#homebrew

1 messages · Page 102 of 1

dusty trail
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Good point let me remade my stablock in google dock

dusty trail
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So party should be fighting him at 6 level. 5 vs 1

magic verge
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The idea is to offer a degree of flexibility and mechanical crunch similar to spellcasting, while having the guns themselves be easy to understand and use mid-game.

arctic thorn
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oops, the name change didnt save, myb (but yes)

initially i thought of having it scale at level 9 when you get to conjure 2 effects, do you think i should have them scale or do more damage to begin with?

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like everything goes from a d6 to a d12 or smth, but should that be initially or at like level 7

lament meadow
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And yes, scale the die with levels

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3d6 damage at higher levels is not going to move the needle much

arctic thorn
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yeah

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so maybe as part of level 9 i say all the d6’s go to 1d10s and the 1d4 of moon goes to 1d6

native grove
lament meadow
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I'll take a look at it when I can open Reddit

frank berry
# native grove https://www.reddit.com/r/DnDHomebrew/s/r4Zb6TYAFc this is a link to a homebrew ...

Overall seems perfectly balanced, kind of a weaker feature of the goliath, and the rest is just extra proficiencies and a cantrip
The only potential issue is the Personal Style -feature, which while it does play nicely into the creativity of the race, could be difficult the settle on a balanced ability to add, and adds some work to the DM, but overall not too bad, assuming a good faith player using it

indigo whale
native grove
frank berry
true forge
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Disarm the Senses

6th level Code of the Web feature

The best way to hunt is by waiting for the perfect time to strike. If you spend at least 1 minute watching a pair of creatures, When you attempt to Frame one of them using the Weaving the Web feature, you can cause the triggering attack to show on the target as if it were made by the Framed creature, causing the Wisdom save to be made with disadvantage.

heya peeps, question, does this make sense? (the feature, Weaving the Web, is a save or causes targeted creature to think another creature within 30 feet attacked them, losing action and causing them to interrogate/attack the creature

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Weaving the Web

3rd level Code of the Web feature

When it comes to backstabbing and framing, you're the best in the room. You can take the Hide action as a bonus action. While hidden, when you attack a creature with a ranged or Thrown weapon, you can attempt to frame a creature within 30 feet of the target as the attacker. The target must make a Wisdom saving throw against your Bounty Save DC. On a failed save, the target thinks the framed creature is the attacker, and uses their movement on their turn to approach the creature, and their action to interrogate or attack the framed creature (at the DM's discretion)

You can use this feature a number of times equal to your Charisma modifier per long rest.

thats the feature it related to :3

native grove
fossil marsh
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How do you guys handle epic level spells? Like specifically 10+

patent sigil
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So im looking for a motorcycle homebrew for like a zombie campaign and like vampires im a alchemist artificer so wondering what be a cool idea if yall have any

cerulean seal
lament meadow
fossil marsh
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We don't plan on hitting tier 4 plus anytime soon again

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And we're basically at the end of the campaign at this point

cerulean seal
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I would save it for the most cinematic moment

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What does the spell do?

fossil marsh
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Mystra gonna make my kidneys explode

fossil marsh
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My wizard paid his left eye for it. Not even wish can get the concept of the eye back

cerulean seal
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Alright so when I'm willing to bet is he wants you to save it for some big bad boss, you cast it and make this floating city as the battleground against some crazy enemy

fossil marsh
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Yeah the boss is a black greatwyrm who has ascended to godhood

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And we're raiding his stronghold and soon his realm

cerulean seal
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You have your battleground then

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Pop the spell when you want a giant battlefield that your party can teleport around

fossil marsh
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I have to be careful how it's used because there is one drawback

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It basically demolishes any buildings within a certain radius of I summon it too close

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But that's part of the appeal

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Perhaps my DM meant the structure damage as a shockwave or sheer size

tight lava
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Is it okay as a DM for me to move defensive duelist to shields instead of finesse weapons?

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I feel like it makes more sense and rogues or dex fighters can use uncanny dodge/ranged weapons anyway

ancient lichen
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Can anyone point me in the right direction for homebrew/3rd party stuff that might help in a campaign where I want to be using airships… like a lot.

cerulean seal
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I’m willing to bet you can convert a lot of spelljammers into air ships

ancient lichen
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Fair enough

rugged cargo
versed rock
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Hey guys I want to make the sword fight on heights swords from Roblox into d&d items. I already have an idea for which damage types they're going to do but I also want them to have more of a flair than just elemental fury swords. Here are the damage types:

Ice Dagger: Cold
Venomshank: Poison
Ghostwalker: Psychic
Firebrand: Fire
Windforce: Force
Darkheart: Necrotic
Illumina: Radiant

rugged cargo
versed rock
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They're likely all going to be at least rare, if not v. Rare or legendary. And I know I want lifesteal as a part of the Darkheart but there's already a sword of lifesteal... Maybe I can have the darkheart have a damaged based lifesteal and necrotic thing, where a certain percent of your damage dealt is turned INTO necrotic, or percent lifesteal?

cerulean seal
versed rock
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...fair enough

cerulean seal
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You can also just always rename existing magic items in DnD to one of your items from Roblox if that works better at your table

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Save yourself the work if needed

oblique wigeon
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Bumping!

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

rugged cargo
oblique wigeon
rugged cargo
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Is the Krang staff already built into his stat block, or is it on top of it?

rugged cargo
# oblique wigeon He won't be alone, but okay. What should I be looking to change? More HP?

More damage and more hp, or other defensive features.

I think he does ~80 damage per turn if everything hits, and expending everything.

They'll also deflect the attack, so you're looking more like 60 damage, only if you don't spread the damage (it's less). (2 turns to down each player, likely more than that though, and 6 players)

It's unlikely he'll survive 12 rounds of combat with 230 hp.

oblique wigeon
rugged cargo
oblique wigeon
rugged cargo
oblique wigeon
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... and I think I see a flaw with how DDB manages monster stat blocks, so I'll have to make that correction.

wise remnant
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From what i learned, you have 6 creature you can choose from and can have on with you at a time but at lvl 20 you can have 3 for 1 minute

vestal gate
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Does anyone else use variations for spells in a campaign?

Because I made a spell that has three; Standard (baseline), Focused (less area, more damage), and Wild (hits everything with high damage).

Standard is the baseline that the players get to start with and use, and depending on who they choose to be tutored by for the variation, they can learn the Focused or Wild variants.
Here's the example damage;
Standard: 10d12 in a circle with a radius of 10 feet.
Focused: 15d15 in a cone that extends 8 feet in front.
Wild: 20d15 that hits all direct targets (includes allies).

You can use Wild for the most damage, but you throw allies in the targets, Focused allows precision in exchange for the amount of targets, and Standard is the baseline.

Does anyone else make spells like this, or is it just me?

stray mica
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In my world, I want to make elves or half elves asian/eastern but idk how to interpret this

latent walrus
vestal gate
lean epoch
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Hi. I've played dnd before but am trying to make my own campaign. Is anyone here an experienced DM?

solid sand
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Im super excited with the progress i made today

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i have my map and my regions named and redid one of my deities

junior spear
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anyone a fan of acquisitions incorporated?

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i working on a homebrew book and a homebrew app for it

winged perch
junior saffron
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Malefactor Extraordinaire
Feat

You can inflict conditions even on creatures that are immune to them. However, they are not subject to damage or impaired actions or senses when they are afflicted by conditions they are immune to.

Design goal: Improve debuff builds? Oath of Conquest in particular.

amber hollow
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Seeing the word Malefactor in the wild felt like a sleeper agent activation phrase

but would that make them... immune to damage while affected by a condition they're normally immune to?

junior saffron
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Oof, you’re right. I’m trying to word it in a way that specifically lets Conquest Paladins frighten creatures immune to being frightened so that their damage aura can be activated— But not subject the afflicted creature to the impaired movement or actions.

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Also I want there to be room for Poison subclasses specifically and the list of creatures immune to that is super long.

amber hollow
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So they get the condition but none of its effects, they just count as having the condition for other things triggering on things with the condition

junior saffron
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Yes!

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Maybe like…

Rather than (frighten/poison) you can choose to inflict (new condition). Creatures afflicted by (new condition) are treated as though they are (frightened/poisoned) by your class features but are not subject to the effects of (frightened/poisoned).

scenic urchin
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there's a fundamental problem in that this feat is blank against creatures that aren't immune to anything, and that's not a good feel for a feat to have

junior saffron
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Yeah it’s not meant for optimization, it’s more to get around the feelsbad when you run into creatures that make your subclass null. I get what you’re saying though and it could use a bit more power. Maybe imposing disadvantage on a poison/fear save a few times a day.

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The idea is similar to Elemental Adept. Which is also bad when optimizing!

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I don’t see it being weak as a problem. The problem I’m running into to achieve my design goals is figuring out how to functionally word it and also the question of if ignoring immunities (even partially) is even a good idea.

scenic urchin
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Shadowfell Charm
This charm is imbued with a fragment of the Shadowfell itself and has 3 charges. As a Magic Action, you can spend a charge and cast Bestow Curse at 5th level. When cast in this way, instead of the caster choosing, the spell curses the target's Wisdom score and causes the target to only see black and white, lose immunity to the Frightened condition, and make Attack Rolls and Ability Checks at Disadvantage. Once all of its charges are expended, this charm vanishes from you.

scenic urchin
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Feywild Charm
This charm is filled with the spirit of the Feywild. As a Magic Action, you can roll a d6 and consult the following table:

1- You shoot out a bolt of lightning from your hand that strikes the creature with the shortest name within 60 feet of you for 6d10 lightning damage. Creatures without names are not counted.
2- A sweet melody plays in the background. Whenever any creature within 120 feet of you attacks or casts a spell, they take 4d10 psychic damage. This effect lasts until the end of your next turn.
3- A table with 8 slices of your favorite pie appears in an unoccupied space of your choice within 30 feet. Anyone can eat a slice of pie as an Action and restore 4d4+4 Hit Points and receive the benefits of a Lesser Restoration spell. The pie lasts for 8 hours.
4- All creatures within 60 feet transform into animated stone for 1 hour. While transformed in this way, a creature has Resistance to all damage and Immunity to the Poisoned condition.
5- Choose a willing Medium or Smaller creature and 4 unoccupied spaces you can see within 30 feet. A 5x5 foot crate appears in each space, and the creature chooses one crate to silently teleport into and hide in. The creature can spend 5 feet of movement to exit the crate.
6- A fey spirit appears in a space of your choice within 30 feet, as if you had cast Conjure Fey. The fey spirit obeys your commands but will only harm a target if you first speak their name out loud. The fey spirit lasts for 1 hour.

After you perform this action, this charm vanishes from you.

scenic urchin
# junior saffron I don’t see it being weak as a problem. The problem I’m running into to achieve ...

the wording seems fine, you could shorten it to something like "You can inflict x condition on creatures immune to x, except that condition can't do damage, prevent the creature from taking actions, or affect their movement, speed, or senses."

ignoring immunities is one of those things that if the developers did it, it would be okay, because they'd have designed the game with them in mind. but doing it from a brewer's standpoint is generally high risk, because conditions are designed with immunities in mind and invalidating the immunity puts you on the hook for every little possible edge case that could arise as a result, which doesn't mean you can't do it, it's just a lot of work

it's also not great in general because it encourages one-size-fits-all solutions from players-- but partially bypassing immunities doesn't have this problem and could make things more interesting, especially if the partial bypass is more interesting than the original condition

slim swallow
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Warlock Subclass, Titan Patron.

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

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

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

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

Additionally, when a creature dies within 1 minute from when you've last hit it with a melee attack, you can regain a hit-die if available. Cannot be used again until a short or long rest.

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.

Lvl 14, Titans Endurance.
When recieving damage, you can use a reaction to regain half the damage rounded down as temporary health that lasts for 1 minute. If used against damage that would Knock you unconscious or kill you, instead you stand and regain 1 hitpoint. Cannot be used again until a short or long rest.

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Any of this too strong ya think? 14 might be a bit much.

tribal vessel
tight rune
# slim swallow Warlock Subclass, Titan Patron. Lvl 3, Fortified. Gain Proficiency with martial...

Honestly I really like the direction of it so far.
The whole “Titan Warlock” identity comes through pretty clearly mechanically, especially with the reach/concentration synergy. It feels more like an actual frontline patron instead of just another Hexblade variation.

Bulwark is probably my favorite part flavor-wise, honestly.
That “stand your ground and become harder to break” vibe fits the subclass really well.
I don’t think most of it is crazy overpowered either. Level 14 is definitely the spikiest feature, but not in a completely unfixable way. It mostly just needs some tuning depending on how hard you want the subclass to snowball in melee.
Also, from a visual standpoint, this subclass has a ton of potential already.
The giant/titan aesthetic mixed with warlock magic could look insanely cinematic.

slim swallow
# tight rune Honestly I really like the direction of it so far. The whole “Titan Warlock” ide...

Thank you!
Warlock has all the fixings for an interesting melee class but none of what it needs to survive in melee so thats kind of the goal with the subclass, and making unique in the way that it survives compared to normal martials cause it has more spellcasting.

I might make the 14 something more simple such as..

"When you take damage, you can use a reaction to regain half the damage rounded down as temporary health that lasts for 1 minute. If used against damage that would
Knock you unconscious or kill you, you instead resist and regain 1 hitpoint. Feature cannot be used again until a short or long rest."

tight rune
# slim swallow Thank you! Warlock has all the fixings for an interesting melee class but none o...

That version feels a lot cleaner design-wise.
It still keeps the “Titan refuses to fall” fantasy, but it’s less explosive than the auto-crit version and probably easier to balance at the table. The 1 HP survival effect especially feels very mythic without instantly turning into a huge damage swing.
And I think your goal for the subclass makes sense, too.
Warlock already has all the tools for an interesting melee caster; it just usually lacks the staying power to actually hold the frontline without leaning entirely on Hexblade.
This feels more like a true endurance/bruiser warlock instead of a burst melee warlock, which is honestly a pretty fresh niche.
Also, not gonna lie, visually this subclass is getting easier and easier to imagine the more you describe it.
The giant reach, defensive stance, surviving lethal blows, and concentration aura stuff it has a really strong cinematic identity.

true forge
slim swallow
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But yeah, didn't want any additional damage or things that would buff the AC too much without some kind of payoff. Just mild damage mitigation, reach, and a little something to help with them still being a caster.

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That and with the right invocations, youll get additional damage and great sustain with a few more hitdice that can be used with lifedrinker

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Still need a spell list

sacred current
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Path of the Blaze
Some barbarians literally erupt in flames when raging. Such people derive their rage from sources like the Elemental Plane of Fire, pacts with fiends, ancient lineages or freak accidents.

Level 3 feature
Raging Flames
Beginning at 3rd level, your Rage manifests as violently exploding fire.

  • When you enter a Rage, you can choose to force creatures of your choice within 15 feet of you to make a Constitution saving throw. On a failed save, a creature receives 2d12 fire damage, and half as much on a successful save.
  • While Raging, your movement speed increases by 10 feet.

Level 3 feature
Burning Strength
Also at 3rd level, the blazing power within your rage can manifest in other ways as well.

  • When you make a Strength saving throw or ability check, you can expend a Hit Die, roll it and add it to the total. You can do so a number of times equal to your Constitution modifier, and regain all expended uses on a Short or Long Rest.
  • You can use your Action to touch an object that is not being worn or carried and set it on fire.
  • You learn the Control Flame cantrip, and use Constitution as your spellcasting ability.
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Is this too much for 3rd level?

hollow siren
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How do we feel about the pact of the talisman being reworked to work like the dark shard amulet when worn (like the dark shard amulet itself), where it serves as an arcane focus, and if you have a talisman (inclusive of rings and necklaces) you can bond with it like pact of the blade and make it your talisman

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This way it can interact with 2014 genie warlock’s ring option

true forge
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i like the idea

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Talisman is kinda supposed to be the support option for Pact Boons, which i like the idea of but was executed poorly

hollow siren
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Agreed yeah

junior spear
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would anyone like to see some cool stuff im working on?

smoky edge
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If anyone has the time, I'd like if someone would be able to look over some of my homebrew. I mostly have magic items here but there's also a race. I would mainly like feedback on the "Complex" magic items and my race Dionae.
https://sillyslycotton.github.io/sly-s-dnd-homebrew/

junior spear
sturdy knoll
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If posting there make sure to follow server rules and only post once every 3 days (wait until bot removes your previous post before posting again).

junior spear
sturdy knoll
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You are self-promoting though and that goes in #dnd-advertisements - just because your tool helps with homebrew doesn't mean sharing information about your tool fits here 😉

tight rune
# slim swallow Thats the hope. I plan on having my wife draw some art for it when I finally mak...

If you and your wife end up polishing this properly, I could genuinely see it doing well as a public homebrew release.
The subclass already has a really clear identity, which is honestly what makes a lot of homebrew stand out.
If I were planning it out, I’d probably lean hard into presentation once the mechanics are finalized:

custom character art
a strong subclass symbol/logo
themed spell visuals
maybe a couple “example titan warlocks” for flavor
clean Homebrewery or GM Binder formatting

A lot of people will check out homebrew just because it looks professional and cinematic.

And honestly, the whole “unkillable giant caster bruiser” fantasy is memorable enough that it could probably get attention on Reddit or DMsGuild once it’s polished.

full wasp
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Does anyone ever get an idea for a D&D homebrew campaign just from the sound of a song?

heady stream
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not the sound but I made a series of small adventures based on the lyrics of one of my favourite bands

full wasp
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Very cool.

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There's an orchestra called Eternal Eclipse and one of their pieces gave me an idea for a Mass Effect and Star Wars inspired Sci-Fi/Fantasy campaign

heady stream
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sounds amazing

full wasp
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Yeah. It takes place in a galaxy that was once controlled by an empire of humans and different alien races that was the pinnacle of life for hundreds of years. That was, before they created the Aegis; an army of autonamous machines that were designed as peacekeepers before they went rogue and exterminated nearly all life in the galaxy. Where there were hundreds of different species, only a fraction remain and they all live in hiding in the outer reaches of the galaxy. And where these species once relied on technology, they have to rely on low grade equipment and the primordial magics of old.

The campgain follows a group of plucky adventurers who come into posession of one of the few functioning vessels left in existence. They go on adventures across the furthest reaches of the galaxy in their search for a way to destroy the Aegis

The campaign would be called Outerlife

tribal vessel
# sacred current > **Path of the Blaze** > Some barbarians literally erupt in flames when raging....
  1. I would remove the short or long rest thing. There’s already a set resource cost for the hit die.
  2. What does setting things on fire do mechanically. Kind of a dm nightmare to have to figure that out. The 2024 dmg has a mechanic for Burning. You can use that in the wording.
  3. I get control flame is probably not being used in combat but barbarians with spells is always kinda sketchy cuz the rage restrictions.
  4. “The blazing power within your rage” is vague. Do these abilities only apply while raging? Can they cast that spell while raging? I would clarify if that’s what you mean by stating like “While raging”
worn musk
raw fern
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SWORDSMASTER
Medium Humanoid, Lawful Neutral
AC 14 Initiative +1
HP 3d10 + 5
Speed 30 ft.
Mod Save Mod Save Mod Save
STR +1 +3 DEX +2 +4 CON +0 +0
INT +0 +0 WIS -1 -1 CHA +0 +0

Skills Athletics +3, Perception +2, Survival +1
Senses Passive Perception 12
Languages Common, Morse Code

TRAITS
Force shield. The Swordmaster has a 2d10 Shield that is immune to all Force damage and damage does not carry over from the attack on the shield once broken.

ACTIONS
Cleaver. Melee attack roll, reach 5 ft., hit: 1d8+1 Slashing damage + 1d4 damage next turn.
Machete. Melee attack roll, reach 10 ft., hit: 2d4 damage, advantage on 5 ft. strikes.
Fine dicing. All creatures in a 5 ft. radius are attacked with advantage. Hit: 3d4+2 Slashing damage.

there is gonna be two of these guys duking against house rule and homebrew superbuffed level threes as the second wave in a massive gauntlet. balanced?

raw fern
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okay thank you
also i would give answers to ur class but im only any good at making enemy statblocks so i doubt id be the best to give you criticism as i know next to nothing

scenic urchin
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you've got house rules and buffed PCs... we don't know the effects of any of these

raw fern
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yeah erm
the level 3s have ac 16 speed 25 ft and 40 hp as well as one spell largely buffed
thats basically everything
oh and they have walkie talkies to eachother bit it wont matter as they in same room

boreal totem
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If I wanted to make a campaign based on that time I got reincarnated as a slime where would I even start?

worn musk
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I've always wanted to make a boss statblock where its challenge is that its a "the thing" type entity that takes over and pretends to be people over a normal boss whos hard in combat

worn musk
restive tusk
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I wouldn’t, there’s plenty of reference photos by actual artists that you can use on the internet

frank berry
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That, and including AI generated content will make posting it here against the rules

restive tusk
unique parrot
marsh spade
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if i were to make a document for a fresh mechanic that id like to put out for playtesting among different groups to gather data how long should it be in pages?

scenic urchin
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the shorter the better

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if you can describe the mechanic in 5 sentences max that would be ideal

marsh spade
scenic urchin
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do your best

marsh spade
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I am trying to keep it short but it will prolly not be under 5 pages min cause it contains stat blocks and play examples and stuff

restive tusk
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Depending on how extensive the combat system is, one of the biggest questions you’ll need to work out is if 5e is an appropriate system for the mechanic

nova basin
nova basin
stiff karma
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I am working on something and I would like opinions.

Instead of normal inspirations I am trying to make Inspiration Actions where people can use their inspirations to take special actions on their turns based on personality, subclass, or things they like doing and these would be enhanced from their normal counterparts

Instead of the normal way of getting inspirations whenever you get a nat 20, you inspire an ally and give them inspiration. Whenever someone critically misses against you, you gain inspiration. Whenever someone you make to do a saving throw gets a nat 1, you gain inspiration. These ways to gain inspiration also goes for the enemies.
You also cannot have more than 1 inspiration at a time

worn musk
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Anything else of note/ what should I change the save too

oblique wigeon
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Hey all! Aside from more HP, is there anything else I should consider for this BBEG against 6 level 10 characters, 4 of who are Monk multiclasses?

The Krang Staff is on top of the stats listed, but I'm thinking I should include them in the block for ease of use. I also know the HP dice aren't right 😅

https://drive.google.com/drive/folders/1u2EPN2BIpdA2pOEvMxFFO2RBRPqRCxh7

restive tusk
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The strong ones are Dex Con and Wis. Keep one and change the other to either Str, Int, or Cha

worn musk
restive tusk
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I think it’s fine

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It uses a common save and does alright damage for a 1/LR ability

scarlet coral
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Would this be classified as an Evocation spell or a Transmutation spell, while there is the Evocation spell Holy Weapon that does something similar there's also Elemental Weapon that's Transmutation. So what would this be classified under?

"Magnetic Missile: You charge an arrow with crackling energy and make a ranged weapon attack with it as part of casting this spell, targeting one creature. If you aren't holding any weapon to shoot the ammunition, you summon a spectral shortbow for the purpose of the attack, which then disappears. On a hit, the target becomes magnetized until the start of your next turn or until it is hit by an attack with a weapon or ammunition entirely or partially made of metal. Attacks made with this type of weapon against a magnetized creature has advantage and inflicts an additional 1d6 Lightning damage."

scenic urchin
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evo

subtle moat
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hey so im making a homebrew monster and i need to know how this action would be balanced against a group of 4 level 1 players
Lick:
The user launches its tongue towards 1 target up to a range of 60 feet. The user must make a strength saving throw (DC 12) or be grappled and pulled towards the user 10 feet.

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im debating on having it do like 1d6 bludgeoning damage too considering its a full action

severe zephyr
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Can someone help me find the right wording for a weapon? Since im struggling on describing how this weapon 'hits'

My current wording for it is:
This weapon hits everything in a 25ft arc (Aka, a semi-circle around you)

Which, should look like this:

⬜ = Empty
🟥 = Where weapon hits
🟦 = Weapon holder

⬜⬜⬜⬜⬜
⬜🟥🟥🟥⬜
⬜🟥🟦🟥⬜
⬜⬜⬜⬜⬜
⬜⬜⬜⬜⬜

But, i've been told my wording isnt right, so some help would be nice.

hidden delta
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25ft measuring what exactly?

severe zephyr
# hidden delta 25ft measuring what exactly?

5ft per tile, since it hits 5 tiles, thats 25ft.

Mesuring an 'arc' But, idt thats offical DnD wording, and im too new to DnD to be able to figure out how to word it properly.

(Unless im missunderstanding what your asking)

hidden delta
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circumfrence, radius or diameter

severe zephyr
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Unless im missing somethin (Which i probably am, feel free to correct me)

hidden delta
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ok at first i thought you made a not to scale 25ft rad, but you want half circumfrence

severe zephyr
north elbow
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this is an area of effect there's no official description for; no spell works like this
"arc" is used in facing rules, but those are variant rules and few tables play with them

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(and they aren't RAW used to adjudicate areas of effect)

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not an inherent problem, but im just saying that there's no official D&D wording on it

hidden delta
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man it would be eaisier if this hit all the way around your self, but you could say, "when you attack with this weapon deal damage to all creature within a 5ft radius semi-circle."

north elbow
#

"5' radius semi-circle centered on yourself" is also how i'd write it.

#

when you write it up, might be worth including a diagram anyway

#

(consider whether it could work as just a flat 5' radius, though)

severe zephyr
#

Kks, ima see how da others interpret that, might be cleaner for em to understand. I jst likey my homebrew greatswords having a 'swing' to em.

north elbow
#

or an 180° arc extending 5' from you

severe zephyr
#

I c

north elbow
#

when you homebrew something it should be able to make sense if there's no grid at all, grids are mainly for visual aid and simplification

severe zephyr
north elbow
severe zephyr
#

Alrighty, well, once again ran into weapon wording again :c This weapon is a bit more complex than most of my weapons. Can i get some help again?

So, current wording for the weapon has it like this:

The second hit fire 3 streaks of fire, going out in a 30ft line from you, One streak of fire fires directly infront of you, the other 2 in the left forward & right forward diagonals from you.

Made to look like this on the map (Assume it continues for 15 more ft than shown):

🟥⬜⬜🟥⬜⬜🟥
⬜🟥⬜🟥⬜🟥⬜
⬜⬜🟥🟥🟥⬜⬜
⬜⬜⬜🟦⬜⬜⬜
⬜⬜⬜⬜⬜⬜⬜
⬜⬜⬜⬜⬜⬜⬜
⬜⬜⬜⬜⬜⬜⬜

oblique wigeon
oblique wigeon
north elbow
oblique wigeon
smoky edge
peak inlet
#

is giving Eldritch Blast to non-Warlocks really too strong?

#

most of the power of Eldritch Blast comes from its invocations right?

scenic urchin
#

strong is not the right word ... but it dilutes flavor to do that

peak inlet
#

well, I’m kinda working on a dip replacement suite of origin feats

#

so diluting the flavor is my main goal

scenic urchin
#

its kinda like giving hunters mark to wizards

peak inlet
#

they can get it from Fey-Touched

#

but they also get it from my origin feat meguDom

scenic urchin
#

its not 'strong'

peak inlet
#

Shadowmoor Hexer gives Hex which is a Warlock-exclusive spell

#

do you think that it dilutes its flavor?/gen

#

because my personal experience with it is that it is flavorful, you get it from your background, which can be a less extensive deal with a demon

#

or for Paladin, it could be an Oath to 1 person

scenic urchin
#

ive never heard of it but if it were a feat posted here I wouldn't be very excited about it >_>

peak inlet
#

Shadowmoor Hexer is a published feat

#

but I get it that you don’t really enjoy that which is fine

#

I personally would rather my players not dip into classes and instead choose an “Apprentice” background

severe zephyr
flat folio
#

Writing this feature for my ent species, not sure how to explain the communicating basic ideas and warnings and stuff with chemicals, also how would I write it so you sleep like this?

Rooted Form: You can take an action to root yourself into the ground, entering a rooted state. In this state you are incapacitated, your movement is 0 and you cannot speak, you become indistinguishable from a tree of your chosen species and you become blinded.
While in this state you can exchange information with any plants that’s roots lie within 15ft of you…
This state ends instantly whenever you wish, or if you are moved.
You can only enter this state in soil, sand, mud, or another suitably soft material.

bright terrace
#

My homebrew can kill a tarrasque solo in 3 rounds without taking a single bit of damage.

flat folio
bright terrace
lament meadow
unique parrot
#

Due to their Primordial Spiral, they can only take damage from Fibonacci numbers

oblique wigeon
#

Hey all! Aside from more HP, is there anything else I should consider for this BBEG against 6 level 10 characters, 4 of who are Monk multiclasses?

The Krang Staff is on top of the stats listed, but I'm thinking I should include them in the block for ease of use. I also know the HP dice aren't right 😅

https://drive.google.com/drive/folders/1u2EPN2BIpdA2pOEvMxFFO2RBRPqRCxh7

dry lintel
severe zephyr
lament meadow
#

That being said, summoning 9 minions in one round cycle is probably too much

#

Also to be fair, the TMNTs are going to have an easy time destroying the guy

oblique wigeon
lament meadow
#

Also just wondering. In his Multiattack, you wrote that Shredder can make 3 attacks.

However, his claw attack hits twice. So if he chooses to use Claw three times, that means he makes 6 attacks in total?

lament meadow
# oblique wigeon Good point. Aren't Legendary Actions one each?

No. Legendary creatures usually have 3 resources for Legendary Actions.

Each of those legendary actions can consume X number of resources. For example, a Dragon's Wing Attack costs 2 resources. Meanwhile, a Dragon's Detect only costs 1.

The resources replenish at the start of the creature's turn

lament meadow
oblique wigeon
lament meadow
#

Or "If Shredder has used another Clawed Gauntlet attack this turn, Hit: X piercing damage."

oblique wigeon
lament meadow
oblique wigeon
low pumice
raw fern
#

PYROMANCER
Medium Humanoid, True Neutral
AC 14 Initiative +1
HP 4d12+35
Speed 30 ft.
Mod Save Mod Save Mod Save
STR +0 +0 DEX +1 +1 CON +2 +4
INT -1 -1 WIS +0 +2 CHA -1 -1

Skills Acrobatics +3, Athletics +3
Immunities Fire
Vulnerabilities Cold
Senses Passive Perception 11
Languages Common

TRAITS
Boiling blood. After every 20 damage taken, all adjacent squares are soaked in boiling blood (1d8+3 Fire damage) until the next turn ends.

ACTIONS
Melt. Ranged attack, reach 35 ft., hit: 2d4 Fire damage.
Roaring cannon. Ranged attack, reach 25 ft., arc in arrow shape spanning 15 ft., hit: 1d10+3 Fire damage.
Combustive pursuer. A ball of fire is summoned 15 ft. away from the nearest creature and moves 10 ft. per turn towards the nearest enemy creature. Once the Pyromancer takes damage of any kind, the ball combusts, dealing 1d12+1 Fire damage to all adjacent squares.
Fusion Whirlwind. Requiring 2 Pyromancers in 15 ft. of eachother, the Pyromancers form a tornado that deals 2d6 Fire damage on contact and 1d6 Fire damage on adjacent squares. No other actions can be taken while inside Fusion Whirlwind.

Third enemy for my big gauntlet if you've seen me on ts discord recently
this balanced for 3 ac 16 40 hp lvl 3s with one heavily buffed spell?

#

btw vulnerabilities basically means takes double damage from that kind of damage

raw fern
#

NECROFLORA
Medium Humanoid, Lawful Evil
AC 15 Initiative +0
HP 4d10+15
Speed 25 ft.
Mod Save Mod Save Mod Save
STR -2 -2 DEX +0 +0 CON +2 +4
INT +0 +0 WIS +1 +3 CHA -1 -1

Skills Perception +3, Survival +3
Resistances Necrotic, Poison
Senses Passive Perception 13
Languages Common, Speak to Plants

TRAITS
Rejuvenation. For every plant in the encounter, the Necroflora heals 1 HP on its turn.

ACTIONS
Crown of thorns. Ranged attack, reach 20 ft., automatic hit, hit: DC 12 Constitution saving throw; failure: 2d6 Piercing damage, success: 1/3 damage (rounded down if decimal).
Reclamation. Any 10 ft. area in 40 ft. of the Necroflora can be reclaimed by Poisonous Brambles (1d10+4 hp, 1d4+2 Poison damage) until the Poisonous Brambles are destroyed.
Pollen storm. Everywhere in a 50 ft. radius of the Necroflora becomes filled with pollen. All other creatures (including teammates) must succeed on a DC 7 Constitution saving throw for their next three turns or be restricted to 10 ft. vision and 10 ft. movement. Succeeding twice nullifies the effects of Pollen storm until recast. If a creature fails all three times they take 1d6 Posion damage. Use twice per encounter.

this is the next guy

#

maybe he needs buffed

#

cuz there is him and another dude

sacred current
proven sonnet
#

I'm making a D&D 5.5 add-on to fit into my world more because the magic systems are kinds different, so I'm gonna try blending them by adding new magic mechanics while also keeping the old ones. My world revolves around 9 classes of magic, and the problem is that one of the is necromancy, and it's very different from the school of necromancy in D&D, and I feel like it's wrong to revise the pre established schools and spells, but I also can't have two kinds of necromancy

marsh spade
proven sonnet
#

So like you can have a Psionic spell that's an Illusion spell or a Holy spell that's an enchantment

marsh spade
marsh spade
#

For example any necromantic spell that you use under the school of necromancy will now be considered under your class of magic that corresponds to it

#

If your magic class adds spells for it you consider it under the same school

hollow siren
#

then those tags trigger mechanical effects

proven sonnet
#

Or like specifically death and undeath

#

Vampires, zombies, ghosts, mediumship, all that rather than illness, fear, and those

#

Cause Fear wouldn't be a necromancy spell, and I don't wanna change the school because I know new players will join and I still want them to be familiar with base D&D

#

What if I just ignored the schools ToT

solemn sapphire
#

Another item is added to my folder if probably bad magic items. This one is the Gambler's Blade. A +3 short sword that when activated the player rolls 2 d20. If one rolls high and one rolls low, nothing happens. If both roll low, the wielder takes 3d6 necrotic damage. If both roll high, the weapon does an extra 3d6 necrotic damage on the next successful hit. If both are the same result, high or low, for the next 3 rounds the wielder is immune to all damage, all strikes are critical hits, and the blade does an extra 3d6 necrotic damage.

dry lintel
minor oak
dry lintel
onyx flower
solemn sapphire
unique parrot
shrewd birch
#
#

wait let me fix the links

stuck raptor
shrewd birch
dry lintel
shrewd birch
shrewd birch
#

whoever helps pls ping me so i see it when i get up(going to sleep now)

bright terrace
#

Does a single feature count as a single homebrew or does like 1 class or subclass count as 1 homebrew. If a single feature is used in more than 2 different things, is it still considered to be counted under a class or subclass?

bitter whale
#

Would an aura that lets you as a reaction half the damage dealt to an ally within your aura of protection be too good ?

stuck raptor
#

no

feral zinc
#

Maybe but probably not. It overlaps a little with uncanny dodge. I don’t think it’d be much if at all better than spell damage resistance from 5e. It seems most similar to the damage transfer that crown and redemption can do

restive tusk
#

They do

#

Quite a few spells seem just like copies of existing spells. Like Boon of Divinity is almost word for word Death Ward

#

The cantrip scaling needs fixing as well. Some of them only scale at level 5 but not 11 & 17 as usual for scaling cantrips

shrewd birch
shrewd birch
#

not all are exact reskins tho,are the ones that aren't reskins balanced?

restive tusk
#

They all seem like reskins outside of Vigilance of Day, which is alright but highly dependent on how much your game tracks the time of day

#

The reskins aren’t very balanced though. The straight up spells that got downgraded a level or are significantly upped in power.

twilit stone
#

How do I make homebrew in the DnD Beyond app?

faint sonnet
#

To my knowledge, there's no way to create it in the app itself.

onyx flower
dire dirge
#

Sometimes i wish there was actual spellcrafting rules in the game, i feel ff7's materia system did modular modification rather elegantly but i understand that's be a lot to keep track of.

It woukd be nice if having certain lower level spells would make a higher level one always prepared, like youre "combining" them together

faint sonnet
#

I'm largely approaching it the opposite way, where you need to unlock spells sequentially or you can't get them. There will always be competing desires between freedom and reward from investment, and they are often somewhat opposed.

solemn sapphire
halcyon slate
#

Both. 3d6 damage is bonkers.

#

You'll basically cleave through low level monsters and critical most mid-level

onyx flower
mental heath
#

im trying to make a 1/3rd caster warlock themed subclass for gunslinger but im having trouble balancing it

lucid crystal
#

If I needed a stat block for a god confined to a human body, what would be a good D&D stat block to use as a base. Asking for a friend.

stuck raptor
lucid crystal
#

Great advice, thank you.

velvet nebula
glossy yoke
#

Hey, here is an idea I have for a villain for a campaign.

The idea is a mindflayer that Made some Big modifications to his body, mainly focused on giving him boosts in the phisical department. Besides this he would also have more independence and less reliance on others to fullfil his objectives.

Yeah it contradicts the esence of mindflayers but I think it would be Nice for a short campaign

dire dirge
# faint sonnet I'm largely approaching it the opposite way, where you need to unlock spells seq...

at first i was doing a slight grimmace but then i realized that it would make casters feel more speciallized instead of how it currently is in a sense that if you know magic, you're a swiss army knife especially the wizard.
And so i think i agree with you as long as theres room for an additional theme or two in someone's spell casting path
Which made me have an epiphany that comes from all the time i spent playing magic in just barely over a year:
Color Identity

faint sonnet
#

I'm still undecided on how many themes I'm gonna allow, but definitely more than one. I've been working on the full spellcasting revamp for a while, just making some traction today.

dire dirge
#

could you spit some if it at me?

#

im straight up making my own d20 system, with black jack and hook-
horrors

#

and taking what every other game is and isnt doing into consideration

faint sonnet
#

There's a LOT not actually added to the document yet, which exists in a Google sheets that breaks down spellcasting into tons of varying numbers and data.

polar wedge
#

How would one make a god

cyan moth
polar wedge
#

No Like my players have reached the heavens and are about to 1 v 5 god

cyan moth
#

What level are they

polar wedge
#

5

#

I'm not even mad I'm just flabbergasted that they used the wish spell for that

cyan moth
#

Im more concerned how they got a wish spell at level 5

polar wedge
#

They got to a high level area too early

cyan moth
#

So many questions

latent walrus
shrewd birch
#

Harvesting Bloom
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash a burst of draining blossoms and thorned vines at a point you can see within range.
Creatures of your choice within a 10-foot-radius sphere must make a Constitution saving throw.
On a failed save, a creature takes:
3d8 Necrotic damage.
On a successful save, the creature takes half as much damage.
You regain hit points equal to half the total necrotic damage dealt by this spell.
At Higher Levels:
When cast using a spell slot of 3rd level or higher, the damage increases by:
+1d8For each slot level above 2nd.

#

this is a spell on a cleric,is it op ,what would i have to make the numbers to make it balanced

polar wedge
true forge
#

just give them a Solar to fight

latent walrus
#

They’re gonna TPK if they fight a real god

#

At level 5…

cyan moth
polar wedge
latent walrus
#

Or mad…

polar wedge
true forge
#

and he is far from useless

polar wedge
polar wedge
#

So any ideas

#

Max Charisma and Wisdom with okay strength and dex

raw fern
#

BASIC CONSTRUCT (SKELETON)
Medium Undead, Lawful Evil
AC 4 Initiative +0
HP 2d10+3
Speed 15 ft.
Mod Save Mod Save Mod Save
STR +1 +3 DEX -1 -1 CON +3 +5
INT -1 -1 WIS +0 +0 CHA -2 -2

Immunities Necrotic
Senses Darkvision 30 ft.

TRAITS
Organless. No oxygen, food or drink is required to survive. This means that any toxic gases, ingested or inhaled poisons cannot affect this creature.

ACTIONS
Claw. Melee attack roll: +1, reach 5 ft., hit: 1d4+3 Slashing damage.
Destruct. All creatures in a 5 ft. radius take 1d8+2 Necrotic damage, Skeleton -1d10 HP.

POWERFUL CONSTRUCT (DEMON)
Medium Undead, Lawful Evil
AC 9 Initiative +1
HP 4d10 + 8
Speed 20 ft.
Mod Save Mod Save Mod Save
STR +2 +2 DEX -1 +1 CON +3 +5
INT +0 +0 WIS +0 +0 CHA -2 -2

Skills Athletics +3
Immunities Necrotic
Senses Darkvision 50 ft.

TRAITS
Organless. No oxygen, food or drink is required to survive. This means that any toxic gases, ingested or inhaled poisons cannot affect this creature.
Death’s blessing. This creature is intrinsically connected to Death herself. Upon any creature in a 100 ft. radius of it dying, it gains advantage on its next roll.

ACTIONS
Multiattack. The Demon makes 2 Rend attacks.
Rend. Melee attack roll: +2, reach 5 ft., hit: 1d6+3 Slashing danage + 1d4 Fire damage.
Destruct. All creatures in a 10 ft. radius take 1d10+3 Necrotic damage, Demon -1d12 HP.

is the second a good enough upgrade to the first

lament meadow
raw fern
#

it kinda needs to be weak because its supposed to be cannon fodder to body block the necromancer until he summons something better

lament meadow
#

4 AC? Like I'm pretty sure a level 1 character has a +3 by default in their attack

raw fern
#

theyre kinda meant to add to the chaos because the real threat is the legendary action lazer cannon shooters that start coming in around that phase of the gauntlet

lament meadow
#

The demon is slightly stronger but not by much

#

But it is a significant upgrade

lament meadow
raw fern
#

three but they have kinda op homebrew armour and spell buffs
im talking ac 16
there will be the necromancer, another enemy and the necro's summons in the same arena

lament meadow
#

The demon has around two times the health and damage, so I think it's a pretty good upgrade

raw fern
#

ok

lament meadow
polar wedge
#

I should make a Grapling hook

polar wedge
#

Heh that would be cool

raw fern
lament meadow
raw fern
#

they die after like 3 destructs

#

and for the battle everyone gets to move every turn

polar wedge
raw fern
#

because of the afformentioned legendary action laser cannon

lament meadow
raw fern
#

yeah

polar wedge
#

You do Know Homebrew has to semi Belieavble Like start off by reskinning Potions Thats How I made Waterbreathing Jellies

lament meadow
raw fern
#

errr no in my previous battles u could move on ur turn

#

dont tell me ive been running wrong the whole time...

lament meadow
#

Also I don't know what you're on about. 16 AC is a Paladin's starting gear I believe

lament meadow
lament meadow
#

Yeah, 17

polar wedge
#

Anyway Imma make My grappiling hook

lament meadow
#

Shield and Plate Armor

raw fern
#

oh well i have a druid a ranger and a bard

lament meadow
#

Normal

polar wedge
lament meadow
#

Leather is I believe 12 + DEX

lament meadow
polar wedge
#

Oh thank Lord I was about to say sorry to my Tables Paladin

#

And I'm not letting him think hes better then me

raw fern
#

how can i make destruct more balanced because i still want it to be powerful

polar wedge
raw fern
#

ok

lament meadow
#

Even your devil construct is too weak

raw fern
#

the elite constructs will be somewhat strong

lament meadow
#

How many constructs will your players fight at the same time?

raw fern
#

7d10 hp
13 AC
full 30ft movement speed

lament meadow
raw fern
#

because 5 devils = 10 skeletons in terms of how much can be summoned

lament meadow
#

Honestly, 5 vs 3 it's pretty fair

polar wedge
lament meadow
#

My main concern is that the constructs' Destruct deals unavoidable damage

polar wedge
lament meadow
#

I believe level 3 spellcasters don't have more than 40 HP

polar wedge
#

Well screw it

#

Imma do it

lament meadow
#

My suggestion would be to reduce the number of enemies

#

Helps with bookkeeping as well

#

So a max of 3 demons or 6 sekeltons

polar wedge
#

Give me a random stupidest Item you guys can think of

#

Like something that has an Awseome name but does bugger All

raw fern
# lament meadow So a max of 3 demons or 6 sekeltons

ye but i was planning a max of 2 elites and 1 oooooh spooky dooky Ethereal
basically the skeletomancer can kill itself and all of its summons to create a powerful ethereal creature
im talking AC 16, 35 ft movement, flying, 9d10 or more hp (debating 8d12) and kinda op passives

raw fern
#

ELITE CONSTRUCT (AMALGAMATION)
Large Undead, Lawful Evil
AC 13 Initiative +1
HP 7d10 +15
Speed 30 ft.
Mod Save Mod Save Mod Save
STR +2 +4 DEX +2 +2 CON +3 +5
INT -1 -1 WIS +0 +0 CHA -2 -2

Skills Athletics +5
Immunities Necrotic
Senses Darkvision 75 ft.
TRAITS
Organless. No oxygen, food or drink is required to survive. This means that any toxic gases, ingested or inhaled poisons cannot affect this creature.
Death’s blessing. This creature is intrinsically connected to Death herself. Upon any creature in a 100 ft. radius of it dying, it gains advantage on its next roll.
Arcane marrow. This creature has a Magic Resistance, making all spells roll with disadvantage on it.

ACTIONS
Multiattack. The Amalgamation makes 2 Pummel attacks.
Pummel. Melee attack roll: +2, reach 5 ft., hit: 3d4+3 Bludgeoning damage plus 1d4+2 Slashing damage.
Blood charge. Moves forward 1d4x5 ft. for every 10 damage taken, plus 15 ft. Any creatures that contact the Amalgamation take 2d8 Necrotic damage. Blood charge cannot move on diagonals. A creature that contacts the Amalgamation during a Blood charge is shoved 10 ft. to either side of the Amalgamation of the DM’s choice.
Destruct. All creatures in a 15 ft. radius take 3d8+3 Necrotic damage, Amalgamation -5d4 HP.

second last level of necro summon is it balanced
btw 1 in 8 chance of rolling ts summon
2 in 8 nothing
3 in 8 basic
2 in 8 powerful

dense elm
# raw fern ELITE CONSTRUCT (AMALGAMATION) Large Undead, Lawful Evil AC 13 Initiativ...

Pummel has a janky issue, low attack roll with high damage can make it feel either underwhelming or too powerful depending on the party

Maybe you want to get the attack roll up to +4 and lower the damage so you hit more consistently but you don't immediately wipe out somebody

Blood charge activates every time it receives 10 points of damage?

Death's Blessing stacks when multiple entities die?

raw fern
# dense elm Pummel has a janky issue, low attack roll with high damage can make it feel eith...

Ok ill clear those up
firstly i didnt realise pummel was that op💀 the players and amalgamation have an ac in the same range of 3 or so with the players having the higher ac
secondly, blood charge can be activated any time but for every ten damage taken to amalgamation blood charge becomes more op
and deaths blessing gives advantage on their action their next turn after any death
hope ts clears stuff up!
whats ur suggestion for making Pummel more balanced btw

wild jasper
#

How do I make my setting have magic without really showing evidence gods exist?

simple gale
#

Question, how do i calculate the CR of a creature that can self-heal?

dense elm
# raw fern Ok ill clear those up firstly i didnt realise pummel was that op💀 the players a...

Pummel's damage is around 13 for each hit, since it's two of them in the multi attack it's about 26 dpr just from that

+2 is pretty low, especially if you say the players have higher ac than the construct, this is because it will most likely miss it's attacks but when they hit they may down someone's hp to a pretty big degree, idk your party member's hp but I guess it's not that high

You can get more consistent hits by increasing the attack roll to +4, guessing it uses strength, turn its strength from 14 to 18

Take one or two d4s to lower the dpr (Take one die - Dpr becomes 22 (One pummel = 11 damage), take two dies - Dpr becomes 18 (One pummel = 9 damage))

I can't really say if it's better to lower one or two dies, it depends on what you want the creature's identity to be, but I guess it's about crowd control from the AoEs

Blood Charge's movement speed ranges between 20 and 35ft. which can be player's whole movement speed, this can either make the construct get too far away from melees to hit it. Capping the movement to up to 25ft. should make the construct feel swift but reachable

Besides that, if the field isn't tight, Destruct works well for there's enough tiles to move to, but in closed up spaces it can be dangerous. 15ft. is 5ft. more than a paladin's first aura

raw fern
#

ok thanks

dense elm
#

My wild guess would be if the party is well geared up and has some durability just take one die from Pummel, otherwise two

raw fern
#

will do some balance changes now

dense elm
#

If they're in something like a tight castle or dungeon nerf Destruct, otherwise it's alright

lament meadow
shrewd birch
#

do u mean nothing we haven't seen before?

#

also by quite good do u mean like above average or borderline almost op

#

also i didn't clearly mention it but it's a lv 2 spell

lament meadow
lament meadow
# shrewd birch also i didn't clearly mention it but it's a lv 2 spell

I'll mention that the spell deals an inordinately high damage for a level 2 spell. 3d8 in an AoE is a lot.

It is better than Wither and Bloom by a lot though, probably the spell closest in function to yours. Yours has:

  • More damage
  • Potentially more healing, although it's limited to healing only the cleric
shrewd birch
#

is 3d6 enough

lament meadow
#

I think it does. Does it replace Wither and Bloom or?

shrewd birch
#

what do u mean by replace

lament meadow
# shrewd birch what do u mean by replace

As is, it still deals more damage than Wither and Bloom (which deals 2d6).

There is not much reason to pick Wither and Bloom now that this spell exists, although Wither and Bloom does allow you to heal others

shrewd birch
#

4d4 sounds good? 4 extra max die potential in exchange for the only self heal drawback

#

it also reduces scaling by a bit but idt this is going to be upcast a lot

lament meadow
#

Yeah I think it's good

shrewd birch
#

could u take a look at the numbers of my other spells too , some are reskins ,some are similar to the bloom which i did as in they're slightly different to existing once

lament meadow
#

Sure, which one?

shrewd birch
#

should i post them 1 at a time or multiple at a time

#

I'll start with 1.

• Tangling Vines
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You lash thorny vines toward one creature within range.
On a hit, the target takes 1d6 piercing damage, and twisting vines briefly restrain its movement. The creature’s speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases at higher levels:
2d6 at level 5

shrewd birch
#

oh sorry, cantrip

lament meadow
#

A cantrip I assume? Will it increase to 3d6 at level 11?

shrewd birch
#

yes

lament meadow
#

It's pretty okay, the 10 ft. reduction is pretty good actually in the early game

solid sand
#

ive done themes for my gods!!

#

like actual music

hard birch
#

Theme songs?

solid sand
#

my fave is my god of chaos theme tbh

#

yup instramental tracks representing them

#

wel a couple have lyrics

smoky phoenix
#

is this gear ok or too op for lvl5 players?
Alchemist's Cloak
10 AC. Wearer gains resistance to poison, acid and fire damage.

frank berry
smoky phoenix
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oh and I forgot it's supposed to be 10 ac+dex, like normal clothing

frank berry
frank berry
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You don't need to ping me each time for an ongoing conversation, by the way

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But yeah ignoring the AC, this is a really strong item for level 5 players. 3 Resistances to common things, with no attunement. Basically no reason to not put it on

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For comparison, Ring of Resistance grants resistance to one type of damage and requires attunement, so this cloak would be like having three stronger Rare magic items, definitely putting it up there as at least Very Rare, if not Legendary

smoky phoenix
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or take away some of its resistance or something?

frank berry
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Again, you don't need to ping me each time, I literally just said this

smoky phoenix
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force of habit sorry

plain dove
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what would be a good way of sharing a statblock in this channel, since it seems i cant share images

frank berry
eager cobalt
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what do yall think about this skill? its called Maim limb

Prerequisite>
You must have a creature grappled

Activation>
Use 1 action
This attack deals no damage
You can use this feature 2 × proficiency bonus per short rest

Make an Athletics check:>
Athletics check=d20+Athletics bonus

DC Scaling (based on target CON)>
Base DC=10+(1×CON modifier)
Injure: meet Base DC
Maim: meet 10 + (2 × CON modifier)
Rip: meet 10 + (3 × CON modifier)

Critical Rule>
On a natural 20, You automatically Rip

Positioning Bonus>
You gain advantage only if the target is prone
No other advantage applies

I can target any limb i want. I have not decided what the effects are yet, but does the system look cool?

bitter whale
#

Made this item. Do you think it’s good enough ?

ARMOR OF THE Redeemed
Plate +2, Artifact (requires attunement)
This is the set of armor used by the legendary cleric Amaris.
While wearing this armor, you have resistance to radiant damage and your maximum health cannot be reduced. Additionally, hostile undead have disadvantage on attack rolls made within 10 feet of you.
Shielding Light. As an action you can summon a radiant shield that protects you and your allies within 10 feet of you. While the shield is active, the following rules apply:
• Your movement speed is halved.
You cannot make more than one attack per turn. You and allies within the shield gain advantage on Dexterity saving throws,
• No magical darkness can enter the area of the shield.
The shield can absorb up to 100 damage, recharging on a long rest. When a ranged attack would hit an ally protected by the shield, the shield absorbs the attack instead. If this damage reduces the shield to 0 hit points, the target of the attack takes any remaining damage.

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I fear that the shield will not be worth using

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Mabey instead of advantage on dex saves it gives half cover v

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?*

peak inlet
scenic urchin
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the only action it has is "summon a shield" and the shield is purely reactive

bitter whale
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?

scenic urchin
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uh

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that change doesn't affect the proactiveness of any of the abilities

bitter whale
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Could also make it so it doesn’t debuff as much

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Hmm mabey then not only ranged attacks but all attacks made from outside the shield ?

hard birch
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Does anyone have favorite homebrew monster(s)? I’m looking for frames of reference

scenic urchin
dense elm
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An action feels slow, specially for someone tanky (guessing it's for a martial, I doubt the wearer could be a caster), a reaction is more manageable than an action

stable pendant
bitter whale
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Idk about reaction tho. Want it to feel like a shield you summon for protection. But the bonus action definitely seems good

dense elm
bitter whale
bitter whale
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That’s interesting

dense elm
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It only lasts one round so it's alright

dense elm
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I don't count casting time because I think it could just work as a reaction

stable pendant
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Im trying to homebrew a spell book that is inhabited by a weakened celestial that like talks to my character through telepathy( a order of scribes wizard). i wanted it to have some other utility feature in exchange for the information of the book and the celestial in the book to be intrasferable to another book. i thought of it like warning me of danger once per long rest but i dont know how to balance it or how to give it more flavor

scenic urchin
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"while you have this book, you can't be Surprised"

stable pendant
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isnt that a bit brooken?

bitter whale
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Nah it’s not that broken

stable pendant
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i really dont want to make it overpowered

scenic urchin
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how often are you even surprised

dense elm
scenic urchin
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FIVE?

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how do they all fit in there

stable pendant
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they would definatly stick out

dense elm
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Very long coat

stable pendant
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how would i be surprised

stable pendant
dense elm
stable pendant
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Also, what celestial being trapped in the book would give the most flavor? i was thinking about making it a planetar.

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but i dont think it has much to do with like spells and books

dense elm
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It depends on why did it go into the book I guess

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Like "I put Mephistopheles in my pack of cards to make me win every game because I won a bet against him playing darts", why is he there? Because he was too smart for his own good

normal wolf
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I’m planning a chameleonfolk race and basically using lizardfolk but switching some things up a bit:

  1. bite: does 1d4 slashing instead of 1d6 slashing
  2. got rid of hungry jaws
  3. added the camouflage from thri kreen (13+dex natural ac, and as an action i can change colour to gain adv on stealth check)

Thoughts?

stable pendant
# dense elm It depends on why did it go into the book I guess

Long ago there was a massive event in the world that destroyed, my character's ancestor's, library that contained all the knowlage of the world. and a celestial that guarded and brought knowlage to the library was wounded and forged a pact with the master of the library to be put in the last surviving tome of the library, to stay alive and to help rebuilld the library in the future

dense elm
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Though it'd be cool if you gained a stealth bonus if you are already camouflaging before someone sees you

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Not like a ranger because those gained +20 if I remember correctly, something like +5

normal wolf
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That sounds cool, how would that work though?

dense elm
normal wolf
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To be honest, I’m keeping it kinda simple because i don’t want to stress out my dm

dense elm
normal wolf
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Hm okay

dense elm
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If +5 is too much maybe +3 instead

stable pendant
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a couatl fits really well

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i think i will use it

clear frost
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Unstoppable force
3rd-level transmutation

Casting time: 1A
Range/Area: Touch
Components: S, M (A small piece of stone)
Duration: Instantaneous
Attack/Save: DEX

You touch any object that fits within a 10ft cube and weighs below 20 lbs, that is not worn or carried, to which it is flung straight forward with amazing force, 150ft. Anyone hit by said object must make a DEX save, on failure 5D8 Bludgeoning damage, and half as much on success. On a successful hit, the object shatters. The same thing happens if the object hits a wall, unless the DM rules otherwise.

At higher levels, for every level above third, this spell deals 1D8 extra damage and can weigh 10 pounds more.

Is this too similar to catapult?

scenic urchin
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yes

normal wolf
normal wolf
dense elm
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Expertise is gained from rogue levels anyways

clear frost
#

I just reworked it to be a bit better for 3rd level

Unstoppable force
3rd-level transmutation

Casting time: 1A
Range/Area: Touch
Components: S, M (A small piece of stone)
Duration: Instantaneous
Attack/Save: DEX

You touch any object that fits within a 10ft cube and weighs below 20 lbs, that is not worn or carried, to which it is flung straight forward or upwards with amazing force, 150ft. Anyone hit by said object must make a DEX save, on failure 5D8 Bludgeoning damage, and half as much on success. On a successful hit, the object shatters. The same thing happens if the object hits a wall, unless the DM rules otherwise.

At higher levels, for every level above third, this spell deals 1D8 extra damage and can weigh 10 pounds more.

#

Oop

dense elm
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It's the same thing, prof x 2

clear frost
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Wrong one

normal wolf
#

Oh okay cool

#

Thx

dense elm
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Np

clear frost
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Unstoppable force
3rd-level transmutation

Casting time: 1A
Range/Area: Touch
Components: S, M (A small piece of stone)
Duration: Instantaneous
Attack/Save: DEX

You touch any object that fits within a 10ft cube and weighs below 550 lbs (Because nothing is that light when its that bad apparently), that is not worn or carried, to which it is flung straight forward or upwards with amazing force, 150ft. Anyone hit by said object must make a DEX save, on failure 6D8 Bludgeoning damage and is knocked prone, and half as much on success without additional effects. On a successful hit, the object shatters. The same thing happens if the object hits a wall, unless the DM rules otherwise.

At higher levels, for every level above third, this spell deals 1D8 extra damage and can weigh 20 pounds more.

scenic urchin
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how many times is this gonna get posted >_>

clear frost
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Thousands

dense elm
clear frost
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Trillions of times in every alternate universe

dense elm
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Like a wild hunt... Heh... It may even be heartbreaking...

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I'll check it tomorrow. Sleepy

boreal totem
#

Has anybody here attempted a “that time I got reincarnated as a slime” campaign

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I’ve been thinking about trying but I’m like basically completely new to D&D and don’t really know how to make bosses, make the stats for the spells, and make the conversions for every single skill

frank berry
# boreal totem I’ve been thinking about trying but I’m like basically completely new to D&D and...

Not to try and curb the enthusiasm, but it might be a good idea to get a good idea of the system and how it works, rather than try to make a whole conversion for a series. Easier to work on things when you actually know how the actual system works!

Bosses are likely the easiest part, just a matter of creating stat blocks
Same for spells, just check out existing spells and work with the balance

But "skills" are not really gonna work as well. How D&D works is you gain skills from your class/subclass as you level up, and not generally picking up skills as you go outside of some specific cases, like invocations or feats, so attempting to "convert" that is gonna require some proper knowledge about classes and their workings, or the game in general before trying to add a whole new system for random skill gaining 😅

shadow pollen
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has anyone ever worked on magic circles

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i was thinking of making this system of complex magic circles where certain properties items and runes can determine the circles abilities

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allowing players to create, form, and edit their own spells and rituals

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i tried diffrent perspectives on the matter, its doable but hard to get going honestly, so if anyone has any idea or insperation it would be nice

cerulean seal
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I believe Glyph of Warding is the closest we have to stereotypical magic circles

summer ivy
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would "you treat x as y, and vise versa" work for rulings or should I write "you treat x as y, treat y as x"?

summer ivy
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"Because you were born in space, your breathing reflects that. You treat Vacuum environments as non-vacuum, and vise versa."

cerulean seal
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I dont even think you need to say vice versa unless you have specific features that only trigger if they are in a “vacuum environment”

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Because by saying vice versa that means those features work in either environment

summer ivy
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the vise versa is meant to be saying they treat non-vacuum environments (like being on a planet) as being in a vacuum

cerulean seal
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Oh so you want it to be harmful to be on planet surfaces but not harmful to be in space basically?

summer ivy
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exactly

cerulean seal
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I would go for the ladder option then.

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Treat X as Y and Y as X

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To avoid any confusion

summer ivy
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thank you

arctic wave
#

I need help thinking of a way to play with my dnd character

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I’m a warlock who is pretending to be a warrior and my party doesn’t know, I can’t think of anyway to properly play both “characters”

cerulean seal
arctic wave
#

Ah thanks

cerulean seal
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Hexblade

arctic wave
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Ah okay

shadow pollen
shadow pollen
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if u have mre information please do share when possible

cerulean seal
shadow pollen
#

defintely watching it now that uve mentioned it for me

cerulean seal
shadow pollen
#

ive been very intrested in magic circles for a good while now

cerulean seal
shadow pollen
#

thanks for the rec

bright terrace
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Mass Identification
Cantrip
Diviniation
Casting time: Bonus Action
Range: 30 feet
Duration: Instantaneous
You learn the mass of an object.

scenic urchin
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metric or imperial

frail bridge
#

Hey guys I have a custom subclass is just finished creating, does anyone mind if I post it here?
Just l9oking for some critique.

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Circle of the Umbra

"The druids of the grove speak of balance—of predator and prey, of sunlight and rain. They do not understand that the true apex of evolution requires neither light nor nature. It requires only the dark." — Silvax Vraq, Umbral Warden

Druids of the Circle of the Umbra are rarely self-taught. They are claimed by the dark through exposure to a True Umbra, the lightless heart of magical shadow, or by surviving an encounter with a creature of the deep dark. Where other druids become beasts, these druids are twisted into predators of living shadow.

Their power is feared, and rightly so. An Umbral druid seems to drink in surrounding light. Yet in darkness, where fear sharpens and the hunt begins, the Circle of the Umbra is at its strongest.

Umbral Origins (2nd Level)

When you choose this circle at 2nd level, roll on or choose from the Umbral Origins table to determine how the shadow claimed you.

d6 Origin
1 The Parasite. A shadow horror's essence fused with your soul as a child.
2 Shadow Dragon's Wake. You survived necrotic breath or drank from its corrupted spring.
3 Planar Rift. Your grove fell into the Shadowfell; you absorbed its essence to survive.
4 Cursed Mark. A dark entity's jagged scar burns when undeath draws near.
5 Blighted Ritual. You consumed necrosis to save your circle, containing it through will alone.
6 Eclipse Child. Your power awoke during a total solar eclipse, bound to the cosmic void.
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Latent Taint (2nd Level)

The umbral corruption severs your connection to natural beasts. You can't use Wild Shape to assume beast forms.

When you cast find familiar using your Wild Companion feature, the familiar is a monstrosity with a shadowed, mutated appearance—such as a raven with bladed feathers or a spider of hardened umbra.

Umbral Presence. Your untransformed body exhibits the corruption's mark. In dim light, faint shadow tendrils bleed from your skin before vanishing. Nature senses this wrongness; you have disadvantage on Charisma checks made to interact with beasts and fey creatures. Additionally, your corrupted biology violently rejects wrought iron, steel, or similar ferrous metal; prolonged skin contact burns you, reinforcing the druidic taboo against wearing metal armor or wielding metal shields.

You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet. You gain proficiency in Intimidation or Stealth (your choice). If you are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make with it.

#

Umbral Morph (2nd Level)

When you use Wild Shape, you can instead transform into an umbral form. The transformation lasts until you dismiss it (no action required), use Wild Shape again, or become incapacitated. While transformed, you gain the following benefits:

  • You retain your statistics, except as noted below, and you gain temporary hit points equal to twice your druid level.
  • Your AC equals 13 + your Dexterity modifier, unless your normal AC is higher.
  • You can't cast spells, but transforming doesn't break your concentration on a spell you've already cast.
  • Your equipment either merges into your form, drops to the ground in your space, or remains worn by it. Merged equipment has no effect.
  • You manifest umbral weapons and can use either for attacks:
    • Umbral Claws. Melee Weapon Attack: your proficiency bonus + your Strength or Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d8 slashing or piercing damage. (Finesse)
    • Umbral Spines. Ranged Weapon Attack: your proficiency bonus + your Dexterity modifier to hit, range 30/60 ft., one target. Hit: 1d6 piercing damage. (Finesse)
  • When you take the Attack action using your umbral claws or spines, you can make one attack with your umbral spines as a bonus action.
  • You gain a climbing speed equal to your walking speed and can take the Hide action as a bonus action. At 4th level, your umbral form gains a swimming speed equal to your walking speed and you can breathe underwater. At 8th level, your umbral form gains membranous wings and a flying speed equal to your walking speed (you can't use this flying speed while wearing medium or heavy armor).
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Skirmisher's Step (2nd Level)

Your predatory reflexes make you impossible to pin down. While in your umbral form, when you make an attack against a creature using your umbral claws or spines, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Vital Strike (2nd Level)

Your strikes from ambush land with lethal precision. While in your umbral form, you deal an extra 1d6 damage of the weapon's damage type when you hit with your umbral claws or spines if you have advantage on the attack roll. This extra damage increases to 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 17th level.

Umbral Magic (2nd Level)

Your bond with the shadow weave grants you access to certain spells. At 2nd level, you learn the minor illusion cantrip.

You also gain additional spells as you reach certain levels in this class, as shown on the Umbral Spells table. Once you gain access to a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If a spell isn't on the druid spell list, it is a druid spell for you.

Druid Level Spells
2nd inflict wounds, zephyr strike
3rd darkness, pass without trace
5th summon shadowspawn, fear
7th greater invisibility, shadow of moil
9th danse macabre, enervation

Umbral Strikes (6th Level)

The umbra within your weapons grows denser and more lethal. Your attacks with umbral claws and umbral spines count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you can attack twice, instead of once, whenever you take the Attack action on your turn while in your umbral form.

#

Elemental Fury: Umbral Corruption (7th Level)

The shadow weave intercepts your connection to the natural elements. When you gain the Primal Strike option from the Druid's Elemental Fury feature, the extra damage you deal cannot be cold, fire, lightning, or thunder. Instead, the damage type is your choice of acid, necrotic, poison, or psychic damage.

Apex Toxin (10th Level)

The umbra within you synthesizes debilitating toxins. Once per turn while in your umbral form, when you hit a creature with your umbral claws or spines, you can force it to make a Constitution saving throw against your spell save DC. On a failure, the target suffers one of the following effects of your choice (ending at the start of your next turn):

  • Shadow Snare. Its speed becomes 0.
  • Necrotizing Void. It can't regain hit points.
  • Sensory Deprivation. It has disadvantage on its next attack roll.

When you use Apex Toxin, you can expend a spell slot of 1st level or higher to force the target to suffer your chosen effect without a saving throw.

Umbral Slip (10th Level)

The shadow weave shields you from harm. While in your umbral form, when you take damage, you can use your reaction to expend a spell slot of 1st level or higher. You reduce the damage by an amount equal to 1d10 + your druid level + your Wisdom modifier, and you can teleport up to 30 feet to an unoccupied space you can see in dim light or darkness, or to an unoccupied space you have occupied since the start of your last turn.

Immediately after teleporting, if you are in dim light, darkness, or behind total cover, you can make a Dexterity (Stealth) check to hide as part of this reaction.

#

Eclipse Apex (14th Level)

Your umbral form achieves predatory perfection. While in your umbral form, you gain the following benefits:

  • Eyes of the Void. You can see in magical and nonmagical darkness to a range of 120 feet.
  • Unstoppable Stalker. You are immune to the grappled, paralyzed, and restrained conditions.
  • Predatory Assimilation. When you reduce a hostile creature to 0 hit points with your umbral claws or spines, you regain hit points equal to 1d10 + your Wisdom modifier + the creature's Challenge Rating. Once per turn, you can also regain one expended spell slot based on the creature's Challenge Rating:
CR Spell Slot Regained
1 1st level
2 2nd level or lower
3 3rd level or lower
4 4th level or lower
5+ 5th level or lower

Umbral Mastery (15th Level)

Your connection to the shadow weave deepens, granting you two benefits:

  • Improved Umbral Corruption. When the extra damage of your Primal Strike option increases to 2d8, the damage type remains your choice of acid, necrotic, poison, or psychic.
  • Umbral Slip Improvement. When you use Umbral Slip, you can teleport up to 60 feet instead of 30 feet.
#

Void Mastery (17th Level)

While in your umbral form, once per turn when you hit a creature with your umbral claws or spines, you can force it to make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you until the end of your next turn.

Umbral Casting (18th Level)

While in your umbral form, you can cast minor illusion and the spells from your Umbral Spells table. You can use only the somatic and verbal components of these spells, and you don't require material components for them unless a spell has a listed gold cost.

Echoes of the Void (20th Level)

Your connection to the shadow weave fundamentally alters your Archdruid feature. While in your umbral form, you can use an action to expend a spell slot of 6th level or higher to enter a state of shadow synchronicity for 1 minute. For the duration, you gain the following benefits:

  • Echoing Strike. Whenever you hit a creature with your umbral weapons, a shadowy duplicate instantly mimics the impact. The attack repeats, dealing the same damage as the triggering attack.
  • Void Evasion. You have advantage on Dexterity saving throws.
  • Unbound Slip. You can use Umbral Slip without expending a spell slot.
bright terrace
faint sonnet
frail bridge
# faint sonnet Normal Druid subclasses don't have nearly this many features, only having them a...

You are 100% right about the standard 2/6/10/14 subclass chassis!
​The reason this sheet has features at other levels is that this is a tailor-made homebrew for a specific campaign, and my DM wanted me to put my base-class overrides directly into the subclass document for easy tracking. Because my character's curse locks them out of normal Druid abilities, those 'extra' levels are just replacing the base class features I had to give up:
​Levels 7 & 15 (Elemental Fury / Improved): This just overrides the damage type of the base-class Primal Strike (so I'm not shooting happy sunbeam fire out of my shadow monster claws).
​Level 18 (Umbral Casting): This is a direct replacement for the base-class Beast Spells feature, since I can't turn into beasts.
​Level 20 (Echoes of the Void): This replaces the base-class Archdruid capstone.
​So it's not actually giving me extra subclass features, it's just a 'Master Sheet' that includes the DM's approved tweaks to my base Druid progression so I don't have to cross-reference two different books while we play!

faint sonnet
frail bridge
void heron
normal wolf
#

How this homebrew spell (thats legit just a reflavoured goodberry)

GOODBUG:
* Up to ten bugs appear in your hand and are infused with magic for the duration. The bugs smell disgusting and glow with a green aura.
* A creature can use its action to eat one bug. Eating a bug restores one hit point, and the bug provides enough nourishment to sustain a creature for one day.
* The bug lose their potency if they have not been consumed within 24 hours of the casting of this spell.

#

I was thinking of adding some sort of mechanic that makes the consumer make a con save to now throw up, but what could i make it do effects wise (positive ish)?

severe trellis
#

Idea take the "Sniper Rogue" idea that already works with regular ranged focused Rogues, combine it with a Falconry/Pet Class who can mark your targets and give you extra damage or maybe sneak attack even when attacking at disadvantage(like say using the long range on your weapon.)

broken viper
true forge
#

Hmmmm, any ideas on the names for divination and enchantment for this sub

(For example, evocation is energy, necromancy is life, adjuration is warding)

eager cobalt
#

what do yall think about this skill? its called Maim limb

Prerequisite>
You must have a creature grappled

Activation>
Use 1 action
This attack deals no damage
You can use this feature 2 × proficiency bonus per short rest

Make an Athletics check:>
Athletics check=d20+Athletics bonus

DC Scaling (based on target CON)>
Base DC=10+(1×CON modifier)
Injure: meet Base DC
Maim: meet 10 + (2 × CON modifier)
Rip: meet 10 + (3 × CON modifier)

Critical Rule>
On a natural 20, You automatically Rip

Positioning Bonus>
You gain advantage only if the target is prone
No other advantage applies

I can target any limb i want. I have not decided what the effects are yet, but does the system look cool?

drifting skiff
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to predict future or intentions

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enchantment to buff and upgrade

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Btw i have an idea for a class: its called <blank>

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like, you don't have a class

#

it's based on using sentient weapons and armor and stuff

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like the sword from Berserk of Gluttony, "Greed" that can switch between being a bow, a long sword, a shield, and a spear

#

and that uses your stats, levels, exp and blood to do strong attacks

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and that gives you the feat "Gluttony" that he/she needs to kill every <choose time> or will gain exhaustion but in exchange has a boost in gaining exp

severe trellis
#

Qq

dense elm
severe trellis
#

Would being able to revive yourself from death once a week for free fine as a high level ribbon ability?

dense elm
severe trellis
drifting skiff
drifting skiff
#

you're without class, why would you need experience

drifting skiff
#

he would ask you either temporarily things (to let him control you for a week, give all your stats, levels, exp)

#

or permanent (to get him blood for him too when gluttony activates

drifting skiff
#

i'm just adapting what the anime made and did

severe trellis
drifting skiff
dense elm
glad veldt
#

Anyone else find the idea of having elemental metallic dragons (along with alloy dragons based on real world metallurgy) an interesting idea? Like Hydrogen, helium, lithium, carbon, iron, silver, gold, platinum, copper, zinc, tin, etc.

dense elm
#

A different thing would be consuming after killing, that'd make sense

normal wolf
dense elm
glad veldt
drifting skiff
drifting skiff
glad veldt
dense elm
# drifting skiff you're without class, why would you need experience

Using experience as a resource to attack sounds janky... You can be without a class but experience points can be more versatile. It's a lot of work anyways, but you could trade experience for feats, bonuses, hit point dices, etc, that lasts forever. Otherwise how are you supposed to grow into the game without class resources?

dense elm
hard mica
#

Try being a kitsune warlock illusion suddenly ELDRITCH BLAST

drifting skiff
drifting skiff
#

but i didn't talk about them bcuz i rebuilt part of the system

dense elm
dense elm
drifting skiff
simple gale
#

I need some help with a stat block im trying to make
its a creature who can only use a powerful attack under the specific condition that one of it's allies have died
but im not sure how to word it

hard birch
#

Its certainly not exactly it but its statblock does have conditions for creatures they’re seeking revenge on

brittle bane
#

help with balancing an ability for one of my players.

prefacing this by saying i dont really want any comments saying dont do this and to juststick to whats already made. just looking for help with balancing damage or suggestions for something similar but maybe works a bit better

idea an ability that lets him cast spells by using his health instead. (he is a warlock)

im thinking having him roll dice and the number rolled is the damage taken.
number of die rolled is dependent on character level, spell level, and how many times they have used this ability since last long rest,

need it to have potential to do enough damage back to him that it may put him in hard spot but not enough damage so that he can be gauranteed to get atleast 1-2 uses out of it per long rest.

the group is mostly new players and i dont have any fears of them trying to meta game tf out of anything

drifting skiff
#

either make it he absorbs his compagnion

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or that he boosts himself with rage/stolen energy

graceful robin
#

Anyone know a good amount of spells too give too a half Caster

I know from some I seen thr far est they go out 1-5 (in spell levels i forgot too type that part)

But how fo you know what a good amount (wanna make a homebrew class called rune carver)

peak inlet
#

as a level 10 feature for a time Warlock, which of these seems more fitting or balanced:

  1. Quickened Spell once per Short or Long Rest, after casting it (for the next minute) you can add CHA to your Concentration saving throw once after you roll the save.

  2. Quickened Spell CHA times per LR

  3. Some other number of uses and recovery to either one to balance it out

#

this is going to be the full level 10 feature

cerulean seal
peak inlet
#

it’s in the 60-80 range

cerulean seal
#

Yeah. I would say, grab all the spells that absolutely fit your class the most first and then go from there.

peak inlet
#

and don’t worry about what fits the subclasses, since you can add those later

graceful robin
cerulean seal
eager junco
#

im making my first homebrew kind of thing can any1 help me with balancing and ideas? i can provide more info in priv as my players MIGHT read this

cerulean seal
#

I’ve been making classes and subclasses for the same reason

graceful robin
#

Well somewhat research. Been asking ai too do research for me (chat gpt has a search feature)

Like I dont use it for my writing I wanna be 100$ creative

I just didnt know were too exactly look

cerulean seal
#

There is a webpage on DnD beyond that goes into detail about what is and isn’t allowed. Let me see if I can find it

cerulean seal
#

Let me see if I can find it

graceful robin
#

Thank you

graceful robin
# cerulean seal Here is all the info you need.

I don't know if you still wanna chat but could I have your opinion on the idea?

Im average at the game so mechanically im not sure if it will work well or if I have too scrap it. If you get what I mean

cerulean seal
graceful robin
#

You can apply buffs or cons too enemys and allies

#

(Ofc buffs too allies cons too enemys)

#

You basically place a ruin on someone

#

And you can spread it around or multiple it

cerulean seal
peak inlet
cerulean seal
graceful robin
cerulean seal
#

Still just in the planning phase

peak inlet
#

making a class is torturous, I don’t think I’m going to work on another one

#

not for a while at least

#

it’s less valuable and more difficult to get feedback for

eager junco
#

could some1 help me with something im trying to homebrew without too much experience homebrewing

cerulean seal
cerulean seal
peak inlet
eager junco
#

okay

#

so im dming in an ancient greek campaign and all of my players are descendents of gods and ive given them "buffs" that are related but for their level ups i wanna give them an innate ability like how a barbarian can rage that fits with their god heritage

#

but i have no ideas nor any idea how to balance that

peak inlet
#

it’s fun, don’t get me wrong, but I think I’ll just end up tweaking this class endlessly instead of working on a new one

cerulean seal
#

That’s valid

#

Subclasses are way easier to make

cerulean seal
#

Spend a BA to go into mode for 1 minute and they get specific buffs or abilities they can use while in it

eager junco
cerulean seal
eager junco
#

oke

cerulean seal
#

You can kid adjust the wording and effect to reflect the player and their heritage

#

But I think that gets you to where you want to be without too much work

eager junco
#

i dont mind putting in some work

#

but i think im in the wrong place

#

cus this is what i see

#

Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

cerulean seal
#

Yeah that’s it

#

It’s basically magical version of barbarian rage

#

Just scrap the buffs and replace them with character specific buffs

#

So instead of “the spell save DC of your sorcerer spells increase by 1”

You change it to something flavorful for the player like if their ancestor is Zeus maybe… “you add 1d4 lightning damage to any successful weapon attack” or something

eager junco
#

hmmm

cerulean seal
#

You get the idea

eager junco
#

thats more of a buff

#

which i alr added

cerulean seal
#

For only 1 min

eager junco
#

im looking for something like an actual abitily like smt short

cerulean seal
#

You mentioned barbarian rage

#

Barbarian rage lasts for 1 minute and triggers on a bonus action which gives the barbarian a buff for the duration of the minute

eager junco
#

okay maybe i phrased it wrong

#

i mean like

#

like an actual burst of energy

#

that does smt to the enemies instead of just a small buff

#

think bigger scale like once per long rest

cerulean seal
#

Oh that’s something very different then

eager junco
#

yeah, sorry thats on me

cerulean seal
#

You want it to be like an AoE burst of energy around them in a circle?

eager junco
#

something like that

#

can also be smt like a state

#

or smt that doesnt help them in combat

cerulean seal
#

So you could give them each the Thunderclap or Sword Burst cantrip and just adjust the flavor/damage type to reflect that character heritage.
Then maybe once per long rest they can increase the range of the spell

#

Or you could let them pick a feat for their character that is related to their heritage

eager junco
#

good idea

#

thanks

upper inlet
#

Hey i have a question regarding a custom spell. I want to add a hidden encoded spellbook (in minecraft enchantment text) with some op spells, but I don't want them to be too over-reliant on spells for damage. I want it to be significant enough that they want to use it often, but not too often that it makes the rest of the party (aside from the spellcaster) feel less important. One of the spells i am working on requires one attack roll on yourself with a dagger and a level 3 spell slot. It is a single-target damage spell that requires vision of the target. If the party gets the book at level 4, what do you think would be an appropriate amount of damage would be for the spell? (ive come up with 5d10+charisma modifier but what do yall think?)

rugged cargo
#

Fireball does more damage, with no drawback.

upper inlet
#

its just you have to have line of sight, and make an attack roll on yourself...

rugged cargo
#

What happens if you miss the attack roll on yourself?

upper inlet
rugged cargo
#

Also, you only get a 3rd level spell slot at level 5, so they won't be able to use it until then.

upper inlet
#

I mean they can still have the book, it will eventually become useful to them (if they keep it)

#

Overall, I am asking about the damage output. I want this to have the capacity to bloody a boss monster (when the party is level 5)at full health in optimal conditions.

#

Cuz im looking at the average and its not too high... but like idk about high rolling and low rolling on it

winter cloud
#

its single target, takes a spell slot, and requires bloodletting to work. The damage needs to be significant if its going to be worth it. It should be something like 12d10 on a failed con save or half as much on a successful save. Remember, its competing with the damage of Fireball (average 28 to everything in an area), with the added restrictions that its single target and requires bloodletting, so it has to be much higher damage in order to compete. Average 66 damage on a failed con save. That can severely weaken a boss monster.

rugged cargo
#

This averages 27.5 + Cha damage.

Assuming the caster has 14 dex, they have a +4 with a dagger. If they have studded leather, they have 14 ac, so it's really only a 50/50 to land the dagger on themselves.

So they have a 50/50 to do ~30 damage if they are a bard.

upper inlet
#

Ok Ok ty for advice this is really eye-opening for me

#

This is the spell with the incantation you have to say out loud (steal it if u want)

#

Godless Smite
Incantation:
By broken crown and bleeding light,
I call the god cast from the height,
From ruined heavens, lost to night—
Feel her wrath: Godless Smite.

rugged cargo
#

Also, I believe the average of fireball (8d8) is actually 36.

winter cloud
#

fireball is 8d6

rugged cargo
#

Oh I'm tripping then.

winter cloud
#

lol

upper inlet
#

lol

torn fjord
#

So, in a homebrew setting of mine that wasn't designed for D&D, or any TTRPG at all for that matter, I've got a form of undead called The Restless Dead. In essence, they're people who, at the moment of their body's death, held so strong a will to keep going that their soul became trapped within their body, unable to move on until they see their conviction through to its end.

The problem is that, even though their mind, soul, and all of their skills remain, a certain madness sets in over time, a jealousy towards the living that eventually becomes a fierce hatred, and if not resisted could drive even a former saint to indiscriminately attack any living creature they see.

But more interestingly about these Restless Dead is that, aside from any injuries they might receive, the physical state of their body becomes reliant on their sense of self - no matter how much time passes, their body will only decay if they begin to forget the person they once were, and should one of the Restless Dead be reduced to no more than a skeleton, it means that nothing at all remains but their combative skill and physical ability, along with that aforementioned hatred of the living.

What I need is some advice on how to possibly turn this into a set of statblocks, or at the very least a collection of features to add to some existing statblocks, and possibly even create some rules for how a player might become one

winter cloud
# upper inlet Hey i have a question regarding a custom spell. I want to add a hidden encoded s...

alternatively, you could make it so that they can willingly choose to get hit by their own dagger attack (slitting the palm of their hand or whatever) to cast it, that way they dont need to make the attack roll against themselves. That makes it a lot lower variance than a low chance to hit themself. In that case the damage should be closer to 10d8 (slightly outcompeting scorching ray in exchange for taking some damage yourself)

winter cloud
# torn fjord So, in a homebrew setting of mine that wasn't designed for D&D, or any TTRPG at ...

Charisma saves could work well as a representation of their force of personality (often used in situations like ghostly posession or nabassu's soul-stealing gaze.

It could be that every day they make a charisma saving throw. If they fail the charisma saving throw, their charisma score is reduced by one. This charisma drain is permanent, but is reversed by one point if they are affected by Remove Curse, Greater Restoration, or similar magic. When their charisma reaches zero, they become that skeleton form and they spend every turn moving toward the nearest living creature (ally or enemy) and making melee attacks against them if they can.

Just throwing an idea out there, idk if that fully fits the fantasy but maybe.

#

that would make it possible for players to have counterplay against the curse, but would essentially make it meaningless until it takes full effect. Maybe an effect if they fail the charisma save too, but idk where to go with that one

torn fjord
# winter cloud Charisma saves could work well as a representation of their force of personality...

Rebellion Against Death: At the appointed time of your death, you refused to move on, your conviction so great that your soul remained even after your body died. Your creature type is now Undead, and you must make a Charisma saving throw each dawn to retain your sense of self. On a failed save, your Charisma score is reduced by one, and your body decays. Once per day, the spell Greater Restoration may be used to restore a single missing point from your Charisma score.

Should your Charisma ever be reduced to 0, your sense of self will fade entirely, and your body will be reduced to nothing more than a skeleton. After this, at the start of each turn, you must spend your movement to approach the nearest living creature that you can see, and if possible, spend your action to attack that creature.

west summit
#

I want your opinions on this item
E.G.O Burnout
Flamethrow:
Action
Range:15 feet
Anyone in this line of fire has to make a constitution saving throw.Taking 2 or 4d6 fire damage (depending on fuel state)on a failed save and half (rounded down) on a successful save.Costs 25 fuel

Nova:First warning
Range: touch
Rushing forward you grab a victim and build up a fire blast costing 25 fuel and forcing them to roll a strength check,Blasting them back 20 or 50 feet (Depending on fuel state) and half as much on a successful save.

Nova:Second warning
Range:touch
Grabbing a victim you force them to roll a strength check,on a failed save knock them prone and slam both hands in a fiery blast dealing 2 or 3d8 fire damage(depending on fuel state).Costs 50 fuel

Fuel:After a short rest gain 25 fuel back,and a full tank after a long rest.The tank has a max capacity of 100,when at 50 or below enter Greyhound state boosting all abilities but taking 3d6 damage at the end of each turn.

simple gale
glacial bison
bright terrace
#

How much experience y’all have with homebrews?

west summit
glacial bison
#

awesome sauce

rugged cargo
hollow yarrow
#

i got super inspired by some art i saw of a dragon in the same style as a false hydra, so i decided to make some lore for a future session. just wanna see if it still fits the theme of a false hydra while being its own thing

False Dragon: unlike how false hydras form from lies, a false dragon forms from the anger and unrest that sits in a community. it starts out it’s life cycle as a wet, fleshy egg deep underneath the community, and actually stays this way for most of its early life. then, forming around them are smaller, humanoid beings called False Humans.

False Humans are mindless thralls of the gestating False Dragon. Finding a way to the surface, these humanoid-looking beings enter into the community they live under. Incredibly sneaky creatures, they each find a human to impersonate and transform into them, incapacitating the original and consuming them whole to accurately copy them. A group of False Humans might even take over a whole family and become them. Now impersonating these people, their main focus now is to spread anger and unrest through their community, using rage or fear tactics to make people increasingly hostile, feeding the growing False Dragon. Every so often, these False Humans will find a person filled with rage, incapacitate them and bring their body down to the egg to feed it. If they are found out, a False Human will try to sing a song that makes the person forget they ever saw them.

A hatched False Dragon is an extremely intelligent creature, able to create a melody that compels mortals to follow it, especially ones prone to anger. It's at this point the dragon will create it's nest in the community, and spread throug the world.

scenic urchin
#

finally giving conjurers the power that they deserve

Conjure Lesser Bacon
3rd level conjuration

Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Instantaneous

You summon a pile of three strips of level 3 bacon that appear in your hands. This bacon is vegan but resembles and tastes like the caster's preferred bacon.

Each strip of bacon is of average quality cooked to the caster's preference and is pleasantly warm and cooked fresh if consumed immediately. If the caster is Proficient in chef's utensils, the quality of the bacon increases accordingly. In addition to its usual effects, a character that consumes one of these strips of bacon gains Advantage on the next Saving Throw they make within 1 hour of consumption.

The bacon becomes unpleasant and dangerous to eat after 1 hour, providing no benefit if consumed.

At Higher Levels: Increase the level and quantity of bacon strips by 1 for each spell slot level above 3.

winter cloud
#

bacon

trim arrow
#

Looking for feedback to make sure the syntax is correct for this feature:

Heat
You may choose to have your weapon attacks or unarmed attacks do fire damage instead of their normal damage types.

scenic urchin
#

the official syntax for that kinda stuff is

Whenever you deal damage with a weapon or Unarmed Strike, it can deal your choice of x damage or its normal damage type.

yours is close enough

trim arrow
#

thank you

dense elm
dense elm
#

I also forgot, those "depending on fuel state" must be detailed too. If the lesser numbers are triggered from the lack of fuel it should be stated to avoid confussion and make the text cleaner

west summit
#

Ok Ty

#

Burnout takes the form of a fuel tank with flowers made of fire blooming on its surface.

Flamethrow:
Action
Range:15 feet
Anyone in this line of fire has to make a constitution saving throw.Taking 2 or 4d6 fire damage (depending on if user is in gray hound state)on a failed save and half (rounded down) on a successful save.Costs 25 fuel

Nova:First warning
Range: touch
Rushing forward you grab a victim and build up a fire blast costing 25 fuel and forcing them to roll a strength check,Blasting them back 20 or 40 feet (Depending on if user is in grayhound state ) and half as much on a successful save.Warning if target hits a wall they take half of the remaining forced movement as bludgeoning damage (sometimes depends on the surface of impact)and roll a con saving throw,on a fail they are stunned until the users next turn start.

Nova:Second warning
Range:touch
Grabbing a victim you force them to roll a strength check,on a failed save knock them prone and slam both hands in a fiery blast dealing 2 or 3d8 fire damage(depending on if the user is in greyhound state).Costs 50 fuel

Fuel:After a short rest gain 25 fuel back,and a full tank after a long rest.The tank has a max capacity of 100,when at 50 or below enter Greyhound state.

Grayhound state:All abilities linked to this ego are Boosted in damage until fuel is either above 50 or at 0.

unique parrot
west summit
#

O yeah mb

woven yoke
#

Yellow, I want to make a village to town (city building) campaign based on Amphail a Waterdeep village. It has aa lot of potential, it is ruled by rotating noble families, they are part of the Lords Alliance, their major export are horses, it is connected to many unique villages and has a lot of history connected to waterdeep. But I can't figure out how to think about it, I've seen books on how on how to build and improve vehicle, shops or a castle base, but not a village. Any crazy ideas on how to approach it mechanically?

dire dirge
#

I kinda wanna see a complete redo of wild magic sorcerer where instead of a d100 table, its instead 3d8s to simulate a slot machine and the jackpot would be rolling all 8s but rolling all 1s would be a bust

#

each 3 of a kind in between would be different effects, as well as 2 of a kind but the off number out would determine the effect

dense elm
#

Forget the long list thing, it went out of my hand by mistake

unique parrot
copper jewel
#

My unpopular opinion:
For the purpose of multiclassing, ability requirements and class features should be somewhat interchangable. Str vs Dex or Int vs Wis vs Cha.
Unless the feature is specificly and undeniably linked to the ability (like Evasion connected to Dex saves or Bardic Inspiration connected to Charisma) then any ability should be able to replace another of the same type, (physical to physical and mental to mental)

Let a Ranger/Paladin multiclass with DEX and WIS replacing STR and CHA for the Paladin features.

upper inlet
dire sparrow
#

I really want to make a Not-Deer

#

It’s a Cryptid from the USA

#

Thinking of making it Fey and giving it False Appearance

scenic urchin
#

speculation about what level 9 bacon can do is welcome (or any other level)

tidal oyster
#

If you could combine multiple spells into one, what monstrosities would you make? The main restriction is that spell slot cost is additive. Two combined level 1s require a level 2, a lv1+2+3 would require a level 6 slot.

Cantrips cost a slot when used like this and the same spell cannot be used twice. Upcasting also isn’t possible.

steep shoal
#

ayo i'm working on a feature for a clockwork sorcerer subclass variation, with some time-based features worked in. i wanted to ask if this feature is interesting, and how you'd improve it?

Your innate understanding of time gives you control over the initiative of the enemy. When you cast a spell using a spell slot, you can expend 2 sorcery points to target one creature affected by the spell. The target’s initiative count for this combat is reduced by 5 until their next turn.

I wonder if this might be too weak, since it's basically an edge case scenario feature(?)

a friend of mine mentioned that this is apparently incredibly weak and i wonder if theres a way i could improve this concept to fulfill the same utility (influencing current initiative as a utility) but be more useful as a subclass feature?

scenic urchin
tidal oyster
#

That’s… Diabolical

scenic urchin
steep shoal
bright terrace
scenic urchin
#

I'm short on ideas rn sadly

steep shoal
#

thats alright

tidal oyster
steep shoal
#

though thats sort of a basic answer i suppose

tidal oyster
#

It also stops it from interfering with your normal Meta-magic shenanigans

steep shoal
#

hmmm so you'd want it to be a debuff that triggers on every spell cast? 🤔 would that also be per turn? would it be cumulative? would it still sit at 5?

bright terrace
tidal oyster
#

I take it that’s the “go wild” answer?

bright terrace
bright terrace
# tidal oyster I take it that’s the “go wild” answer?

Hand of Teleporter
Conjuration
Casting time: Action
Range: 100 feet
Duration: Instantaneous
You create a magical hand that can phase through objects. When you grab an object or creature with this hand, you may teleport it to a destination you select. The target must make a Dexterity saving throw, being teleported on a failed save or nothing on a successful one. If the target is an object held by a creature, the creature must make the Dexterity saving throw. The space must not be occupied by any solid object. The hand can grab anything Large or smaller.

Mage hand and teleport

scenic urchin
#

so vanilla it doesn't even have a level lol

tidal oyster
glass glade
#

Does it integrate their features, or is it just like casting them simultaneously?

tidal oyster
#

Integration.

bright terrace
#

Space Reversal
Conjuration
Casting time: Action
Range: 60 feet
Duration: Instantaneous
You may create a crack in a dimension or subspace.

Requires banishment, teleport, and arcane gate

tidal oyster
#

Or you can think of it as adding a “payload” to a spell.

glass glade
#

Magic Missile + Inflict Wounds seems like pretty good value for a level 2 slot

steep shoal
glass glade
#

Yeah, Shield becomes an even more important spell to auto-cancel stuff

tidal oyster
#

When actually implemented into the world I would probably have damage downscaled in situations where multi-casts are involved.

#

But yes. Repeating projectiles are one of the go to options.

glass glade
#

Gotcha! I think 3d10 auto-hit even on its own would be solid

bright terrace
#

i technically have a feature that allows the use of teleport on brain nerves

#

But it isn't a spell

glass glade
#

Heat Metal + Misty Step would be interesting if it flared the damage and Teleportation on subsequent bonus actions!

bright terrace
scenic urchin
#

spiritual weapon + fireball for room clearing

tidal oyster
bright terrace
#

Spatial Compression
Transmutation
Casting time: Action
Range: 60 feet
Duration: 1 minute of concentration
You create a cylinder of compressed space within 60 feet of you that has a radius of 10 feet and a height of up to 30 feet. Each creature in the cylinder makes a Dexterity saving throw, becoming restrained and immediately falls on a failed save or nothing on a successful one. Each creature that enters the cylinder must make the saving throw again. Every round a creature is restrained in this way takes 4d8 Bludgeoning damage. When a creature is restrained in this way, all weight on the creature is doubled. A restrained creature can use its Action to make a Strength (Athletics) check against your Spell Save DC, ending the effect on itself on a success, and must use its movement to escape the range of the cylinder.

Gravity sinkhole + Slow

glass glade
#

Friends + Haste for an automatic "Skip a turn"

amber hollow
bright terrace
#

i wasn't done with it though

amber hollow
#

Because the issue of doing anything imaginable is that you could just say "I cast it where the big bad is and they're instantly sucked into a different reality that instantly kills them and they don't get to save" is overpowered
Wish describes wish stress and potential consequences for a wish
Power Word Kill is a saveless instakill if a hp threshold is met or it does a bunch of damage otherwise, and is 9th level

bright terrace
scenic urchin
unique parrot
nova basin
restive tusk
#

Really? I don't think they're the same person, though I guess we could ask their opinion on Rangers and Fighters

stuck raptor
#

pffft

restive tusk
# bright terrace That's allowed in my campaign though instakill is debatable.

Based on your past homebrews and everyone's feedback over the past few months I agree with Herambe. It's difficult to give actionable feedback on your homebrews because:

  • You have overhauled several fundamental systems
  • We lack the full context of your extensive changes
  • The changes you've shared make your game much more similar to a custom TTRPG, not 5e, because of the extensive changes that the system is not built to handle.
true forge
#

Wow alot happened lol

maiden marsh
#

I really like the ranger as a concept, but always felt like the mechanics were a little lackluster

#

I posted this here before (and on reddit too), but the mechanics have been updated a lot from then, so I felt like a repost was worth it

scenic urchin
#

i like the layout, especially theo ne oof feywanderer

bright terrace
maiden marsh
grave radish
#

I’m new here, if I wanted input on some statblocks I made is this place to ask?

cerulean seal
grave radish
#

Which do you recommend? Or does it not matter?

#

Wish they allowed photos would make this simpler

cerulean seal
cerulean seal
scenic urchin
#

Charm of Awkward
This charm is imbued with the essence of isolation. As a Magic Action, you can activate this charm. While active, creatures cannot speak or cast spells with verbal components while they see you. This charm lasts for 1 hour, after which the charm vanishes from you.

grave radish
grave radish
# cerulean seal You can put the photo on a google doc and then just share the doc here

Traits first cause word limit:

JENELOR TONN

Medium humanoid (Half-Elf),

Chaotic Neutral

Armor Class 19 (bracers of defense)

Hit Points 195 (20d8 + 60)

Speed 50 ft., 100 ft. with boots of speed

STR
12 (+1)

DEX
18 (+4)

CON
16 (+3)

INT
14 (+2)

WIS
16 (+3)

СНА
14 (+2)

Saving Throws Str +5, Dex +8

Skills Acrobatics +8, History +6, Perception +7, Stealth +8

Damage Resistances: necrotic

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages Common, Elvish, Goblin, Undercommon

Challenge 10 (5,900 XP)

Fey Ancestry. Jenelor has advantage on saving throws against being charmed, and magic can't put her to sleep.

Innate Spelicasting. Jenelor's spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Beyond Death (1/Day). When Jenelor is reduced to 0 hit points, she falls unconscious and her spirit rises from her body.

Her spirit is a ghost that replenishes her hit points, replaces her actions with only the Withering Touch attack and her body makes death saves as normal.

If Jenelor dies, her spirit also dies, and vice versa. If the spirit reduces a creature to 0 hit points, Jenelor regains 20 hit points. Jenelor's spirit immediately returns to her body if she wakes up by any means.

Evasion. If Jenelor is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Unarmored Defense. While Jenelor is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

Unarmored Movement. While Jenelor is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).

Magic Resistance. Jenelor has advantage on saving throws against spells and other magical effects.

#

ACTIONS:

Multiattack (Humanoid Form Only). Jenelor makes two unarmed strikes in her humanoid form.

Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) necrotic damage. This is a magic weapon attack.

Empty Face (Recharge 5-6). Each hostile creature within 30 feet of jenelor that can see her must succeed on a DC 15 Wisdom saving throw or become frightened of Jenelor until the end of her next turn.

Withering Touch (Spirit Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18(4d6 + 4) necrotic damage.

BONUS ACTIONS:

Step of the Wind (Humanoid Form Only). Jenelor takes the Dash or Disengage action.

Serpent's Dance Tattoo (Humanoid Form Only). Jenelor's snake tattoo begins to shift and peel itself off her skin. As it comes off, its body gradually grows in size. It then pops off her body and slithers onto the floor, transforming into a poisonous snake. It uses the same rules and options for a familiar conjured by the find familiar spell.

REACTIONS:

Blood Curse of the Fallen Puppet (1/Day). When an ally of Jenelor's is reduced to 0 hit points while within 30 feet of her, she can give the creature a final act of aggression. Before it falls unconscious or dies, the ally can make one weapon attack against a target of Jenelor's choice within weapon range.

Deflect Missile (Humanoid Form Only). In response to being hit by a ranged weapon attack, Jenelor deflects the missile. The damage she takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, Jenelor catches the missile if it's small enough to hold in one hand and she has a hand free.

scenic urchin
#

how do you pronounce jenelor

grave radish
#

Jen like Jennifer. Then elor sort of like how you say the word lore.

#

If that makes sense?

scenic urchin
#

yeah

grave radish
scenic urchin
#

oh i dunno, seems like a monk

the ghost thing seems like it might make the fight pacing more awkward because the party has to stay in initiative to pulp a creature already at 0 hp

#

but at level 10 hitting a corpse twice is not really a big thing so idk

#

sprouting a second hp bar would be very boss though-- something to consider

grave radish
scenic urchin
#

the spirit being its own creature

#

with its own hit point bar

grave radish
#

Ah. Good suggestion.

#

ZANDER

Medium humanoid (Goblinoid, Shapechanger), Chaotic Neutral

Armor Class 17 in humanoid form, 18 (natural armor) in bear
and hybrid form

Hit Points 190 (20d8 + 100)

Speed 40 ft. (50 ft., climb 30 ft. in bear or hybrid form)

STR
22 (+6)

DEX
14 (+2)

CON
20 (+5)

INT
8 (-1)

WIS
16 (+3)

CHA
9 (-1)

Saving Throws: Str +10, Con +9

Skills: Athletics +10, Perception +11, Stealth +10, Survival +7

Senses darkvision 60 ft., passive Perception 21

Languages Common, Goblin (can't speak in bear form)
Challenge 12 (8,400 XP)

Keen Smell. Zander has advantage on Wisdom (Perception) checks that rely on smell.

Brute. A melee weapon deals one extra die of its damage when Zander hits with it (included in the attack).

Surprise Attack. If Zander surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Reckless. At the start of his turn, Zander can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Unarmored Defense. While not wearing armor, Zander's AC includes his Constitution modifier.

Totem of the Bear. Hostile creatures within 5 feet of Zander that can see and hear him have disadvantage on attack rolls against creatures other than Zander.

Regeneration. Zander regains 10 hit points at the start of his turn. If he takes damage from a silvered weapon or a spell, this trait doesn't function at the start of his next turn. Zander dies only if he starts his turn with 0 hit points and doesn't regenerate.

Magic Resistance. Zander has advantage on saving throws against spells and other magical effects.

#

ACTIONS:
Multiattack. In bear form, Zander makes two claw attacks. In humanoid form, he makes two greatsword attacks. In hybrid form, he can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, or 19 (2d10 + 8) piercing damage while raging. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, or 17 (2d8 + 8) slashing damage while raging, plus 3 (1d6) lightning damage. This is a magic weapon attack.

Rite Greatsword (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage, or 18 (3d6 + 8) slashing damage while raging, plus 3 (1d6) lightning damage.

BONUS ACTIONS:
Change Shape. Zander can polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into his true form, which is humanoid. His statistics, other than his size and AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Rage (Recharges after a Long Rest). Zander can enter a rage that lasts for 1 minute. The rage ends early if Zander is knocked unconscious or if he chooses to end it. While raging, Zander gains the following benefits:

• He has advantage on Strength checks and Strength saving throws.

• He deals an extra 2 damage when he hits a target with a melee weapon attack.

• He has resistance to all damage except psychic.

REACTIONS:

Blood Curse of the Eyeless (1/Day). When a creature within 30 feet of Zander that he can see makes an attack, subtract 1d6 from its attack rolls until the end of its turn.

native grove
grave radish
#

FRELMILL GARNETCUTTER

Small humanoid (Gnome), Neutral Evil

Armor Class 19 (leather armor)

Hit Points 150 (20d6 + 80)

Speed 45 ft.

STR
10 (+0)

DEX
22 (+6)

CON
19 (+4)

INT
20 (+5)

WIS
12 (+1)

СНА
15 (+2)

Saving Throws: Dex +10, Int +9

Skills: Acrobatics +14, Deception +10, Investigation +9,
Perception +9, Sleight of Hand +10, Stealth +14

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 19

Languages Common, Gnomish, Terran, Thieves' Cant,
Undercommon
Challenge 10 (5,900 XP)

Stone Camouflage. Freimill has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. Freimill has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. Freimill's innate spellcasting ability is Intelligence (spell save DC 17). She can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Suave Defense. While Frelmill is wearing light or no armor and wielding no shield, her AC includes her Charisma modifier.

Fancy Footwork. During Frelmill's turn, if she makes a melee attack against a creature, that creature cannot make opportunity attacks against Frelmill until the end of her turn.

Sneak Attack (1/Turn). Frelmill deals an extra 14 (4d6) damage when she hits a target with a finesse or ranged weapon attack and has advantage on the attack roll, or when the target is within 5 feet of Freimill and has no allies within 5 feet of it, as long as Freimill doesn't have disadvantage on the attack roll.

Evasion. If Frelmill is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Mutagens. Frelmill scores critical hits on rolls of 19 and 20, and has disadvantage on Strength and Wisdom saving throws.

#

ACTIONS:

Multiattack. Frelmill makes two rapier attacks and one shortsword attack.

Rite Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) cold damage.

Rite Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 3 (1d6) cold damage.

BONUS ACTIONS:
Lightfooted. Freimill takes the Dash, Disengage, or Hide action.

Blood Curse of Corrosion (1/Day). A creature within 30 feet of Freimill must make a DC 17 Constitution saving throw. On a failure, the creature becomes poisoned. It can repeat this saving throw at the end of each of its turns. On a success, the curse ends. On a failure, the creature takes 14 (4d6) necrotic damage.

REACTIONS:
Uncanny Dodge. Freimill halves the damage that she takes from an attack that hits her. She must be able to see the attacker.

native grove
severe trellis
#

Does it make sense for a Pheonix-Bow to have a Healing Shot thematically

thorny sable
#

Hello!! One of my players is playing an Harper and for the next part of backstory/work as a Harper I wanted him to be tasked with the hunting of a fallen Harper, how would you build this npc? They are level 9 and will get around 15/16 by the end of the campaign

Would you build il like a monster or like a playable character?

grave radish
#

GARRIS BLACKSTRAND

Medium humanoid (Tiefling), Chaotic Evil

Armor Class 18 (half plate, cloak of protection)

Hit Points 180 (18d8 + 54)

Speed 35 ft., fly 35 ft.

STR
15 (+2)

DEX
18 (+4)

CON
15 (+2)

INT
18 (+4)

WIS
12 (+1)

СНА
10 (+0)

Saving Throws Dex +8, Int +8

Skills Acrobatics +8, Arcana +8, Perception +5, Stealth +8

Damage Resistances cold, fire, poison

Senses darkvision 60 ft., passive Perception 15

Languages Common, Goblin, Infernal

Challenge 10 (5,900 XP)

Spellcasting. Garris is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He regains his expended spell slots when he finishes a short rest. He knows the following warlock spells:

Cantrips (at will): eldritch blast, minor illusion, sword burst

1st - 3rd level (2 3rd level slots): armor of Agathys, charm person, counterspell, earthbind, hex, invisibility, misty step

Steady Aim. Garris's ranged weapon attacks ignore half cover and three-quarters cover. Additionally, attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

Action Surge (Recharges after a Short Rest). On his turn, Garris can take one additional action.

Arcane Shot (1/Turn). When Garris hits a creature with a ranged weapon attack, he can apply one of the following effects to the target in addition to the damage of the attack:

Grasping Arrow. The target takes 7 (2d6) poison damage, its speed is reduced by 10 feet, and it is overwhelmed by brambles, taking 7 (2d6) slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles. Otherwise, they last for 1 minute.

Shadow Arrow. The target takes 7 (2d6) psychic damage, and it must succeed on a DC 16 Wisdom saving throw or be blinded until the start of Garris's next turn.

Magic Resistance. Garris has advantage on saving throws against spells and other magical effects.

#

ACTIONS:

Multiattack. Garris makes two shortsword or longbow attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Rite Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage. This is a magic weapon attack.

Seeking Arrow (Recharge 5-6). Garris makes a longbow attack against a creature he has seen in the past minute, even if the creature isn't in line of sight. The arrow flies around corners and obstacles. On a hit, Garris learns the target's location.

BONUS ACTIONS:

Blood Curse of the Marked (1/Day). Garris marks a creature within 30 feet of him. That creature takes an additional 3 (1d6) fire damage from Garris's attacks that turn.

Mystic Frenzy. If Garris used his action to cast a cantrip, he can immediately make one weapon attack as a bonus action.

Second Wind (Recharges after a Short Rest). Garris regains 20 hit points.

Curving Shot. When Garris makes a ranged attack roll and misses, he can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

thorny sable
#

Thank you!! I was asking more to make my own! But I'll work things with this one!!

umbral dust
umbral dust
thorny sable
#

I was thinking of making him a sort of "bandit leader" so minions will be needed! Knowing the damage output of my party, on a good turn 200hp are down in one turn so even a tough big enemy is bound to die in a couple of turn max, minions will help with that (probably going to give them some help against AOE, otherwise the evocation wizard is going to have a field trip)

severe trellis
#

Full ideas for Burning Falconer so far

3rd level
Pheonix
Small Celestial
40 Foot fly speed
Immunity to Fire
Can do a little attack that does 1d6+Wis Fire Damage
Has am explosive death thing upon hitting 0 HP can blow up, Revives on a short rest.

Marked target
"When your Pheonix hits with an attack, you can mark one creature that they hit. You can add your Wisdom Modifier to the first ranged weapon attack roll you make against a marked creature, and if you hit you can make your Sneak attack deal Radiant or Fire damage. Only one creature can be marked at a time."

9th level

As an action you can cast the following spells Wis Times per Day from Pheonix's space, Wis is spellcasting mod
Scorching Ray(if at least one ray hits marked creature deal SA on first), Revivify, Aura of Vitality, Wall of Fire

Shared senses

13

Gain Cold and fire resist

Get to use explosive shot, target creature all creatures of your choice in a 15 foot radius around that creature need to make dex save of take SA Fire Damage, any creature not damaged in the radius by this heals that creature by the same amount.

Usable Wis Mod per day or Prof Mod per day

Is it too much?

dire dirge
#

of course, at later levels of my proposed redo of wild magic, you'd get feats that let you legally fudge the numbers

#

...
wait did i just make Celo with d8s?

scenic urchin
#

Charm of Homebrew
This charm has 4 charges. You can use a Magic Action to spend 1 charge and choose an open container within 30 feet of you. You magically fill that container with beer, up to 10 gallons. The flavor of the liquid is unique to the bearer of this charm. If a drinker consumes at least one pint of beer and their Class or Subclass is not published in a Wizards of the Coast product, they immediately gain the benefits of a Short Rest. A drinker can only benefit from this effect once, and can do so again after finishing a Long Rest. Once all of it's charges are expended, this charm vanishes from you.

severe trellis
#

@scenic urchin do you think a ranged Sniper kind of Rouge could fit in with some support features? Staying out of the battle but doing control or supportive buffing stuff? I kind of want to lean into that with my Pheonix Rogue

scenic urchin
#

sure

severe trellis
#

Cool

peak inlet
#

I would make it a modified Alchemy Jar so it feels like Lost Library item, if you want to balance it, I would say make it take 10 minutes to consume it or 10 minutes without rolling initiative to gain the benefits

junior saffron
#

Combo Master
Feat

When you make a weapon attack with a weapon you have not made an attack with this turn or the turn previous, you can add half your level to the damage dealt.

Additionally, you can draw and stow a weapon at the start of each of your turns.

true forge
#

Aspect of Foresight. As an action and spending a Pact Magic slot, you open your mind to the tellings of Divination. Until the end of your next turn, you have advantage on all Strength, Dexterity and Constitution saving throws.

Aspect of Vision. Illusion magic channels into your eyes, letting you spot the unseen. You can see invisible creatures as if they were visible. In addition, you can add your Charisma modifier to any Wisdom (Perception) Check you make.

so making a warlock based on magic schools, and these two are the Divination and Illusion respectfully

but i dont really like the effects all too much, does anybody have any other ideas of what they could be? (passive, active, reaction i dont really care)

peak inlet
junior saffron
#

What makes you say that?

peak inlet
#

scaling with half level is pretty high for a feat

#

and you can use multiple weapons on the same turn

#

with dual wielding, you can get 4 hits with different weapons on the same turn

#

dealing 2x level extra damage

junior saffron
#

You can’t benefit from weapons on the turns previous. So the idea is that you kind of “run out” of high dice weapons.

Isn’t PB roughly equal to 1/2 level at lower levels?

peak inlet
#

yes, at low levels

#

as you get to higher levels, it’s much higher

junior saffron
#

Half of 20 is 10, which is the same damage bonus as GWM/SS. Hmm, maybe I’d add that you can’t use those with this feat.

peak inlet
#

with the current wording, you can just grab 8 daggers and get the bonus

peak inlet
#

a very nasty one at that

junior saffron
#

Good point. I’ll make it so that you need to use different weapon types. The penalty is that you need to use weapons of lower die size.

peak inlet
#

and they are so strong even with the penalty that you need to run them on all martials

peak inlet
#

I will always choose 5+ DPR over 2 DPR

#

on every single attack btw

junior saffron
#

What about +10 DPR?

peak inlet
#

weapon masteries also don’t exist in 2014, so there’s no reason to use one weapon over the other besides damage

#

and this just makes the damage higher than any difference between damage dice by a decent amount

junior saffron
#

For more clarification, I allow players to take either versions of feats as long as they don’t take it twice.

peak inlet
#

d4 is 2.5 and d12 is 6.5

junior saffron
#

Yeah, the 2014 version of GWM and the 2024 version of GWM for ex.

peak inlet
#

also, the amount of bookkeeping needed to keep track of what you do this turn and last turn

junior saffron
#

Skill issue I think.

peak inlet
#

make it PB and limit it to this turn

#

that’s my opinion

true forge
#

it kinda isnt?

players, martial mainly, dont tend to swap things mid combat

#

they stick to the stick that hits harder/fits their character, 2024 helps with weapon masteries but still applies

peak inlet
junior saffron
#

The design is to support the playstyle where you do swap things around mid combat.

peak inlet
#

but the feat specifically works with swapping weapons

true forge
#

🤷‍♂️

im just saying, people unless for a very niche playstyle/use/whatever, dont tend to swap weapons

peak inlet
true forge
#

the subclass is going to give bonus to levelled spells to incentive using them for combat/making it risker to use spell slots for other stuff

peak inlet
#

the illusion one is really strong at level 1 and it works against Witch Sight at level 15

#

the divination one seems a bit boring to me

true forge
peak inlet
#

divination tends not to be combat-based

true forge
true forge
peak inlet
#

like 1 minute CHA times per LR

true forge
#

doesnt Detect Magic do illusions anyway?

peak inlet
#

Detect Magic doesn’t remove illusions, it just tells you that one is active

true forge
#

if so, kinda overshadowed cause warlock gets it innately thanks to that one invo

peak inlet
#

and you need to use an action to check the school of magic

#

and requires concentration

true forge
#

what doesnt require conc for warlock?

#

but still, its overshadowed by something you can get next level :P

peak inlet
#

it’s not overshadowed by it

#

looking past illusions as though they are transparent is much stronger than knowing there is an illusion

true forge
#

maybe, idk, Illusion is being annoying for effects to fit, how ironic

peak inlet
#

you could make an empowered Minor Illusion

true forge
#

i was going to do something like swapping objects with illusionary copies, but when i did that for a rogue of mine, it was a long feature...

peak inlet
#

I think you could get away with Minor Illusion moving and having sight/noise at the same time

#

if you make it last 1 round

true forge
#

i kinda was thinking, you learn all those types of cantrips, when you cast one you can cast another (minor illusion plus prestidigitation for example)

but that felt much like a RP only feature, well most of its use cases anyway

peak inlet
#

so like a mini programmed illusion

true forge
#

kinda? depends

#

like you could combine thaumaturgy and prestidigitation

peak inlet
#

level 1 features tend not to have a lot of combat usage

#

I can think of Hexblade, but that is not a subclass, it’s a mistake

true forge
#

war cleric

#

most of the sorcs (some are kinda an everyman, like order)

#

Fiend warlock

#

really depends on subclass theming lol

peak inlet
#

it doesn’t really matter though

peak inlet
#

with level 1 subclasses, they don’t get it as often

#

they’re also generally less involved in general than level 3 subclasses

true forge
#

welll, the others, mainly evocation and abjuration, are combat mainly

#

Aspect of Trickery. Illusion magic channels into your hands, letting you cause perfect use of illusionary magic. Your learn the Minor Illusion, Prestidigitation, Thaumaturgy and Druidcraft cantrips. When you cast one of these cantrips, you can cast another one of these cantrips as a bonus action.

well, its prob alot better lol

#

funny enough, only one of the cantrips is an Illusion spell, the rest are Transmutation

peak inlet
true forge
peak inlet
#

action economy out of combat doesn’t tend to be as important

#

the only thing I can think of with this is like turning off multiple torches in one turn

true forge
#

ik, BA thing is there for those who want to use it in combat

peak inlet
#

ah, so your main feature is just having the spells prepared

true forge
#

no.....

#

this is apart of the main feature

#

one of 7 effects, which you can change on a SR

peak inlet
#

how about this, just allow them to use any of these spells as a Bonus Action if they want meguDom

true forge
#

it has its uses, creative users tend to find the ways for that

peak inlet
#

although yeah, I was thinking they’re not illusion spells

true forge
#

i knew that

#

but they all are basically Illusionary enough

#

Illusion hard to make effect for without it being super long

#

Aspect of Energy. Your fingers become elemental wellsprings as Evocation magic runs though your hands. When you cast levelled spell that requires an attack roll, you can cause it to become infused with elemental power, making it deal an extra 1d8 fire, cold, lightning, acid, poison or thunder damage (your choice). This damage can happen once per turn.

Aspect of Transport. The magic you cast is able to move you about as Conjuration magic alters the structure of it. When you cast a levelled spell that targets self, you can use your bonus action to teleport up to 10 feet to an unoccupied space that you can see.

Aspect of Life. The ebb and flow of life and death is visible to you, as your eyes channel the powers of Necromancy. You are always able to tell if a creature is under half of their maximum hit points. In addition, when cast a levelled spell, you can give any creature within 30 feet of you temporary hit points equal to the spell’s level + your Charisma modifier.

Aspect of Change. Your mind becomes empowered because of the Transmutation energy running though it. As a bonus action and spending a Pact Magic spell slot, you have advantage on Charisma, Intelligence or Wisdom saving throws until the end of your next turn.

Aspect of Warding. The magics of Abjuration harden your body. You gain a bonus to your AC when you are not wearing medium or heavy armour. This bonus is equal to half your Charisma modifier (rounded down).

Aspect of Bewitchment. As a bonus action after casting a levelled warlock spell, you can cause your voice to become empowered with Enchantment magic. All creatures within 10 feet of you must make a Wisdom saving throw. On a fail, the creature is either Charmed or Frightened by you (your choice). A affected creature can remake the saving throw at the end of their next turn, this lasts for 1 minute.

here are the others btw (ik Abjuration might be abit much, might make it a +1/+2 to AC instead)

peak inlet
#

I think you might be better off making all the effects activate in the same way

#

when you expend a Pact Slot probably instead of casting a leveled spell

#

I think giving them a free shield after a Pact Slot usage