#homebrew
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or even better, an Adamantine weapon for 42 temp HP on average
refreshes every turn
if a DM allows multiclass it's on them đ¤ˇââď¸
you can do that with Eldritch Adept too
no multiclassing
you also have Paladins with Staggering/Wrathful smites
or Hexblade Warlock single class build
gives you Wrathful Smite and Pact of the Blade
Im onto the origin feats now. What are they exactly?
Origin Feats are a selection of certain feats that don't give ability score improvements (and otherwise aren't earthshaking)
https://www.dndbeyond.com/sources/dnd/br-2024/feats#OriginFeats
like Alert, Savage Attacker, Skilled
PHB has more, of course (but customary to link to BR which is free)
Origin feats are feats, usually, given by backgrounds, which don't grant any ability score improvements (ASIs) and are generally weak in effect
although ones like Tough and the magic initate ones are pretty strong (heavily depends)
Thanks :3
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 Iâm debating implementing
Anyone have any thoughts on what two abilities, one called Close-Up Magic, and another called Front of Stage, would do?
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
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?
But the way you say it sounds like making a full class
This meant to be based off stage magicians?
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
Those are all good ideas. I could change the class to have a charisma focus too
Intelligence
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?
why? why int
Magicians are incredibly smart people. They are charismatic too, but to them, they have it all worked down to a science.
the casting ability tells alot of a classes connection to magic
for INT casters, they learn though understanding and study of the Weave
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)
Can I actually toss out a fun idea if possible
Is this class supposed to be literal magic or just stage tricks?
i think ik where this is going, maybe
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.
Because if itâs 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
In that case then, I would go charisma. I think itâs maybe more thematic
But not all "Magicians" are performers in this world
Whatâs the flavor of the class? You said this is a new class right
I guess it would help to have the context of what the class is supposed to be
ehhhhhh, i wouldnt
it would make the class SAD/SADder (single ability dependant), and anyway doesnt really make sense in the grand scheme
like, for example, cause i can move my hands good, i learn magic? there isnt really a logical way you can say how they learn magic, understanding movements would be a INT thing ect ect for other reasons
spells are tied to the mental stats for a reason
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)
Well think of irl stage magicians. They arenât really casting magic. They are just using really good sleight of hand and trickery to achieve the effect.
I would argue that all dexterity. Thatâs why I asked if this class was real actual magic or just stage stuff
i think they meant actual magic lol
I agree in context though so far this would be more charisma focused
hence why i said that
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
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
If you still think it's Charisma, I'll change it
I didn't want to be stubborn, I just thought I wasn't getting the idea across about my class
is this meant to replace wizards and artificers?
Yes. I'm creating a homebrew of sorts, but there are only 4 classes, Vanguard, Saboteur, Magician, and Herald
Ah then I think you can ignore us then
This seems like a heavily homebrew setting so I would just follow your gut on this
Well, I like the input. I changed the wisdom saving throw to charisma for the Magician.
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.
Can they both share Charisma?
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
Howâs 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
Hello! need some feedback on the boss that a party of 6 (2 sort of optimised) characters of level 14 will have to fight in the future. and possible suggestions would be nice
https://docs.google.com/document/d/1EOPO65eWYK461GJyQg2ebpncEkS4Vzcqm0Q0LPh5W3E/edit?usp=sharing
some items iâm 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
Greedâs 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 itâs even, your total number of money doubles. if itâs odd, your money will fall to just 1 gold piece
do these seem decent? what needs a nerf, or a buff? iâm probably not even gonna use any of em, i just found the concepts interesting
Seem okey as uncommons
But the one that doubles the money
Someone might save the item and them attempt to gamble
Unless they have a divination wizard
i donât think theyâre smart enough for that
Does Barrage of Lasers deal no damage if the target succeeds, and full damage if they fail?
ye
The Rend deals 31 dmg on average, Barrage of Lasers 56, Decaying Breath 45
The damage is fitting for CR 25, so no complaints from me there
Does Singularity Collapse cost 1, 2 or 3 Legendary Actions?
DNA unravel
66 on average
Idk how dnd works but it costs zero magic and zero levels and instantly kills everyone you use it on
Would my spell work
fair
Of course not
I honestly think the boss is pretty fine
It's still a single boss, so it may be overwhelmed by the amount of stuff the party can do
Will it summon the Storm Weaver, Ceaseless Void and the Emissary (I forgot the name) in the middle of combat?
Ah okay, got it
I probably should give it additional option where if it eats a player it regains some hitpoitns no?
or a craeture
Oh yeah, that's fine
Is this an end boss of a campaign? Or will there be more
Like Supreme Calamitas or smth
basically the strongest thing in the campaign
the max level players can reach is 14
cause i aint dealing with 9th level spell shenanigens
Ah got it, Honestly the boss is pretty okay for a CR 25
Looks challenging, quite powerful, but doesn't have that many gimmick and quite simple
Oh actually just wondering
Does the Avatar have some lair effects or something?
Will the party be fighting it in the Aetherial Expanse?
yes
Just wondering. What would you do when fighting elementals and golems or constructs or robots or the like
I thought of it having lair actions but i thought it would be overkill no?
Will the party get some negative effects from being in the Aetherial Expanse?
like lair actions in an entire plane of existance?
the campaign is taking place in threr
There are negative conditions a creature can gain if they get Aether poisoning
Oh fair then. I am assuming the party is entering a portal to fight the guy there, but if the entire campaign is set there, I would understand why it's a bit much
Unravel their dna
Or give them dna and then unravel it
I don't think you can unravel the DNA of a Construct
Then do this
The Avatar is in a Temple at the Center of the Expanse which is like a massive whirpool, i can send you a map image of the expanse if you like
I uhh, okay I suppose
Cool
DNA unravel causes instant death and can effect everyone of that dna type
Give them DNA??
So if used on a human kills all humans
Yes
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 canât just go around insta-killing everyone for no reason
Aw
Ok thank u
Oh, no need. Can the party still be affected by Aetheric Poisoning?
yeah from the races they picked
some of the setting races are immune to the effects
and have similar feature that the boss has
What effect will Aether Poisoning have on the fight?
I'm trying to figure out if it will skew the calculation a bit
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 thatâs fully immersed in the aether while not holding its breath swallows a mouthful of aether.
Stage 2: Aether Delirium
The fever of aether poisoningâs first stage intensifies as the raw magic in the afflicted creatureâs 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 GMâs 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 isnât cured within a number of days equal to its Constitution score, the poisoning progresses to its final stage.
Instant death and destruction of everything
Level 1 it destroys everything
Level 2 it brings everything back then destroys wverything
Level 3 brings everything back then destroys everything then brings everything back then destroys everything
What would be the final stage of the sickness?
The unraveling of dna
oh mb i forgott to send
Stage 3: Aetheric Decay
In the final stage of aether poisoning, the afflicted creatureâs 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 isnât cured within 24 hours of advancing to this stage, it dies, and its body hardens entirely into aetherium crystal.
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
Ok this one was a joke im sorry
Should I stop
Okay, so the party has to constantly battle with the Aetheric Decay. Though to be fair, at level 14 they should be able to succeed on a DC 8 WIS save to stop the hallucinations from compelling them to the Aether
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
Ok
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
So yeah, I think your 6 level 14 party has a fair chance against the Avatar
I should probably explain a bit more.
They would not be bathed in aether the entire time, cause the campaign is like spelljammer but takes place on water(Aether) so if they manage to jump off their ship and drink dont get out of the water(Aether) fast enough then they will be affected by the poisoning. there are alos cures they can buy for 50 gold
its like a pirates of Caribbean type of setting
Ah, then that is fair
though probably to enter the dungeon/Lair they might get stage 1 of the poisoning
Ar
but i doubt it will evolve to stage 2 that fast
It also takes some 10 rounds for the illness to progress so yeah
Ar matey
Within 10 rounds, either the Avatar kills everyone, or everyone kills the Avatar
Campaign over đ
Good luck on your last session!
Then you get to play a campaign in Hell
good luck for them this is technically optional boss
running the game for fun sandbox thing. They can face that boss any time they choose to
or they wont if they dont want to
Youâre putting a lot of work into this, you should be proud
So I assume all that's left is the optional bosses?
Will the Leviathan from some days ago be a boss as well?
uhmm no
with the backstories my players made i can say all the settings bosses are optional
Expect maybe one dude but thats because hes jsut hunting them 24/7
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.
So I had a weapon idea and I was wondering if I could get some feedback.
This is a weapon formed from its coreâstill 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 â 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 âwhispersâ and messes with your head a bit
Dropped by a creature the party found in a secret area.
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 â Mark of Cinders
Your attacks deal an extra 1d4 fire damage.
Also, small flames flicker around you when youâre in danger (purely visual, but cool as hell).
Ability â 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 â Sigil Flare (1/day)
You release the sigilâs stored energy:
20 ft radius around you
Dex save DC 15
5d6 fire damage (half on success)
Leaves behind burning ground briefly
Passive â 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 âyouâre close to something badâ tool```
They are special feats that come with backgrounds.
https://www.dndbeyond.com/sources/dnd/br-2024/character-origins#OriginComponents
An origin feat will be labeled as such in the feats section of the BR / PHB / any book that includes origin feats
I already did that part when someone responded earlier. Thanks anyways tho
The Wisdom score reduction and attunement requirement hurts a lot. Compare this to the Tome of Leadership which is also a very rare item that gives the a better benefit with no drawback
Hmm.. but the tome is a (functionally) one use item, and this item is an opt-out at any time item
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?
I mean, this is usually why spells like the shield spell exist
To make being in close range fine
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.
Right I have an idea thatâs not just dna unravel or instant death and destruction of everything
Nvm I canât exlain
Do share
It might be a little overpowered but I need ways to nerf it
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 doesnât land and isnât funny so nothing happens. Itâs still probably overpowered asf so can somebody help me nerf it
Uh yeah Takabaâs ability does NOT fit into base D&D
Itâd need to be extremely watered down or implemented in a different system
Or youâd be stepping into the realm of the game being based around homebrew of varying degrees of balance
How is that fair to other players, though? Itâs a collaborative game
Or the DM, for that matter
Thatâs why I need a nerf
It could certainly be something like âreplicate a 2nd level spell or weaker, but it has to be sufficiently funny as decided by the DMâ
Yo thatâs lowk good
Also ima be so fr yo I have never even played ts game
And is it not better than instant death and destruction of everything
Iâm sorry, I didnât mean to be dismissive. I just think you should start by learning the core core rules rather than homebrewing new spells
Iâd recommend starting by playing D&D without homebrew, so you get a sense of what works and what doesnât, and the general balance of the game
Thatâs probably a good idea
^
I lowk js like talking about abilities
Indeed, itâs 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 theyâre less popular
eh
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.
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?
You could do something like a localized wall of force
"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."
Sorry I was supposed to send that ages ago
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.
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.
Link to the homebrewery for easier reading if needed.
https://homebrewery.naturalcrit.com/share/FnAXZwwL3-Kp
I think you could probably recreate Takaba by going full Dance Bard
Full caster with all kinds of spells that effect other people
an uncommon item shouldn't be 350+ words >_>
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.
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.
Â
 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.
Â
 ⢠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.
Got it
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.
Compare it to existing magic items
If you have way more, chances are itâs overcomplicated/has too many features
Gotcha
Spells from magic items donât need to specify level if theyâre the default level
And Iâd recommend just keeping it as allowing the user to cast the spells as normal and not as an action, so Tiny Hut wonât be weird
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
If your players can handle more complexity then you can certainly go longer than typical 5e items
But itâs best to keep things concise when possible
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
âAs a bonus action once per long rest, a creature attuned to this staff can expend all 3 charges to gain X temporary hit points. These hit points fade upon a long rest as normal, or when the attuned creature is no longer holding the staff.â
https://homebrewery.naturalcrit.com/share/UBRBkGcSpCtL
so i did a thing, aka moved one of my subs to homebrewery with some changes, if anybody can give some feedback (mainly aura and capstone), that would be great
https://www.reddit.com/r/DnDHomebrew/comments/1r0c2n5/revised_great_old_one_warlock/
This is a link to a homebrew warlock subclass i made. How does it look?
https://critterdb.com:443/#/creature/view/67f8704a6e7abba7de482965
@short summit
The Rose and The Thorns
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.
Well I wouldn't say they're mercenaries.
I mean generally, usable-as
Like I've made... 8 "mercenary" statblocks (only 3 have it in name
)
https://critterdb.com:443/#/bestiary/view/6892a18f97a02efde2613df9
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.
Bump
Aura of witch craft is WAY too much bonus damage, 1d4 is enough
Before, as thats the newest one, it was just hex but added CHA mod and can change to psychic
And i was told it was fine, this is basically the same but without costing conc, balanced by the fact of it being your aura (so 10 feet, aka next to somebody)
The difference is that hex only increases the damage YOU deal, the aura increases the damage EVERYONE deals (atleast I think).
Its everyone, but it requires an attack roll and you taking damage
Also it lasts for a short while, sure it can be good in that short while, but it really depends on whats happening in combat and if there is more then 1 monster
I still would personally make it just a 1D4 bonus, especially since itâs at will. Imagine if you have a monk in the party.
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?
Well to activate it at least
Check with #ddb-support They should be able to assist you
Alright thanks
Iâve shown a lot of homebrew here but itâs about time I bring out THE BIG ONE
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....
It sounds really interesting though
The big one?
thats right! An entire class!
admittedly this is a class i made a while ago, but its probably the best class ive made.
This is a link to a homebrew class i made
Were you wanting feedback or just showing it off?
feedback, if you dont mind
Alright let me pull out the laptop
And do some crunching. Is this for 2024 rules or 2014?
2014
Gotcha
I think initially, this would format a lot better in a google doc
Right now it's a bit clunky to scroll through due to how Reddit kinda compresses stuff
honestly... yeah. For all of my future classes they are all google docs
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.
id argue that the divine blessings ARE their important ability. Its supposed to be a martial class with high amounts of customization with the blessing system. Its not unique but it works and is flavorful.
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
Let me skim the blessings
ill probably replace powerful presence with something else, just not sure what. That and probably buff superior divine body
any suggestions on what i could replace powerful presence with?
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?
i do yeah, but i feel like before that i should replace powerful presence since that seems more pressing
No I would correct the early levels first and then have the later levels fall in line
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
Powerful presence can probably just work along side with or improve upon whatever other core main feature you design is
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
Yeah, but Warlocks also get Eldritch blast and are spell casters, and a subclass at level 1 in 2014,etc.
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
Could then have features that let you expend those die in different ways if you wanted
the dice will be D6. Would charisma modifier amount of dice per long rest be a good amount?
You could do that or just have it be a scaling thing with their level. Add a column on their table that shows how big the dice is and the number they get. I would probably start it as a d4 if this literally lets them modify their checks and saving throws and stuff.
Having it scale with class level also prevents any multiclassing shenanigans.
okay i updated it, how does it look now?
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
Looking
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.
Guys I got a one shot concept but I don't know where to put it
#dm-discussion is a good place to start
@sturdy knoll I sent it in the chat
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?
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 âin case of fire, use stairsâ
Not that I know of, but there may be a weapon with a personality that doesnât require attunement and knows a language
feels like an uncommon item
specially since the ogre gauntlets are uncommon
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
could be
my hud right now has health #, armor #, fuel %, weight capacity, secret detector light, 4 weapon lights, ammo window, and a keyring
oh and a radar, but it doesnt work atm
techincally there's also a system message window
Maybe a compass, how far a certain thing in your vision is from you, temperature outside
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
Probably a better question for #dm-discussion
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 
PWK, Howl, and Wail i dont think have a listed them for CR
I could've sworn they were listed as a flat DPR increase đ§
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.
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
You should ask #ddb-support
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'?
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)
heres the link, it messed up again đ (at least for me it kept linking to something else)
Weird item idea:
The Spin-Down Die
Subtract one from ANY number. One time use (or a long cooldown, i havenât really decided)
Wanna subtract 1 from your targets armor class? do it. subtract 1 from your party memberâs 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
Does it apply to targets of a spell?
Honestly this is really sick. I was a bit worried it would be too similar to Armorer artificer
This feels very flavorful
would this also apply to total damage die rolled like when you roll 1d8 weapon damage could you make it 2d8 weapon damage?
thx yeah im worried it overlaps with armorer tbh im trying to figure out how to make it different
honestly I think you succeeded
i mean you can make someone else do 0d8 damage
oh yeah thats what i meant lol
their weapon becomes intangible
Avoiding "armor types" or any of the normal functions of the armorer is the best way to go. What you have now feels very high tech, mecha like
as it overlap or fill the nice so it doesnt overlap?
got it got it
Fill in nice so it doesn't overlap
I think its in a good place
word yeah the only thing im concerned about is the power level
because eye test maybe its too well rounded? unsure
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
yeah the whole point of the hit die is to fuel it with your own health essentially
which is why it also replaces limbs and stuff when you don the armor
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.
Well, not very well versed in homebrew, but there's a CR calculator in the 2014 Dungeon Master's Guide. A CR 1 creature is supposed to be a Moderate fight for 4 or 5 level 1 players; what level is this player and are there other players in this group?
Player level would be like 60 or smth I guessâŚ
do you not know?
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
Ik 20 is the cap tho, im just saying in terms of power level
not helping
But ig level 20
Also can do like 500+ damage per round
you can make monsters with higher CR than 20; look at CR 25 and CR 30 monsters like the Tarrasque and scale up the features in their statblocks using the DMG's templates
That doesnât fit my campaign. Like most features should be homebrew for reasons I forgot at the moment
At this point im not sure how much we can help you since it seems youre so intent on not playing DnD
Once again I'll have to ask the questions
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
Probably in like a months time theyâll
I consider dnd with a lot of homebrew dnd with a lot of homebrew
Not from what ive seen the past few months
How can a party get from level 3 to level 60 in a month?
Why don't you scale back a little instead of digging yourself deeper in a hole?
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?
and yet you aren't listening when folks try to give you tips on how to homebrew something
didnt your last party leave due to all the homebrew?
Like give the Fighter a chance to command fleets, learn about naval combat, etc. Instead of being able to summon a turtle ship early in the campaign
Okay, but to actually answer the question
Health and damage can only carry the enemy so far. The best things you can do to make a challenge is a gimmick
Yeap. I got a lot of mileage from an Arch-Hag due to the amount of Crowd Control it has
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?
Itâs not that anymore
Yeah one player fights her at level 1
And the player may or may not beat her
I already have a gimmick
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
How would the player beat this creature at level 1?
I meant level 20, I forgot
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.
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 donât want to make his long term weapon too OP or weak
I may be wrong but isn't there a rule somewhere that if you cast a leveled spell as a BA, you can only use cantrips for the actual action?
If such a rule indeed exists it basically translates to 1 extra cantrip each turn so
Yeah, but that is why I am asking if the homebrew is busted. The staff would work to essentially negate that. They canât double concentrate, but they could cast a 4th level spell as an action and then a 1st level full-action-required spell as a bonus action.
I believe the rule applies when the BA spell was cast first or second
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
Yeah bg3 did it and it worked fine
Well bg3 is a video game and also lacks attunement
I was mainly saying the 2 spells per level wouldnât be ridiculous if tied to a magic item and made a comparison to bg3 so idk if this is you saying that it would be broken or not
Oh no I'm not saying it's broken, just that bg3 is generally not the greatest scale for balance
Who likes Jellys You sea explores just might well let me introduce you to https://www.dndbeyond.com/magic-items/11522224-water-breathing-jellies
Yeah I think for individual item wise yeah but I was mainly just talking abt a more general fundamental mechanic
Im Making a Big Daddy in DND For steapmunk
Huh
Errr for a CR 12 the slam and cannon is wayyyy too weak
What would a reasonable amount of temp HP be for a level 10 class ability?
Even if you roll max it's weak and the immunities are okay
Level in the class+the classes primary stat modifier
Thanks
It also depends on how easy the temporary hitpoints are to get. What in this case is the condition for gaining them?
Currently, it's rolling initiative, but I might change it.
Ah, since thatâs only once per battle Iâd say the level+stat modifier works here
Yeah
Hi! I've got a cantrip that I'd love compared to Absorb Elements! Took a few ideas and mashed them together, and I want to see if it functions well enough!
https://docs.google.com/document/d/1jE1UT0Q283NID9g9YAKnMblX8HRm32qmO5_6LKRUvJI/edit?usp=sharing
i think you missed jungle
I'd lump that in with swamp personally, but could see arguments against!
Definitely has more trees
that is true, it might be best to lump it in with swamp
so its jungle/swamp instead of just swamps
Fair!
but other than that, this is a cool cantrip. The problem is that it can be rather situational
Yeah, the situationality is kinda the debuff that's supposed to push it below Absorb Elements level
then yeah id say its balanced, i would personally allow it at my table
But it can also be nice, since the damage types associated with the different areas might occur more frequently there
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
Or storm damage! But yeah, definitely dependent on environmental effects
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
If I may, why do you need another category of weapon besides simple/martial?
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
I suppose
The main difficulty is not using both forms well, it's more on the switching part
đ read this as âthick weapon masteryâ and was confused for a sec
thick
Honestly, it's pretty solid. I personally have used Trick Weapons in my games and it works pretty well
Any examples? I'm using a homebrew book i found on Reddit for the stats of these weapons but some of them feel....off.
Like this
Oh dang that's much too O.P
:v
But hmmm i'll see if i can't rebalance them based on yours
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.
I've been inspired...Lemme go and do some balancing on my items
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
I wonder what would people have to roll to get struck by lightning randomly in DnD.
Increasing the chance with every piece of metal equipment.
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
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
- Your first subclass ability is thematic, but you usually want the first ability a subclass grants you to affect combat in some way.
- This second one is very thematic and fun, but too unclear and up for interpretation. Player options should be direct and not rely on RP interactions that can be viewed differently by different people.
I am drawing on precedence from eloquent bard
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.
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
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
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.
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
Sounds logical
Ye
Fair.
I do want to say sorcs don't always have combat, but I'd have to check
Maybe trying to homebrew D&D was a bad idea >_>
It starts out like that all the time, but gets fun as hell once you get the hang of it. You just need a bit of experience
I've been homebrewing 5E since it came out, I just dropped 5E after the OGL
Sorc usually gets both combat and non-combat stuff at level 1 btw
đ
Oh, that's understandable. But please go ahead and homebrew this subclass because I'm more charmed by this than a barbarian who got Dom Person'ed 
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
Looking now
thanks!
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.
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
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
thanks again, how would you like me to credit you?
However you see fit. I'm not worried about credit. I just like class designing
Thank you for sharing!
and thank you for your feedback!
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?
i dont
ive been creating individual statblocks w a humanoid, ground and arial creature for my necromancers and its hell
I mean, flavor is free. I think mechanically you can just give any of their undead specific features. Maybe cantrips or simple stuff. I wouldn't allow anything crazy imo. Give them the dragons breath spell for the specific example you listed
i might recommend transforming the undead into the appropriate race, like if you got a bit of draconic stuff you are raised with some dragonborn racial traits, etc.
guys mind if i paste in a statblock im worried abt balancing issues w
Go for it.
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.
They should have a speed of 30 and an AC of 13-14 at least, depending on armor
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
Yeah, there's that. But I was thinking more of a system where its a bit balanced, so the character doesnt suddenly pile up like a gorillion items onto one undead and creates zombie Exodia the Forbidden One lol. Unless I'd just downright limit it to 1 element per undead
Remind me. Are necromancers minions permanent?
I don't remember necromancer wizard rules
they also the first part of a lengthy gauntlet
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.
ah ok thank you
but 30ft is faster than my players
should i make ac 13
and str +2
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
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).
I would say just give some sort of limit of the number of modifications they can make per undead creature, or the number of undead creatures they can modify. Maybe they can have a number of "modifications" equal to their int mod and can either split that up amongst different creatures or put all charges into a single creature?
So they can choose to have 1 big ultra undead or a number of slightly improved undead?
that could work as well
Right now I found the conversion from Pathfinder 1e's summoner into 5e (https://homebrewery.naturalcrit.com/share/FLoviAiqqLrH) and I was thinking of yoinking some of the evolutions from pages 8 to 14
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!
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.
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
im down to trade homebrew, i review yours and you review mine
works for me. Admiteddly ill get to it end of day (probs around 6 or 7pm est) because I have a college exam im studying for that starts at 4:30 but after I 100% promise to review it
if thats cool with you?
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?
ok, I DM'd you, send me the link or information
Iâm gonna make the leveling go up to level 40 now hehehe
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.
- Add a level 1 feature to satisfy 5e leveling flow.
- Always hit save on the main subclass page
- 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?
Check #ddb-support they should be able to figure out whatâs going on
https://www.reddit.com/r/DnDHomebrew/comments/1t3rvdw/half_couatl_5e_race/
This is a link to a homebrew race i made. How does it look?
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
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.
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?
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
why dont they level up normaly and do they start at level 1 or 0
I haven't decided. Level 0 sounds enticing now.
I know your game is super heavily home brewed so itâs difficult to provide you feedback and balancing tips due to just how homebrewed it is
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 collegesâthey 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.
You're right. I'm sorry
Iâd need some more information. Like goreandsmores said, itâs very homebrewed. Maybe you could share a specific example of a character in this system.
Ah, I'm still designing them and nothing is set. Let me fully design the clsdd and get back to you
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.
Have fun!
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.
"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
is anyone here a fan is Acquisitions Incorpated?
Point buy but every ability score is 5 and you have 5 points to spend.
that seems like a bad time that doesn't really fulfill the typical fantasy the system tries to appeal to
https://www.reddit.com/r/DnDHomebrew/comments/1t3rvdw/half_couatl_5e_race/
This is a link to a homebrew race i made. How does it look?
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 youâre 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 classâ 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.
Personally I think this looks fine
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 canât move but youâre 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:
- Your speed is reduced to 0
- You become immune to any effect that would push you or knock you prone
- You have disadvantage on dexterity saving throws and ability checks (except stealth)
- All damage you take is reduced by 3
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?
id recommend using the tetracube website for monster statblock creation
Thats a new website to me. Ill check it out!
What do you guys think of this race?
Start at AC 10, max to 25 with an HP 600 HP each
Also whatâs the range of the explosion? Are the other guards prone to the explosion too?
Also what sort of resistances are there for the guards? Do they have any damage resistances?
Finally I love your mechanic for hitting. Itâs great
Its a party of 8 not 3. Fyi
Party of 8 level 7s
Holy shit Iâm so sorry
Thank you for pointing that out
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.
I think AC 27 will be a bit too difficult for a party of 7th level players to attain cuz..
They also have a ton of saving throw options. Druid , wizard , sorc , cleric and 2 paladins
Hmm..that is pretty good but how bout employing both of those(+1 to ac and +1 to hit/dmg)
but also, the guards also gain like legendary resistances or smthing
Could do that! Or a legendary action/reaction
Yup! Also is this a milestone level up fight? Or just a standard battle?
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 đ
Can one of you guys review a race I made?
Ofc twin. Lemme first finish up with them, and then Iâll check out your homebrew!
Thank you
Hell yeah twin!
Then imo, give each sentinel 2 legendary actions, make the explosion 6d20
And finally just go bonkers with your bonuses(max plus 7. You can also make them weaker by letting the bonus vanish if the guards are knocked prone.)
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.
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
Ahh basically like absorb elements
Yup!
Yeah thatâs really fun!
But it wont reduce the damage. He takes it in full and shoots it back at 1/4
You could increase the DCs by one(for all guardians) each time a guardian is killed/explodes
Gotcha
Mhm
Im thinking legendary reaction of that. Then maybe
Legendary aura - any sentinel in 30 feet range gains +2 to hit and +2 to damage.
I think this could be a bit too much, when it is also stacked on top of your other ability if the sentinels themselves gaining a buff on every single successful hit
I dunno..
Oh thats true đ
Apologies. I got timed out for saying the f word for a minute? I didnât know that this server had that rule.
I feel like you canât f up the players too much ⨠you gotta give em some breathing room
Oh absolutely! I mean they already outsmarted the trap đ¤Łđ¤Łđ¤Ł. Bulwark defender is currently by itself while the other 2 are still inactive. Lol
But yeah overall this seems really cool!
SoâŚ
Go ahead ill ask more later đ
https://www.reddit.com/r/DnDHomebrew/s/l02xxQleGF
this is a link to a homebrew race I made
So first issue.
The tail is way too powerful.
Considering the power of the restrained condition in 5e, the tail cannot do that (imo)
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.
This is for 2014
Shit I apologize.
Then make that condition into a bonus action
Does that seem appropriate?
I think itâs fine to have the grapple be on hit
Especially considering 1D6 isnât too much damage to begin with
make it a save
Yeh
otherwise its very abuseable
Okay I updated it
So I love the dual mind feat. Itâs really cool
Unfortunately, itâs a bit too overpowered cuz itâs 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)
Alright I nerfed it so now itâs only psychic damage and resistance to being charmed
And finally, just nerf your healing energy a bit? Curing diseases by expending 2D8 is really busted
Is it really? Healing diseases is one small part of a second level spell
For a racial trait tho itâs a bit..too much
Imo at the very least
You can ofc keep it, cuz itâs your baby â¨(lmao)
Alright fine, I got rid of the disease curing
Finally. Just to praise you(and so that I donât seem like an overwhelming scumbag whoâs just criticizing your stuff)
Your honest to a fault feat is just great. It truly shows the good nature of this race
Great job twin!
Thank you
I really liked reading through that!
What do you think of the race from a lore perspective?
@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 đ
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
club: for every clubs there are +1 dmg for that round and all your allies
diamond: if there 4 more more diamonds all creatures are technically 5ft away from each other in term of attacking
jack: swap any 2 positions of any creatures that you can see
queen: shuffle the enemies current hp and max hp around
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
I'd recommend revisiting this idea after reading how normal classes and DnD usually plays. What you've presented here is practically unplayable.
Iâve 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 wouldnât work in DnD so I would scrap those.
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.
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
Just seems like monk and sorc combined and made more complex
I think the random card aspect is generally the appeal to systems like this. People really like randomized effects
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 đ
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
Hate to point you around to other channels, but the folks best equipped to help you with these ones are in #dm-world-building
Oh I didn't see that channel, sorry đ I'll copy and paste that there. Thank you!
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
Looking for critiques on fairness for 6 homebrew backgrounds based on the gods in my custom-setting!
https://drive.google.com/file/d/1Bod2apA_-WzQyAdvW2AAQqdWoMuEp1Kj/
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.
These would be offered in addition to the standard 5e 2024 backgrounds
hey yall, i made an astronomer artificer subclass and id love to hear some feedback on it and suggestions on how youd change it, if you would
Astronomer (Artificer): a subclass that can change spell lists like the land druid and can call on random effects (by celestial bodies) like the spirits bard
https://docs.google.com/document/d/1doP1CJ9zdxHLMmXmcjpMo2ASmrhDkSNBefppsocFyKk/edit?tab=t.0
A pitch for you guys to take
Joke Paladin subclass where the thing they commit to, is to the bit
I think its cool, but I think the damage types are weird choices, I think you should base them off of something other than damage types, because the moon doing poison doesnt make sense in my mind, same for planet for acid
Maybe focus noon on transformation, or planet on dirt control spells (wall of stone etc)
i did acid because some planets have like acid rains and toxic air and poison for moon because space is toxic to humans, but i was just kinda trying to figure out a way for all the celestial bodies to have an associated damage type, but i see what youre saying
hbt the other abilities and what not
For moon, if you wanna be consistent with pre-existing source matierial, the Fizban's Lunar Dragon does cold damage
i like to stick to the 2024 phb for all my subclasses to be simpler with it
Holy shit thatâs such a cool subclass. It reminds me of the spirit guide subclass for oracles from pathfinder 1e
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 âmonkâ subclasses like the dancer bard
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.
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?
sent you a dm req!
You could tell them to look into the purglist class!
personally I think the DM should be giving the players this info for free
second this
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
How about make it an action scan ability for the knight to have the capacity to analyze all resistences the enemy might have.(kinda different from your origin proposition, but i feel like the feat is just a bit too..general for the knight themselves).
Feel free to post the full details
From the blurb Iâd be careful about âheal on hitâ abilities since the power level can rise fast if the wording isnât watertight
yea that was kinda the problem at first
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
can we see your homebrew
you're better at homebrew but you don't have any...?
No I do
Just a hombrew campaign
but you can't show us, we just have to trust based off of nothing...?
I could tell you what's it about I just can't show you cuz it's words and my camera is blurry
write the moster stat blocks in a google docs
it's easier to copy paste into a Google doc and then share it
I don't have Google docs, hello?
Y'all migt see familiar stat blocks
And I'm not completely finish with all the monsters due to school projects and busy
it's a little rich to say you're better than us at homebrew and you can't even show one >_>
Yh I'm kinda broke cuz I only have paper to write my campaign on
I don't really have a computer
You can always take a picture and upload it to a reputable image sharing site like Imgur
Otherwise just type it out here
i massively changed the subclass, getting rid of the multiple spell tables and adding compensating buffs to overall simplify it and because of yall's feedback (and because i wanted to use the revolving spell tables for a different artificer subclass idea)
any suggestions on how i could improve the updated version? (if youd change it at all)
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 itâs 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 âwitnessâ it
Hmm..
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
Precisely
I also think it's not nearly as strong as Echo Avatar at the moment, which is a great scouting ability
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
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
might be better in a google doc
True
Apologies
Btw. This is a homebrew that I found on dndbeyond, and I personally really found it to be cute. Any comments/fixes? the original author was MillenialFalcon on dndbeyond:
https://docs.google.com/document/d/10hcqZK2hnAeJ3AIy-Tnc4edi3WhoOBp6ChTj_om4-G4/edit?usp=drivesdk
A more balanced version of my previous system with some more stuff added, the power gap between martials and spell castors are accommodated for else where, half castors mana will be decided based on what I wanna do with them: https://docs.google.com/document/d/1SlB8jQiXInOW4ruj-tv2804nbuuNcVngi-ylivSwVz4/edit?usp=sharing
Youre going to find very little people who can help with systems in this channel
This channel only deals with 5th edition & 5.5th edition D&D. If you wanted feedback on your homebrew TTRPG you'd want to post in #non-dnd-topics
There's a few things from a brief look. The Paladin spells need a little fixing for one, since Paladins don't get cantrips as part of their oath spells.
How are you messaging in discord then? I assume using your phone. You can download the Google docs app and do all the same stuff there. I do it all the time.
It is dnd
I use Google docs all the time on my phone when I donât have time to get to my computer
Well idk I don't really feel like typing all that stuff in Google docs so either y'all take my word or dont
ok then...?
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
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%.
... sigh
wut
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.
Legit. I have found it easier to homebrew my class than spells.
I would avoid using percentages in general in DnD. Most people donât want to have to do the math like that
i know.
So you're changing the normal D&D stat point buy to allow for buying features like extra movement and resistance? Granting immunity is pretty much guaranteed to be overpowered.
Also this feels a bit to MMO/RPG video game to me
I couldn't say, I find spells easy to make but classes mega hard to make
It's funny how different minds work lol
Not really, everyone starts at 5 to every ability score and they get 5 points to spend at the start for ability scores, they get 1 stat point per level and levels go up to 40 in my campaign. There is also 1 extra ASI at level 40. And damage type has more variance than normal dnd for my campaign. Level requirements for class features and stuff are doubled.
Oh I agree but personally I found it easier to come up with new ground and potentially mechanical flavor to create classes than spells. Mostly because a lot of spells exist already to cover your potential vision or mechanical purpose
So you're breaking the normal mechanics/limits of core D&D? Seems like you would be fighting against the game's fundamental design expectations... but hey if it's adding joy and fun to your games, awesome!
Probably because you're thinking too hard about spells, honestly. That's not a joke; that's my actual speculation.
Maybe⌠the specific example Iâm thinking of are for the homebrew class I made. I feel like they are okay but not good or even great and I to this day donât really know how I would improve upon them
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 anotherâŚ
The spells I have idk sell the fiction or not? Iâll 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
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
"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.
Lemme know how you fine tune it to the final version cuz the ability is really cool!
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
no it actives during when you attack or do a save but it is optional and save it for later battles
Ah k
the deck reshuffle once all the cards are drawn
Hey I'm new may I join?
Itâs less about being vulnerable and more about elongating fighte is my worry.
oh ok
Yay
Yeah but I would be going now itâs 2:14
am or pm?
AM
oh ok then bye
Bye
Bye
Wait when is the next dnd sesh? I heard this was dnd
if you wanna find a game go to the "finding players" sections
Oh ok
Dnd games arenât actually hosted here, itâs just a general dnd talk server, but people can also post ads for their campaigns here
You should look in #dnd-newcomers if you need more explaining
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
that camera's name? fatal frame
Camera Obscura
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
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 itâs integral to the character concept. any ideas?
Maybe a Stilleto with the Blood Tank being in the Hilt. For the improving spells or dealing extra damage, it depends on the Rarity how strong it can be.
thatâs exactly the kind of thing i was thinking of, good shout
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
all i can think of is zenitsu from demon slayer lol
Idk who that is đ
fair, basically just a superfast swordsmen that only fights when asleep (for the most part)
anyway, what do have as actions/spells if any?
So far I have his sword, which becomes imbued with lightning when heâs bloodied, and they have a modified lightning bolt spell which gives them advantage on attacks against any creatures who fail the saving throw against it
hmmm, i think something akin to Steel Wind Strike could work lol
Ooooh yes, very wuxia samurai feeling
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
hence the 'akin to steel wind strike' lol
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.
hey all!!!
please please please give me some feedback on this homebrew subclass me and a friend have been working on. its so close, but still slightly too strong. anyone got suggestions?
https://docs.google.com/document/d/1JeJGh71W0H1O7LOuKRpnQCNTqTrpTc3U4qcnG2dwEoE/edit?usp=sharing
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
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.
This is how the game works already.
You're probably mixing up rules for scrolls. Scrolls require the spell to be on your spell list. Items with spells don't.
How do you feel about breaking magic items so the Wizards can learn the spells
This does apply to scrolls as well, it's just particularly high level spells do require a DC
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
It can work. Alternatively if the wizard spends a long enough time studying the item they can learn the spell without having to break it. After all they can watch it and observe it how the item works
Homebrew is fun even just theory crafting about stuff is even fun
I think you have some really good ideas that would likely work well if you broke them up. Because it seems like you either have essentially a summoning mechanic but the parasite mechanic seems a little bit different. Bouncing the HP mechanic would probably be a good step
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
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 targetâs 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.
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).
What kind of downside would you suggest?
I suggest no downside, and that you make the benefits less powerful.
How do you add spell dc and damage rolls into the text body?
If you're talking about implementing in-line calculations inside of DND Beyond, #ddb-support may be a better channel.
Sounds extremely complicated, where class already fulfills that niche.
I believe Grim Hollow has something called "Traits" that may be similar to what you've mentioned, if you wanted to customize character creation.
they do! they have traits/heritages
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
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.
everytime i see path trees, always makes me think
you probably want path to exile
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.
Sounds like a cool visual, but other than visuals, what's really the mechanical goals of this?
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.
Don't really like any of the ranger subclasses, thought about explosives in a fantasy world and figured fireball would delay their invention as fireball is easier to cast the gunpowder is to invent.
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.
Iâve been conceptualizing a custom race. Iâm sorry if I do a huge wall, ive been trying to get this idea out for a WHILE
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
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].
Ah, I seeâŚ
If yall have any ideas, please let me know
your species also does not need to embody every piece of lore about them
Thoughts on my subclass?
classes can make up for a lot of the other flavor
Other than "down casting Fireball", which still needs some clarification, you haven't actually told us anything about the subclass.
i also do not see this as something a ranger subclass would be
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
Ah okay, sorry. I guess I just got caught up in the creation đŤ
You get a gun. That is basically the subclass. It runs on spell slots.
nothing about tha screams ranger
That sounds like artificer.
could easily be an arti yeah
What else would you like to expand on? You've only really mentioned an idea about resistances.
So then what would make it feel more like a ranger?
I donât really know lmao. I think I came up with most of this while half asleep
The idea of a traveling gun slinger just kinda fit in my mind
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)
I apologize, it's a bit hard to expand upon the mechanics of a species when all you've told me about them is that they're hard to break
Elaborate, if you will.
On what exactly? My answer is a paragraph long.
Well I guess theyâd typically be found deep underground as like their ânatural habitatâ even if nothing about them could be considered ânaturalâ
so, some resistances... darkvision... you might just enjoy reflavoring shadar kai
Alright
- 1 Resistance
- Darkvision
A solid start
Hold up not all of it copypasted, sorry
- How does using a weapon negate ranger features?
- Other then hunter's mark (which I don't think can be upcast) i can't think of any other way of rangers increasing damage using spell slots.
Not exactly meant for war, these faceless humanoids wander aimlessly deep below, perhaps they were remnants of an ancient civilization
Skin is of a material similar to clay.
(Potentially they could alter their bodies in ways better suited to the situation, ex: carved mouth for speaking)
Not using a weapon negates Ranger features.
Rangers can increase damage using spells such as Hunter's Mark, Entangling Strike, Hail of Thorns, or Zephyr Strike, which are all 1st level
Well you certainly don't want to design a character that can't communicate by default.
Could make for interesting situations, but sure
i can assure you, most people will find it annoying
Rather than [interesting but janky] which can slow down play, you want to be aiming for [simple and straightforward]
see the kenku mimicry for reference
I guess⌠no eyes, has a mouth by default. âSeesâ through vibrations? Kinda like the olm. You know those things?
perma blindsight/tremorsense is a no
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.
I see
Starting with 1 resistance and Darkvision, you can probably keep your species balanced by adding either:
- 1 moderately power ability
- 2 low power abilities
Hm⌠alright
is the path of tyrannosaurus barbarian good?
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 doesnât 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 donât 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.Itâs 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 havenât 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 itâs 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
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
Depending on your specific needs, I found dice cloud to be very customizable and does math.
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.
You could probably make this just a druid subclass. Wild shape destruction and Wild shape restoration, while balance could be considered your normal state.
I could though I wanted this to be an entirely new class since the spirits are there from the start the users combat options are tied towards the spirits. I'm seeing the similarities to druid but it's not my intention to make it a subclass
Still waiting to see if i can get feedback
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
Peak reference
Though is this meant to be a permanent thing? Because after few long rests you're gonna have 0 Wisdom and 20 Charisma
Hey all! I'm running a Teenage Magic Monk-ish Tortle session and I'd appreciate an extra set of eyes on the stats for Shredder. Please ignore the wrong HP dice đ
https://drive.google.com/drive/folders/1u2EPN2BIpdA2pOEvMxFFO2RBRPqRCxh7
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
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.
This certainly isn't a balanced item
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?
I honestly canât read all of that because I removed parts of my left occipito frontal lobe
âŚ.
Honestly if itâs 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.
Eh, Iâm worried more about balance,
Rule of cool is usually my native language for things like that
I also added that the cloak works similarly to the helmet of dread
It blacks out your face and everything under the cloak giving disadvantage to people trying to spot specificity you out of the crowd, and slight of hand to hide objects
hey yall, i finished making big revisions on my artificer subclass and id love to hear feedback on if its too powerful, too weak, or any other way youd change it (if at all)
Astronomer (Artificer): summon celestial bodies to help on the battlefield
https://docs.google.com/document/d/1doP1CJ9zdxHLMmXmcjpMo2ASmrhDkSNBefppsocFyKk/edit?usp=drivesdk
How could i translate one into a D&D encounter⌠given itâs from Trench CrusadeâŚ
whats an artillery witch
Scary
a trebuchet wearing a pointy black witch hat
The level 5 feature mentions replenishing uses of Astral Breakthrough. Does that mean Celestial Breakthrough?
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?
welp⌠now Iâve gotta make 2âŚ
The Big Bang is pretty good though. On the level of a lvl 8 spell without any spell slots
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.
In 2014, nets are pretty bad combat items. In 2024, theyâre much better.
The main point of balance is if the PC can sell them. A net costs 1gp, so any other race can just buy a net. Itâs not much of a benefit outside of selling them, and thatâs not a very compelling racial feature if that is the main focus
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.
abyone running Homebrew Forecast News channel or something like that?
I need a report
what?
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 partyâs 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 godâs 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?
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: Crusaderâs Mantle, Hypnotic Pattern
13: Compulsion, Stoneskin
17: Seeming, Yolande's Regal Presence
All of it looks related, but Silvery Barbs feels a little out of place
Making a Warlock Subclass designed to embrace the Melee invocations that seem to sit there for no reason besides multiclassing... part two
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.
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?
Bulwark is nice and all but it scales bad imo
Unless there will be features later that increases the damage reduction
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.
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
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.
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!
would a cantrip that deals 1d6 radiant damage (scales) and causes a 1d4 penalty on attack rolls and perception checks be too OP?
Consider Mind Sliver as precedent.
reducing saving throws is much more powerful than reducing attack rolls
Yeah so I honestly think that would be fine because of that.
Also what saving throw?
on hit with an attack roll
I don't think that would be super broken.
However I do feel the penalty to Perception checks is a tad unecessary.
Because it undoubtedly reveals the caster.
And eats up the budget.
its suposed to be for flavor, as in its a dazzling beam of light that makes it hard to see
Ohhh... Hmm... I think that would be fine.
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)
i would make it D8 damage but then it would completely outshine (HAHAHAHAHAHA) sacred flame
So i wanna post statblock of my bbeg but I can't post images..Is there anyway to share it?
You can put it into an acceptable format e.g. a Google doc and share that way