off their dexterity.
To be literally based off their skill

cerulean seal
hard cairn
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But not all "Magicians" are performers in this world

cerulean seal
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I guess it would help to have the context of what the class is supposed to be

true forge
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spells are tied to the mental stats for a reason

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they would be mentally draining, both in casting and in learning (learning/remembering vocal, somatic and material things for a spell sounds like a chore and a half)

cerulean seal
true forge
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i think they meant actual magic lol

cerulean seal
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I agree in context though so far this would be more charisma focused

true forge
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hence why i said that

hard cairn
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The flavor is that there is magic all around us. It's hard to notice, like sometimes a card in a deck will duplicate itself then disappear, or ropes will magically tangle and pass through one another but nobody will notice unless you're paying attention. The world is filled with these "glitches" for lack of a better term. Magicians are the ones who have practiced finding these abnormalities and amplifying them into magical snowball effects to cast spells. They could figure out how to adjust a deck of cards in such a way that they start to duplicate and shoot out like shuriken. Yknow how sometimes something somehow just appears somewhere you know you didn't leave it? Things randomly teleport, and Magicians have figured out how to make things do that on command, for example

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Some use this to do parlour tricks and stop at that, but others study these effects and become "Grand Magicians", using their skills to grand miracles like summoning rain or making paralyzed people walk again

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If you still think it's Charisma, I'll change it

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I didn't want to be stubborn, I just thought I wasn't getting the idea across about my class

true forge
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is this meant to replace wizards and artificers?

hard cairn
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Yes. I'm creating a homebrew of sorts, but there are only 4 classes, Vanguard, Saboteur, Magician, and Herald

cerulean seal
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Ah then I think you can ignore us then

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This seems like a heavily homebrew setting so I would just follow your gut on this

hard cairn
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Well, I like the input. I changed the wisdom saving throw to charisma for the Magician.

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But now both the Magician and Herald have CHA saving throws, so what should I change the Herald's saving throw to? It's basically just a cleric rn.

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Can they both share Charisma?

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Vanguard: Str + Con
Saboteur: Dex + Int
Magician: Int + Cha
Herald: Wis + Cha
I guess they can both share it since they both have one of the two main spellcasting modifiers with the third as their secondary. So that works

feral zinc
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How’s this feat look:

Grappler Expert

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Throw Your Weight. When you attempt to grapple a creature, you count as one size larger

Leg Lock. You can grapple one extra creature, even if you do not have a free hand

Feel free to ping

wanton tapir
soft ibex
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some items i’m throwing at a wall

Head of the Keeper will give you 4 gold pieces every time you roll a natural 20, but you will lose 4 gold if you roll a natural 1

Greed’s Gullet will give you +1 HP for every 15 gold you have on you, with a max of +10 hp

Golden Razor causes you to spend 10 gold in battle, but you deal +3 damage until the end of the battle. Breaks after 5 uses

Crooked Coin is a cursed item. One time use. Roll a d20. if it’s even, your total number of money doubles. if it’s odd, your money will fall to just 1 gold piece

do these seem decent? what needs a nerf, or a buff? i’m probably not even gonna use any of em, i just found the concepts interesting

wanton tapir
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Seem okey as uncommons

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But the one that doubles the money

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Someone might save the item and them attempt to gamble

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Unless they have a divination wizard

soft ibex
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i don’t think they’re smart enough for that

wanton tapir
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A possibility is there

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So id rather not risk it

lament meadow
wanton tapir
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ye

lament meadow
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The Rend deals 31 dmg on average, Barrage of Lasers 56, Decaying Breath 45

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The damage is fitting for CR 25, so no complaints from me there

lament meadow
wanton tapir
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made it 1

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should it cost 2?

lament meadow
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I personally think it should be 3

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It deals more damage than the Barrage of Lasers

jade igloo
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DNA unravel

lament meadow
jade igloo
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Idk how dnd works but it costs zero magic and zero levels and instantly kills everyone you use it on

jade igloo
wanton tapir
lament meadow
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Of course not

lament meadow
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It's still a single boss, so it may be overwhelmed by the amount of stuff the party can do

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Will it summon the Storm Weaver, Ceaseless Void and the Emissary (I forgot the name) in the middle of combat?

wanton tapir
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No

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I intend it to be single boss fight

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no summons or minions

lament meadow
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Ah okay, got it

wanton tapir
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I probably should give it additional option where if it eats a player it regains some hitpoitns no?

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or a craeture

lament meadow
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Oh yeah, that's fine

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Is this an end boss of a campaign? Or will there be more

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Like Supreme Calamitas or smth

wanton tapir
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basically the strongest thing in the campaign

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the max level players can reach is 14

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cause i aint dealing with 9th level spell shenanigens

lament meadow
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Ah got it, Honestly the boss is pretty okay for a CR 25

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Looks challenging, quite powerful, but doesn't have that many gimmick and quite simple

wanton tapir
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good to know

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thank you for the input

lament meadow
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Does the Avatar have some lair effects or something?

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Will the party be fighting it in the Aetherial Expanse?

jade igloo
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DNA unraveler 9000

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Unravels dna

lament meadow
# jade igloo Unravels dna

Just wondering. What would you do when fighting elementals and golems or constructs or robots or the like

wanton tapir
lament meadow
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Will the party get some negative effects from being in the Aetherial Expanse?

wanton tapir
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like lair actions in an entire plane of existance?

wanton tapir
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There are negative conditions a creature can gain if they get Aether poisoning

lament meadow
jade igloo
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Or give them dna and then unravel it

lament meadow
jade igloo
wanton tapir
lament meadow
jade igloo
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DNA unravel causes instant death and can effect everyone of that dna type

latent walrus
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Give them DNA??

jade igloo
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So if used on a human kills all humans

jade igloo
latent walrus
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I think perhaps you are looking for a different kind of game. I encourage you to participate in D&D, but a level 1 wizard can’t just go around insta-killing everyone for no reason

lament meadow
wanton tapir
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some of the setting races are immune to the effects

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and have similar feature that the boss has

lament meadow
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What effect will Aether Poisoning have on the fight?

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I'm trying to figure out if it will skew the calculation a bit

wanton tapir
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AETHER POISONING

Magical Affliction
Despite its name, aether poisoning is not a poison in the traditional sense, but rather, a magical affliction. Those who are resistant or immune to poison are still susceptible to the effects of aether poisoning.

Poisoning Stages
The early stages of aether poisoning set in after a creature has swallowed more than a single mouthful of aether or has spent a number of minutes equal to its Constitution score floating in the aether. A creature that’s fully immersed in the aether while not holding its breath swallows a mouthful of aether.

jade igloo
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New ability would this work

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The name is

wanton tapir
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Stage 2: Aether Delirium
The fever of aether poisoning’s first stage intensifies as the raw magic in the afflicted creature’s body ravages its brain. Visual and auditory hallucinations are extremely common, and many sailors afflicted by aether delirium claim they can hear the sea calling to them, inviting them to return to its depths, where all their pain will disappear.
Effects. In addition to the effects of stage 1, the afflicted creature suffers from visual and auditory hallucinations at the GM’s discretion, beckoning it to walk into the aether. It might see people from its past, or hear unfamiliar but alluring voices calling from the sea. After witnessing these hallucinations, the creature must make a DC 8 Wisdom saving throw. On a successful save, the creature is immune to delirium hallucinations for 2d12 hours. On a failed save, the creature is compelled to dive into the nearest body of aether large enough to engulf it. It violently resists any creature that tries to stop it, but if prevented from reaching the sea for 1 hour, its compulsion subsides, and it is immune to delirium hallucinations for 2d12 hours. The creature has disadvantage on this saving throw if it can see the sea.
Cure. Aether delirium can only be cured by casting a lesser restoration spell on the afflicted creature. The creature must then succeed on a DC 11 Constitution saving throw or the spell has no effect.
Development. If the afflicted creature is fully immersed in aether for at least 1 minute, or it isn’t cured within a number of days equal to its Constitution score, the poisoning progresses to its final stage.

jade igloo
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Instant death and destruction of everything

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Level 1 it destroys everything

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Level 2 it brings everything back then destroys wverything

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Level 3 brings everything back then destroys everything then brings everything back then destroys everything

lament meadow
jade igloo
wanton tapir
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oh mb i forgott to send

Stage 3: Aetheric Decay
In the final stage of aether poisoning, the afflicted creature’s blood turns to aether, and its organs and veins crystallize into aetherium. Its skin slowly becomes translucent, revealing strange crystalline constellations and organic nebulae within its rapidly mutating innards.
Effects. The afflicted creature is paralyzed until cured.
Cure. Aetheric decay can only be cured by casting greater restoration on the afflicted creature. The creature must then succeed on a DC 16 Constitution saving throw or the spell has no effect.
Development. If the afflicted creature isn’t cured within 24 hours of advancing to this stage, it dies, and its body hardens entirely into aetherium crystal.

jade igloo
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DNA unravel cures this

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If you unravel the dna of the virus

frank berry
# jade igloo Instant death and destruction of everything

It seems like you're really stuck on the whole "instant kill at level 1 thing", and I feel at this point its starting to feel more like trolling
But to reiterate what many people have already said, this is not really a thing you would do in D&D. At higher levels you might get some spells like that, like Power Word Death at 17th level, but D&D is a game as much as roleplay, and players generally don't just get access to god -like instakill powers, especially early on

jade igloo
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Should I stop

lament meadow
frank berry
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You probably should, and maybe check out some game rules over on #learn-to-play to get an idea what the game is like, before you go about making your own spells and features

jade igloo
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Ok

lament meadow
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But total paralysis is quite dangerous, but I feel like it wont skew the math of the combat that much because it takes 10 rounds (1 minute) for the Aether Poisoning to progress

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So yeah, I think your 6 level 14 party has a fair chance against the Avatar

wanton tapir
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its like a pirates of Caribbean type of setting

wanton tapir
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though probably to enter the dungeon/Lair they might get stage 1 of the poisoning

jade igloo
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Ar

wanton tapir
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but i doubt it will evolve to stage 2 that fast

lament meadow
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It also takes some 10 rounds for the illness to progress so yeah

jade igloo
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Ar matey

lament meadow
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Within 10 rounds, either the Avatar kills everyone, or everyone kills the Avatar

wanton tapir
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Campaign over 😭

lament meadow
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Good luck on your last session!

latent walrus
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Then you get to play a campaign in Hell

wanton tapir
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good luck for them this is technically optional boss

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running the game for fun sandbox thing. They can face that boss any time they choose to

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or they wont if they dont want to

latent walrus
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You’re putting a lot of work into this, you should be proud

lament meadow
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Will the Leviathan from some days ago be a boss as well?

wanton tapir
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uhmm no

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with the backstories my players made i can say all the settings bosses are optional

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Expect maybe one dude but thats because hes jsut hunting them 24/7

grim lark
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Tl;dr pc robot likes getting intoxicated, here's something that does that while also buffs(?) him.

Touch Fuzzy, Get Dizzy
Very Rare
Attunement

While attuned to this item, the user's wisdom score is reduced by 4. In addition, their charisma score is raised by 2, to a maximum of 22.

This small ball of magical lint overloads its user's senses with a static feeling, but also grants the user increased courage and improves their ability to interact with others.

This item is for my player's recently awakened robot who wants to experience all the ways of intoxication to ease his existential crisis. He's a level 11 celestial warlock.

midnight elk
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So I had a weapon idea and I was wondering if I could get some feedback.

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This is a weapon formed from its core—still hot, still kind of alive.
+1 weapon
Searing Strike
 Deals an extra 1d6 fire damage on hit
Kindle the Core (3 charges, recharge daily)
 On a hit, you can ignite the target:
 They take 2d6 fire damage at the end of their turns for a few rounds
 They can use an action to put it out
Rootflare (1/day)
 You slam the weapon into the ground
 Everything in 15 ft takes 6d6 fire damage (Dex save for half)
 Leaves behind burning ground for a short time
Drawback – Whispering Embers
 After long rests, make a DC 12 Wisdom save
 If you fail, you have disadvantage on your first Wisdom check that day
 Flavor-wise, the weapon kind of “whispers” and messes with your head a bit
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Dropped by a creature the party found in a secret area.

midnight elk
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They also got this which I decided would be a necklace.

 Wondrous item, rare (requires attunement)
A cracked, glowing mark etched onto metal, stone, or even skin. It pulses like a dying ember. When held, it feels warm… like it remembers something burning.

Passive Effect – Mark of Cinders
 Your attacks deal an extra 1d4 fire damage.
Also, small flames flicker around you when you’re in danger (purely visual, but cool as hell).

Ability – Ember Surge (3 charges, recharge 1d3 daily)
 When you deal damage, you can activate the sigil to amplify the hit:
Deal an extra 3d6 fire damage
The target must make a Con save (DC 15)
Fail: they are burning (1d8 fire damage at end of their turns for 2 rounds)

Ability – Sigil Flare (1/day)
 You release the sigil’s stored energy:
20 ft radius around you
Dex save DC 15
5d6 fire damage (half on success)
Leaves behind burning ground briefly

Passive – Heat Memory
 The sigil reacts to unstable magic or planar energy:
It glows brighter near fractures, corrupted roots, or major enemies
DM can use this as a subtle “you’re close to something bad” tool```
restive tusk
peak stump
restive tusk
grim lark
hard cairn
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Hey, I want an feature that gives my spellcaster class a bonus when in melee range. Nothing that incentivises it, but something that gives them options so they aren't disadvantaged. They would still be at disadvantage casting ranged spells, but could I give them a boost based on dexterity? Maybe something to incentivise building a dextrous mage?

cerulean seal
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To make being in close range fine

grim lark
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i reworked it, more random, more fun!

Touch Fuzzy, Get Dizzy
Very Rare
attunement

When attuning to this item and at the end of each long rest, subtract 1d4 to your Wisdom Score and add 1d4 to your Charisma score.

jade igloo
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Right I have an idea that’s not just dna unravel or instant death and destruction of everything

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Nvm I can’t exlain

jade igloo
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It might be a little overpowered but I need ways to nerf it

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Essentially the ability is called comedian it is based off a character called takaba. Anything that the user of this ability finds funny becomes reality, like if they found it funny that the other person turned into a water balloon or smth it would actually happen. Obviously it would need to be like dice based I think? So anything lower than like one of the higher dice rolls would mean the joke doesn’t land and isn’t funny so nothing happens. It’s still probably overpowered asf so can somebody help me nerf it

unique parrot
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Uh yeah Takaba’s ability does NOT fit into base D&D
It’d need to be extremely watered down or implemented in a different system
Or you’d be stepping into the realm of the game being based around homebrew of varying degrees of balance

jade igloo
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Yeah that’s what I was thinking

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🙁

latent walrus
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How is that fair to other players, though? It’s a collaborative game

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Or the DM, for that matter

jade igloo
unique parrot
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It could certainly be something like “replicate a 2nd level spell or weaker, but it has to be sufficiently funny as decided by the DM”

jade igloo
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Yo that’s lowk good

jade igloo
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And is it not better than instant death and destruction of everything

latent walrus
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I’m sorry, I didn’t mean to be dismissive. I just think you should start by learning the core core rules rather than homebrewing new spells

unique parrot
jade igloo
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That’s probably a good idea

jade igloo
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I lowk js like talking about abilities

unique parrot
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Indeed, it’s fun
There are also a number of systems better fit for running anime/jjk-like abilities than D&D, but it can be harder to find a game with those since they’re less popular

jade igloo
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Fairs

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Takaba lowk would incinerate ts verse

stuck raptor
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eh

jaunty belfry
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Path of Heavy Arms - Barbarian

  • Ranged Barbarian subclass flavored after FPS shooters or 80s Action heroes
  • level 3
  • you get tinkers tools proficiency (and firearms if those are allowed at the table) and can spend a long rest with the proper raw materials to customize a pre-existing ranged weapon you are proficient with into a heavy ordinance variant.
  • heavy ordinance ranged weapons use your strength modifier for the hit and damage rolls. They deal one additional damage dice of whatever the original baseline was, and can benefit from rage. Any feature that affects heavy melee weapons can affect them too.
  • You got a gun show. Intimidation, performance, and persuasion can be done with strength even outside of rage.
  • level 6
  • you get three maneuvers, which you can use a number of times up to your strength modifier every long rest, and get one back every short rest.
  • Mow Down: for an attack, you jam extra ammo into your heavy ordinance weapon and rapidly fire in an area at the cost of accuracy, affecting a 30 ft cone in front of you. Enemies must make a dexterity saving throw to dodge, taking two rolls of your weapons damage rolls, but not having the modifier. Half damage on success. Can only be one once per turn.
  • Ain't Got Time to Bleed: You take a bonus action to use a healer's kit or herbalism kit to apply your craft as a combat medic to yourself or an ally. Healing equals (1d12*your rage bonus)+your CON Mod (regardless of if you are healing yourself or an ally). Alternatively you can halve the healing to remove the poisoned, blinded, deafened, or paralyzed condition.
  • Tactical Roll: You move 15 feet in any diagonal direction as a bonus action that counts as using disengage. You can also optionally grab a willing ally and pull them with you to safety, and they also benefit from disengage. This movement does not count against your total movement.
  • level 10
  • you are not just brawn but brain. If you spend a long rest modifying your heavy ordinance weapons, you can create precision scopes and aiming assistance. You now add your intelligence modifier to the hit and damage rolls as well as strength.
  • you gain Proficiency in stealth and survival if you did not have them already (if you did you now have expertise), and they now count as strength skills even outside of rage.
  • brutal strike options can also be used on your heavy ordinance weapons
  • Level 14
  • Hasta la vista, you spend a long rest crafting special explosive ammo for dire situations. The number you can craft and carry is equal to your proficiency bonus. These special shots deal explosive force damage in a 20 ft diameter equal to two attack rolls of that weapon (with all modifiers accounted for). Enemies hit must succeed a strength saving throw or be knocked prone or sent flying back 30 ft (your choice). Airborne targets are sent crashing to the ground. This attack automatically crits on structures.
oblique wigeon
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I'm homebrewing a BBEG with a magical staff that, when in his possession grants a bunch of bonuses.

I was thinking the staff could give the BBEG effectively Temp HP, but were he to lose possession of the staff, he would lose those bonus HP.

Is there a pre-existing mechanic to allow this?

nova basin
nova basin
# oblique wigeon I'm homebrewing a BBEG with a magical staff that, when in his possession grants ...

"As a (whatever action) while holding, you can cause the staff to project a protective barrier around you. This barrier has X HP, Y AC, and (whatever resistances if you want), and lasts for (however long). Nothing can physically pass through the barrier, however a Disintegrate spell destroys it immediately. If the staff leaves your hands, the barrier dissipates, but reappears once you weild it again. Once the barrier's hp has been reduced to zero, it breaks and cannot be used again until the next dawn."

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Sorry I was supposed to send that ages ago

noble vault
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Familiars's Lantern

Wondrous item, Uncommon (requires attunement)

...Its a bit chatty, but its a useful fella
so if you are going somewhere dangerous, this works better than a torch...

Parceleus, The exotic Herbalist

A set of a lantern and four thick matchsticks, when attuned it takes a shape and size comfortable for the user, it can be lit by normal means and acts as a normal lantern, regardless of its current size.

But when lit by one of the matchsticks a fire spirit takes the shape of a small Beast (Crow, Cat, Fish, Etc) or a fey creature (Fairy, Whisp, Pixie, Etc) and settles inside it.

To keep in mind

The lamp has 5 Hp and 14 AC, if a fire spirit is inside, the lamp has resistance to all non-magical damage and wont break, instead the spirit will snuff out if its hp reaches 0.

The lamp can be used as an Arcane Focus.

  • The lantern emits in all directions up to 45ft of bright light and 45ft of dim light, this can be reduced or increased at will by 10ft to a minimum 5ft without snuffing it out, for 8 hours per matchstick.
  • The light can't be snuffed out by strong winds or other nonmagical phenomena.
  • When a fire spirit resides inside it, the lantern has 5 charges that can be spent, once all charges are spent, the light dims to 20ft of bright and dim light.
    This charges may be refilled by using another matchstick.

You may spend charges as an action in the following ways:

  • Spend 1 charge to cast Faery Fire at level 1
  • Spend 3 charges to cast Scorching Ray at level 2
  • Spend 5 charges to cast Leomund's Tiny Hut at level 3 for the remaining light duration, however, the dome is transparent instead.

You may spend charges as a reaction the following ways:

  • Spend 1 charge to cast Shield on self or the lamp
  • Spend 1 charge to cast Absorb Elements on self against fire damage

Extra Eyes

Within the bright light radius, the spirit has a passive perception of 14 and its aware of invisible creatures but cant pinpoint the exact location.

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So i am Looking for a bit of feedback on this, how to improve and all.
Some points to note. Tiny Hut lasts the remaining light time, so its not always the full 8 hours.
Ah it does not recover charges at Dawn. (At least until they get to level 5 and if they get attatched to the fire spirit, then i plan it to recover 1d4 or smt like that, but that step is still under review).

Extra details:
Is a party of 4, 4th lvl: Druid Gnome, Fairy Wizard, Kenku Sorcerer and Dwarf Paladin.
Fairy Wiz has 10 AC and 10 Con, so i do NOT mind him having a total of 9 shields, he ded otherwise.
Paladin uses Warhammer & Shield Or 2 handed Warhammer (Hammer has the light canrip)
i think thoese 3 are the only ones that could have an issue, but the paladin gaining 5 more AC is not that bad, he aint getting hit normally already, and the access to ranged spells for him its good imo.

noble vault
cerulean seal
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Full caster with all kinds of spells that effect other people

scenic urchin
hard cairn
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OKAY, so a cleric, a monk, a bard, and a plague doctor walk into a room. They need to agree on a set of gear they could all take on an adventure. What do they take? I'm thinking:
(a) a Mace, (c) any simple weapon, or (c) 35 GP.
(a) Lute or (b) any other musical instrument, or (c) 35 GP.
(a) a Chain Shirt, (b) Leather Armor and a Dagger, or (c) 35 GP.

scenic urchin
#

I imagine this has already been done but w/e

Living Scroll
General Feat (Prerequisite: Level 4+)

You gain the following benefits.
 • Ability Score Increase. Increase your Constitution or Charisma score by 1, up to a maximum of 20.

• Living Scroll. During a Long Rest, up to three spellcasters of your choice within reach of you can choose a 1st Level Spell that they have prepared. If a spellcaster spends 25 gp in rare inks, they can tattoo their chosen spell onto your skin. You can store up to three 1st Level Spells in this manner.
 
 Any allied spellcaster within 5' of you other than you can cast the spell tattooed on your skin as if it were a scroll, removing the spell from your skin once cast.
 
 • Deflect Spell. Whenever you would fail a Saving Throw against a spell, you can use your Reaction to consume one of the spells tattooed on your skin and add a d6 to the roll, possibly turning it into a success.

noble vault
#

Rare or more it is then

#

Any future tips on the number of words to keep in mind as a guide/ tule of thumb?
Because while i imagine is not a hard rule is good for general direction.

unique parrot
noble vault
#

Gotcha

unique parrot
noble vault
#

Tho the be fair i have ben having issues with simple items, more than half of my players anre engineers and wel... i have 10 int so they do be more creative problem solvers than me hehe..
Will try to simply it better

unique parrot
#

But it’s best to keep things concise when possible

noble vault
#

Will try to, ill see what i can do. Maybe also remove some extra stuff like the Item Health and the extra Eyes thing to keep as a DM thing to lower how much they need to read

#

And the tiny hut was intentional, was sort of a panic button since well... they do kind of need it.
The same way they can solve problems in interesting ways, they can create it and as they and i like to describe it "The world can be procedurally destroyed, its great" so its also a bit of my fault

#

Thanks a lot for the feedback, i will give it a reread and do as you said.

#

Gl

glass glade
true forge
native grove
amber hollow
short summit
#

Damn. Nice.

#

I'm making a faction of Mistwalker hunters for my upcoming game.

#

Basically they hunt down Mistwalkers and others who are unfortunate enough to be dragged into domains.

amber hollow
#

Oh? New "mercenary" statblocks are always neat

#

Ooohh like domains of dread mist

short summit
#

Well I wouldn't say they're mercenaries.

amber hollow
#

I mean generally, usable-as

short summit
#

They're worshippers of a certain God in my setting that gain power from the blood of people. Some are more vampiric while others are more ghoulic in how they practice it.

#

I got faction statblocks for my world, not all of them done up but some.

native grove
true forge
native grove
#

The difference is that hex only increases the damage YOU deal, the aura increases the damage EVERYONE deals (atleast I think).

true forge
native grove
#

I still would personally make it just a 1D4 bonus, especially since it’s at will. Imagine if you have a monk in the party.

true forge
#

It is at will

#

But requires you being in range

gray dawn
#

Why is it that when creating a homebrew monster you can link spells conditions monsters and items just fine but you cant link feats for some reason?

true forge
#

Well to activate it at least

cerulean seal
native grove
#

I’ve shown a lot of homebrew here but it’s about time I bring out THE BIG ONE

patent radish
#

working on advanced spell researching homebrew for bastion actions.

the main idea is needing an exact bastion set up (and gold) for higher level spell research like older editions has spell research.

then a table to show the way to take older edition spells and research thin in 5.5 ed, with modern rule wording conversions for the effects. also old schools of magic to the new schools.

its more work than it sounds....

north elbow
#

It sounds really interesting though

native grove
cerulean seal
#

Oh I love class designing

#

That stuff is hard but fun

native grove
#

admittedly this is a class i made a while ago, but its probably the best class ive made.

native grove
cerulean seal
native grove
cerulean seal
cerulean seal
cerulean seal
cerulean seal
#

Right now it's a bit clunky to scroll through due to how Reddit kinda compresses stuff

native grove
cerulean seal
# native grove https://www.reddit.com/r/DnDHomebrew/comments/1m4pkc7/the_chosen_martial_class/

Flavor: I dig the idea though, I do think you will find Sorcerer/Paladin maybe edging into this same idea. Sorcerer especially. But I think it should be fine.

Divine form: Seems fine.

Divine Blessings: these are cool. Remind me a lot of invocations which I think is certainly fine however I do also think that means this class lacks a "unique" feature or mechanic that other classes aren't already doing.

Levels 1/2: For every class in the came, levels 1 and 2 are the most important because they introduce the most unique and important mechanics and flavor of the class. Ideally there should be at least one feature here that NO OTHER class can do. Stuff like Rage, Action Surge, Sneak Attack, etc. Especially since this is a martial, this class NEEDS one or two truly unique things that only this class can do front and center. Right now the existing things are just variations of things other classes can kinda already do. I would recommend moving the stuff here maybe to later levels to free up some space or rework it.
We are basically missing a gameplay loop here. This class isn't attacking any differently than say a fighter which isn't the place you want to be.

Divine Will: Seems cool but again, still lacking a core gameplay loop. Level 7ish is where we get a secondary major cool feature that kinda evolves the class. This feature is good but I think in the classes present state, needs a bit more maybe. (Ignore this feedback if you adjust levels 1/2)

Sacred Sight: Very cool and flavorful.

Longevity/Immortal: I'm going to talk about these two features since their main gimmick is the same. For one, mechanically doesn't do anything for the player other than roleplay and this class isn't powerful enough imo to warrant the lack of ability here. Additionally, Longevity basically becomes worthless once you hit the capstone which isn't going to feel good for a player. Add more here or replace it.

native grove
cerulean seal
# native grove https://www.reddit.com/r/DnDHomebrew/comments/1m4pkc7/the_chosen_martial_class/

Powerful Presence: Don't do this. This is a paladin exclusive spell and is just a paladins aura. You can probably achieve something similar but more unique. I would avoid making features in the core class that are basically "You get the effects of this spell" because people tend to find that boring.

Commune with Parent: This is cool but again same thing I mentioned in the previous feature. I would maybe instead just give this feature a unique way to call upon your parent in this way.

Superior Divine Body: Probably fine at this high level? A lot of resistances though.

Superior Divine Will: Seems cool

native grove
#

any suggestions on what i could replace powerful presence with?

cerulean seal
# native grove id argue that the divine blessings ARE their important ability. Its supposed to ...

Think if it like this... I think the blessing are fine however this class lacks a gameplay loop as I mentioned before.
Fighter gets to hit a bunch of times
Paladins get to smite
Monks get to use ki to achieve a bunch of different things and punches
Barbarians rage and then reckless attack to crit fish, etc.

My point is that even if we kept the blessings, the blessings alone doesn't really make the class feel "complete" imo. I'm still just swinging my sword the same way as any other martial. The only difference is I get some decent unarmored defense which again, barbarians and monks are already doing.

If this class is supposed to literally be the chosen one, there honestly isn't enough chosen one shenanigans going on here imo. They should probably be able to attack enemies in a much more "powerful" feeling way than just the same as a fighter. you feel?

native grove
#

i do yeah, but i feel like before that i should replace powerful presence since that seems more pressing

cerulean seal
#

Remember that a campaign on average only goes up to levels 8-12

#

So you want to make sure you "accomplish" all your goals within that field of range. And then everything after that is just the cherry on top

cerulean seal
native grove
#

i still feel like the blessings are the main feature, in the same way the invocations are the defining feature of the warlock

#

but i guess i could add something else too

#

just not sure what

cerulean seal
native grove
#

my best idea are what i call "fate dice". Basically a pool of dice you can use to boost your D20 rolls as a play on destiny being in your favor

cerulean seal
#

That would certainly make you feel more "chosen"

#

Able to make things go your way

cerulean seal
native grove
#

the dice will be D6. Would charisma modifier amount of dice per long rest be a good amount?

cerulean seal
#

Having it scale with class level also prevents any multiclassing shenanigans.

native grove
severe trellis
#

Heres a monster I made I'd love to hear what yall think of it, if you'd put it in your own game and if oyu can think of cool things to make use of it.

So here is a monster I homebrewed and made the lore for all for myself, and I am proud of it!

This is basically a Risen Devil, because I am against Eternal Punishment, I am against things not being able to get better, and I am against the idea that once you fall, once you are corrupted, you can not get better.

So we have the Auroran, a new classification of Angel. When a Devil of any kind starts finding that they enjoy doing good and are virtuous, they can work towards their own redemption. Eventually, ascending and becoming beings that are unique in the multiverse! Around the same power level as a Planetar, I gave them abilities that align with their desire to help redeem and save others from a Fiendish Fate.

I wanted to give them the ability to use Necrotic Damage and Hide as a Devil so that they could assist others in the Nine Hells or on the Path to Damnation without giving themselves away.

I'd love to hear yall's thoughts about it.

https://docs.google.com/document/d/1dSlonCVJD2Fxd4AUgp774XD4vgojQd6Y8V1e2hsWNAw/edit?usp=sharing

cerulean seal
scenic urchin
#

Bracer of Strength
Wondrous Item, rare (requires attunement)

This bracer comes with 3 d10s. While you are attuned to the bracer, whenever you initiate a D20 Test using Strength, or roll a damage roll with Strength, you can roll one of the d10s and add it to the result. Each d10 can be used once, and can be used again after dawn.

peak kite
#

Guys I got a one shot concept but I don't know where to put it

sturdy knoll
peak kite
#

@sturdy knoll I sent it in the chat

analog glade
#

Is there a precedent for a magic item (a weapon specifically) that does not require attunement to give you a tool or language proficiency while it is on your person?

outer minnow
#

I had another stupid idea: portable stairs. When you expand the hilt by pressing a button on it, it expands to make small, lightweight stairs that are about the size of a longsword. Instantly kills fire elementals and other fire based creatures

#

Because “in case of fire, use stairs”

unique parrot
arctic thorn
#

specially since the ogre gauntlets are uncommon

orchid iron
#

what types of things do yall think would be on a HUD for a set of magitech armor?

I am making a Magitech Knight subclass for the fighter and one of the feautres involves a HUD

scenic urchin
scenic urchin
#

oh and a radar, but it doesnt work atm

#

techincally there's also a system message window

cerulean seal
hasty walrus
#

Gn guys

So, I want to run a Golden Vault heist in some of the domains of ravenloft.

Which adventures in which domains yall thinks that will be a good ideia? I'll probably use Murkmire Malevolence in Dementlieu or Masterpiece Imbroglio in Borca

wheat linden
#

Can someone remind me how we calculate the DPR for an ability that instantly reduces 1 creature to 0 HP?

#

It's been so long since I've touched that part of DPR shiba

stuck raptor
wheat linden
#

I just can't remember the amount

#

And my mechanic is definitely more akin to the Dullahan's than any of those.

#

Must crit, then player must fail a save, then head gets to learn what it's like to fly for about 2 seconds.

polar wedge
#

In dnd beyond how do you put in Potion effects because Im making a Potion of Water breathing but in Jelly form because we have small kids playing and I want fun stuff so how does one do that

#

A Bard Weapon

ocean blade
#

I'm leaning towards adding a couple of skills to my game - Engineering or Artifice because my setting has more tech than the baseline, a Streetwise or Gather Information skill for canvasing the populace and filtering out information, and an Occultism skill to represent knowledge of things like superstitions and otherworldly powers. I'm curious if any others have added skills and what their experiences have been like, as well as what other skills people most often feel like are 'missing'?

orchid iron
#

could you guys give me feedback on my Magitech Knight subclass for the fighter?

#

Scroll down to Magitech Knight (ignore the other subclasses but if u rly want to look at them u can lol but only do it if u rly want to)

orchid iron
soft ibex
#

Weird item idea:

The Spin-Down Die

Subtract one from ANY number. One time use (or a long cooldown, i haven’t really decided)

Wanna subtract 1 from your targets armor class? do it. subtract 1 from your party member’s platinum points putting them in crippling debt?
subtract 1 from the number of attacks your target has? you can subtract 1 from nearly anything.

#

quite literally spins down whatever value

#

could either be next-to-useless or game breaking

orchid iron
soft ibex
#

explain

#

idk

orchid iron
#

like steel wind strike for example

#

you target 6 people, would it target a 7th?

cerulean seal
#

This feels very flavorful

orchid iron
# soft ibex explain

would this also apply to total damage die rolled like when you roll 1d8 weapon damage could you make it 2d8 weapon damage?

orchid iron
cerulean seal
soft ibex
orchid iron
soft ibex
#

their weapon becomes intangible

cerulean seal
orchid iron
#

got it got it

cerulean seal
#

I think its in a good place

orchid iron
#

word yeah the only thing im concerned about is the power level

#

because eye test maybe its too well rounded? unsure

cerulean seal
#

I could see some argument about using hit dice in place of like... just giving the subclass its own special dice to use but I see the vision

orchid iron
#

which is why it also replaces limbs and stuff when you don the armor

bright terrace
#

how should i make an enemy that'll give a player a challenge that has like 1000+ HP, 50+ to every ability score, and like 8 classes.

midnight lynx
bright terrace
midnight lynx
#

do you not know?

river ferry
#

So I'm new here but where do I go if I'm looking for someone to dm a game or join an existing game

bright terrace
#

Ik 20 is the cap tho, im just saying in terms of power level

stuck raptor
#

not helping

bright terrace
#

But ig level 20

bright terrace
#

Also can do like 500+ damage per round

midnight lynx
bright terrace
stuck raptor
#

At this point im not sure how much we can help you since it seems youre so intent on not playing DnD

lament meadow
#

Are the players in this stage yet

#

Last I checked, the party is only still being formed, and the party is still at level 3

bright terrace
bright terrace
stuck raptor
#

Not from what ive seen the past few months

lament meadow
#

Like sure, the party's fighter being Yi Sun Shin is cool and all, but don't you think their "feat" would be better earned through story rather than being given to them without much effort?

midnight lynx
stuck raptor
#

didnt your last party leave due to all the homebrew?

lament meadow
lament meadow
#

Health and damage can only carry the enemy so far. The best things you can do to make a challenge is a gimmick

stuck raptor
#

Yeap. I got a lot of mileage from an Arch-Hag due to the amount of Crowd Control it has

lament meadow
#

Give the party a secondary objective other than killing the enemies. Sure, the party has 1000+ health and stuff but what if the enemies' goal and the parties' goal is the same 10 health King?

bright terrace
#

And the player may or may not beat her

lament meadow
#

Sounds you have it figured out then

#

There is not much we can do to help you because your campaign is so heavy on the homebrew that it's hard to accurately answer your questions with only little bits and pieces floating around

midnight lynx
bright terrace
scenic urchin
#

Arrow of Foil
Ammunition, Uncommon

This unassuming arrow has a curious planar state. It passes through constructs of force, such as from a Wall of Force or Leomund's Tiny Hut spell. The Shield spell has no effect on attacks made with this arrow.

west folio
#

I am ending a wizards character arc at level 7 here shortly and my player wants a weapon he can use for the rest of the game that scales with him. To start off, would it be busted to let him cast 1st level spells as a bonus action 3x per long rest? And then slowly scale the spell level up as he reached higher levels? I don’t want to make his long term weapon too OP or weak

lament meadow
#

If such a rule indeed exists it basically translates to 1 extra cantrip each turn so

west folio
lament meadow
#

So if you cast a 4th level spell, the BA cast can only be a cantrip with a casting time of 1 action.

So either your staff bypasses the rule or it's useless if the player casts a leveled spell using their action

#

Honestly, 1 extra spell each turn doesn't seem so bad

#

As long as it still consumes a spell slot and demands concentration as appropriate, of course

orchid iron
#

Yeah bg3 did it and it worked fine

hasty rune
orchid iron
hasty rune
polar wedge
orchid iron
polar wedge
#

Im Making a Big Daddy in DND For steapmunk

polar wedge
#

Here He Is WIP

hasty rune
polar wedge
#

Trust me I roll high

#

Also Its Immune to a Lot of Stuff anyway

dense canopy
#

What would a reasonable amount of temp HP be for a level 10 class ability?

hasty rune
native grove
native grove
# dense canopy Thanks

It also depends on how easy the temporary hitpoints are to get. What in this case is the condition for gaining them?

dense canopy
#

Currently, it's rolling initiative, but I might change it.

native grove
#

Ah, since that’s only once per battle I’d say the level+stat modifier works here

dense canopy
#

Yeah

glass glade
glass glade
#

I'd lump that in with swamp personally, but could see arguments against!

#

Definitely has more trees

native grove
#

that is true, it might be best to lump it in with swamp

#

so its jungle/swamp instead of just swamps

glass glade
#

Fair!

native grove
#

but other than that, this is a cool cantrip. The problem is that it can be rather situational

glass glade
#

Yeah, the situationality is kinda the debuff that's supposed to push it below Absorb Elements level

native grove
#

then yeah id say its balanced, i would personally allow it at my table

glass glade
#

But it can also be nice, since the damage types associated with the different areas might occur more frequently there

native grove
#

depends on the biome.

Taking cold damage in a tundra? VERY common

Taking necrotic damage in the lower planes? Somewhat common

Taking lightning damage in the sea or the coast? Only really when your fighting a kraken

#

or i guess bronze dragon

glass glade
#

Or storm damage! But yeah, definitely dependent on environmental effects

spring owl
#

So i'm thinking of adding the weapons of Blood Bourne to my campaign and brained up a new weapon category besides martial and simple..... Does this look balanced?

Trick Weapons

These are weapons that can transform and gain additional properties in their altered states. By default, their normal states are Martial Weapons. When in their transformed state they're counted as Trick Weapons.

If you are not proficient with Trick weaponry, you must spend an action to transform the weapon. If you are proficient with you may use a bonus action to transform them instead. The first hit after entering the trick state will always have advantage on attack rolls.

Note: If the weapon has the Light property in both it's normal and Trick form, it may attack while being transformed to it's trick form, using it's Trick form properties.

Trick weapon mastery

-# Prerequisite: Proficiency in Trick Weaponry

-Increase your Strength of Dexterity score by 1, to a
maximum of 20.
-When you attack with a Trick Weapon, you can choose to
transform the weapon during the attack if it has a
transformation. You may then spend a bonus action to do an additional attack with the weapon after it has transformed within the same turn.

#

Oops sorry for the wall of text

lament meadow
spring owl
#

So to not have all my PCs with Poficiencies in Martial Weaponry be able to proficiently use these weapons right away with no draw back

#

As these are a slight bit more advanced then your average flail

lament meadow
#

I suppose

#

The main difficulty is not using both forms well, it's more on the switching part

trim arrow
spring owl
#

thick

lament meadow
spring owl
lament meadow
#

Like this

spring owl
#

Oh dang that's much too O.P

#

:v

#

But hmmm i'll see if i can't rebalance them based on yours

lament meadow
#

I also have something like this

#

Gun-Spear Grappling Hook (tm) (c)
Mastery: Push, Slow, Vex

  • Spear Form
    Damage: 1d6 (1d8 with versatile) piercing
    Reach: 10 ft.

Abilities:

Charge
If you move at least 15 ft. in a straight line before hitting a creature, that creature take an extra 1 die of damage if you hit it.

Lunge
You can choose to have disadvantage on an attack with this weapon, but the reach of the weapon is increased by 5 ft. and deal an extra 1 die of damage.

Snagharpoon
You light up the firing mechanism of the spear (1 action). Perform a ranged attack on a creature up to 30 ft. from you. If this attack hits and the creature fails a STR check, it is pulled to you (potentially triggering Polearm Mastery and/or opportunity attacks because of forced movement).

  • Triple Staff Form
    Damage: 1d6 bludgeoning
    Reach: 15 ft.

Abilities:

Choke Out
Target only a prone/incapacitated/stunned/restrained enemy. You choke that enemy, dealing 1d20 force damage.

Juke
If you miss your attack with the Triple Staff, you can choose to reroll the attack. You must use the new roll. Max once per round.

Bind
As a part of an attack using the Triple Staff, you can choose to bind an enemy. That creature must succeed on a DC 8 + STR Mod + Proficiency saving throw or be restrained by your triple staff. If you restrain a creature this way, you cannot use the triple staff for attacks except Choke Out.

spring owl
#

I've been inspired...Lemme go and do some balancing on my items

bleak lily
#

Making an NPC. They're a tall, lanky occultist girl who has had visions and grim portents since she was a kid. She gets cursed to become what she's most afraid of in herself, so she'll become a shockingly tall, hunched, lithe monster with orbs that flood her head with visions and portents at all times.

I'm trying to find a way to make this more generic fantasy. I'm thinking a crone or hag? Any ideas?

#

An Annis Hag with dexterity instead of strength could be good. Could give her claw slashes that use dex, hair attacks and the ability to summon vermin

scenic dew
winter cloud
#

Hey im new here, im making a homebrew 5e class, its in alpha testing. I would love some extra sets of eyes to see if it feels balanced or not, feel free to take a look and either message me here or in my DMs. I don't currently intend to make it public, but all supporters will be credited appropriately if that changes.

Feel free to send feedback, criticism, etc. All interaction is greatly appreciated!

https://docs.google.com/document/d/1JGvO5Ka43Msj08lndb_U2aqj0E9GdQ24kJmAl63kK1I/edit?usp=sharing

bleak lily
#

Thinking about making a fey sorcerer.

  • 1st Level grants the ability to grant a creature (including yourself) advantage on Charisma checks a number of times per l/r equal to prof bonus.
  • 6th level lets you remove the sorcery point cost of a metamagic for a spell that targets a single creature, provided you have fulfilled one of three criteria with that creature: They have consensually "given" you their name, they have willingly agreed to let you name a price for a debt and you haven't called it in, or they have done you a disservice and willingly agreed to repay you by any means or let you name the price of their repayment.
  • 14th level
  • 18th level
coral delta
bleak lily
coral delta
#

In regards to their first ability?

#

You'll notice that they have another ability that they get at level 3 that grants a combat trick.

jaunty belfry
#

Table has been considering something to mix 2014 and 2024 grappling rules. Mainly based on the logic that somebody with proficiency, advantage, or expertise in athletics reasonably would be better at grappling than somebody with identical stats but didn't have any of those.

#

One idea proposed has been if you have advantage, proficiency, or expertise in athletics and you grapple someone, unless they also have those perks, they have disadvantage on clearing the static check

coral delta
#

That's a tough one to square, because the new grappled condition is way stronger than the old grappled condition.

#

The reason why initiating a grapple is harder across the board is because the effect is more powerful than it used to be

#

It's more about game balance than logic or fidelity

jaunty belfry
#

It is, and a tough part about it is because there are no items to make grappling better as you level, unlike other conditions it has a flat modifier attached. You can't increase it as easily as you can spell DC.

#

So in later games especially, considering a lot of monsters have very high strength, and the all too (overused) dexterity save can also be used, grappling becomes a lot harder to land.

coral delta
#

It's true, and really only adversely affects late game. Rather than a base homebrew change to the grappling rules, I'd consider a homebrew feat or item that a person who wants to specialize in can get

jaunty belfry
#

Sounds logical

bleak lily
#

Ye

bleak lily
#

Maybe trying to homebrew D&D was a bad idea >_>

sacred current
bleak lily
sacred current
bleak lily
#

👍

sacred current
bleak lily
#

I made a revised necromancy wizard once, that was cool

#

I spent like three months making a class, it was about as good as any other attempt at making a class in 5E

winter cloud
cerulean seal
# winter cloud Hey im new here, im making a homebrew 5e class, its in alpha testing. I would lo...

Flavor: I think the fantasy of the class feels a little lacking, maybe could use a bit more to explain the fiction. I also think dancers in general may be competing or get compared to Bard/Dance bard a lot but thats just personal opinion. I'm assuming this all relates to stuff at your table so i'll ignore the flavor for now.

War Call: TBD once I get to the subclasses. I do think this probably SHOULD do something on its own at least something simple.

Flow of Battle: This is a feature that is going to become harder and harder to use as the campaign goes on. With a d12 hit die, this is going to be more and more rarely triggered other than against maybe bosses towards mid to late game. Might be worth scaling it a bit differently.

Steelsong Crescendo: Same criticism as the last feature. Big hit die means less likely to trigger this effect especially in higher levels.

Final Stand: Thematic for this class, I would maybe have it so they get at least 1 hit point back or their class level hp back maybe? Those types of effects are pretty common these days.
I think this class's main features are a bit too "passive" and not active things the player can activate as they wish. I think what this means in combat is them throwing themselves literally into the most reckless position just to get to use their class features in really early levels which is always risky with how little hit points level 1 characters have.

Blood for Blood: I like it, though instead of one round, say "Until the end of their next turn"

Fighting Style: I'm surprised unarmed fighting isn't an option. Not a bad thing, I was just surprised not to see it.

Battle Cry: This is really really strong. This probably needs a usage limit? Probably twice per LR or STR mod per LR.

Juggernaut: Fitting. Could maybe give something else here since level 7 is when a lot of classes get a big new thing at level 7.

Heroic Stand: This is a bit weak for this level tbh. I think this could just replace the original feature.

wicked mist
#

Puppet tier

#

Who takes cares of children

raw fern
#

guys i have no clue if my mercenary stat block is fair
they are only being used for the first round of a brutal gauntlet at the end of a level 3 campaign
want me to copy it in

#

also sorry for interrupting the convo

cerulean seal
# winter cloud Hey im new here, im making a homebrew 5e class, its in alpha testing. I would lo...

Song of Battle: I like it

Painless: Maybe fine for this level? I would probably not give resistance to Force and psychic though thematically.
Still running into the original issue I mentioned where those early features are harder and harder to use and activate due to high hit die thus making these later features less likely to activate.

In the Balance: Necrotic makes sense, idk if radiant makes sense? But I can kinda see an argument for it.

Power of Life: Not bad, but I do think this class is very single ability score focused thanks to its heavy reliance on Constitution score. I would maybe just let you add your con modifier to saving throws instead?

Endless Vitality: This is fine and thematic but similar to 2024 Monk, they ended up removing this since its not really adding anything to the character. I would consider giving this and something else.

Cling to Life: Repeat of my early feedback about difficulty to trigger certain features

#

I'll read the subclasses in a bit

winter cloud
cerulean seal
#

Thank you for sharing!

winter cloud
#

and thank you for your feedback!

gleaming sinew
#

My player is playing a necromancer who wishes to have some sort of system which would allow him to "play around with customising the undead he creates". Essentially sort of a spell which would allow him to raise a mutated undead "created" from certain creature parts the character finds. (example would be "infusing" this undead with a part harvested from a Young Red Dragon, and it'd give the undead a limited ability to once-per battle use its fire breath (or just a breath but flavour it necrotic/acid/poison since its undead. It can be nerfed down obv, just the thought itself counts)

Does anyone know of such a system (or similar system regarding customizing your summons) which they could point me to?

raw fern
#

i dont
ive been creating individual statblocks w a humanoid, ground and arial creature for my necromancers and its hell

cerulean seal
winter cloud
raw fern
#

guys mind if i paste in a statblock im worried abt balancing issues w

cerulean seal
#

Go for it.

raw fern
#

MERCENARY
Medium Humanoid, Lawful Neutral
AC 11 Initiative +0
HP 2d10 + 8
Speed 20 ft.
Mod Save Mod Save Mod Save
STR +1 +1 DEX +0 +2 CON -1 +0
INT +0 +0 WIS +0 +1 CHA -1 -1

Skills Athletics +2, Investigation +2
Gear Knife (1)
Senses Passive Perception 11
Languages Common

TRAITS
Battle Hardened. All Intimidation checks made on a Mercenary has disadvantage.

ACTIONS
Multiattack. The Mercenary makes 2 Shove attacks.
Shove. Meelee attack. Reach 5 ft., 1d4 + 2 bludgeoning damage.
Locked and loaded. The Mercenary fires a 3-bullet burst in a 20ft cone. Rolling a 1d6 decides how many bullets hit, 1 or 2 being 1, 3 or 4 being 2 and 5 or 6 being all 3. Each bullet does 1d4+2 piercing damage. After 3 uses of Locked and loaded the Mercenary must take the next turn to reload.

unique parrot
raw fern
#

btw, this thing is a reg enemy for a lvl 3 campaign but the lvl 3s are op because i like to give them cool abilities at low levels

#

they dont have subclasses because i didnt have the books when they got lvl 3 and i didnt know they existed

gleaming sinew
cerulean seal
#

I don't remember necromancer wizard rules

raw fern
winter cloud
# raw fern MERCENARY Medium Humanoid, Lawful Neutral AC 11 Initiative +0 HP 2d10 +...

i would recommend making the shove also push an enemy away, or simply replace it with two shoves. Give them 30ft movement and AC from whatever armor they wear (looks like just leather, they should probably have better armor or higher dex, to keep in line with bounded accuracy), and reword the locked and loaded to just be 1d3 bullets hit rather than writing out the exact rules of that.

raw fern
#

should i make ac 13

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and str +2

gleaming sinew
# cerulean seal Remind me. Are necromancers minions permanent?

We're using the Unearthed Arcana Necromancer that was released some time ago (I think it's been about a year now? lol)
But no, it doesnt include anything new - Animate Dead and Create Dead raises perma undead though the spells must be re-cast every 24h to keep control, summon Undead is a (C) up to 1h. I'm open to modifying it a bit like even if it means coming up with some new spell

winter cloud
# raw fern ah ok thank you but 30ft is faster than my players

Medium player races should have 30ft movement, with small races having 25 ft. Also, having a ranged enemy have some added mobility could be good for a controller or just for incentivizing movement. Worst case scenario, the players have more range than the mercenary(ies).

cerulean seal
#

So they can choose to have 1 big ultra undead or a number of slightly improved undead?

gleaming sinew
hard cairn
#

So, my idea is a homebrew knight class that summons a mini companion that's a micro mage or squire class as an action every battle. It will be pretty strong. The micro mage won't be able to cast anything above a cantrip unless you equip it with scrolls so it gives the knight an incentive to collect scrolls.

Is that too unbalanced?

#

It's been long enough, fighters deserve a summon!

coral delta
#

Summons are always strong in DnD, that's why the rules have been gravitating away from incentivizing them.

That being said, there's nothing that's ever prevented a Fighter from picking up Find Familiar through the Magic Initiate feat or through Eldritch Knight.

orchid iron
#

I've been asking frequently about homebrew subclasses in this sub if anyone has a decent amount of free time on their hands and is willing to review my homebrew subclass document to check for balance and thematics it would be greatly appreciated

winter cloud
orchid iron
#

if thats cool with you?

bronze patrol
#

Guiding Light

Weapon (glaive), artifact

Attunement

Requires Attunement

Description

This item appears to be an ornate quarterstaff. While grasping the staff, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear.

The glaive's luminous blade emits bright light in a 10-foot radius and dim light of an additional 10 feet. The light is sunlight.

Dim

While Guiding Light is in its dim state, you gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals radiant damage instead of slashing damage.

Additionally, while attuned to Guiding Light, you have proficiency with it, and you can use your Wisdom modifier instead of your Strength or Dexterity modifier for attack and damage rolls made with the weapon.

Luminous

When Guiding Light reaches its luminous state, you gain the following benefits:

  • The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, it deals an additional 1d8 Radiant damage. The damage increases by 1d8 if the target is an undead.
  • Once per short rest, you may use your action to pick a point within 30 feet of you. Each creature within 10 feet of that point must make a DC 17 Constitution saving throw or become blinded until the start of your next turn. Undead have disadvantage on the saving throw.

Radiant

When Guiding Light reaches its radiant state, you gain the following benefits:

  • The weapon's bonus to attack and damage rolls increases to +3, and the extra radiant damage it deals increases to 2d8. The damage increases by 2d8 if the target is undead.
  • The DC of this weapon's blinding effect increases to 19.
  • Once per long rest, you may use your bonus action to activate a positive energy aura centered on yourself. The aura moves with you and has a 15-foot radius. Each non-undead creature that enters the area for the first time on a turn or starts its turn there regains hit points equal to your Wisdom modifier. Each undead creature that enters the area for the first time on a turn or starts its turn there takes radiant damage equal to your Wisdom modifier.
#

what do we think about this?

winter cloud
bright terrace
#

I’m gonna make the leveling go up to level 40 now hehehe

stuck ice
#

I am having a very hard time publishing a 5.5e Warlock Subclass. I get the "missing features" message. I definitely have level 3, 6, 10 and 14 features. There is a spell list and a feature at level three. Here are things I've tried.

  1. Add a level 1 feature to satisfy 5e leveling flow.
  2. Always hit save on the main subclass page
  3. Start from scratch, start from clone of Archfey patron.

One note, even if I just clone Archfey, I get the "missing features" message on that too. In addition to the "too similar" message. Anyone have suggestions?

cerulean seal
native grove
scenic urchin
#

the character's heart exploding is pretty serious lol

#

its kinda hard to measure the balance of "these activate when the DM decides" without also knowing the DM

winter cloud
#

if youre looking to balance a curse, the Grim Hollow transformations are a good starting point. Each level gets progressively stronger power with progressively more potent downsides. Dont make it a racial feature with level-based progression, make the progression shift naturally with the narrative.

hard cairn
#

Hey, so I'm doing a homebrew campaign in three parts, and the players will level 8 levels in each part and max out at level 24. They won't know their class features for the next 8 levels yet when they are at a lower levers. For skills that ramp up like extra attack and 2 extra attacks, do I put those all in 8 levels or spread them across the 3 tiers?

#

Like, should they have 3 attacks by the end of campaign 1?

#

Maybe single attack then double attack in tier one, then triple attack in tier 2, then finally quadruple attack in tier 3?

scenic urchin
#

kinda hard to answer cause dnd dont normally go to level 24

#

and multiclassing is already a big insert shrug emoji here when it comes to balance

hard cairn
#

There is no multiclassing

#

Atleast not until you reach the second tier

hidden delta
#

why dont they level up normaly and do they start at level 1 or 0

hard cairn
#

I haven't decided. Level 0 sounds enticing now.

cerulean seal
smoky skiff
#

Hey guys is this a cool subclass?

College of Metal
(Bard subclass, designed for 5.5e)

Bards of the College of Metal are often looked down upon by Bards of other colleges, who see them as unkempt and heathen. However, the College of Metal actually values many of the same core beliefs as other colleges—they simply express them in more raw, unfiltered ways.

Lv. 3: Heavy Equipment

You gain proficiency with simple and martial weapons, Medium armor, and Shields.

Lv. 6: Piercing Volume

Once per turn, when you expend a spell slot to cast a spell that deals damage to a target within 30 feet of you, you can deal extra Thunder damage to that creature equal to a roll of your Bardic Inspiration die.

Lv. 6: Scream!

When you use your Bardic Inspiration, any creatures you choose within 30 feet of you must succeed on a Constitution saving throw against your spell save DC, or they are Deafened for 1 minute.

Lv. 14: Crowd Work

Whenever you subject a creature to a saving throw that would give it the Charmed condition, it has disadvantage on the save if at least 3 of its allies are within 30 feet of it.

grim siren
hard cairn
#

Ah, I'm still designing them and nothing is set. Let me fully design the clsdd and get back to you

scenic urchin
#

new year, new pile of charms
Charm of Embeardment
When you activate this charm as a Magic Action, you or a willing creature within reach instantly grows a foot long beard. If the creature already has a beard, it is thickened to a foot long. Once you take this action, the charm vanishes from you.

scenic urchin
#

and
Charm of the Hold
When you activate this charm as a Bonus Action, choose a creature within 5 feet. For the duration of this charm, that creature has the Grappled condition (escape DC 40), and you can't drop below 1 hit point or die while that creature is conscious. This charm lasts for 1d6 rounds or until you move, after which the charm vanishes from you.

scenic urchin
#

"one that looks nice", inspired from #dnd-discussion
Charm of the Ambush
When you activate this charm as a Magic Action, you polymorph yourself into a shrubbery of similar size. During this transformation, you are immobile and indistinguishable from a normal plant, and you retain your senses. At any time, you can end this transformation early, automatically gaining Surprise against others. Otherwise the transformation lasts for 1 hour. After the transformation ends, the charm vanishes from you

junior spear
#

is anyone here a fan is Acquisitions Incorpated?

bright terrace
#

Point buy but every ability score is 5 and you have 5 points to spend.

restive tusk
#

that seems like a bad time that doesn't really fulfill the typical fantasy the system tries to appeal to

native grove
flat folio
#

Trying to make this home brew tree guy race, just trying to work out the rooted form abbility, I want it to be like a stance and when you enter it you’re paralysed and can kinda naturally comunicate with plants? How should I write that? Also general advice?

Ent

Size: Medium

Speed: 25ft

Creature Type: Plant

Bark Armour: Your Armour Class equals 13 + your Constitution or Dexterity Modifier (chose when you select this race). You cannot wear any kind of physical armor.

Camouflage: You have advantage on stealth checks to hide amongst foliage.

Photosynthesis: You do not need to eat food, though you can if you wish at no nutritional benefit, instead, if you have had less than 4 hours of contact with sunlight in a day you become Malnourished (see: Malnourished, Hazard). Drinking water applies as normal. For the purpose of this ability, the spell Daylight emits sunlight.

Guardian Magic: You know the spell Entangle from level 1, Speak with Plants from level 3 and Daylight from level 5. Using this trait you can cast them each once per long rest at no spell slot cost. You can also cast these spells using any spell slots you have of the appropriate level. Either your class’ spellcasting ability or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).

Rooted Form: ???

Languages: you can speak read and write Common, and Sylvan.

native grove
#

Though I am curious what the rooted form ability does

#

Have you thought of anything yet?

#

Oh right you want advice on that

#

Maybe the rooted form could make it so you can’t move but you’re also immune to kickback and all damage you take is reduced by a small amount?

#

Something like this:

rooted form:as an action you can choose to root yourself into the ground. You remain rooted until you use another action to unroot yourself. You can only root yourself into dirt or other similar soil. While rooted you have the following effects:

  1. Your speed is reduced to 0
  2. You become immune to any effect that would push you or knock you prone
  3. You have disadvantage on dexterity saving throws and ability checks (except stealth)
  4. All damage you take is reduced by 3
viral patio
#

Homebrewing a 3 sentinel guardian boss battle for a group of 8 level 7s. They fight well above level 7 cr rating. Easily dispatching cr10 monsters.

Overall stats for each sentinel

All sentinels start with 1 Ac
Hp : (500) subject to change. Need to crunch numbers.

Everytime the sentinels take damage. They gain 1d4 ac. To a max of 25. When they reach 25 ac. They exploded for 8d10 force damage(also subject to change) half as much on a dex save.

Everytime the sentinels hit. They gain +1 to hit and +1 to damage. When they miss 2 times in a row. It resets. To a max of +5.

Theres going to be 1 ranger , 1 warrior , and 1 bulwark guardian. Each one will gain special traits as ac increases or consecutive hits increase. For instance at 3 in a row. The ranger crits at 19 or 20.

At 20 ac they start taking double damage. To allow the party to hit maximum hp before the 25 ac threshold.

Any thoughts?

native grove
viral patio
#

Thats a new website to me. Ill check it out!

native grove
granite oriole
viral patio
#

Party of 8 level 7s

granite oriole
#

Holy shit I’m so sorry

granite oriole
viral patio
#

No problem! The explosion range is 20 feet. Within a 30 by 60 feet room. Other guards being prone. Id have to think about it. But im thinking not. I think they take the damage. Then gain a permanent stat buff. Like +2 ac so 27 to explode. Or like +2 to hit/damage.

granite oriole
viral patio
#

They also have a ton of saving throw options. Druid , wizard , sorc , cleric and 2 paladins

granite oriole
viral patio
#

Could do that! Or a legendary action/reaction

granite oriole
viral patio
#

Im thinking a milestone level up. This leads to the next big arc for them

#

I want them to suffer and be in the brink of death and be rewarded for it 😆

native grove
#

Can one of you guys review a race I made?

granite oriole
native grove
#

Thank you

granite oriole
viral patio
#

So break down of the 3 sentinels I have currently

Bulwark defender
-5 damage reduction
Multiattack sword hit 2x
+7 to hit 1d10 +4 slashing

When Ac hits 20. Reduce damage by 15.

Reactive Bash- When hit by a melee attack he can use his reaction to shield bash the creature. Making a DC 17 strength saving throw or be pushed 15 feet and be knocked prone.

Damage absorption- Add damage to its Counter Bash equal to 1/4 of the damage that Bulwark guardian has taken to his prior Counter Bash attack.

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So for instance lets say he took 4 lightning 4 force 4 fire 4 poison. He would then add 1 damage of each to his next Bash attack

granite oriole
#

Ahh basically like absorb elements

viral patio
#

Yup!

granite oriole
#

Yeah that’s really fun!

viral patio
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But it wont reduce the damage. He takes it in full and shoots it back at 1/4

granite oriole
viral patio
#

Oh i like that 👀

#

That could be a legendary reaction of the Bulwark when it dies

granite oriole
#

Mhm

viral patio
#

Im thinking legendary reaction of that. Then maybe

Legendary aura - any sentinel in 30 feet range gains +2 to hit and +2 to damage.

granite oriole
#

I dunno..

viral patio
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Oh thats true 😆

granite oriole
#

Apologies. I got timed out for saying the f word for a minute? I didn’t know that this server had that rule.

I feel like you can’t f up the players too much ✨ you gotta give em some breathing room

viral patio
#

Oh absolutely! I mean they already outsmarted the trap 🤣🤣🤣. Bulwark defender is currently by itself while the other 2 are still inactive. Lol

granite oriole
native grove
#

So…

granite oriole
#

Lemme give your race a sniff

viral patio
#

Go ahead ill ask more later 😆

native grove
granite oriole
native grove
#

Fine, I’ll just make it grappled

#

Okay fixed that

granite oriole
# native grove Fine, I’ll just make it grappled

Mhm! That would be better imo! Make it into a standard 1d6 weapon, that can impose it similar to how weapon masteries are mechanically designed. Turn the grapple into a weapon mastery typa trigger for the tail.

native grove
#

This is for 2014

granite oriole
#

Shit I apologize.

#

Then make that condition into a bonus action

#

Does that seem appropriate?

native grove
#

I think it’s fine to have the grapple be on hit

#

Especially considering 1D6 isn’t too much damage to begin with

true forge
#

make it a save

granite oriole
#

Yeh

true forge
#

otherwise its very abuseable

native grove
#

Okay I updated it

granite oriole
#

Unfortunately, it’s a bit too overpowered cuz it’s taking all the resistances from elves, Halfling, and Kalashatars

#

So just bump it down to a resistance of psychic damage, and advantages from being charmed, or frightened(but not both)

native grove
#

Alright I nerfed it so now it’s only psychic damage and resistance to being charmed

granite oriole
native grove
#

Is it really? Healing diseases is one small part of a second level spell

granite oriole
#

For a racial trait tho it’s a bit..too much

#

Imo at the very least

#

You can ofc keep it, cuz it’s your baby ✨(lmao)

native grove
#

Alright fine, I got rid of the disease curing

granite oriole
#

Great job twin!

native grove
#

Thank you

granite oriole
#

I really liked reading through that!

native grove
#

What do you think of the race from a lore perspective?

viral patio
#

@granite oriole hey would you be okay if I sent you a message? Im creating the image for the boss battle and it should have all the information on it. But cant send it here 😅

fringe wind
#

what do yall think of a Hb class i would like to call the card master,

#

basically every turn you draw 1 card from a deck of poker cards

#

and for every 5 cards i draw

#

the suits of the cards grants different things

#

spades: it throws 5 cards per spade at the nearest enemy each cards deals 1d6 + dex mod

#

enemy has to roll a dex save of a dc of 15

#

hearts: 2d4+1 healing per heart suit

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club: for every clubs there are +1 dmg for that round and all your allies

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diamond: if there 4 more more diamonds all creatures are technically 5ft away from each other in term of attacking

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jack: swap any 2 positions of any creatures that you can see

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queen: shuffle the enemies current hp and max hp around

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king: chooses one creature to be bond by chain unable to move till the cardmaster turn
or make a str save dc 17

#

and they will be prone while chained

#

ace: all enemies are unable to attack till next turn

#

small joker: it uses the ability of all suits in any order

#

[there only 1 in the deck]

#

big joker: reshuffled all the used card into the deck

#

rule card: straight up just restarts the fight

coral delta
#

I'd recommend revisiting this idea after reading how normal classes and DnD usually plays. What you've presented here is practically unplayable.

cerulean seal
# fringe wind what do yall think of a Hb class i would like to call the card master,

I’ve seen the concept before. Main issue with card based systems in DnD is the odds. The odds of a player pulling the card they need that benefits their situation is low. The more abilities you add that you can possibly pull, the more difficult this will be to balance and be playable.

If you want to make the concept work I would limit the different abilities to just the suit of the card and then go from there.

#

Also as some of the effects you listed just wouldn’t work in DnD so I would scrap those.

vital sparrow
#

Maybe taking some inspiration from "Balatro" could help. But making it work for dnd of course. and balancing it. Like making the saves scale like Spell Save DC.

viral patio
#

Or hear me out. Instead of making it randomize. You have "select number" of cards per long rest. Like sorcery points. Which then you can convert to abilities that either grow or you gain more of as you level

true forge
#

Just seems like monk and sorc combined and made more complex

cerulean seal
limpid moat
#

I'm thinking of making a homebrew campaign in the future. thing is, this'll be my first time doing it so I'd like to get some pointers from people who already made homebrew campaigns 😅

So I'm thinking about making my own world in its own Universe instead of using faerun and the sword coast. My checklist for the world is

Lore
Factions/guilds
General town building (locations and NPC's and whatnot)
I might do a simple pantheon?Maybe like 3 or 4 gods

I know that's kinda broad but does anyone have any recommendations?

#

Obviously there's story and quests but I'm planning to do that after I made the world

coral delta
#

Hate to point you around to other channels, but the folks best equipped to help you with these ones are in #dm-world-building

limpid moat
#

Oh I didn't see that channel, sorry 😅 I'll copy and paste that there. Thank you!

warm finch
#

Ok, ive made and tested a homebrew (magical defense) class, and its been really fun and hasnt been overpowered, but i just need someone else who isnt me to look at it to tell me if its incomprehensible or boring or unappealing with just some outside perspective, dont even need to read through the whole thing, just any feedback is appreciated
https://homebrewery.naturalcrit.com/share/R_cy7zZppWeI

fallow prawn
calm aspen
#

Is this homebrew class any good and/or broken?

rugged cargo
# fallow prawn Looking for critiques on fairness for 6 homebrew backgrounds based on the gods i...

If players must select from these 6 background, you should consider allowing them to pick and choose their ASI because they may want a specific spread.

Consider that there is only one Dex ASI in your list.

You might also consider making a pool of origin feats available for each background, instead of a specific origin feat.

For the same reason as above, a monk that wants to have dex must take Hornwarden and they would receive Savage Attacker which isn't bad, but it's essentially their only option.

fallow prawn
arctic thorn
elder ledge
#

A pitch for you guys to take

Joke Paladin subclass where the thing they commit to, is to the bit

thorny tusk
arctic thorn
#

hbt the other abilities and what not

azure needle
arctic thorn
granite oriole
cerulean seal
#

Definetly want to look at ways to improve and expand upon the grappled condition and unarmed strikes.
Probably give them a better unarmed attack, a reason to want to grapple an individual creature unarmed instead of just using a great axe.

I think you will end up with something similar to other “monk” subclasses like the dancer bard

vital sparrow
#

I think looking into how a Heavyweight Boxer, MMA and similar fights could be an Inspiration. But its very close to Monk the Subclass. So you might have to look how Barbarian Subclasses are structured to avoid too many Similarities to Monk.

#

Look at what people consider overpowered and underpowered Subclasses. Somewhere in between is "balanced".

#

Playtesting is also very helpful. By comparing how fast you can eliminate a Strong Enemy next to other Barbarian Subclasses. Adult Red Dragons are very good for that xD. Level high enough that you can test all Subclass Features.

junior saffron
#

Alternate-Timeline-Foresight-Flavored Feature
7th Level Echo Knight Feature, replaces all other 7th Level Features

When a creature within 30 feet of you succeeds on a Saving Throw, you can use this feature to learn the effects they would be subject to on a failure. This includes: Damage and type, conditions, changes to max HP, and the loss of any items they are holding or armor they are wearing.

Regain a use every long rest (max 1 use), and whenever you use Unleash Incarnation.

#

How do we feel about this?

granite oriole
#

You could tell them to look into the purglist class!

scenic urchin
fluid furnace
#

what do you think guys about blood mage but not typical range one. i was thinking of making full homebrew mele bloodmage using his own blood as wapons and some spells. He will heal of his dmg dealt with his dmg abilities and normal atacks. for now i think i balanced it preety well and im my test its not that broken

granite oriole
restive tusk
#

From the blurb I’d be careful about “heal on hit” abilities since the power level can rise fast if the wording isn’t watertight

fluid furnace
#

yea that was kinda the problem at first

steady berry
#

Just in my opinion but I don't think anyone is better than me at hombrew

#

No saying anyone is bad tho that for certain

hidden delta
#

can we see your homebrew

steady berry
#

It's hombrew campaign and monsters

#

So I don't got any show and tell at the moment

scenic urchin
#

you're better at homebrew but you don't have any...?

steady berry
#

Just a hombrew campaign

scenic urchin
#

but you can't show us, we just have to trust based off of nothing...?

steady berry
#

I could tell you what's it about I just can't show you cuz it's words and my camera is blurry

hidden delta
#

write the moster stat blocks in a google docs

scenic urchin
#

it's easier to copy paste into a Google doc and then share it

steady berry
#

I don't have Google docs, hello?

scenic urchin
#

it's free

#

you can make a Google doc for free and then share it

steady berry
#

Y'all migt see familiar stat blocks

#

And I'm not completely finish with all the monsters due to school projects and busy

scenic urchin
#

it's a little rich to say you're better than us at homebrew and you can't even show one >_>

steady berry
#

I don't really have a computer

restive tusk
#

You can always take a picture and upload it to a reputable image sharing site like Imgur

#

Otherwise just type it out here

arctic thorn
junior saffron
# granite oriole How about make it an action scan ability for the knight to have the capacity to ...

Alternate-Timeline-Foresight-Flavored Feature
7th Level Echo Knight Feature, replaces all other 7th Level Features

When a creature within 30 feet of you succeeds on a Saving Throw, you can use this feature to learn the effects they would be subject to on a failure. This includes: Damage and type, conditions, changes to max HP, and the loss of any items they are holding or armor they are wearing.

Regain a use every long rest (max 1 use), and whenever you use Unleash Incarnation.

Sorry necroposting, for flavor the character in question does unfortunately come from a doomed timeline and suffer from visions of it. Do you think it’s fine balance-wise? I thought it looked a little weak, and that maybe it could get advantage against the next time that effect is used once you “witness” it

restive tusk
#

I think like the last round of feedback it needs to be buffed. A DM would normally disclose any effects of a saving throw regardless of success/failure unless an ability says otherwise imo

restive tusk
#

I also think it's not nearly as strong as Echo Avatar at the moment, which is a great scouting ability

restive tusk
# arctic thorn i massively changed the subclass, getting rid of the multiple spell tables and a...

I like this so far! My main feedback concerns the level 5 & 15 feature:

  • Giving Wish at level 15 is really strong, I'd downgrade those to 6th or 7th level spells
  • The level 5 seems somewhat weak. I might change it to 2 skills + 1 expertise, and/or allow you to add your intelligence modifier to relevant non-intelligence skills.
  • Also for the level 5, specify that for "you change one of your proficiencies" you mean one of the skill proficiencies granted by the feature. Otherwise the ability allows the Artificer to swap proficiencies with anything you can be proficient in
granite oriole
# junior saffron **Alternate-Timeline-Foresight-Flavored Feature** *_7th Level Echo Knight Featur...

I like how you are tryna tie it to How bout make it something like;

You as a knight have echos from all the failed you have experienced. Thanks to that, as a reaction you can look into one of these timelines to analyze the creatures weakness(including damage type, conditions, and other immediate consequences), and you can force the creature being forced to make this saving throw to succeed. You grant 3 rounds of advantage to yourself, and the creature that has succeeded the saving throw against the creature that forced the saving throw, but in doing so you take 2d10 psychic damage from the reminder of past failures.

Each subsequent time you use this ability, this damage is increased by 2d10

#

Again. This is a very rough version, that I think you can utilize to fix up the feat

stuck raptor
#

might be better in a google doc

granite oriole
#

True

#

Apologies

bright terrace
stuck raptor
#

Youre going to find very little people who can help with systems in this channel

restive tusk
restive tusk
cerulean seal
cerulean seal
#

I use Google docs all the time on my phone when I don’t have time to get to my computer

steady berry
stuck raptor
#

ok then...?

sturdy knoll
#

For long-form (or large blocks) of content we do recommend using a tool like Google Docs and linking to it rather than clutter up the discussion channels.

#

But if you want to just discuss a specific part, you could just share the snippet/feature you'd like feedback on.

#

Let's be kind folks.

#

...and moving on back to homebrew

cerulean seal
#

Why are spells so hard to Homebrew.

#

I’m very bad at homebrewing those

bright terrace
#

I wanna know if the prices for these are about equal in value:
Stat Points: You may spend Stat Points to increase your ability score, saving throws, skills, movement speed, AC, and resistances. You may spend 1 Stat Point to increase an Ability Score by 1 (up to a maximum of 13). From 14 onwards, increasing an Ability Score by 1 costs 2 Stat Points. This cannot increase an ability score above 20. You may spend 1 Stat Point to increase a stat by 1. You may spend 1 Stat Point to increase your Luck passive by 1. You may spend 2 Stat Points to increase a saving throw by 1. You may spend 2 Stat Points to increase your base movement speed by 5 feet. You may spend 3 Stat Points to increase your AC by 1. You may spend 1 Stat Point to gain 5% resistance to a damage type. Resistance is considered having 50% resistance. Immunity is considered 100% resistance. You may not increase a resistance over 100%.

stuck raptor
#

... sigh

bright terrace
sturdy knoll
# cerulean seal I’m very bad at homebrewing those

It can be tough figuring out the right mechanical balance while maintaining the particular vision you have for the spell. I agree that homebrew spells can be hard to hit the sweet spot of awesome vibe and purpose and appropriate mechanical balance.

cerulean seal
cerulean seal
sturdy knoll
cerulean seal
#

Also this feels a bit to MMO/RPG video game to me

scenic urchin
#

I couldn't say, I find spells easy to make but classes mega hard to make

sturdy knoll
#

It's funny how different minds work lol

bright terrace
cerulean seal
sturdy knoll
faint sonnet
cerulean seal
faint sonnet
#

Thaaaat would definitely make them significantly harder, yeah.

cerulean seal
# faint sonnet Thaaaat would definitely make them significantly harder, yeah.

Yeah, the class I have been working on forever is a half caster whose magic comes from a little magic companion. Think like… Peter Pan and Tinkerbell or Link and Midna. Their magic comes from this bond and connection. Their trust in one another…

The spells I have idk sell the fiction or not? I’ll post one for example

#

Transferal Bond
Level 1 Abjuration
Casting Time: Bonus Action
Range: Touch
Components: V,S
Duration: instantaneous

You control the flow of energy in another creature's body forcing negative energies to exit or enter. You touch 1 willing creature and either transfer 1 condition from them to yourself, or give the creature one of your conditions. You can transfer any condition other than the grappled, prone, and restrained conditions. Any effects or saving throws related to that condition are transferred to the new target of the condition. If the target is immune to the condition, the condition is considered cured. You cannot transfer conditions both you and the target are affected by.

Spell Lists. Bonded

signal granite
#

hey all!! ive been trying to make a sorcerer subclass for dnd 2024 based around the idea of nightmares, and im at the stage where i think all it needs is maybe a few more changes and tweaks and it should be good.

can people have a look over this and make some balance changes and give me some ideas maybe? ive made the document editable so you can add/comment anything (i have a copy somewhere else too!)

https://docs.google.com/document/d/1CHVp2QcnTrub0t4YLcVDsRgV5xTPYKvapvIZzG1wZbk/edit?usp=drivesdk

thank you!!!!

#

at the moment i believe its quite overtuned, and i just gotta tune it down and keep the vibe and identity

scenic urchin
#

"I don't remember giving my mansion a backdoor..."
Charm of the Doorway
When you touch an extradimensional space, you become aware of the general location of all other extradimensional spaces within 500 feet. As a Magic action, you can magically connect the extradimensional space you touch to any other extradimensional space you can sense. For the duration, these two extradimensional spaces are combined and act as one space, and anyone within the space can enter and exit either end freely. This effect lasts for one hour, after which this charm vanishes from you.

granite oriole
fringe wind
#

Card Master [V2]

#

every turn you draw a card

#

if it a number card

#

you can store it in your inventory to use it later, discard it or immediately use it

#

it +[number card] on your next attack

#

or save

#

if it a royal card [exclude jokers]

#

if it a jack, you gain an advantage on your next attack, if it a queen, you gain an advantage on your next save, if it a king nearby creatures[20ft] of your choosing immediately falls prone,
if it a ace, your next roll will be counted as a nat 20

#

jokers,

#

if it a small joker, it can act like any one card
if it is a big joker it can act like any 2 cards

#

the deck consists of 9 number card [2-10] and 1 of each royal card and 1 small joker and 1 big joker

#

this class will usually paired with a light weapon

#

done

#

what do yall think

elfin wing
#

thats pretty good

#

but does the card take an entire action to perform?

fringe wind
#

no it actives during when you attack or do a save but it is optional and save it for later battles

elfin wing
#

Ah k

fringe wind
#

the deck reshuffle once all the cards are drawn

young wasp
#

Hey I'm new may I join?

elfin wing
#

It’s less about being vulnerable and more about elongating fighte is my worry.

fringe wind
#

oh ok

young wasp
#

Yay

elfin wing
#

Yeah but I would be going now it’s 2:14

fringe wind
#

am or pm?

elfin wing
#

AM

fringe wind
#

oh ok then bye

young wasp
#

Bye

elfin wing
#

Bye

young wasp
#

Wait when is the next dnd sesh? I heard this was dnd

fringe wind
young wasp
#

Wdym

#

I'm a kid how do I do that

fringe wind
#

coick on dat

young wasp
#

Oh ok

primal osprey
fringe wind
#

Hb monster idea

#

what if there a monster that lurks, and the only way to see it is by flashing light at it direction like a camera

#

and it attacks if it notice the flashing light

scenic urchin
#

that camera's name? fatal frame

lament meadow
#

Camera Obscura

arctic thorn
# restive tusk I like this so far! My main feedback concerns the level 5 & 15 feature: - Giving...

yeah i was thinking about wish being abit busted but it just made sense flavor wise yk, like wishing upon a shooting star, and i was also iffy on 9th level spells before level 17 but i just couldnt pass up on meteor swarm

and yeah i thought the level 5 was kinda weak and i initially had it placed at level 3, but due to the earlier alternating spell tables i felt that getting 4 abilities (forgot tools of the trade) was too much so i bumped it to level 5, maybe i add in a 1d8 damage bonus when you deal fire cold or radiant damage?

#

also whats your opinion on instead of the level 15 being a spell associated with one of the celestial bodies, its like an actual big bang, im thinking like

con save
fail: 10d12 force and pushed 20 feet from yourself
success: half damage
60 ft radius from yourself
once per long rest

rain ember
#

hey guys, looking for a weapon that would be able to store blood or something similar and be used to improve spells like cure wounds or deal extra buff damage without getting too OP as it’s integral to the character concept. any ideas?

vital sparrow
rain ember
#

that’s exactly the kind of thing i was thinking of, good shout

primal osprey
#

Got a lightning themed samurai crime lord boss, currently stuck on ideas for special abilities or legendary actions, any ideas?

#

Tldr on his lore: once a noble samurai, was tempted by an evil ancient being from the elemental plane of air, became its apostle and embodied its storm, after being exiled he became a crime lord

true forge
primal osprey
#

Idk who that is 😭

true forge
primal osprey
true forge
primal osprey
#

I think I can adjust it to not be a spell and more of a unique mechanic, like a dash that damages all creatures in their way

true forge
#

hence the 'akin to steel wind strike' lol

near garden
#

Just question if this weapon is balanced for a lvl 7 monk. they are a kensei monk so this weapon would count as their kensei weapon (2 of their slots too) might make it a +2 magical weapon later once they complete a quest

Jian/Gong

Weapon (Shortsword/Shortbow), Rare (Requires Attunement)

Jian (Melee)
Damage 1d8 slashing | Properties +1 magical

Gong (Ranged)
Damage 1d8 piercing | Properties +1 magical
Range 80/320

Unity of Arms. As a free action, you may switch this weapon between its melee and ranged forms.

signal granite
glass tendon
#

I have a parasite idea a whole class dedicated to you piloting creatures around like mexi it's turning their hit points into the primary hit points and your hit points into temporary hit points amplifying their natural abilities by your own parasitic capabilities if your tax were not considered magical before they are now probably pass like level 5 and you don't need to give it multi attack because most creatures do have multi attacks it's the perfect plan and I'll give it like a pocket dimension where you can store some of the bodies that you've captured like PokĂŠmon also thinking about adding some kind of feature that lets it gain extra damage or hit die or hit points based on how many times its allies fall in battle to at least unconsciousness double if they actually can't be revived or die

jaunty belfry
#

Bit of a house rule but if an item has a spell on it like a wand of magic missile or an enspelled item, you can cast it regardless of if you know that spell or not. The item knows that spell, not you.

coral delta
#

You're probably mixing up rules for scrolls. Scrolls require the spell to be on your spell list. Items with spells don't.

glass tendon
jaunty belfry
#

We just don't like applying the same rule to everything magic related with items and spells made it easier to keep track of.

#

Plus it lead to some hilarious moments

jaunty belfry
glass tendon
jaunty belfry
glass tendon
# jaunty belfry I think you have some really good ideas that would likely work well if you broke...

Well yeah if I was summoning not so like the parasite has to go out defeat the creature to gain access to it and I'm thinking because I want it to have like reusability for these bodies instead of just tossing them it games like a storage compartment to put them away just in case it comes across new bodies it wonts this class is gonna probably be like AD 8 or D4 because of how versatile it will become just by the amount of things it can possess

#

And for the extra heels and stuff that was more or less just something that I thought was funny because why should you not get rewarded for your friends valiantly sacrificing themselves in combat

#

And then if they die in a way that doesn't get their body disintegrated you can parasitize it they can still play and you can still play

#

Quick explanation and example if you were parasitizing a bear but one of your friends fell in combat you could store the bear parasitized the friend bringing them back in a way allowing them to continue to fight as if they always were able to but you're taking either your turn after their turn or your turn before their turn seeing as you guys now count as one singular entity you have access to their attack actions stuff like that on top of your own parasitized bee ability

#

Do I make a bunch of errors spelling or phrases?

#

I'm also thinking about like partial parasites features where like it can partially parasitize somebody's arm giving them like a bonus to AC but also allowing them to be like a seedbed or host to the parasite in case the main body dies it can reincarnate split off from menu partially parasitized individual allowing it to continue on

#

So there would be like a parasite race with a class because this is a racial class idea man even racial background at this point

latent summit
#

Could I get some feedback:

Alter Creature
Level 8 Transmutation (Wizard, Sorcerer)
• Casting Time: 1 Hour
• Range: Touch
• Components: V, S, M (Two strands of gold wire twisted into a double helix worth 2,000 GP, which the spell consumes)
• Duration: Instantaneous
You attempt to permanently restructure the essence of a willing or Incapacitated creature. You must take the Magic Action on each of your turns for the duration and maintain Concentration. If your Concentration is broken, the gold wire is consumed and The Collapse occurs.
Upon completion, the target must make a Constitution Saving Throw against your Spell Save DC.
On a Success:
The target’s physiology is successfully rewritten. They gain one of the following permanent benefits of your choice:
• Apex Attribute: One Ability Score increases by 4 (Max 24).
• Latent Talent: The target gains one Feat (must meet prerequisites).
• Monster Trait: The target gains a biological trait from a monster of a CR equal to or lower than the target's level.
• The Toll: Both you and the target gain 1 level of Exhaustion.
On a Failure:
The spell fails. The target's body rejects the transformation, and the resulting arcane backlash strikes both of you.
• The Damage: You and the target both take 10d10 Force damage.
• The Strain: You and the target both gain 3 levels of Exhaustion.
The Collapse
If the spell is interrupted before completion, the gold wire is consumed. Both you and the target take 10d10 Force damage and gain 2 levels of Exhaustion.

coral delta
#

I'm not really a fan of abilities that are stronger than they're supposed to be, but have a downside to make them "more fair".

This is just Wish (but stronger if you have a lot of downtime and money).

latent summit
coral delta
#

I suggest no downside, and that you make the benefits less powerful.

latent summit
#

How do you add spell dc and damage rolls into the text body?

rugged cargo
coral delta
#

Sounds extremely complicated, where class already fulfills that niche.

rugged cargo
#

I believe Grim Hollow has something called "Traits" that may be similar to what you've mentioned, if you wanted to customize character creation.

novel badge
#

i worked on the books, had a lot of fun with them

#

there are like 15 pages of traits in the players guide split up into Combat, Exploration, and Roleplay traits

coral delta
#

At this point, I think looking into a different system other than DnD will be much easier for you than reworking the core structure of what the entire game is based around.

stuck raptor
#

everytime i see path trees, always makes me think
you probably want path to exile

glad veldt
#

Current working on a gunslinger subclass for ranger based on the idea of downcasting a modified fireball.

#

Basically casting fireball in the chamber of the gun instead of lighting gunpowder.

coral delta
#

Sounds like a cool visual, but other than visuals, what's really the mechanical goals of this?

glad veldt
#

So, as long as you have a chamber and ammunition you can launch a blast-resistent projectile using one of your spell slots

#

The higher the spell slot the higher the damage.

glad veldt
#

Given the principle of fireball and explosives are the same the idea of downcasting fireball seems a smart idea, and while wizard could have that subclass ranger (in my opinion) would benefit more from it.

slim pike
#

I’ve been conceptualizing a custom race. I’m sorry if I do a huge wall, ive been trying to get this idea out for a WHILE

slim pike
# slim pike I’ve been conceptualizing a custom race. I’m sorry if I do a huge wall, ive been...

Their "skin" if it could even be called that, is a lighter slate grey...
Low resistance against physical attacks, but elemental attacks can be easily deflected(they will still break through special means, such as alternating between ice and fire attacks.)
These beings are hollow, as if meant to hold something. Most of these lay dormant without a soul..

Others wander around aimlessly, as if in a dream
Darkness within these hollow bodies often gains sentience, flowing through these bodies like a thick sludge, causing them to move
(Darkness as in literal shadows)

These creatures often gravitate towards curved blades for weapons, such as scythes and sickles...
Perhaps they were a failed experiment for eternal life without the use of necromancy

coral delta
#

Species in DnD don't really have [weakness damage types and resistant damage types]. They tend to, at most, just have [one resisted damage type].

slim pike
stuck raptor
#

your species also does not need to embody every piece of lore about them

glad veldt
#

Thoughts on my subclass?

stuck raptor
#

classes can make up for a lot of the other flavor

coral delta
stuck raptor
#

i also do not see this as something a ranger subclass would be

coral delta
#

Cantrip boosting Ranger is a niche that hasn't really been explored. Could lean into that. Create Bonfire is a nice ranged AOE fire Cantrip

slim pike
glad veldt
stuck raptor
#

nothing about tha screams ranger

rugged cargo
#

That sounds like artificer.

stuck raptor
#

could easily be an arti yeah

coral delta
glad veldt
#

So then what would make it feel more like a ranger?

slim pike
glad veldt
#

The idea of a traveling gun slinger just kinda fit in my mind

coral delta
# glad veldt You get a gun. That is basically the subclass. It runs on spell slots.

Yeah, I dunno about this one. Gun is an optional weapon to begin with. Spell Slots are already something Ranger has, but they don't really lean into them as a damage source.

Trying to combine these two things means you're either:

  • not using a weapon (makes many Ranger features useless)
  • buffing your weapon damage using spell slots (something ranger already does)
coral delta
coral delta
#

On what exactly? My answer is a paragraph long.

slim pike
stuck raptor
#

so, some resistances... darkvision... you might just enjoy reflavoring shadar kai

coral delta
#

Alright

  • 1 Resistance
  • Darkvision

A solid start

slim pike
glad veldt
slim pike
#

Skin is of a material similar to clay.

slim pike
coral delta
coral delta
slim pike
stuck raptor
coral delta
#

Rather than [interesting but janky] which can slow down play, you want to be aiming for [simple and straightforward]

stuck raptor
#

see the kenku mimicry for reference

slim pike
stuck raptor
#

perma blindsight/tremorsense is a no

coral delta
#

Yeah, you usually don't want to remove any of the base senses or any ability to communicate.

#

Check out Dwarf and their Tremorsense ability for a good idea of how to handle an extra sense.

slim pike
#

I see

coral delta
#

Starting with 1 resistance and Darkvision, you can probably keep your species balanced by adding either:

  • 1 moderately power ability
  • 2 low power abilities
eager cobalt
#

is the path of tyrannosaurus barbarian good?

jovial cosmos
#

Dragon hide set
Each requires attunement
Boots
Costs only 0ft,5ft,10ft to mount a large,huge,andgargantuan creature
You can also move twice your movement for a bonus action in a straight line stopping when you run into something(dealing fall damage based on movement left over)DC=str or dex+prof and increase based on your size(you need at least 20FT build up to do the damage) if they succeed they take half damage and you move half the remaining distance. If they fail they take full damage and are shoved either half the remaining distance or prone This doesn’t trigger attacks of opportunity and can be used to mount harmlessly with the cost above.It also is not classified as a dash action so you don’t get exhaustion from it
Shirt
Subtract your prof from damage taken(after resistances
It also fits seamlessly with the skin
If you are not wearing armor it counts as a chain shirt with no dex cap using your unarmored proficiency and counts as being you can add your ability modifier from unarmored defense.It’s also always under a prestidigitation to clean,dry, and warm/cool.Making it act as cold weather clothes and the equivalent for warm weather
And it weighs 1lb
Cloak
+4 to saves against dragon breath
You can make a reaction to gain advantage on a saving throw from an AOE the dragon was immune or resistant to.
When you are going to hide you are cloaked in shadow as the energy absorbs the light giving you advantage to stay hidden and if they are relying on sight to spot you at night or in darkness then they automatically fail as long as you haven’t moved that round or the one prior
While attuned to all three you subtract double prof from damage from dragons and their kin and another +4against dragons and their breath weapons and you move 3x instead of2 and automatically succeed when using your reaction to defend against something that the dragon is immune or resistance to.But you still need to be wearing the item to use it’s benefits

#

These are designed with rogues, barbarians, spellcasters(the shirt) and monks in mind so that a party would be split between sharing to use each one optimally or together for the set bonus

glass tendon
#

Has anyone found any good sites that will let you put all your home brew in it including races and classes that does the math thing

rugged cargo
#

Depending on your specific needs, I found dice cloud to be very customizable and does math.

hollow palm
#

Hey y'all I'm planning to create a custom class based off an OC that I created. Essentially the concept is like this: One vessel contains two spirits one that brings devastation and another that brings life. I plan for the character itself to be able to be played as a semi support, dps, and summoner. The character will use the powers from the spirits in order to go into different modes, of which there are three: Destruction, restoration, and balance (workshopping that). Destruction and restoration will give respective modifiers while balance provides none but allows you to use the spells/cantrips/attacks that the other two have. To switch modes the user has to expend a bonus action, another bonus action they'll be able to do is summon one of the spirits to the battle field, however, the user loses two modes (Balance and the corresponding mode). I'm still trying to figure out how to work out the kinks considering this class is gonna be complicated, especially for me since I''m relatively new to dnd.

rugged cargo
#

You could probably make this just a druid subclass. Wild shape destruction and Wild shape restoration, while balance could be considered your normal state.

hollow palm
jovial cosmos
grim lark
#

I have an item I wanna give to my player(warlock) and I wanna run it by the elders first

#

Touch Fuzzy, Get Dizzy
Very Rare
attunement

When attuning to this item and at the end of each long rest, subtract 1d4 to your Wisdom Score and add 1d4 to your Charisma score, as it overloads all your senses with a pleasurable static feeling

frank berry
oblique wigeon
#

The party consists of 6 level 10 characters with 70-110 HP each. 4 are monk multiclasses there's a fighter and a rogue-bard

scenic urchin
#

Charm of Magesight
This charm has 10 charges. While you are sensing magic with the Detect Magic spell, you can spend a charge to use your Bonus Action on a creature or object within 30 feet of you, gaining information about the target as if you had cast identify. Additionally, you can spend a charge to cast Detect Magic as a Bonus Action. When you cast the spell in this way, it does not require Concentration, and instead lasts its full duration. Once all of its charges are expended, this charm vanishes from you.

unique parrot
bitter matrix
#

You can produce aciniform silk sheets (Net gear rules) at will. Starting at character level 3, you always have the Find Familiar spell (the familiar takes the form of a jeweled insect or arachnid) prepared, and starting at character level 5, you always have the Web spell prepared, and you can cast each once without a spell slot or Material components. You regain the ability to cast them in that way when you finish a Long Rest.

is the net thing overpowered?

#

should i make it a certain number per day?

elfin wing
#

I honestly can’t read all of that because I removed parts of my left occipito frontal lobe

jovial cosmos
#

….

elfin wing
#

Honestly if it’s the hide of a gargantuan creature you probably can do almost anything with that.

#

But you run into a problem, the hide is heavy and will most likely flap around as a cloak.

#

You can see where that goes wrong realistically for a rogue.

jovial cosmos
#

Eh, I’m worried more about balance,

Rule of cool is usually my native language for things like that

jovial cosmos
arctic thorn
dense rose
dense rose
# dense rose

How could i translate one into a D&D encounter… given it’s from Trench Crusade…

scenic urchin
#

whats an artillery witch

silver raven
scenic urchin
#

a trebuchet wearing a pointy black witch hat

lament meadow
#

I feel like the Celestial Breakthrough table is a bit... underwhelming

#

Like I expected a Meteor to deal more than 2d6 damage. Maybe have it scale with level?

dense rose
lament meadow
#

The Big Bang is pretty good though. On the level of a lvl 8 spell without any spell slots

scenic urchin
# dense rose welp… now I’ve gotta make 2…

nobody knows where they get their giant pointy black hat from, and nobody's gotten close enough to ask
Witchuchet
Huge Construct

AC 18, HP 228
Init +1, Speed 15 ft

STR +4, DEX +1, CON +0
INT +2, WIS +5, CHA +2

Languages Common, Sylvan
Senses Darkvision 600', passive Perception 15

Innate Spellcasting. The Witchuchet can cast the following spells, requiring no Material components, using the spell's normal casting time and Intelligence as the spellcasting ability (Spell Save DC 15): Augury, Find Familiar, Identify, Locate Creature, Detect Thoughts, Clairvoyance, Telekinesis, Dream, Geas. The Witchuchet must finish a Long Rest before using this trait to cast that spell again.
Mimicry. The Witchuchet can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 15 Wisdom (Insight) check.
Siege Monster. The Witchuchet deals double damage to objects and structures.

Multiattack. The Witchuchet makes three Lob Stone attacks.
Lob Stone. Ranged Weapon Attack: +9 to hit, range 600/2400 feet. One target. Hit: (8d8 + 4) bludgeoning damage. Disadvantage attacking targets within 60 feet.
Spellcasting. The Witchuchet casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At Will: Phantasmal Force, Invisibility (self-only), Evard's Black Tentacles.

unique parrot
scenic urchin
#

Charm of Seven Fates Foretold
This charm has 7 charges. Whenever you roll a 6 or less on a D20 Test, you must spend a charge and treat the roll as an 7. This charm lasts for 7 days or until its charges are expended, after which it vanishes from you.

primal saffron
#

abyone running Homebrew Forecast News channel or something like that?

#

I need a report

amber hollow
#

what?

wild whale
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I have an idea for a twist villain and want a little bit of feedback.

The original villains will be some of the Great Old Ones. During the party’s adventure they will encounter one of the Warlocks that is a patron of one of them. They will pop in and out, leaving hints to their true intentions. Eventually they will receive a quest to help them obtain an ancient spell scroll. Unbeknownst to them, it is a spell that is meant to absorb the divine essence of gods. As long as they have a connection to other gods, (paladin, warlock, divine soul, etc). Eventually when the group confronts the gods (probably Hadar or Zargon), the Warlock will absorb that god’s essence. Basically becoming the god. They teleport away or fight the party right then and there, ill decide on that if we get there. Thoughts?

cerulean seal
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Im designing a fashion/designer based Artificer subclass. Can I get some feedback on this spell list?

3: Disguise Self, Silvery Barbs
5: Enthrall, Web
9: Crusader’s Mantle, Hypnotic Pattern
13: Compulsion, Stoneskin
17: Seeming, Yolande's Regal Presence

sacred current
slim swallow
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Making a Warlock Subclass designed to embrace the Melee invocations that seem to sit there for no reason besides multiclassing... part two

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Warlock Subclass, Titan Patron.

Lvl 3, Fortified.
Gain Proficiency with martial weapons, shields, light and medium armor.

Lvl 3, Bulwark.
When you deal damage to a creature with a melee attack, any damage they deal to you while within your reach is reduced by an amount depending on your levels into Warlock: 2 at level 3, 3 at level 5, 4 at level 9, 5 at level 13 and 6 at level 17. Damage cannot be lower than 1.

Additionally, while concentrating on a spell your reach increases by 5ft.

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Ah I should make it not reduce damage past 1. Would give the class some decent survivability in melee that can be countered to a decent degree, harder if the DM is metagaming..
But for level 3 this should be pretty agreeable yeah?

wanton tapir
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Bulwark is nice and all but it scales bad imo

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Unless there will be features later that increases the damage reduction

slim swallow
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Mm.. not the greatest scaling but I'm trying to keep the subclass not better than the others.
Right now the other stuff is just a rough idea.

Lvl 6, Long-lasting.
Gain a Fighting Style.

Additionally, any time you roll a hit-die to regain hitpoints, add your charisma modifier to the roll.

Lvl 10, Solid Foundation.
When you're concentrating on a spell, gain +2 to your AC and concentration checks. This bonus increases to +3 at level 14.

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Might ditch the fighting style and give the lvl 6 "Restore a hit-die when a creature damaged by you dies within the last minute. Cannot be used again until a short or long rest."

But that might be too much sustain

ruby umbra
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Making a laser beam cannon as a reward for beating a boss I've been building up to, looking for feedback on the balance (party will be level 4-5 when getting this)

This weapon has 6 charges, and regains 1d6+1 charges at dawn.
Choose X amount of charges, and make a ranged weapon attack. The cannon fires out a beam, dealing Xd8+5 force damage.

red compass
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Diet Ghost

Wondrous Item, Uncommon

The item resembles a metal container of liquid with the words "Diet Ghost" written on it in a language known to the creature who finds it. Popping the tab and drinking the contents forces the user to make a DC 15 Constitution saving throw. If they fail, they suffer a -1 to all checks for the next 8 hours as they are assaulted by harmless but very distracting spectral assailants. If they succeed, they gain true sight out to 30 feet for the next 8 hours as their psychic senses are enhanced by the experience.

Diet Ghost! Scare your thirst!

native grove
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would a cantrip that deals 1d6 radiant damage (scales) and causes a 1d4 penalty on attack rolls and perception checks be too OP?

red compass
native grove
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reducing saving throws is much more powerful than reducing attack rolls

red compass
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Also what saving throw?

native grove
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on hit with an attack roll

red compass
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I don't think that would be super broken.

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However I do feel the penalty to Perception checks is a tad unecessary.

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Because it undoubtedly reveals the caster.

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And eats up the budget.

native grove
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its suposed to be for flavor, as in its a dazzling beam of light that makes it hard to see

red compass
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Ohhh... Hmm... I think that would be fine.

native grove
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it will be only perception checks based on sight and creatures that are immune to being blinded are immune to this effect (but not the radiant damage)

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i would make it D8 damage but then it would completely outshine (HAHAHAHAHAHA) sacred flame

dusty trail
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So i wanna post statblock of my bbeg but I can't post images..Is there anyway to share it?

latent walrus
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You can put it into an acceptable format e.g. a Google doc and share that way