#homebrew
1 messages · Page 103 of 1
https://www.reddit.com/r/DnDHomebrew/s/yXvmtovn9s
I this is a link to a homebrew race I made
How does it look?
I think it looks cool
Yeah, my other idea was to make the spell list feature kinda play into this one, aka cast spells, what school it is grants you effect until something something
yeah, if you cast a spell using a Pact Slot, the spell’s school determines which of these effects you get
instead of Short Rest to swap them out
at that point, that would be fair game
a bit powerful
it has a bit too much going for it, but I’m not an expert in 2014 content let alone races
Note that this is after several nerfs. For some reason it’s hard to make accurate snake races without making them OP
I think the base features are sufficient
the sub races make it too strong
you can make it so the subraces only give ribbons or tool proficiencies
It does give a lot of abilities that is true, but personally I don’t think it’s more powerful than say, the Aasimar.
Though admittedly the aasimars powers are largely temporary
Okay… why?
it’s a rare race, it’s not supposed to be allowed at all tables, but people don’t really play the game in that way
so they made the gap smaller in 2024
I mean, you could make the argument here too. Couatls are super rare, and half Couatls are even rarer
I don’t think there’s a balance to 2014 races
if you’re designing it for 2014 crazy pre-Tasha’s world
this fits
I mean I can nerf it slightly by making the natural armor less potent
I mean tbf I personally think that unlimited flight at level 1 should not be allowed in the game at all
which 2014 races clearly didn’t agree with
if you make it 12+DEX, I don’t think it’s an issue
Yeah that’s what I did
I mean it will still be on the stronger end, but it’s fine
I would also say do not give a race the ability to cast Shield
I mean, that’s a spell the Couatls can cast
Shield is a broken spell
balanced by the fact that it’s only accessible by specific classes
Magic initiate
usually, you need to spend a feat to get it on other classes
Also variant human
Variant Human is one of the strongest races
and it doesn’t get much past Magic Initiate
this one gets all the other stuff in addition to it
Also githzerai
doesn’t that one keep the spell unprepared?
Wait let me check
it prepares the spell 
yeah, as I said, 2014 races are bs
but even then, they are like a weaker version of your race
If everyone is BS, doesn’t that mean nobody is?
your race gets everything they get and more
Githzerai are a rare race and you still have everything they have and more
I mean to be fair you and me do have very different views on balance if you think no race should have flying
yeah, I don’t think any race should have permanent flying
but also, your race has a clear thing to compare with
one to one, an existing race is a subset of yours
I think if anything, that’s the most empirical way of figuring out if your thing is too strong
If I wanted to create a vampire yuan-ti pureblood warlock of the fiend NPC/monster statblock, would it make more sense to have the traits and spellcasting found in the 5e warlock of the fiend NPC statblock as well as the pureblood traits and newly having a note on how said character has all the traits and weaknesses of a vampire found in the MM vampire statblock as a separate note?
All in an effort not to over clutter the statblock or should Include the vampire traits and weaknesses in the traits section alongside the rest?
I would probably compare it to Aasimar in terms of power
Admittedly yes it’s on the stronger side but still
the Shield spell is a huge part of your power budget
flight is also a huge part of the power budget
all your sub-races use up a lot of your budget
I don’t think I’m useful in this conversation anymore so I won’t be responding
Sorry
you don’t need to apologize, I’m just saying I’ve contributed all I can contribute to that conversation and I don’t wanna go in circles or start a debate
Ah okay that’s fair
is this for 2024 or 2014?
2014
find a comparable MM stat block for Yuan-ti, then add a vampire feature, replace some spells, and add some stuff from the Fiend subclass
choose something that’s a bit lower than the CR you want to achieve
What if they’re meant to be a sort of boss type of monster? I was thinking CR 15 or 16 something like Strahd or something.
add a summon spell and give it legendary actions and resistances
ok, don’t add a summon spell, add a summon action/BA
I think I have an idea. Mind if I share later? BRB!
tag me, I might not be here when you write it
I'm trying to come up with some mildly useful items to offer my level one players. I currently have these (they're purposely not great):
- Ring of dimming : Immediately snuffs a 5ft area of flame up to 30ft away. Cannot reilluminate the flame.
- Shoe of agility : A shoe which increases the wearer's speed by 5ft. Dashing whilst wearing the shoe requires a dex (acrobatics) check of 12 or more to maintain balance, and to not fall prone.
- Stick of bashing : A thick enough stick that deals 2 bludgeoning damage, and increases by 1 with every successful hit. On a nat 1, it breaks.
I wanted to know if anyone had any suggestions for any more mildly useful items, or if they have any suggestions about editing these ones.
stick of bashing sounds cool if the player is lucky enough
That's the idea, though in the end it's just meant to be a silly simple item that probably won't last them. That's the idea with all the magical items. They'll have it, but inevitably give it up.
I notice alot of people still using dnd beyond and roll 20 for homebrew stuff and both of those are complete garbage compared to quest portal I almost wont join a game now if youre using dnd and beyond anymore
Are you advertising a generative ai ttrpg platform? Here? Of all places?
You know half the, if not the whole, point of this is using your own creativity, right?
I’m working on some fixes for the Greater Marks, should I focus on giving effects to all castings of the spell or focus on benefits when you’re not a caster?
Anyone know the "Mirror Spell"???
Can a wizard copy the spell into a spellbook he or she owns?
is that some third party thing?
I think you need to qualify more what you’re talking about
Grim Hollow: Player's Guide
try #third-party
Ah oke
anyone willing to look over a statblock i made ?
Sure
Why don’t we all get together and make one big campaign
Not a homebrew topic, and soliciting games outside the LFG channels is against the server rules
Check out #find-a-game
Oh I’m so sorry
Working an an alignment system that is a box of 9, but is has all of personality and psychologically measurable traits that giving a 1 to 20 value to put into the box.
•••
•••
•••
Rather than the picking one of them you have a value that has a modifier like the other stats.
Because people were playing alignment like a personality, I just used a needlessly complex real-world system to explain behavior and flavor it in the alignment system.
If you want to know more u can go over it more, and give some good book recommendation for the theory behind it. But I'm still working on making it playable
Not sure where to go to post home brew weapons
phase one is the crone, and her minions in phase one is the shade
and the crone corrupted is phase 2
into which she will transform after half her hp is gone
Any ideas how i could make the phase 2 more interesting ?
Also it can put pcs unconcious BUT in the combat enconter pcs can still interact with the outside world while unconcious (deal damage to the boss but only psychic and she is resistant) and also the minions in phase 2 (aberrant cultists) will be vulnerble to psychic damage
And they have to be uncocious to destroy their objective
I think I'd get flogged by the table if I tried to propose that it takes 10 minutes to drink a pint
and I'd get flogged again if I tried to pass off alchemy jug beer as homebrewed D:
Trying to see what rarity this Mizzium would be. Mizzium Apparatus but you can use spellcasting ability + prof to cast vs arcana. In addiiton, you choose your main casting class (eg. Sorc) and you gain all their subclass extended spell lists
Hey I have a question for the server un general, is this for college. Like is this the club I was told about for anoka?
Because I was just added out of the blue
no idea what you're talking about so I'm gonna guess no
This is the general official DnD discord server
I would check with the people you know irl about details but this is just the official dnd discord
No idea what you are referring to specifically
Can I have advice on a late game boss idea I had?
Its meant to be brutal and for player level that is at LEAST lvl 10
https://docs.google.com/document/d/1nG7l7ZU54DwmkfEqjAziUoRKhFPbqgDklxedYavuEMM/edit?usp=drivesdk
youve gotta give slightly more information about the encounter because assuming 4 level 10 characters, this thing is going down turn 1
(apologies if this the wrong channel first time here)
so i’m designing a high CR monster (at least CR 13) for a survival/travel focused campaign (so food and water rations matter)
it’s a heavily armored tanky herbivore they might randomly encounter
i wanted it to have a really nasty toxin that got stronger the more the character got hit, but idk if i over tuned it or not
iron blood toxin:
first application: DC 20 con save or vomit up your food and water rations for the day
second application: DC 20 con save or gain one level exhaustion and the poisoned condion for 1 minute
third application: if the creature is already has the poisoned condition from this toxin make a DC 20 con save, on failure the creature immediately begins suffocating, it can repeat the save at the end of each of it’s turns to end the suffocation
Seems like the applications should be reversed.
1st app should be poisoned condition
2nd app should be vomit which causes 1 level of exhaustion + loss of consumed rations if already poisoned
subsequent apps should trigger the vomit again, but if you already threw up you instead reel so hard from the poison you're paralyzed/start suffocating
i like that take, i’ll swap over to that thx
https://www.reddit.com/r/DnDHomebrew/s/TN1mwsa0gb
this is a link to a homebrew Druid subclass I made. How does it look?
check Circle of the Forged from exploring eberron. Its pretty much what you wrote, but semi-official
Does anyone have any advice on making homebrew drugs/illicit substances?
I am so happy I have a text wall but I am makinf an artificer subclass that hits a violent top (beyblade esque) and riccochets it between allies and enemies though a chain of reactions and increasing attack rolls. Magical hot potato where the loser gets smote by the damage and some effects of all the hits from before.
Its so incoherant when I talk about it but trust me it's peak.
More health and more resistances
Assuming that this is facing a party of 4 level 10 players it’ll go down too quickly
Con saves and various debuffs and DM assigned effects
Okay, mind if I post what I’ve got so far?
Depends on the drug
Uh sure go for it, idk if drugs are disliked by rules so don't blame me please 
Ghostgrass: used medicinally by the people of the Blade Steppes, these whitish-green stalks are said to give one vigor and let them see the world of spirits. DC 15 Con save upon taking a dose; if you succeed you get temp hitpoints and can see into the Border Ethereal for as long as you have the temp HP. If you fail, you instead take the Poisoned condition, and become vulnerable to Psychic Damage until your next Long Rest.
Yeah W
One change I'd make
Or a few actually
For that, don't tell players the DC. Make the DC vary a bit, like 13+d4 or smth. Regardless of fail or pass, they see into the border ethereal, however, fails of increasing severity add hallucinations
The person who takes it might have a bad high and they wouldn't reasonably know
That’s a good point; thanks for the feedback!
Critical fails force your spirit from your body for a while, and add a risk of posession while in tjis ethereal out-of-body experience
seems good to me
Yes yes
My basis for designing it was sort of like a mix between the contact poisons in the DMG and a potion effect
You could also add a stimulant that boosts Int, Cha, and Wis for skills and attacks a little and improves concentration, but might reduce those saving throws
Tangentially related question; would the Ghostgrass giving the poisoned condition on fail justify a dwarf getting advantage on the save?
That actually might work; I was working on an equivalent of the Halfling Leaf for the urban intrigue section of my campaign
Any ideas for something that’s the opposite effect? My setting has a narcotic going around called Sweetlily that’s being sold in one of the big cities by a gang the party’s facing down.
Maybe something that gives a penalty to some of the casting stats (int, Wis, cha), or inhibits concentration, but in return gives you temporary immunity to charm and frighten? Maybe for a couple hours?
Like calm emotions, but is an item
That was not what I expected
I thought it'd be TOO strong
But thanks!
How many of you have made homebrew items that encompass the phrase “—— it, we ball”?
Its strength would depend on how common those conditions are
If its too strong it can be easily toned down to advantage on saves against those
I made one that is… ridiculously overpowered and underpowered…
I'm not sure if this counts #homebrew message
Oh!
or this #homebrew message
cant post images here? not sure I understand the logic in that. I wanted to post a thing here but copy pasting just the text would chop it into oblivion
can put it on an image hosting site or in a Google doc and then link to it
Im not that invested in sharing or getting feedback. Was a fleeting interest at best. No big deal
If I could have, I would have, but I cant so eh, the moment of investment is gone.
ok
https://imgur.com/etAwcDN this is the statblock for a boss ill be running. What other attack could i give it ? Was thinking of something it could set up. Like the attack has a windup so i can describe how at the end of its turn it starts doing something, and at the start of its turn it unleashes sth big. Any suggestions ? (Its the crone corrupted - arch night hag turned serpent aberration by the night serpent)
mabey i remove spellcasting and add something like that
(phase 1 will have spellcasting - this is phase 2)
the stat block already seems pretty full
Ye thats why i was considering removing spellcasting
do you think its too full or just leave it as is ?
idk, but I think adding more to it would be overloading it in either case
okay
What if the bonus action gave her the effects of the haste spell not till the end of her next turn but untill she looses all temporary hitpoints ?
don't think that would be an improvement but if you have a plan, go for it
How do I balance a home brew class
Compare it to existing classes of the most similar design
Playtest it
Run damage calcs
Get feedback
That’s about it
Ok thx
Ok
Finally completed a rough draft for my spellcasting class! A cousin to my Paindancer class (https://discordapp.com/channels/516367331358801950/540588335924641792/1500844864328171530), The Painweaver is a spellcaster that utilizes its own life force to cast spells rather than spell slots like others. From healing friends to harming foes, from controlling the field to mutating your own ever-shifting summon, the painweaver can do it all!
Feel free to message me with feedback here or in DMs, im very grateful for all the help and feedback i got on the Paindancer and I can't wait to see what you think of the Painweaver!
https://docs.google.com/document/d/1PtwWWBB4YNb0h97LUMR2HGtzPazOWKvnxQt_d07aDz0/edit?usp=sharing
So one of my players does themed recipes for every session as his character is a cook. I've taken to rewarding him for this fun with a one-use magical item based on the recipe. This is the first time I'm a bit leery of the effect so submitted here for feedback.
Boom Berry Cup Cake
Wondrous Item, RareIf consumed, this cake provides pep and vigor to attacks both magical and martial. You now inflict critical damage on a 19 or 20 result. If you would already inflict critical damage on a 19, you now inflict critical damage on an 18-20.
However, if you would roll a 1 on an attack roll, in addition to missing, an unripe boom berry explodes inside you. Roll the damage you would have normally rolled for your attack and receive that much force damage.
Both effects last until your next long or short rest.
So, reasons I'm not sure I like this.
- It's the critical fumble problem: Punishes multi-attack characters with more chances to receive the punishment.
- In some builds that trigger off crits could be very powerful.
On the other hand, it's only until the next rest. It does limit itself.
seems a lil mean yeah
It should definitely have a risk-reward feel - it's a free magic item, so it's meant to be something that's potentially a swing against you as well as for you.
Maybe make it take half that much force damage, even? Simply mathematically brute force it to be ultimately numerically advantageous?
Is this broken?
Wondrous item, rare (requires attunement)
A cracked, glowing mark etched onto metal, stone, or even skin. It pulses like a dying ember. When held, it feels warm… like it remembers something burning.
Passive Effect – Mark of Cinders
Your attacks deal an extra 1d4 fire damage.
Also, small flames flicker around you when you’re in danger (purely visual, but cool as hell).
Ability – Ember Surge (3 charges, recharge 1d3 daily)
When you deal damage, you can activate the sigil to amplify the hit:
Deal an extra 3d6 fire damage
The target must make a Con save (DC 15)
Fail: they are burning (1d8 fire damage at end of their turns for 2 rounds)
Ability – Sigil Flare (1/day)
You release the sigil’s stored energy:
20 ft radius around you
Dex save DC 15
5d6 fire damage (half on success)
Leaves behind burning ground briefly
Passive – Heat Memory
The sigil reacts to unstable magic or planar energy:
It glows brighter near fractures, corrupted roots, or major enemies
DM can use this as a subtle “you’re close to something bad” tool```
well uh you know what your player will find fun more than I, but since the advantage is damage I would look at non-damage drawbacks to make it more dynamic, like uh your speed is reduced by 5 feet or something
might be
To be fair the enemy they got this from was in a hidden room and one of them almost got incinerated.
Here's the creature in question
Medium elemental, unaligned
Armor Class: 18
Hit Points: 178
Speed: 30 ft
STR 20 (+5)
DEX 12 (+1)
CON 22 (+6)
INT 7 (−2)
WIS 14 (+2)
CHA 10 (+0)
Saving Throws: Con +10, Wis +6
Resistances: bludgeoning, piercing, slashing from nonmagical attacks
Immunities: fire
Vulnerability: cold
Condition Immunities: charmed, frightened, exhaustion
Senses: darkvision 60 ft
Challenge Rating: 11
Traits
Blazing Core
Anything within 5 feet takes 2d6 fire damage at the start of the sentinel’s turn.
Molten Retaliation
If you hit it in melee, you take 1d10 fire damage back.
Cracked Inferno (Phase Change)
Once it drops below half HP, it basically “breaks open” and gets more dangerous:
Its fire aura increases to 3d6
It has advantage on attacks
The ground around it starts burning (small patches of fire that last a couple rounds)
Actions
Multiattack
Two attacks, or one attack and one sweep.
Slam
+9 to hit
Deals 2d8 + 5 bludgeoning plus 2d8 fire
Ignition Sweep
It swings in a wide arc (10 ft cone)
Dex save DC 17
Takes 7d8 fire damage (half on success)
If you fail, you catch fire and take 1d10 damage each turn until you use an action to put it out
Cinder Eruption (Recharge 5–6)
Big explosion around it (20 ft radius)
Dex save DC 17
Takes 10d6 fire damage
Area fills with ash and is hard to see through for a turn
Death Effect
Ashen Cataclysm
When it dies, it explodes:
15 ft radius, Dex save DC 16
6d6 fire damage
The ground stays burning for a bit (difficult terrain + minor fire damage)```
how hidden was the room
They needed a dc 18 perception to find the door.
maybe balanced in your game then
prob not in other games unless they have the same level of hiddenry
So I'm making a Rogue Subclass that has a Pheonix companion and I wanna lean into the interpretation of a Pheonix as a Sacred Symbol of Life with Holy Flames Ala the sun.
Do you think it fits to let the Rogue change their SA damage to fire at level 3 and then Fire or Radiant at 9? Or Should the Radiant option be there from 3?
I think you could have both at 3rd level. The progression is nice flavorfully though like you are reaching a more spiritual or sacred form. Though, changing damage types isn’t super impactful generally other than specifically dealing with a creature with damage resistances.
OK then I at least want the Pheonix's attack to go from just fire to fire or Radiant at 9th to show it growing stronger
Slow Storm
Medium Monstrosity, Neutral
AC 12
HP 2d6
Speed 10ft
Str 10 +0
Dex 10 +0
Con 14 +2
Int 3 -4
Wis 10 +0
Cha 10 +0
Senses: Blindvision
Languages: None
Traits*
Speedsense.* Slow storms can detect the movement speed of all creatures within a 60ft radius. The storm will automatically gravitate toward the creature with the highest movement speed.
Gaseous Body. The slow storm can move through other creatures and objects as if they were difficult terrain, and end their turn inside of another creature’s space. If targeted by spells such as Gust of Wind, a slow storm will be blown away
Actions
Speedeater. When occupying the same space as another creature, the Slow Storm will try to eat the creature’s movement speed. The creature must make a DC12 CON save. On a fail, the creature loses 5ft of movement, and the DC for the save against this creature goes up by 2. On a success, the creature regains any stolen speed, and the DC resets.
Form Up. If four or more slow storms are within 5ft of each other, they may combine into a Large Slow Storm, where they gain the following benefits:
Hit Points. A Large Slow Storm’s HP is equal to the sum of the smaller Slow Storm’s combined.
Size. A Large Slow Storm’s size is large (4-5 storms), huge (6-8 storms), or gigantic (8+ storms).
AC. A Large Slow Storm’s AC is equal to 12 + 1*(Amount of Slow Storms forming together.)
Spellcasting (recharge 5-6). A Large Slow Storm may cast the spell Slow.
does this seem overly broken?
its not meant to be too insanely dangerous on its own, but when used in tandem with other creatures im hoping they'll be a source of panic
On its own it’s not particularly dangerous
But a few things
What happens to stolen speed once it dies? As is, the sheet only mentions regaining it after succeeding the save
What is the DC for the slow spell that it might cast?
Where it says “if targeted by spells such as Gust of Wind, a slow storm will be blown away”
What do you mean by blown away in this sense? Moved a certain number of feet? Dissipated entirely?
I’m creating a creature like the vita carnis elder Mimic but I thought I’d be cool to have it so the creature had a symbiotic relationship with something that consumed something other then meat. Blood, souls, or something similar but is there something that exists already or I can base off of that does that that can be a good fight for a level 5 group of 6?
Bone drinker?
Thank you! I didn't catch those :D
That’s perfect! Any more? For different areas and stuff
Would a BA Heal equal to Wisdom Mod+Prof Bonus be too little to be useful?
Healing word is 2d4 as a BA for a 1st level slot.
Second Wind is 1d10 + Fighter level twice per LR. (Recharge one use on sr)
If this is for your phoenix ranger subclass, then Wis will be around 3-5ish+2-3ish. Averaging around 7ish hit points.
So depending on the number of uses should be okay
Not a ranger, a Rogue actually. I'm playing on a "Sniper Rogue" and combining it with a Falconer for the Sniper with a Bird thing. I'm using the Pheonix for magic stuff and a built in pet revive
I think a BA self heal is fine but rogues ba’s tend to be pretty busy already
It is I know but standard is for Pet classes to use a BA to command your Pet.
Uses would be 2 Times a day with no resource expended and then after you have to use a Subclass Based resoure(Im thinking of calling them Sacrec Embets) to do it again. I think the Rouge will have Wis+Prof Mod Embers.
I also might just make it 1d8+Wis healing
Maybe you can give them a resource or way to give the pet an action along side doing something they already want to be doing
able to go where no party has gone before
Charm of the Tiny Party
When you activate this charm, you and party members on the same plane as you all greatly reduce in size, becoming 2 size categories smaller. The size change carries the following effects:
- Your weapon attacks deal half damage, and you are vulnerable to damage from weapon attacks.
- You can cast the Friends cantrip. When you cast it in this way, the duration is "Concentration, until Charm of the Tiny Party ends"
- As an Action, you can coerce a creature Charmed by you, affecting them as if you had cast Suggestion on them. They automatically fail the Saving Throw if you are actively engaged in merriment. The duration is until the creature no longer has the Charmed condition.
At any time, you can end this effect on yourself and your party members, otherwise the effect lasts for 1 hour, after which this charm fades from you.
The pet will be able to attack and mark targets when a target is marked you'll get to add your Wisdom Bonus to ranged weapon attacks and get Sneak Attack on that target no matter what
What should I keep in mind when coming up with Legendary actions? (This is my first time interacting with them)
they gotta be FAST because they're INTERRUPTING the game flow
nobody wants stodgy lumpy legendary actions interrupting their turn order
I had an idea for one that greatly increases the boss's position in initiative, is that smth reasonable?
it already has a regular action that increases the position in intitative by 1 at the cost of 30 feet of movement speed tho
Keep in mind that legendary actions take place at the end of other creatures turns
i'd say no because it doesn't actually have a visible effect to the players
A few other ideas I had:
- An AOE that pushes everything close to it 10/5 feet away if its within 5/10 feet respectively
- An ability that locks a player in place, giving the boss advantage on all rolls against them until they get free (strength saving throw on their turn)
- An ability that does either: High single target knockback, Pulling a single target, or pulling itself TO a target.
ack I pressed enter too soon
thats better but only if you can do it FAST
if everyone gotta roll a saving throw and recalculate their position and check for collisions and whatnot then it'll be slow
Honestly only the first one properly fits my needs, I need to make ones that are best for protecting the boss
-# Cause apparently 150 health isn't a lot
A nice and simple one you could add would be giving it a melee attack as a legendary action
If you wanted to lean more into the overheat gimmick you’ve introduced maybe let it choose either making one attack or two at the cost of increasing overheat by 1
Honestly I did have an idea very similar to that, where it merges its arms temporarily for a stronger attack
I have also given the Warforged an ability to protect it from magic
(All direct spells targeting the Warforged roll with disadvantage)
If you’re worried about magic, it’d probably be more effective to give it advantage on saving throws against spells
Most of the big damaging spells don’t use attack rolls
I thought it'd be the other way around tbh, thanks!
its a lot simpler this way too tbh
Legendary Actions:
- Full Punch (Melee Weapon Attack): +8 to hit, Range 5ft, one target. Hit: 14 (2d8+5). (Adds one Overheat, max once per round): Use Full Punch after it has already been used since the Warforged’s last turn.
- Deflect (Can only be used after you were attacked by a physical attack, you do not have to wait until the end of the turn): Roll a d20. If the Warforged gets an equal or higher roll, or rolls a nat 20, this creature chooses a tile within 5 feet to redirect all damage to. (Adds one Overheat, max once per round): If the Warforged is deflecting a melee attack from within 5 feet, the Warforged may knock the deflected attacker prone.
This is what I have so far
the deflect aspect would work better as a reaction
generally legendary actions have a format to them
Legendary Action Uses: X. Immediately after another creature’s turn, the [creature name] can expend a use to take one of the following actions. The [creature name] regains all expended uses at the start of each of its turns.
Action #. (Costs # Actions). [Action]
Something like that
if you wanna give them more reactions, you could potentially add a trait that lets them use legendary action uses as reaction "charges"
lemme know if you feel I'm taking too much liberty with your homebrew btw, I can get carried away a bit when it comes to homebrewing
The original version of the boss could react after every single turn
its alr dw!
My only concern rn is staying on theme for the boss
and uh, making it survive a turn against 4 lvl 10s
well, possibly 3 lvl 10s... the boss has the capability to do an average of 80 damage when consuming an Overheat, and capable of reaching near 100 with luck
if it consumes TWO overheat...
damage output won't necessarily translate to survivability
creating bosses is a delicate balance
its an average of 120 damage
when using 2 overheat for damage
and a lot of factors can change how difficult it becomes
such as health, AC, DPR, Ads, arena... etc
well currently its 150 average health, 16 ac with a reaction to increase it to 18, dpr (damage per round I'm guessing?) is 40 when not boosting damage, idk what ads is, or what you mean by arena
like minions, is it alone in the fight
Yes, its alone
The hope is that its a solo brutal powerhouse
and like, the second to last boss of whatever campaign its in
health seems to be your limiting factor here, I would consider upping that
I'm no expert on the intricacies of balancing bosses, but looking online consensus seems to be a boss creature should be 3-5 CR levels above the parties level
so from there I'd look at CR 13-15 creatures to compare with
any resistances?
many constructs usually have resistance or immunity to a couple of damage types, like psychic and poison
It has advantage against magic
also resistance to poison
- Constructed Nature: The Warforged has no need for food, drink, or air, and does not have an intake orifice for such things.
- Complex Construction: The Warforged has advantage on saving throws against spells, and only takes half damage from any spell that damages the Warforged.
- Dauntless: The warforged has advantage on saving throws against being frightened.
- Multi-limbed: When the Warforged uses its reaction to make an attack of opportunity, it can make two arm blade attacks instead of one as part of that reaction.
- Warforged Resilience: The Warforged has advantage on saving throws against being poisoned and is always immune to being put to sleep or diseased.
- Tactical Training: The Warforged always goes first in initiative.
- Efficient Combatant: The Warforged can use two bonus actions each turn.
these are the traits
I'm just pasting relevant information from a Stone Golem for comparison
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
CR 10 (XP 5,900; PB +4)
Traits
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
honestly idk why a Warforged WOULDN'T be fully immune to poison and some of that other stuff
quick question about charmed, it typically requires same language to charm, right?
Because this Warforged doesn't know common
depend on the reasoning
there's nothing explicitly saying you need to understand a creature that applies the charmed condition
else charm spells wouldn't effect beasts
It can't speak/understand common because its creator simply didn't add the capability for language, since it wasn't needed for a combat only Warforged that requried no communication to do its job
(other than yes/no, which are pretty universal imo)
(not the words, yes/no, but the intent for yes/no is very easily communicatable I think)
it would depend on the dm, but saying it couldn't be charmed because it can't understand you has wider implications and consequences than giving it immunity to the charmed condition
thats fair! I gave it charm immunity
I honestly didn't know charm COULD affect beasts
any creature that doesn't have immunity can be charmed
charmed just doesn't have too many combat uses beyond specific spells and classes
doesn't come up too often
Idea for an passive ability:
anytime the Warforged's turn starts, and it has a form of status that renders it immobile, it automatically breaks free (maybe one overheat cost)
I've played through about 5 campaigns where I played an elf and not once did I get to utilise advantage against charms
again, at that point just give it immunity to grapple, restrained, paralyse, petrify and unconscious
paralyse, petrify and unconscious already have justification as it's a mechanical creature
but if you want it to be more of an interactive aspect, maybe give it the effect of the Freedom of Movement spell, that lets you escape grapples and restraints by spending 5 ft of movement
ooh, I like that
cause then it can't increase initiative as easily
Pull: The Warforged targets up to 4 other creatures, that are equal to or less than the Warforged’s size, that are within line of sight, and are within 20 feet, and if they fail a DC 17 dexterity check, they will be pulled to a tile within 5 feet of the Warforged
legendary action I just added
might remove the dex check, and make it always succeed
my inner rules lawyer wishes to point out that generally saving throws to avoid being moved are assigned to strength saves
considering it targets 4 creatures at once, a save is a good thing to have
fair!
I could make it an either or option? I want to make it partially dex because the arm has to get TO you first
so you'd have the option to dodge it, and dodging is dex
Yes, ik!
but its only commenting for others
(if commenting becomes a problem, I'll disable commenting)
at first your name was set to cynical orange LOL
at least thats what it looked like at first
in the doc
I'm not sure what it'll show up as, either; cynicalorange69, Cynical, Orange, Cynical Orange or CyOrange69 :P
I'm nothing if not predictable 🤣
not sure if it's a good suggestion, but maybe could give it either a legendary action or main action that lets it reduce it's overheat?
Well currently if it doesn't use overheat in a turn, it automatically loses one, but giving it a main action that lets it do that too doesn't sound terrible? (tho it probably wont be used much)
could restrict it so it can only use it after it has previously reached overheat 4?
The problem isn't that reducing overheat is too powerful, is that its not gonna see the light of day much when it could be doing damage
But its also not a bad idea to have
having reread some of its sheet, I had an idea
oh?
Protection Overclock expels a large amount of hot steam no?
Yes, it uses that for protection, but in order for it to USE said overclock, it has to heat up the steam
maybe that could require an overheat of 1 or 2 and it reduces the total overheat stat by 1 when used
Well the steam isn't naturally hot, it has to heat it up whenever it overclocks
(also that'd be like really powerful)
HOWEVER, I might make an attack that reduces overheat, but prevents overclocking on the turn its used on
I was thinking of how a machine might cool off rapidly and that idea of venting heat came to mind
https://www.reddit.com/r/DnDHomebrew/comments/1tbd8pk/comment/olg3eep/
This is a link to a homebrew druid subclass i made. How does it look?
Vent Steam (Requires and consumes an Overheat): Creatures in a 15x15 ft. cone take 1d8 fire damage and 1d8 cold damage. (This can not cause combustion, and the Warforged may not overclock until its next turn)
thoughts?
pretty neat
its cool!
I don't have the knowledge to provide criticism with tho
i am a bit worried its a bit unbalanced
it is pretty similar to circle of the forged, but personally I like this better
it is supposed to be similar to that, its essentially a remake of the subclass
i should probably remove the bonus spells as the circle of forged and moon dont get bonus spells and they have similar boosts to wildshaping
https://docs.google.com/document/d/1nG7l7ZU54DwmkfEqjAziUoRKhFPbqgDklxedYavuEMM/edit?usp=sharing
I'm mostly happy with this so far?
If there's any more advice I'll gladly take it, but I'm going to bed
might be a bit underpowered in some regards
wait underpowered? I thought it was overpowered
I wrote this as a response to something in #1496929332956889161
And it reminded me of something I put in my home game. So I copy pasted it here.
|| So, in my custom home game I made a faction that is an order of drow monks that were males that knew too much to kill, because they might have a contingency plan to leak information if they were killed.
The monastic order had demonic fungus alcohol consumption as ritual that would slowly turn them into a symbiotic creature, and if they died would carry on their memories in a fungal hive mind.
The “control” came from subservience to the the hive mind and the destruction of the ego. “Failure” would result in being turned into a fungus zombie monk as a miconoid like creature grew from their corpse. They would become teachers of the order and brew mushroom wine/beer to start the process over.
Those that succeeded in the full “enlightenment” process became mummies from meditation so deep it stopped their hearts, and even the fungal growth process as the mummy rot was in perfect balance with the demon fungus rot, and each canceled out in harmony in their body.
I think that is in line with the path feats/style they are going with so I'll give it a better write up when I publish the setting in DMs guild, I'll write it like a path and see if a Lv 12 mummy monk is too overpowered. ||
the level 10 feature giving you access to CR 5 at the cost of 2 wild shape charges, is just giving you early access to a feature you get later with higher cost
it lets you become a construct instead of a beast
you gain access to CR 5 creatures at level 15 anyway, so once you reach level 15 you have to determine whether it costs 1 or 2 wild shapes as your level 10 feature says it costs 2
ah, nevermind then XD
I thought it was still beast
nope, full on robot
considering most of the subclass features pertain to wildshapes, yeah
yeah im gonna do that
now that the spells are removed, what do you think of the subclass?
one key thing that is kinda overpowered, in a logistical sense
the Circle of the Forge uses spell slots for its level 6 ability of extra damage in wild shapes, whereas your homebrew is seemingly just free 2d8 + wis fire damage each turn
not game breaking, but is a tad high for free damage
flame belch costs an action
circle of the forges "smite" ability doesnt cost any action
and elemental costs an action and a spell slot, for an extra 1d6
While in your beast form, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6.
to be fair the elemental boost also has extra effects that can be very powerful such as lowering AC.
I guess I'm just being nitpicky :/
they're pretty similar in strength 🤷
true
yeah, I concede, pretty balanced 👍
okay thank you
so what is your general overview of the subclass?
generally it's pretty solid, only critiques are early immunity to poison, but that damage type hardly comes up anyway :P
hard to understand
I pasted the wrong version mb
😭
ngl I saw you typing that out for so long and was super hyped to read it XD
and then it vanished 😭
Don't worry I'll have the right version up as soon as I find it
Looked like a really cool idea, basically paying money instead of spell slots
Could be used by a non-caster to gain access to spell casting by spending money
It’s like warlock, but without the patron :P
That's the concept
Eo'vald's Book of Greed,
Magical item, Spellbook
(Requires Attunment)
Description;
Eo'vald's Book of Greed is a unusually large spell book bound by pristine dark brown leather marked with golden stitches, the book hums inaudably when held, upon the front face is a large toothy maw with interlocking teeth covered in loose tiny flecks of gold, it's pages are written in a text which jumps around the pages as if the words are alive. The faintest smell of precious metals eminates from the book.
(Attunement Requirements; 5th level)
To attune a creature must give 500 gold coins in value to Eo'vald's Book of Greed, upon which the item(s) are magically destroyed
(A creature cannot willingly unattune from Eo'vald's Book of Greed)
[Effects]
Recall,
a creature attuned to this item may spend one hour recalling Eo'vald's Book of Greed after which the book appears infront of them.
[While not attuned to Eo'vald's Book of Greed,]
a creature may choose to expend 20 gold to cast the spell Magic missile (1st level) (a creature may only do this once per long rest)
[While attuned to Eo'vald's Book of Greed,]
Eo'vald's Book of Greed has two charges,
A creature may use one charge (and an action) to cast a spell from the novice list of spells (see novice list of spells)
A creature may use two charges (and an action) to cast a spell from the advanced list of spells (see advanced list of spells)
Casting a spell from Eo'vald's Book of Greed
Does not require spell components.
Once a charge has been expended it will only replenish after being fed 50 gold in value upon which the gold/item will be destroyed and Eo'vald's Book of Greed will gain one charge. (doing so takes an action)
[Novice spell list]
-Minor illusion
-mage hand
-identify
-fire bolt
-mending
-magic missle
[Advanced spell list]
-misty step
-knock
-spider climb
(Thoughts?)
(I think this is the right version)
Btw I sent you a question in PM’s if you don’t mind
All g :)
I'm debating on adding an additional feature to Eo'vald's book of greed in which it will allow players to cast higher level spells for a higher price, but I'm wondering if that will be too strong (cough cough fighters cough cough)
An I don't just want to give it more charges cause then they'll have to pay less frequently for lower level spells
Maybe give more charges and let an attuned user spend gold to replenish charges
Increase charge cost for higher level spells
At that point I think it'd be simpler to charge for spell level
I could take it that way honestly...
I may have not noticed that you sent the final version, sorry :P
Yeah it's alright I sent the rough draft instead of the final version first
But they’d still need to feed the grimoire to replenish the charge
Just because they’re feeding it less often doesn’t mean they’re feeding it less
True
I also intend to have some sort of overuse mechanic where feeding the book too much will cause something unintended to happen but haven't planned that fat ahead
Far*
And if you wanted to be mean, make it take a turn to “chew” the gold so they can only replenish one charge per turn
That could be interesting but I don't think I want to be that mean
Any overuse mechanic ideas, I'm not thinking of any that really fit the items theme?
Maybe if you expend more than 5 charges per day the cost goes up by 5 gold?
Actually I like that, it's not too punishing but it's definitely not something you want
The more you feed it, the hungrier it gets
We shall call this feature gluttonous greed
Thanks, much appreciated for the input
are there any 5e base building books?
2024 does kinda have stuff for it
In Barracks
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 using Hit-Dice to restore hitpoints, add your charisma modifier.
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 up as temporary hitpoints for 1 minute. While these persist, you have resistance to all damage but psychic. If you instead take damage that would otherwise knock you unconscious or kill you, this feature instead allows you to shrug it off and stand with 1 hitpoint.
Cannot be used again until a short or long rest.
(Posted this here before but I slacked and still havent made a spell list for them. Any ideas?
Thinking.. Enlarge/Reduce, Meld into Stone, Stone Shape, Aura of Vitality, and Holy Weapon so far maybe..?)
Maybe not Holy weapon not really on theme. Guardian of Nature?
Was trying to come up with a fighter with ranged options that uses like wind slashes, sorry in advance I have not optimized my grammar or wording for anything yet. Looking for some advice for optimization Gale blade fighter-wip name
Level 3-kinetic arcs
ranged slashes, you can replace one of your melee weapon attacks with a ranged weapon attack using whichever ability score you are using for melee attack. Range 30/60 deals same damage type as your melee weapon. When you use this feature, you can still apply the effects of your weapon mastery.
Wind-walk, once per turn when you reduce a creature to 0 hit points with a kinetic arc, you can move 10 feet without provoking opportunity attacks.
Level 6-bladestorm projection
Aoe slash, as an action, you can make a single kinetic arc attack against all creatures in a 15ft cone or a 30 ft line (5ft wide). Make one attack roll against all creatures in that area
Elemental infusion, choose acid, cold, fire, or lightning. Your kinetic arcs deal this damage type instead of their normal type. You can change this damage type on a short or long rest.
Level 10-piercing Gale, kinetic arcs ignore half and three-quarters cover.
Additional fighting style.
Level 14-enhanced range, your kinetic arcs range increases to 60/120
Vacuum strike, when you hit a creature with a kinetic arc, you can force them to make a strength saving throw (DC = 8 + prof + str/dex mod). On a failure, they are pulled up to 15 feet toward you and knocked prone.
Barkskin, Stoneskin and Thunderous smite come to mind
First draft of my Pheonix Based Rogue Subclass, it's supposed to feel kinda Cleric Adjacent but instead of spells you do support stuff through a Celestial companion
https://docs.google.com/document/d/1d91_6y3SuXIc2srHRc8FVPeEkgaTKpQBrtMvB2gk5lk/edit?usp=drivesdk
i think it would be cool if you got the pheonix to have immnuty to fire damage past a certain level and since its a mythical/holy creature resistance to radiant, (since it deals radiant damage too)
Sorry for the late response: the fact that they have to be unconscious sticks out to me. The curse doesn’t last that long and requires taking a hit. If they need to be unconscious to destroy the objective, then give them something that can help there. Maybe temporary magic items that allow them to go unconscious on their own, then add a risk versus reward aspect. The cultist minions will be weak to their psychic damage, but maybe a player who purposefully goes unconscious becomes at risk from a different source of damage other than some autocrits or something.
And does plane shift need to be there? Is there a way for the players to prevent her running other than a Counterspell?
I’m not sure how the cultists work, but it could also be cool that maybe some of them are asleep for the hag to hop through
Gives the players reason to remove them and another risk versus reward aspect she consumes the ones they do kill
yes there definitly will be many cultists that are asleep
and some will wake up and turn int oaberrant cultists
I thaught that unconcious will be enough of a risk in addition to the hag being able to teleport through the pc
Yes, but my point is if they want to be unconscious, at least for a little bit, to win, I would give them a way to go unconscious. They pick when they risk it.
Do they still fight even while unconscious with 0hp?
id say yes but when 3 death saves are failed they permanently die
(unless ressurected)
How many players?
4 and 1 npc
A deva of a rival god will also join them in battle so i guess he could put a pc unconcious
I think it’s interesting enough. Maybe an event that requires a save when they move to phase 2 could happen. One last taste of the flavor of phase 1 to throw them off
They could be mostly in position by the end of phase 1, but then you can mess them with the transition to phase 2
hehe i got that covered! The battlemap will change drasticly
top image is phase one bottom is phase 2
I’ve not played or run much at a high level, but this looks like a really solid fight. I can’t speak for the balance thanks to character sheets and stuff, but it sounds like there are options for the players and a dynamic combat
Alright thanks for your input!
Curious on how this channel tests homebrew from other people. Is there a formula you always go with when it comes to combat?
Hey here are some concepts i had for puzzles that are not actually puzzles, but simply things that punish assumptions. Instead of being proper traps, they deal damage based on the real-world time the players spend trying to solve the puzzle (i suggest 1d6 psychic per minute or something small like that) They are particularly useful in something like a trial of knowledge, as a puzzle that punishes unfounded assumptions. feel free to steal them:
Which Key Is Not: This puzzle includes one door and a hundred keys, one of which is in the door. The players can try every key, but no key opens the door. The door isn't locked, so lockpicking doesnt work. The door isnt trapped, and theres no magic on the door. The answer? open the door when theres no key.
Doors And More: The party finds a bunch of doors, each with a symbol appropriate to the dungeon or whatever on it. The answer? Just step through any door.
The Wickless Torch: The party finds a torch and a small block of ice with the key to the door in it. Regardless of what you do, the torch wont light. It just doesnt have a wick. The answer? just melt the ice with your hands or break the key out with a weapon or spell.
The Sphinx's Riddle: The sphinx confronts the party with some riddle. The answer? the players can answer the riddle or they can just walk past the sphinx. The sphinx isnt guarding anything, and it doesnt turn hostile.
Hello, i have a question - anyone knows homebrew subclass for Wizard, that cast spells with punches in melee?
Like, he doesn't cast them at range, but in melee, and he changes the type of cast on touch, but adds melee atack dice to spell atack dice.
Or something like that
That sounds pretty cool
Which Key is Not is fantastic.
Doors and More won’t do much for certain parties if they figure they’ll try them all anyway.
The Wickless Torch probably won’t work because they’ll try that anyway at the start
The Sphinx’s Riddle could be good to waste time if the party is in a rush and is expecting to be slowed down
I always try to make things dynamic in a fight. My homebrew monsters are thus designed to follow that motivation. Make things move.
I homebrew items and feats and spells to fill in gaps or make my players better at what they’re good at (if they’re not too good already) in and out of combat
Thats good to know. If you wanted to test a subclass, what is your process for that?
I personally like to make homebrew that capitalizes on things that aren't very used in the game (Critical Hit Range, Exhaustion, etc)
Comparing it to other official content is always a good idea, there are also DPR calculators for example that you can use to check if the damage is appropriate for the level. When it comes to out of combat stuff it's harder to tell what is balanced or not, specially when trying to assign a spell level for an out of combat spell
Compare it to existing subclasses. See if it does something new or at least different enough that it doesn’t feel like it already exists. Because if the features do exist in to similar a combination then what I made might either be pointless or make something else pointless, which isn’t my goal
Oh that does make sense for out of combat spells
That said, I’ve only modified a couple existing subclasses. Haven’t made one from scratch yet
With that said, would you guys be so kind as to give me feedback on this subclass I made?
Ah the bot doesn't let me, gotta wait 30 minutes
Closest would be Bladesinger but not quite the same as what you are describing
You would probably need to make that yourself. Not usually a whole lot of reason a wizard wants to be in melee range
Time to shine, Knuckle Mage is coming (i hope i can do it)
Unless they had a cool ass subclass about being in Melee ;;;;;;;;;;;;;;;)))))))))))
Hi, im creating a sword for a paladin of my game, and i want that this sword uses his Charisma ability modifier for the attack rolls and the damage bonus, and i tried many modifiers in the dnd beyond create magic items, but cannot seem to find something that does exactly this.
Dont know if this is the channel, but i need help please
Might be better for #ddb-support but for the language you are looking for I would probably mimic the Pact of the Blade/Hexblade wording
Folks, would it be weird to try and create Origin Feats for characters with physical disabilities? Basically, you'll be able to replace any Origin Feat of your background with these ones at character creation.
For example, for sensory disabilities, there'd be a feat or collection of feats called "Othersense" which would grant abilities that represent the character learning how to sense the world in different ways
Echolocation and vibration sensitivity, for blind and deaf characters respectively
In D&D terms, blindsight and tremorsense
Tremorsense already is the ability to detect and pinpoint vibrations
Mb, didn't read the end 💔
It sounds cool. What about mental disabilities as well? It'd be interesting to do a full set of origins based on disabilities overall
Needing some assistance in turning a vague idea into a Common magic item
Basically, I've got these things called embershards, they're orange crystals that glow kinda faintly (so maybe a radius of dim light?) and retain some remnant of the heat from a long-dormant volcano they're mined from (so maybe a lesser version of the Thermal Cube's warmth effect?).
I'm also imagining that they work similarly to a flint and steel, in that if you shave off tiny pieces by rubbing the crystal against something with a hard, rough surface, those shavings ignite almost instantly.
Dawg... for one, I think that's a bit too insensitive, especially if we're basing these feats on actual real mental disabilities. Assigning specific features to them seems like a bad move just in general.
Secondly, I don't know which mental disabilities would give you... well, features at all. I'd guess an autistic adventurer isn't much different than a non-autistic adventurer when it comes to the job, you know?
I'd stick to physical
unfortunately you've pretty much already done the only physical disabilities that realistically could give any kind of beneficial feature
Other than blindness and deafness, all that's left that I can think of is paralysis, missing limb(s), and disfigurement
I mean... do they have any other effect? These sound less like magic items and more like magic rocks, as in a resource instead of an actual device, you know?
Maybe a lamp that uses these crystals could be a magic item
they're inherently magical because they contain elemental energy (fire), but they don't really do much in and of themselves. However, there's an official magic item called a Thermal Cube that doesn't do anything other than keep things around it hot, so I don't think these crystals need to do much more to justify being a Common magic item
Mmmmm... I was thinking of three feats specifically, which would be "Othersense (Sightless)", "Othersense (Soundless)", and one Othersense where you're able to see through magic, and magical auras
That's it for now
"Magic item" just doesn't seem like the proper term, cause the Thermal Cube is at least a device, you know? But it's completely fine to call these a Common magic item, just seems to me that they'd be categorized better as a magical resource
the Thermal Cube isn't a device, it's just a cube of magical brimstone, going by the description
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
A device as in, like, this was an intentional carving or incantation, as in someone at least carved the cube
But that's pedantic, don't worry about it
well, the embershards are going to be used as a resource, because I'm going to have them also function as ammunition for a weapon some artificer made, but that's a very new thing in the world, and the embershards are considered valuable for their other uses
oops too much power
Conjure Greater Bacon
8rd level conjurationClasses: Bard, Sorcerer, Wizard
Casting Time: 1 action
Components: V, S, M (A gem-encrusted spatula or pair of tongs worth at least 1,000 gp, which the spell consumes)
Range: Self
Duration: InstantaneousYou condense pure magic essence into the form of bacon. Three strips of level 8 bacon appear in your hands. This bacon is vegan and is unusually golden in color, shedding dim light in a 15-foot radius.
Each strip of bacon is of excellent quality cooked to the caster's preference and is pleasantly warm and 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 is Stunned until the end of their next turn as they are overwhelmed by the culinary experience. Afterwards, all conditions end on the target, and the result of the next D20 Test that they roll within 1 minute can't be lower than 26. If they roll a Natural 1 on this test, treat it as a Natural 20 instead.
If an Undead creature consumes the bacon while it is glowing, they also take 10d10 Radiant damage.
The bacon becomes unpleasant to eat after 1 minute, as well as losing it's golden color and glow, providing no benefit if consumed.
At Higher Levels: Increase the level and quantity of bacon strips by 1 for each spell slot level above 8.
I like how these are strips of level 8 bacon, as in the bacon is level 8, which implies bacon of levels 1-8
also, good to know... they're fine by me, seem like a simple enough worldbuilding resource that could be used for a ton of stuff
i mean, imagine the implications of "condensed-heat-in-a-rock" for energy efficiency, and the economy
anti-ice
So i did statblock for my villian. It for level 6 party of 4-5 players. Could you please give some feedback? https://drive.google.com/file/d/12zXj6nUiNqzeZ083GfrVwSHZyd0eVThI/view?usp=sharing
I’m trying to create a creature like one from vita carnis, the elder mimic, that lures people into its den, a cave or abandoned building. I wanted to create a symbiotic relationship though between it and another creature that will kill the creature and take the blood, soul, or something similar but I’m struggling to find one. This is for a level 5 group of 6 any suggestions?
Id argue for the common magic item it doesnt have to be man made for it to be a magic item
Smoke powder is a reasource and is considersd a magic item the feather of diatryma summoning is just a feather of a diatryma
Had a thought of, like. Writing rules for a PC mentoring apprentices or teaching a group of students. Rn I’m working on figuring out the math on how many students a PC could effectively teach without having disadvantage on their skill checks for teaching.
I figure, like. X^2+Y^2, where X is proficiency bonus and Y is the higher of the player class’ two saving throws it has proficiency in (so, for a Wizard, the higher of Intelligence or Wisdom)…but using exponents feels a little advanced for D&D math. Maybe just “4 times the sum of these two numbers”?
Because the first one, max would be 36+25=61, minimum would be 8, assuming you use the stat array.
Second one, max would be 24+20=44, minimum would be 16 at level 1.
Some of these just sound funny
And with the “Doors And More” option, the anxiety your players would feel would probably outweigh any need for additional damage
Adding the 1d6 psychic per minute could be some you might add if you want to motivate players, say they’re stuck in a room with one of these puzzles being the only apparent way out. They can’t stay because of the DoT
I can draft up an item if you would like
Sounds like an interesting concept and I have a couple of ideas that might give you some inspo
thats the point! Its just a fun puzzle to throw at your players, but the only punishment is if the players overthink it. The answer is always just do the thing!
And now the players think the next door is one of those traps, you can surprise them with a real trap!
If you could help me write up a proper description for it as a magic item, that'd be great
I'm definitely open to suggestions if there's something on-theme for the embershards
they're basically just crystals that naturally contain with a small amount of elemental energy (fire specifically)
Ember shard
A small crystal of mystical heat. Glows faintly orange, emitting a dim light that reaches out to 1 foot.
This crystal radiates its innate warmth to its carrier. When a creature holds this crystal, it becomes resistant to the effect of hypothermia, gaining advantage on any saving throws to avoid or end its effects.
Additionally, if the creature takes cold damage while hold this crystal, the damage is reduced by 1d4.
This crystal can also be used as a fire starter.
As an action, you may strike the surface of the crystal with a metallic object (such as a dagger or flint striker) causing flakes of crystal to spread out in a 5 ft cone in the direction of the strike.
Any creature in that area must succeed a DC 12 Dexterity saving throw or take 1 fire damage at the start of their turn, until they spend an action to extinguish themselves.
Any flammable objects in that area that are not being worn or carried are set alight as well, burning away in 1 minute.
Whenever this is done roll a d20, on a result of 1 the crystal is destroyed, dealing 1d4 fire damage to its wielder.
This crystal can be used as a piece of ammunition or improvised thrown weapon, dealing normal damage plus an additional 1d4 fire damage to the target on hit. The crystal is retrievable after being used in this way, unless a 1 was rolled on the d20 of the attack roll.
If this crystal is submerged in a volume of 2 or more gallons of water, it loses these properties for 1 minute.
[I know this is a lot of features, feel free to take as many or as few of these as you want, these are mostly just spitballed ideas]
hello my fellow adventurers!!! im new to DnD itself and to this channel, so i have a single campaign under my belt it was about an 8 month campaign and we did a module on phandelver (cant remember the full name) but it was a ton of fun and couldnt wait for our next campaign, but in the end we didnt so i asked a bunch of friends who were interested and low and behold we found a small group to run a campaign, and I AM THE DM! at the time i didnt realize there were such things as modules until i had already started writing my own homebrew campaign. turns ouy ITS A LOT of work! that said we have already ran 2 three hour sessions, so its going better than expected. but the unpredictability of the players i need a little bit of help figuring our how to proceed the campaign, i love where theyve gone but need help making more road for them to walk on by chance is anyone interested in maybe help develope some ideas? i dont want the campaign to hit a wall and everyone lose interest...
you're better off asking in the dm-discussion channel
i wasnt sure which onr to post in tbh i figured since the campaign was my own i thought homebrew would be the way to go but thank you lol ill as for some help there ty ty ty!
Is this the correct way of wording this for a race ASI?
"You may choose to have either your Dexterity score increase by 2 and your Charisma score increases by 1, or vise versa."
I'd skip the bit about using it as ammunition, as that's tied to a specific weapon rather than the crystal itself, and I'll probably part about hypothermia and cold damage as well, just state that it keeps everything within X feet at [insert comfortably warm temperature here]
the rest is all great, though
personally, I'd try to avoid having "vice versa" in a description. Maybe try rewording it to be more concise, but also brief? Kinda like:
"Choose either Dexterity or Charisma. This score increases by 2, and the other increases by 1"
Again, it's your item. I'm just giving suggestions. Glad you liked some of them 😊
Here's my attempt at it
Embershard
Wondrous Item, Common
This small orange crystal contains a remnant of the heat from a long-dormant volcano, and emits dim light along with a comfortable warmth up to 5 feet, protecting its wielder from cold weather.
This crystal can also be used as a fire starter.
As an action, you may strike the surface of the crystal with a metallic object (such as a dagger or flint striker), causing flakes of crystal to spread out in a 5 ft cone in front of you. Any flammable objects in the area not being worn or carried catch fire instantly, and any creature in that area must succeed a DC 12 Dexterity saving throw or take 1 fire damage at the start of their turn for the next minute, or until they spend an action to extinguish themselves.Whenever the crystal is struck in this manner, roll a d20. On a result of 1 the crystal is destroyed, and you take 2d4 fire damage as it shatters in a burst of flame.
Additionally, the crystal may be used as ammunition for a sling, or as an improvised thrown weapon, dealing normal damage and an additional 1d4 fire damage on hit. The crystal is retrievable after being used in this way, unless a 1 was rolled on the attack.
If this crystal is submerged in a volume of 2 or more gallons of water, it loses all of the above properties for 1d4 hours.
Id say keep the improvised thrown weapon bit
updated
Hello!! Can any homebrew pro help me with creating a homebrew species? 🥹
What do you have so far?
Uh
I just have like how the species looks
Like the appearance
Idk I'm new to homebrew
start with telling us the info you have so far and we might be able to help turn it into mechanics/something playable
Uhh
Theyre like half human with some sort of bird parts idk there's like a species like this
would aarakocra work?
Whats that
Where do you see like the homebrew species
they have flight, altered unarmed strikes, and a once-per-day gust of wind spell. you could flavour it to be whatever you want though, one of my players is a toucan one
I have a 2 step process of questions for you:
- What do you want represented mechanically by this new species?
- Following the previous question, what would this species do that is unique compared to similar species like Aarkocra, Owlin, Winged Tiefling, Kenku, etc
there isn't a place for every homebrew creature ever made, but d&dbeyond has a homebrew section
Ohh
usually before i make something as homebrew i consider what official features could i flavour to be what i want
but yeah, failing that, i do agree with starofthelight
But like is there a species of like humans that have wings instead of hands or something
I'm just trying to search for a species for my character
2024 or 2014 rules?
aasimar are pretty much humans with wings (and a bit of a divine aspect). all of the avian races that starofthelight mentioned. winged tiefling from sword coast adventurer's guide
there's rarely any description about where the wings HAVE to be, so you could just say 'my wings are against my arms/hands!'
Ok thanks!
I throw away some of the rules for my players in the name of fun
Like some homebrew weapons like
The Boomerang of Commiment Issues
Where it has a chance of going away but it'll come back later which can be clutch in later combat encounters
I'm.trying to figure out a system for magic circles in dnd such that the properties of these circles can create or form new spells, I'm still building the basics but if anyone has any ideas it would be nice to share
I'm working on making a Rogue subclass which is a healing focused one and I'm essentially porting it over from my own game
I think you would just need to look at general mechanics in DnD spells in general and what could be broken down or modified on the fly.
You could consider looking at the old Wizard UA for 5.5 where they were considering giving wizards the ability to make custom spells or modified spells
Hallo everyone I wanted to finish up this homebrew class and I have a lot of it finished and I wanted multiple opinions on it as I wanted it to be balanced. would it be alright if I sent a doc link for it?
Feel free to share it
thank you!!
Got some changes for the Rogue Class and Assassin Subclass. Any constructive criticism is welcome.
https://docs.google.com/document/d/1G_GGuoT5l6z-qvEEN8eLzNYaOBJedvsgNNjfxikef_o/edit?usp=drivesdk
I'm only seeing features up to 3rd level. From what I've read so far:
- Equipment. You get a tool you're proficient in but the class doesn't natively give any tool proficiencies. I would give the class a tool proficiency just to ensure that part of equipment is actually recieved. Also provide a gold option for those that want to customize their equipment.
- Spirit Modes. Needs a listed resource cost, even if it is a free action to enter/switch modes. Later features also mention creatures making saves, but as is no formulas for calculating save DC / spell attack rolls are present. There are also no duration nor usage limits as is.
- Destruction. The Temp HP needs clearer wording. Say I am a level 1 Spirit Walker. Does that mean when I enter Destruction mode I gain 1 + Con Temp HP (the amount of the number of the smallest Spirit die) or 1d4 + Con Temp HP (the amount of the roll of the smallest Spirit Die). The Reaction half-damage is really weak, it shouldn't be a coin flip when Rogue gets the same thing w/o a 50/50 to deal with. I'd also be wary of being allowed to add Spirit Die to spell/feature damage, that can stack quickly with certain multi-target or highly scalable spells (e.g. Magic Missile)
- Restoration. The healing here is generally overtuned. The heal bonus on features/spells can stack really well with other good heal features (e.g. the Chef feat). always The heal after combat ends is overpowered. I think the intent is that it's a one time heal per use but as written it's potentially possible to unlimitedly heal (either by there being no turn limit to when this "heal 1/3 THP" ends or by repeatedly initiating and ending combat). "Prevent an ally from falling to a direct attack" is poorly worded. If I understand the intent correctly, it should be "when an ally drops to 0 HP as a result of an attack, you may use your reaction to have them drop to 1 HP instead." Ambush attacks have no mechanical meaning in 5e. I think the intent is that when you have the Surprised condition creatures don't have advantage on attack rolls against you, but Surprised doesn't confer that benefit anyways. I would make it a blanket immunity to the Surprised condition.
- Balance. Needs more clarification on what "access to the smallest spirit die" means, as mentioned earlier.
- Spirit Die. I think as is the scaling is awkward with the multiple die types. I would standardize it to a uniform die size.
- Summon Spirit. The final feature I suppose is still in development so I can't comment on it much. I will say that the summoning text is unclear. Initially it says you can summon one or both at third level - then it says you can summon only one as an action at third level- then it says you can summon only one at 5th level.
https://docs.google.com/document/d/15l0mVUo8yg5eeamI20g4iCyfvOLF4EnzG8lu6rCsoYo/edit?usp=sharing I am trying to create a Spider Domain Cleric (for those who want to worship Lolth or another arachnid god, or one for manipulators). I need some help figuring out a Channel Divinity for it (that is not just Web 2.0), as well as it's later features. Can someone plz help me?
JENELOR TONN
Medium humanoid (Half-Elf)
Chaotic Neutral
Armor Class 19 (bracers of defense)
Hit Points 195 (20d8 + 60)
Speed 50ft., 100 ft. with boots of speed
STR
12 (+1)
DEX
18 (+4)
CON
16(+3)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws Str +5, Dex +8
Skills Acrobatics +8, Perception +7, Performance +6, 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
Drunkard's Luck (1/Turn). When Jenelor has disadvantage on an attack roll, ability check, or saving throw, she can choose either result for that roll.
Drunken Technique. Jenelor does not trigger opportunity attacks when she moves on her turn. Also, when prone, Jenelor can spend 5 feet of movement to stand up.
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. Jenelor makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. This is a magic weapon attack. If the target is a creature, Jenelor can choose one of the following additional effects:
• The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (enelor's choice).
• The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of jenelor's next turn.
Rite Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6(1d4 + 4) piercing damage plus 3(1d6) radiant damage.
BONUS ACTIONS
Step of the Wind. Jenelor takes the Dash or Disengage action.
Blood Curse of Binding (1/Day). Jenelor targets one creature she can see within 30 feet of her. The target must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
REACTIONS
Redirect Attack. When a creature misses Jenelor with a melee attack roll, Jenelor can use her reaction to cause that attack to hit one creature of her choice, other than the attacker, that she can see within 5 feet of her.
Deflect Missile. 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.
Slow Fall. Jenelor reduces the bludgeoning damage she takes from a fall by 50.
Does the CR of these stats match? I realize CR’s as a system are a bit… wonky sometimes in terms of execution but I’d still like to know for my own edification.
Can anyone tell me how to make sources of Bonus AC appear? They appear, but it doesn't specify the specific conditions of thr increase in AC
Since it’s a stat block, you don’t need to write out the unarmored effects, you can just add them to reduce clutter
Sorry, I might be a bit lost on what you mean. Just want to make sure I understand your suggestion properly.
You don't need to write down unarmored defense and unarmored movement. It's included in the stat block, right?
Looks okay. I don't know why Jenelor wouldn't spam Stunning Strike but
Versatility I suppose. At least that was my line of thinking.
But?
But it is your statblock
Ah. Thank you for your input though, I appreciate it.
Now that I think about it, this does make me wonder why the official sourcebooks with monk NPCS did though.
VIGALA BLACKSUN
Medium humanoid (Goliath, Wizard), Neutral Evil
Armor Class 14 (17 with mage armor)
Hit Points 195 (13d8 + 52)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws Int +10, Wis +7
Skills Arcana +15, Athletics +5, History +15, Perception +7
Damage Resistances cold, necrotic; damage from spells
Senses passive Perception 17
Languages Abyssal, Common, Draconic, Giant, Infernal,
Primordial
Challenge 16 (15,000 XP)
Absorb Impurities. Vigala can absorb poisons or diseases from another creature, living or dead, and turn it to her use. She can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into her blood stream. She can then inflict the disease or poison to a creature within 30 feet of her by spitting a stream of blood at it. On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required.
Blood Armor. Each time a creature with blood hits Vigala with a melee attack while within 10 feet of her, the creature takes 4 (1d8) necrotic damage, and Vigala's AC increases by 1 until the end of her next turn. Vigala's AC can't be increased to more than 20 from this trait.
Blood Savant. When subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, Vigala instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Blood Vision. If Vigala ingests the blood of another creature, she experiences a memory of the creature through her own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once Vigala has consumed a creature's blood in this way, the same creature's blood will never again produce a memory for her.
Spellcasting. Vigala is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vigala can cast darkvision and shield at will and has the following wizard spells prepared:
Cantrips (at will): chill touch, friends, mage hand, mending,
prestidigitation
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fly
4th level (3 slots): blight, dimension door, Evard's black tentacles
5th level (3 slots): mislead, modify memory, teleportation circle
6th level (1 slot): contingency
7th level (1 slot): project image
8th level (1 slot): mind blank
9th level (1 slot): foresight
Superior Focus. Vigala has advantage on saving throws she makes to maintain her concentration.
Magic Resistance. Vigala has advantage on saving throws against spells and other magical effects.
ACTIONS:
Blood Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn.
Blood Feast (Recharge 5-6). Each creature within 20 feet of Vigala must succeed on a DC 18 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Vigala gains temporary hit points equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast.
Blood Drain. Vigala tries to drain the blood of a creature that was damaged within the last round. On a successful hit with a melee spell attack, the creature takes 14 (2d8 + 5) necrotic damage, and Vigala or a creature within 30 feet of her heals a number of hit points equal to half the necrotic damage dealt.
BONUS ACTION:
Blood Rage. Vigala infuses reckless rage in one creature she can see within 60 feet of her that isn't a Construct or Undead.
The target must succeed on a DC 18 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw.
REACTIONS
Stone's Endurance (Recharges after a Short Rest). When Vigala takes damage, she reduces the damage taken by 10 (1d12 + 4).
Bond of Mutual Suffering (Recharges after a Long Rest). When Vigala takes damage from a creature she can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to her.
LEGENDARY ACTIONS:
Vigala can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vigala regains spent legendary actions at the start of her turn.
Blood Bolt. Vigala makes one blood bolt attack.
Coagulated Sphere (Costs 2 Actions). Vigala conjures a swirling sphere of blood in an unoccupied space she can see within 60 feet. The sphere lasts until the end of her next turn or until she dismisses it as a bonus action. Each creature of her choice within a 10-foot radius of the sphere must succeed on a DC 18 Strength saving throw or be pulled into the sphere.
A creature that fails the saving throw takes 10 (3d6) necrotic damage and, if it is Large or smaller, is grappled (escape DC 18). A grappled creature is restrained, unable to breathe, and takes 10 (3d6) necrotic damage at the start of each of its turns while inside the sphere. If the sphere is destroyed or dismissed, grappled creatures fall prone in its space.
Cast a Spell (Costs 3 Actions). Vigala casts a spell from her list of prepared spells, using a spell slot as normal.
Seems quite weak for a CR 16 enemy imo
HP wise that is
A player can probably blitz her if they go first
What do you recommend her HP to be then to properly reflect her CR rating?
Also thank you for clarifying
280
According to a little homebrew helping chart I have
What would her hit dice go to?
Oh cool!
The average HP for a CR 16 creature in 2024 would have 280
What about 2014?
No clue, the chart only covers the actual HP and not the hit dice
Let me quickly find the 2014 one
Thanks!
No rush. Willing to wait.
Okay my WiFi just won’t load it. When I arrive home I will check my dungeon master’s guide and get it, if someone else hasn’t already told you by then
I appreciate that really!
NYLOTH TONN
Medium humanoid (Elf, Cleric), Lawful Evil
Armor Class 20 (+3 studded leather, ring of protection)
Hit Points 220 (21d8 + 126)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws Con +11, Wis +10, Cha +10
Skills Insight +10, Perception +10, Religion +8, Stealth +9
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Common, Elvish, Goblin, Infernal, Undercommon
Challenge 16 (15,000 XP)
Demands of Nesuss. At the start of each of his turns, Nyloth can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points, and Nyloth regains the same number of hit points. If Nyloth is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.
Fey Ancestry. Nyloth has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spelicasting. Nyloth's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. Nyloth is an 18th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, spare the dying,
thaumaturgy
1st level (4 slots): command, cure wounds, false life, inflict wounds, sanctuary, sleep
2nd level (3 slots): hold person, lesser restoration, ray of enfeeblement, silence, spiritual weapon
3rd level (3 slots): dispel magic, haste, sending, slow, spirit guardians
4th level (3 slots): banishment, blight, divination, freedom of movement, stoneskin
5th level (3 slots): dominate person, greater restoration, hold monster, scrying
6th level (1 slot): harm, word of recall
7th level (1 slot): fire storm, plane shift
8th level (1 slot): earthquake
9th level (1 slot): gate
Magic Resistance. Nyloth has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, Nyloth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that| rely on sight.
ACTIONS:
Word of Submission (1/Day). Asmodeus speaks through Nyloth, demanding submission from his foes with a thunderous voice audible within 300 feet. Creatures of Nyloth's choice that can hear Asmodeus's words (which are spoken in Infernal) must succeed on a DC 18 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and is stunned for 1 minute.
A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half damage and becomes immune to Word of Submission for the next 24 hours.
Vascular Corruption Aura (Recharges after a Long Rest).
Nyloth can emit a powerful aura that extends 30 feet out from him for 1 minute. It pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. Any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn, immediately take 10 (3d6) necrotic damage. Any enemy creature with blood that would regain hit points while within the aura, only regains half of the intended number of hit points (rounded up).
Crimson Bond (Recharges after a Short Rest). Nyloth can focus on the blood of a creature within 10 miles and form a bond with its senses. The creature must make a DC 18 Wisdom saving throw and if it succeeds the connection is resisted ending the bond, and Nyloth suffers 7 (2d6) necrotic damage.
Upon a failed saving throw, Nyloth can choose to either see through the eyes or hear through the ears of the creature for a number of rounds equal to his Wisdom modifier. During this time, Nyloth is blind or deaf (respectively) in regard to his own senses.
BONUS ACTION:
Command the Faithful. Nyloth commands an ally within 30 feet to use its reaction to make one attack against a creature within 15 feet of him.
REACTION:
Rebuke the Unfaithful. When a creature hits Nyloth with a melee attack, it must succeed on a DC 18 Wisdom saving throw. On a failed saving throw, the creature takes 14 (4d6) necrotic damage and is pushed up to 10 feet away from him.
On a successful save, it takes half as much damage and isn't pushed.
LEGENDARY ACTIONS
Nyloth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nyloth regains spent legendary actions at the start of his turn.
Move. Nyloth moves up to half his speed.
Blood Puppet (Costs 2 Actions). Nyloth targets a Huge or smaller creature that has blood within 60 feet of him. That creature must succeed on a DC 18 Wisdom saving throw or immediately move up to half of its movement and make a single melee weapon attack against a creature of Nyloth's choice within range.
Cast a Spell (Costs 3 Actions). Nyloth casts a spell from his list of prepared spells, using a spell slot as normal.
Made a new Investiture Spell!
Investiture of Storm
6th Lvl | 1 Action | Self | V, S | 10 Minutes (Concentration) | Transmutation
Arcs of lightning crackle across your body. The lightning doesn’t harm you. Until the spell ends, you gain the following benefits:
- You are immune to lightning damage and have resistance to thunder damage.
- Any creature that hits you with a melee attack with a weapon made of metal takes 1d10 lightning damage.
- You can use your action to create a trio of lightning strikes. Choose three creatures within a 15 foot radius of you. Each affected creature makes a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.
(For Druid, Sorcerer, Warlock, & Wizard)
The only thing I am unsure about is if the thunder resistance is superfluous. Thoughts?
jjk CE system translated to dnd:(https://docs.google.com/document/d/1WUwBELwX2KMmBaN-52cAc3TAN9xUVpyza0R4T4rkDvw/edit?tab=t.0) cursed technique are extra to your class they dont replace it
Has all the same traits and weaknesses of a vampire found in the 2014 MM.
SARETH PRICE
Medium undead (Shapechanger, Warlock),
Lawful Evil
Armor Class 16 (natural armor)
Hit Points 246 (29d8 + 116)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws Dex +9, Wis +7, Cha +11
Skills Arcana +13, Deception +16, Perception +12, Stealth +14
Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned, stunned
Senses darkvision 120 ft., passive Perception 22
Languages Abyssal, Common, Draconic, Infernal, Primordial,
Undercommon
Challenge 16 (15,000 XP)
Innate Spellcasting (Vampire Form Only). Sareth's spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only), poison spray 3/day: suggestion
1/day each: forcecage, glibness, mass suggestion, power word kill
Spellcasting (Vampire Form Only). Sareth is a 19th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 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 (range 300 ft., 4 beams, +6 bonus to each damage roll), friends, minor illusion, prestidigitation
1st-5th level (4 5th-level slots): armor of Agathys, banishment, blindness/deafness, command, counterspell, dimension door, dispel magic, dream, fireball, flame strike, hex, hold person, infernal calling, misty step, wall of fire
Legendary Resistance (3/Day). If Sareth fails a saving throw, he can choose to succeed instead.
Infernal Bound. Sareth is magically bound to an imp. The imp acts as an ally of Sareth's, obeying his spoken commands.
Sareth can perceive through the imp's senses, speak through its mouth, and communicate with it telepathically even if the two aren't on the same plane of existence.
Dark One's Own Luck (Recharges after a Short Rest). When Sareth makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur.
Magic Resistance. Sareth has advantage on saving throws against spells and other magical effects.
ACTIONS:
Multiattack (Vampire Form Only). Sareth makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. Instead of dealing damage, Sareth can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Sareth, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Sareth regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Sareth's control.
Blood Subjugation. Sareth targets one humanoid he can see within 30 feet. The target must succeed on a DC 19 Wisdom saving throw or be dominated by Sareth as if it were the target of a dominate person spell. The target repeats the saving throw each time Sareth or his companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Sareth is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; Sareth doesn't need to concentrate on maintaining the effect and the creature dominated in this manner is considered a willing target for Sareth's bite attack.
Children of the Nine Hells (1/Day). Sareth magically calls 2d4 imps or 1d4 hell hounds. The called creatures arrive in 1d4 rounds, acting as allies of Sareth and obeying his spoken commands, and remain for 1 hour, until Sareth dies, or until he dismisses them as a bonus action.
LEGENDARY ACTIONS
Sareth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sareth regains spent legendary actions at the start of his turn.
Move. Sareth moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Sareth makes one unarmed strike.
Blood Conjuration (Costs 2 Actions). Sareth targets one humanoid he can see within 60 feet. The target must have fewer than its normal maximum hit points. The target's blood is drawn out of their body and streams through the air to Sareth. The target must succeed on a DC 19 Constitution saving throw or take 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken, and Sareth regains hit points equal to that amount. On a successful save, it takes half the damage. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Sareth can take one of the following lair action options, or forgo using any of them in that round:
• A haunting chorus of wailing, pained voices echoes from the deepest recesses of Sareth's lair. All hostile creatures within the lair that can hear must succeed on a DC 19
Wisdom saving throw or become frightened of Sareth until the end of their next turn. Sareth and any creatures currently charmed by him hear only glorious singing and are immune to the effect of the wails.
• An area of darkness Sareth can see takes form and grasps at all creatures within 5 feet of the shadowy area. Targeted creatures must succeed on a DC 19 Strength saving throw or become restrained by the shadows until initiative count 20 on the next round. Sareth can then choose to teleport up to 60 feet to an unoccupied space within 5 feet of a restrained creature.
• An unnaturally cold wind howls through the lair, instantly extinguishing candles, torches, and similar unprotected flames in the area, as well as any source of magical light of 3rd level or lower that isn't sunlight.
I’m working on the Greater Mark feats, this is the Greater Mark of Passage. I am wondering if it’s too strong or if it’s good.
Greater Mark of Passage
…
Improved Passage (Replaced). You can use a Bonus Action and set your speed to 0 until the end of the turn to calculate an optimal route to a position, allowing you to cast Misty Step without expending a spell slot on your next turn. Neither effect can be used if you have already moved during the turn.
I’m making a warlock. And if anybody has cool fan-made subclasses for it (they need to be fully finished) my DM’s are fully open, I’d honestly love to hear anybody’s suggestions
here's one #homebrew message
It’s effectively 2 BAs and no movement for a turn for a single Misty Step, which is quite costly even with infinite uses
Underpowered IMO
If it’s the only feature of the feat
Especially since it’s for a greater mark
I felt like that’s probably the case, but it’s mainly an out of combat feature
maybe if I make it so the first turn doesn’t cost BA?
Is this part of a feat path/tree?
Is it used with the existing mark feats or races?
it’s just a replacement for the current Greater Mark
so you need Mark of Passage and then you can get this as a General feat
Anyone mind giving me some feedback on a statblock pls?
ASI, 1d6 instead of 1d4, and +5 speed, alongside this
but not the current Misty Step modification
They do already have a Misty Step from the Mark of Passage feat
they get 1 free casting, yes
ok, tbh the feature I wanted to put there was a Dash to teleport feature
but then DDB Drops came out and made that feature, so I had to change this
what I’m trying to achieve with these marks is to give them something that changes game fundamentals
so for example, my Mark of Handling lets you mount creatures of the same size
Mark of Sentinel lets you use Versatile weapons as 1H or 2H while only holding it in one hand
Mark of Making lets you give bonuses to magic items
A few alternative ideas
Upon teleporting, can move up to x ft immediately after
Upon teleporting, don’t trigger OAs for the rest of this turn
Aura of travel that prevents OAs against you and allies within x ft
Action Misty Step at will (mostly for out of combat)
the Magic action Misty Step was my previous thought
I think it’s better, but it’s still a bit strange to restrict any movement for a Mark of Passage character
The core idea is being untethered, and teleportation is a way to express that
fair enough, I was thinking in terms of being a courier, you can’t go through fences and stuff
so this would be their way of getting around those in their missions
Gotta dip, best of luck
I can’t really see it
I will send it in 2 texts
Hello everyone! I'm excited to take a moment to introduce my latest homebrew creation: Gray Rock Salt! I hope you will like its enchanting properties!
Gray Rock Salt
Wondrous Item, Uncommon (consumable)This leather pouch contains 1d4+1 uses of special salt. As an action, you can expend a use to create a circle of salt with a radius of 5 feet. While a creature is inside the circle, they have Advantage on Intelligence, Wisdom, and Charisma saving throws for 10 minutes or until the salt is displaced.
Carmilla Tirion
Medium humanoid (human, shapeshifter), chaotic evil
Armor Class 20 (Shadowskin Carapace)
Hit Points 250 (20d8 + 140)
Speed 50 ft., Climb 50 ft.
STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 14 (+2) 15 (+2) 19 (+4)
Saving Throws Dex +10, Con +8, Wis +7
Skills Acrobatics +10, Athletics +7, Deception +9, Intimidation +9, Perception +7, Stealth +15
Damage Resistances cold, necrotic, poison
Condition Immunities frightened, poisoned
Senses Darkvision 180 ft., Passive Perception 17
Languages Common, Abyssal
Proficiency Bonus +5
Traits
Legendary Resistance (2/Day). If Carmilla fails a saving throw, she can choose to succeed instead.
Spider Climb. Carmilla can climb difficult surfaces, including upside down on ceilings, without needing to make ability checks.
Shadow Stalker. While in Dim Light or Darkness, Carmilla can use a Bonus Action to become Invisible until the start of her next turn.
Web Walker. Carmilla ignores movement restrictions caused by webs, and she knows the location of any creature touching the same web as her.
Actions
Multiattack. Carmilla makes four attacks using Weaver Fang or Widow’s Bite.
Weaver Fang. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage.
The target must succeed on a DC 18 Constitution saving throw or have the Poisoned condition for 1 minute. The creature repeats the saving throw at the end of each of its turns.
Widow’s Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage plus 9 (2d8) necrotic damage.
The target must succeed on a DC 18 Constitution saving throw or gain the Paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns.
A creature that succeeds on the saving throw is immune to Widow’s Bite for 24 hours.
Venom Burst (Recharge 5–6). Carmilla releases a cone of toxic silk in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. Failure: 27 (6d8) poison damage and Blinded until the end of its next turn. Success: Half damage only.
Darkness Bloom (Recharge 5–6). Carmilla spreads magical Darkness from a point she can see within 120 feet, filling a 60-foot-radius Sphere for 1 minute.
If any of this effect’s area overlaps with Bright Light or Dim Light created by a spell of 2nd level or lower, that spell ends. Carmilla can see normally through this darkness.
Bonus Actions
Shadow Step. Carmilla teleports up to 30 feet between areas of Dim Light or Darkness.
Reactions
Silken Evasion. When Carmilla is hit by a melee attack, she can add +3 AC against that attack, potentially causing it to miss. Carmilla gains this bonus until the start of her next turn.
Web Counter. When a creature within 10 feet misses Carmilla with a melee attack, Carmilla can force the creature to succeed on a DC 18 Dexterity saving throw or gain the Restrained condition until the end of its next turn.
Crimson Widow (1/Day)
Carmilla transforms into a monstrous arachnid horror for 1 hour. During this transformation:
Carmilla becomes Large.
Her climb speed becomes 80 ft.
She gains immunity to poison and necrotic damage.
Her reach increases to 15 ft.
Multiattack becomes five attacks.
Weaver Fang deals an additional 2d8 poison damage.
Legendary Action Uses: 3
Immediately after another creature’s turn, Carmilla can expend a use to take one of the following actions. Carmilla regains all expended uses at the start of her turn.
Skitter. Carmilla moves up to half her speed without provoking Opportunity Attacks.
Surprise Attack. Carmilla makes one Weaver Fang attack or one Widow’s Bite attack.
Black Web. Carmilla conjures a mass of sticky webbing in a 60 ft. area centered around her. The webs are Difficult Terrain, and the area within them is Lightly Obscured lasting for 1 hour. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
it’s too long
Its a boss
don’t you have a better way to present it?
ok that’s fine
There, hope its a bit better
is this just for you to use or is it supposed to have proper wording?
For use and proper wording
Why?
not sure about monster stat block abbreviations, but technically speaking, Darkvision can already see through this darkness
Not through magical darkness, no
there was a Sage Advice about this
magical darkness does not inherently block sight using Darkvision
Darkness
An area of Darkness is Heavily Obscured.
And you also have the Blinded condition
that’s a specific property of the Darkness spell and some other features
Yes, the whole purpose of that feature is to create Darkness around her, through which only she can see
the wording doesn’t do that
Why? Elaborate
saying “magical darkness” only makes it so this feature is magical in terms of dispel magic, anti-magic fields, etc.
magical darkness does not inherently block Darkvision
My message didnt send
Okay, if you check the book, the feature is literally taken from the "Darkness spell" which states:
"For the duration, magical Darkness spreads from a point within range"
If you go at Darkness effect in the book further it says:
"An area of Darkness is Heavily Obscured. You have the blinded condition while trying to see something in a Heavily Obscured space."
I literally took the wording from the book, only difference is that she wont cast the spell, it will be a feature which simply works like the spell
I only increased its range
Darkvision can’t see through it, and nonmagical light can’t illuminate it.
this is the part of the Darkness spell that blocks Darkvision
Yes, correct
The darkness being magical doesn't mechanically mean anything for Darkvision
I guess, i was just used with the 2014 saying it is magical
But they also kept it in 2024 despite not doing anything special
Still, its the same content of the spell taken from the new book from 5.5E
as for the other parts of the stat block, Paralyzed for 1 minute tends not to be too fun for players. Whether or not giving 24h immunity will stop it from causing half the group to use their phone for a couple hours is not a question I can answer
it didn’t work that way in 2014 either, but saying you can see through magical darkness does mean you can see through the Darkness spell
You are confusing me
Mind explaining why?
this is for both 2014 and 2024 afaik
the reason I’m confusing you is because it’s worded weirdly
magical darkness isn't a rule, just like 'magic bludgeoning damage', just like 'stats are capped at 20', they're not actually rules you can find in the book
if you want darkness to be opaque to darkvision, you have to manually specify it every single time you use it
Forget the "magical" thing
You guys are missing the point that its a Heavily Obscured area filled with darkness, which means you automatically get the Blinded condition and you cant see...
It doesnt matter if you have Darkvision or not
if you're not in the darkness you dont get blinded
and also darkvision is an exception to that rule anyway
Why?
Darkvision makes it so darkness acts as dim light and dim light acts as bright light
"A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition "
maybe #dnd-rules can explain better
From the book
i'm not good at this stuff
grab the Darkvision definition
it recategorizes both darkness and dim light
Lemon, I want to kindly ask before continuing the discussion...and I dont want to be rude
Do you have the books of 5E and 5.5E ?
thats true but monsters inflicting action-restricting conditions is super-D&D, ghouls were doing this stuff at level 2, its a bit late to pull the ripcord
Because you contradict everything the book says
And I dont want to be a rule lawyer now, but you dont elaborate enough
yeah, but ghouls have it for 1 round after an attack roll + a saving throw and with only 1 attack
this thing can make the bite attack multiple times a turn
I promise you Lemon is correct here, you can verify with the rules sticklers in #dnd-rules, they'll have a more comprehensive answer
Acid Trees and I don’t agree very often either
ghouls have it for 1 minute
this is just pretty well established
their DC is extra low though
I will copy this segment from the book @peak inlet , you do what you want with it, but your idea earlier doesnt come piece to piece with this:
"A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition"
"Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
While having the Blinded condition, it doesnt matter if you have Darkvision or Truesight, because YOU CANT SEE
I think that might be a 2014 thing
VERY good
Also, the Paralyzed condition from the attack is the perfect thing to use against a 6 members party who have a Cleric and a Wizard too, I need something to scare them
I was thinking of removing the immunity for 24 hours tho
oh ithought this was just for a general use table, if its just for your table then go nuts
Because they can remake the save later anyway
Of course, thats why i was here, lol
Its a 100% homebrew monster, but its meant to cover the rules of the game
I only changed ranges and how they are used, since this boss wont cast spells, i made them as features
well looking at mind flayer they also made that condition only last one round, thats probably worth considering for your paralyzation attack at the least
I will think about it, thx for the headsup 
if you’re playing 2024, the convention is to go for 1 round with lower DC or Recharge, and always only having 1 chance to apply per turn max
since it’s an attack into a save, you can have it be 1 round and you don’t need to have it be a recharge
I would still only allow one of those attacks per round
otherwise you will end up stunning everyone and playing by yourself
Check #dnd-rules
the CR rating of this thing is extremely low for what it does
also, this thing is likely going to be immune to attack rolls for the most part
23 AC with 5 different sources of lingering disadvantage
the Recharge on the Darkness is pretty weird
I think you should just give her the Darkness spell 3 times per day
Charm of the Guide
When you activate this charm, an illusory guide of the same species as you appears next to you and follows you. They provide you the benefits of the find the path spell. Additionally, during your journey, they provide helpful advice, interesting trivia, and an understanding of the dangers of the area as well as a knowledgeable tour guide would. The illusory guide lasts until you reach your destination, up to one day, after which this charm fades from you.
maybe give her a trait to increase the range, although I’m not sure what the range is playing there
weird that you can't upcast Darkness, btw, total sidebar
I guess maybe too big a sphere could be problematic
what locations does this guide know, the way it reads right now means that it would depend on places the user knows
you can increase the size with circle casting tbf
To cover a large area
The CR is completly irrelevant anyway
Because the party wont even reach lvl 10 by the time they will fight her
Plus, using the web and the darkness from her features is meant to put them in disadvantage
no, I get the area, I don’t get the range
but it doesn’t matter either way
For the darkness?
I’m making a fashion designer artificer subclass who makes special outfits that provide effects when worn. Does this list of effects seem appropriate? Or should I provide a small list of options the player can choose from to apply?
While wearing your outfits, the creature gains the following benefits:
- The creature gains +1 to their AC
- The creature can use your Intelligence modifier in place of any charisma based d20 test
- The creature can use Magic Action to cause the outfit to flare, causing one target they can see within 15 feet of them to make a wisdom saving throw. On a failed save the target has the charmed or frightened condition (their choice) until the end of the users next turn. A creature can only use this effect once per long rest.
all of em
I’m just saying if you’re balancing against CR, she’s higher CR
might wanna specify that
get ye a guide to the nine hells if ya want
The CR is irrelevant, dont worry
ok, then I would still say the paralysis and the AC might be issues
I deleted it from the block, perhaps i added it in the past and forgot about it
to reach a 60% hit rate, you need a bonus of +17 to +20
The Paralyze is a good fear factor for the combat
Because there will be 6 players, including a Cleric and a Wizard, at that point, they already have access to 4th level spells
Most of the players are also pretty optimized
but it’s a boss, so it can be a lower hit rate
maybe silence as an alternative?
as a player it sounds a bit more fun to try to pick non-verbal spells then just being totally nullified
I was thinking of that too
But I prefered the idea of a deadly assassin at the core, thats why I gave her webbing and darkness to combo it during the fight
Paralyze with 4 attacks is not a fear tactic, it’s a lockdown of the whole team
Ah, I see
Then I can lower the number of attacks to three
maybe mix and match,
giver her 1 stun attack, 1 silence, 1 slow or restrain, etc.
you can keep it as 3 or 4 attacks, but the paralyze has to be 1 round and only applicable on one of the attacks
Okay, so have the paralysis stop at the end of the turn
at the end of their turn, yeah
and it should only apply on one of your attacks per round
Well, she can teleport, she got the darkness (spell) and the webbing which also causes Restrained condition
Got it
"Widow’s Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 23 (4d8 + 5) piercing damage plus 9 (2d8) necrotic damage.
The target must succeed on a DC 18 Constitution saving throw or be Paralyzed until the end of their next turn"
I don’t think your Darkness should be a Recharge, either just let it be usable all turns or give it times per day
As for the immunity thingy, i will remove it, and i will keep it applied only once per turn
no need to make it the spell since you change a few things about it
this is completely fine
Well, they have casters who can use Daylight, so I think its better to have a backup
But i will think about it
yeah, but you want them to use Daylight
I do
don’t punish them for using Daylight
you can give it 2 or 3 uses
so they can daylight the most important position
and then have to deal with the second position
I will make it 2/day
it doesn’t say it’s concentration, so I would also say 2
if it was concentration, I would add a 3rd
Yep, imagine it being like an octopus releasing black ink
But in her case, its like a black vapor
Also, I think I could make it a legendary action
I think the funnier thing is to make Gust of Wind suppress it
that's rad
I’m well aware this might be a fool’s errand but I was trying to figure out some kind of framework for translating Pokemon Moves into DnD Attacks in terms of damage scaling.
I’m trying to create a sub-system for a Pokemon Mystery Dungeon Dnd campaign. Basically the way it would work is each DnD level = 5 Pokemon levels, and as you level up you get access to more moves from your Pokémon’s actual learnset. Spells/Weapons don’t exist here, your moves are your attacks you have, and then you have your class/subclass features to go along with it, and any features that would interact with weapons/spells I would just adjust to make it still work.
This would definitely be a “homebrew it as I go” kind of thing where I only translate moves as I need them/as my players get them instead of literally translating every single pokemon move immediately but I’m just thinking of maybe there’s some kind of guideline I can create for myself when doing dmg.
Thought about maybe starting with basing Ember (40 bp) off of Fire Bolt (1d10) and going from there, was wondering if anyone has any ideas of how to do the math here.
Thats actually a really good idea, i will keep that in mind
I don’t think they will end up using it, but the spell is generally useless, I like to give it a bit of usability in smokes and vapors
Darkness Bloom (2/Day). Carmilla spread a large cloud of black vapor of magical Darkness from a point she can see within 120 feet, filling a 60-foot-radius Sphere for 1 minute. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
If any of this effect’s area overlaps with Bright Light or Dim Light created by a spell of 2nd level or lower, that spell ends.
Carmilla can see normally through this darkness.
I can also try to add the idea of the gust of wind spell, just in case
Should I give her more AC on the reaction?
I'm homebrewing a monster and giving it a group attack and i'm curious what people think about it, if it's too much:
Monster spends an action to channel their power into an explosion (force dmg). At the end of a round, before the next round starts, the explosion goes off. It's power is based on how many channel into it.
2d8 (force) dmg per channeling creature
5 foot radius sphere explosion + 5 foot per channeling creature
DC (Int) 10 + 1 per channeling creature.
Creatures channeling can be interrupted just like any concentration spell
This channeling aspect replaces their typical attack of 3 bolts, +8 to hit and 2d8 force dmg.
Too strong? What if 10 channel?
Feels kind of weak compared to just the same amount of attacks, so only if enough of them can get the channel off, which funnily enough the more of the creatures have a turn after the players on a turn, the stronger they will be, so there's a luck based boost to the creature for being slower on the initiative than the party 😛
It will also be quite visible this is happening as the creatures' magic all gather to a single point. Basing the monster around CR5 with the target party being of about lvl 9 by the time they encounter so they might run into a a squad of 10 relatively frequent
Yeah that too. If the party knows where the explosion will occur, it does add a fun little mechanic of positioning yourself to avoid the explosion, but again ironically only if you're slower on the initiative, which also feels a bit counter productive. basically if you go first, you then rely on your team to stop the explosion form going off on yourself 🤔
Like on one hand an interesting mechanic, but on the other lot of things feel like they could be done better in some way
I'm fashioning this creature after Pink Horrors from WH40k as we're running a semi-40k themed daemon incursion campaign
i've looked at other homebrew and just more inspired to make this...
got any suggestions to give that "group boom" feel?
It'd be easier to balance if it went boom at the start of the monster's next turn instead of "round of initiative" since like, what happens if it rolls bottom of initiative?
this is a scenario though where many monsters channel into it to give it power, almost like a ritual... so which turn should it go boom
Start of the monster's next turn allows for maximum channeling.
Player crafted a bow, they are a ranger beast master with a Stag for a beast of land. They are having trouble picking a name between a set, and they intent of enchanting it to grow the weapon later. Options are:
- Glyphwood
- Grove Warden
- Oakheart
- Artemis
so, explosion happens at the start of the first monster to enter into the channeling?
- Monster's first turn begins. It uses its action to seed the explosion, being the first creature to channel. Its turn ends.
- Each other creature in the initiative gets its turn, using their actions as desired to channel into the explosion.
- The original monster's second turn begins, and the explosion goes off.
i can see that being a little easier for the party to react to and maybe a bit of a justification for potentially dropping 20d8 with a DC20 int check on them
may have to tone the explosion size back a bit though... 55' radius explosion seems a bit excessive
Are the enemies immune to it?
yes
Maybe you could make it so that only the enemies that channel into it are immune
That way the enemies have to be a bit strategic about how wide they expand the radius
unless they just dont like "Phil" lol
"You said we were gonna do the blast thing on the second round guys... c'mon"
And just like that, the party recruits Phil
Made a subclass this time
Sunshower
Level 3: Living battery:Spell slots are replaced with a meter, normal spells can still be used,level 1 slot = 3 meter, level 2 =4,level 3 =5 and so on.You have( 5 x Level) meter.
Level 3:Recharge slash:A quick slash with your umbrella dealing 1d8 lightning damage and gaining 1d6 meter.Action,Range of 5ft
Level 4:Bunker down:Opening The umbrella allows you to gain 4 AC at the cost of your speed being set at half of your base speed(Cannot be raised but will be converted to AC(15=2AC).Action
Level 5:Meaningless attention
Costs 10 meter
Using your umbrella you send a jet of water out dealing 3d8 peircing damage.(Rolls as a normal spell for attack rolls)Range 30ft,action
When in Bunker down deals 2d8 bludgeoning damage and pushes 15ft on a failed constitution save.
Level 5:Sunshower:
Costs 25 meter
Range 25Ft square
Choose 4 areas to place an umbrella with a diameter of 5ft. Anyone underneath an umbrella is protected from Devastating downpour.
Next turn choose one of the following to activate for a bonus action
The Calm:Anyone under a umbrella is healed (Level = D4)
Devastating downpour:Anyone caught up in this storm will take (level-2 d4) piercing .Half of such on a successful constitution save.
https://www.dndbeyond.com/subclasses/2806094-oath-of-myth-drannor
I made a new version of Oath of Myth Drannor. I suppose it should be the final one. Only few tweaks needed.
I'm not native speaker, but this time I tried to translated everything by myself, with the help of two of my friends.
Feel free to give feedbacks and advices, thanks.
Magic Item idea: Gauntlet of Kobold Strength (sets your Strength to 7 if it's lower)
So I am working on some items using a rare material that will grow in strength as the characters grow and would like some feedback. This is the spellcasting focus version, working on a weapon, shield and armor version as well. Requires attunement and can only attune to one starmetal item at a time
Astral Affinity:
When you level up while Attuned to these items you may choose an Astral Affinity associated with one of 4 damage types, you may change this when you level up.
- The Void (Cold)
- Solar Flare (Fire)
- The Blackhole (Force)
- Supernova (Radiant)
Starmetal Foci
Levels 1+:
- Star Touched: You may add your PB in damage (of the type associated with your Astral Affinity) to one damage roll when you cast a spell
- Graviturgy: You gain access the binding force of universe granting you the ability to cast new spells. You have charges equal to your half your level rounded up. Each spell cost charges equal to its Spell Level.
Cantrip. Gift of Alacrity
1st Level. Magnify Gravity
2nd Level. Immovable Object
Levels 5+:
- Item Enhancement: This item now has a +1 to Spell Attack and Spell Save DC
- Graviturgy: new spells added
3rd Level: Pulse Wave
4th Level: Gravity Sinkhole
Levels 9+:
- Item Enhancement: This item now has a +2 to Spell Attack and Spell Save DC
- Astral Manipulation you are now able to transmute the damage types of your spells to that of your Astral Affinity
- Graviturgy: new spells added
5th Level: Mass Levitation
6th Level: Gravity Fissure
Levels 13+:
- Item Enhancement: This item now has a +3 to Spell Attack and Spell Save DC
- Astral Mastery you are now able to bypass resistances against your Astral Affinity
if you are already capable of this you treat immunity as resistance
- Graviturgy: new spells added
7th Level: Reverse Gravity
8th Level: Dark Star
Levels 17+:
- Astral Mastery you are now able to bypass immunity against your Astral Affinity treating it as Resistance instead
if you are already capable of bypassing resistance you ignore immunity instead
- Graviturgy: new spells added
9th Level: Ravenous Void
gift of alacrity at will is insanely overpowered. For comparison, the Sentinel Shield is uncommon, requires attunement, gives advantage on initiative and perception checks, and is one of the strongest uncommon magic items. Gift of Alacrity is 1d8, which is a higher bonus on average than advantage.
all the spells can just be included in one place since they won't have enough charges to cast them at lower levels
the current item enhancement levels line up with when casters get decent spikes in firepower, meaning that they'll feel even stronger at those levels. If you want a smoother curve, offsetting the levels by 1 may be better.
Question, how would allowing creatures to have multiple types affect game balance?
For example, a vampire would be “Undead Humanoid”
i think the first concern would be with mechanics just straight up breaking
but beyond that i doubt its an issue
there are already ways of being multiple types though right?
actually, I’m not sure, there are some features that say you are now Undead
I’m not sure if that overwrites your original creature type
I assume it does because otherwise a lot of these would be useless
you need to figure out why you’re doing it, and then you can make it work mechanically
Honestly it’s just a thought experiment
i can tell you that allowing weapons to have multiple types at the same time can break the game 😛
the question is does an Undead Humanoid count as a Humanoid for Hold Person?
do they count as Undead for Turn Undead?
ok, that one seems obvious to me
I was thinking there could be a super type and a subtype.
Undead Beast
Undead Dragon
Undead Humanoid
Oor
Fey beast
Fey Dragon
Fey Humanoid
Yes, it counts for both spells
but creature types, I’m not sure
Because elves are definitely fey, but it feels a little silly that hold person doesn’t function against them
elves are fey...?
ok, but does it count as Undead for Deathly Wail and Healing Word 2014?
Elves are not Fey
not inherently anyway
Ah sorry, I was thinking of goblins!
I thought elves had an entry in MM25
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
But yes, many creatures that were previously humanoid, such as kobolds or goblins are now dragons or fey respectively
WOTC has begun to publish a few playable races that are not classified as humanoid, but are definitely humanoid shaped. Such as faerie or changling
And some ebberon races I believe?
this was also the case in 2014
this is from the official Goblin and Hobgoblin species 2014
and Boggart which I think is 2024
yeah, it’s from Lorwyn
This would generally be based around monster design, specifically. But I suppose it could apply to players too?
Basically, I’m just wondering how game breaking it would be to allow creatures to be vulnerable to a larger number of spells or abilities.
For example, a vampire would a valid target for the spell hold person but they would also be affected by the ability turn undead.
It looks like subtypes were a feature in 4e?
https://www.enworld.org/threads/4ed-creature-types-and-subtypes.224161/
the big problem with stuff like that is discoverability for the players
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
This wording?
Honestly, it could just be a monster feature.
Vampire
Humanoid
Undead Affliction This creature also counts as undead for the purposes of spells or abilities
Yeahhhh, very true. And players are used to creatures having a single type
otherwise as long as you have a plan for like, if a spell has a contradictory effect based on creature type (i.e. this spell heals humanoids and harms undead), then it should be fine
using the wording from the goblinoids, it should follow your actual creature type
the second one only works as a prerequisite
If I’m being honest, I don’t think it actually adds much mechanically.
I did have a player recently that was a bit frustrated when I had to explain to them that a Hobgoblin wasn’t a valid target for their hold person spell
I have allowed my players to Charm Person on a ghoul 
Yeah, this could probably be solved by a house rather than incorporating into stat blocks.
Thank you all for letting me ramble
I was thinking about my revised version of Greater Mark of Passage, the two things I have in mind are either to have a chance of casting Misty Step or making it an Action
I’m still thinking of the implications of infinite Misty Step
misty step is awesome and powerful
i can't think of any section of any module that is broken by having infinite misty step
2014 conjurer gets misty step+ that recharges whenever they cast a conjuration spell and that doesn't break anything
shenanigans at that tier are better enabled with dimension door
yeah, but I’m thinking this is available on martials and is in the place of a feat
but honestly, I don’t know if I would classify unlimited Action Misty Steps as being better than Potent Dragonmark
alternatively, a 10-foot Misty Step as a Bonus Action
it allows you to disengage and escape cages
but it doesn’t give you the repositioning power
Can someone give me balancing tips for this item idea
The fang of Lolth: when this fang is stabbed into a creature that isn’t an elemental, construct or spider it adds the shadow webbed curse to the creature until removed from their body. Shadow webbed is a status effect that activates when a shadow cursed creature steps on another creature's shadow. Once activated the creature is stuck in place unless they are burning, hit with 5 burn damage or the creature whose shadow has been stepped on moves.
Rn its in an npc so the npc is acting antsy but my players dunno why
(Please ping me for when you reply as I forget to check some servers)
Kanon has a 5ft BA teleport, Orien Step
Kanon?
Keith Baker's blogs
cantrip (meant only for Mark of Passage, not the most balanced IMO)
Kanon=Keith Baker's WotC-unaffiliated content
is that part of the 2024 Exploring Eberron?
Immediate issue; Shadows are not a thing in the rules, so you might want to include how to determine where a creature's shadow is
(Also I assume stabbed into here means an attack with it hits?)
Second part, the actual effect, is also a bit weirdly written, but if I'm reading it correctly, if the afflicted creature steps on someone's shadow, they just cant move unless the other creature does, or they take fire damage (I assume to simulate light?)
But also "stepping on" would require some explanation too. Like, is it only when the cursed creature moves onto a shadow, or if another creature can move so their shadow is on the cursed creature
To even start with balancing, you'll need to make sure the actual effects are clear on how they work within the rules
no, it's just in one of his online blogs
it isn't WotC published
But a 10ft BA teleport feels underpowered, since it's only slightly more useful than a BA disengage
yes, but Vampire Plaything (which is considered a good feat imo) gives you PB uses of BA Disengage or Dash
(and free daily health potion)
That's an origin feat though
not that well versed on 2024 balance, but they're usually on the weaker side iirc
they’re supposed to be less offensively powerful
I guess it’s also not a full disengage
you can still get OA trapped after you teleport
Having the option between 1 use Misty Step and a multiuse weaker teleport doesn't feel that D&D-like is the gut feeling I have
it’s not an option between 1 Misty Step and multi-use teleport
I’m talking this in addition to the Mark of Passage free Misty Step
As in on any given turn
on any given turn, you get to choose between the 30 or 10 foot teleport
is that what you’re talking about?
this is the thing though, my original intent was to give them something like “when you use the Dash action, you can forgo the increase in speed to instead teleport that distance to a place you can see”
but then they released this DDB Drops thing and I had to change it 
and tbf, I woulda had to tweak it a bit since they get +10 speed from both the base and my Greater mark
which will make this plain better than Misty Step on rogues
There's not a huge issue with having the same feature there, especially with ddb drop content being less accessible
I guess, but the point of the changes I’m making is to introduce rule-breaking setups to the Dragonmarks
which ideally would be something like “when you use a teleportation feature that requires you to see the place you teleport to, you no longer require line of sight”
but I think that does actually break encounters
I'd argue that you'd have to know that the space is unoccupied in order to target it to begin with, if teleportation didn't require sight
and then I would give them like a 5ft BA teleport PB/LR times or something
this is the thing, I woulda just had a failure statement dealing 1d10 Force damage to you and wasting your action economy if it was occupied
I could just have it be on Misty Step specifically and the BA teleportation I am adding to it, so I can also mention it doesn’t use up your slot or feature use if you fail
So, been trying to use acid from acid bubble and poison from poison spray to incorporate into my weapons. My idea for this was to make a set of sharp,hollow steel playing cards which I could fill with acid (not sure on damage values) and then coat in poison (DM said do as standard poison so 1D4 bonus damage there). The thing is I'm not really looking for a reskinned dart type of situation and was instead looking at an idea where I could make (I'm a very crafty dwarf artificer rogue) A set of gloves with small magnets and flat grips between the fingers to allow me to hold and throw 2 or maybe even 3 of these cards at the time. Problem is I don't want it to be busted and also don't want it to suck. Ideas for damage values, costs to forge, range, DC/AC Values (Would normally be +8 if it was a light/finesse)
and to make sure I don’t allow some insane spell I can’t think of right now like maybe Vortex Warp
that just sounds worse than using a Basic Poison
Basic poison is 1D4
it’s an action and I would argue playing cards could be considered ammo
so you can poison 3 with 1 BA
Yeah, plan was to combine both spells into the weapons because "rule of cool" often flies in our campaign.
I’m assuming you won’t be adding the actual spell’s damage into the weapon
so the easiest way to get around it is to reflavor using a Basic Poison as casting the spell
and then have your weapon be able to convert Poison into Acid
No. I was thinking like 3 D4 +2 +PB for the card's damage + poison+acid. Then add a condition like poisoned or armor degridation on hit.
+PB??
With proficiency add proficiency bonus
That's what I meant. Just don't know what that's called
and this is a +2 weapon?
So in my case. 3D4+8. At level 5. I feel like this isn't unreasonable tbh considering we have a monk that does 1d8+1D6+6 damage per hit with a 15ft melee range. Opinions?
No as a base damage bonus, could just be 4D4 instead
this is definitely a Very Rare Magic Item
Really?
is it a +2 weapon or not?
No
do you have the Thrown Weapon Fighting Style?
I just meant it would do 3D4+2 so an average of 9.5
I’m confused where the +2 is coming from
No, i'm a rogue
Just to make it slightly worse than 4D4 for damage potential but more reliable for average damage output
just remove the +2
Okay
and then if you wanna add another d4, you can add Basic Poison to the weapons
I meant 3d4 including basic poison and the acid stuff
assuming the weapon’s damage is 3d4 without requiring extra action economy to set up
this is probably an Uncommon Magic item
Because the idea is I'd be able to throw multiple by forging/using an infusion to get the equivalent of a wand sheath
I'm allowed to prepare them during long rests
assuming the weapon is Attunement, Thrown, Finesse, and Light
or if you only get the bonus 2d4 once on each ammunition, it could be non-attunement
I'm confused what you mean by this
The acid/poison is just on the hit not as a lingering effect if that's what you mean
if you can set up like a limited number of cards and the cards only retain the extra damage the first time you deal damage
Yeah, that's the plan
but then 5 of those would be a single magic item
a full deck would be closer to the price of a Rare item
So ~400GP type price?
and at that point, might as well just have the extra damage be innate
Rare is 4000
Ohh
400 is Uncommon
Oh damn,
We use a magic item price calculator online thingy so it's not set prices, e.g. vicious weapons are ~350 gp for us
Question, how you do this? Like, put the text into a little... box? dw i'm doing a subclass too so it's appropriate for the channel
350 for Vicious Weapons is not even in the range of possible prices
It's an online tool my DM uses, i'll link it in a sec
if that’s the price of a Vicious Weapons then that’s also the price of a full deck of these cards
in fact, I would even wager it should allow you to choose between making all the extra damage Acid or Poison
if it’s a Rare Magic item
What would this change? Is it if something had a resistance to say slashing?
no, you wouldn’t change the slashing part, you would only be able to change the acid and poison to each other
Ohhh, okay
What should the range be?
20/60
Okay, is 60 the long range so would impose disadvantage?
you need it to be Finesse, and I am assuming you want Light and Nick
up to 20 feet normal, more than 20 feet is disadvantage and you can’t go past 60 feet
Finesse and Light. Wasn't gonna do it as Nick. Was gonna have it be that Mastery allows you to throw 2 at a time which could then be combined with a specialised tool to increase that number to 3
that’s Nick
or are you talking about Graze?
Graze is specific to Heavy weapons afaik
Heavy melee weapons
Kind of like Nick yeah
Can anyone recommend me homebrew feats that are balanced? I'm looking for something that increases survivability (HP, AC and what not)
Defensive duelist is a really nice, non-homebrew feat
It's half your dex mod bonus to your AC and +1 dex
Ashame but my current character isn't using a finesse weapon, is there anything else?
Is anyone aware of a Grung that's more in line with 5.5 design? Some changes seem clear.
- Speed 30 (was 25).
- Drop Water Dependency.
- Poison Immunity reduced to Poison Resilience, like Yuan-ti.
I don't think they'd publish Poisonous Skin like this in 5.5. The DC would probably scale, since I don't think any species has a static DC for anything. Maybe 8 + Proficiency Bonus + Con modifier? But maybe only usable PB times per Long Rest?
I feel like they wouldn't write Standing Leap as a static distance now, but I'm less confident in that. Maybe something more like Harengon's Rabbit Hop?
I would agree with you assessment.
VIGALA BLACKSUN
Medium Humanoid (Goliath, Wizard), Neutral Evil
Armor Class 14 (17 with mage armor)
Hit Points 280 (33d8 + 132)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Int +10, Wis +7
Skills Arcana +15, Athletics +5, History +15, Perception +7
Damage Resistances cold, necrotic; damage from spells
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Draconic, Giant, Infernal,
Primordial
Challenge 16 (15,000 XP)
Absorb Impurities. Vigala can absorb poisons or diseases from another creature, living or dead and turn it to her use. She can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into her bloodstream.
She can then inflict the disease or poison to a creature within 30 feet of her by spitting a stream of blood at it.
On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required.
Blood Armor. Each time a creature with blood hits Vigala with a melee attack while within 10 teet of her, the creature takes 4 (1d8) necrotic damage, and Vigala's AC increases by 1 until the end of her next turn. Vigala's AC can't be increased to more than 20 from this trait.
Blood Savant. When subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, Vigala instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Blood Vision. If Vigala ingests the blood of another creature, she experiences a memory of the creature through her own eves which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once Vigala has consumed a creature's blood this way, the same creature's blood will never again produce a memory for her.
ACTIONS:
Blood Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27(5d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn,
Blood Feast (Recharge 5-6). Each creature within 20 feet of Vigala must succeed on a DC 18 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Vigala gains temporary hit points equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast.
Blood Drain. Vigala tries to drain the blood of a creature that was damaged within the last round. On a successful hit with a melee spell attack, the creature takes 14(2d8 + 5) necrotic damage, and Vigala or a creature within 30 feet of her heals a number of hit points equal to half the necrotic damage dealt.
BONUS ACTION:
Blood Rage. Vigala infuses reckless rage in one creature she can see within 60 feet of her that isn't a Construct or Undead.
The target must succeed on a DC 18 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13(3d8) necrotic damage and suffers one level of exhaustion.
A creature with any levels of exhaustion automatically succeeds on this saving throw.
REACTIONS:
Stone's Endurance. When Vigala takes damage, she reduces the damage taken by 10 (1d12 + 4).
Bond of Mutual Suffering (Recharges after a Long Rest). When Vigala takes damage from a creature she can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to her.
LEGENDARY ACTIONS:
Vigala can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vigala regains spent legendary actions at the start of her turn.
Blood Bolt. Vigala makes one blood bolt attack.
Coagulated Sphere (Costs 2 Actions). Vigala conjures a swirling sphere of blood in an unoccupied space she can see within 60 feet. The sphere lasts until the end of her next turn or until she dismisses it as a bonus action. Each creature of her choice within a 10-foot radius of the sphere must succeed on a DC 18 Strength saving throw or be pulled into the sphere.
A creature that fails the saving throw takes 10 (3d6) necrotic damage and if it is Large or smaller is grappled (escape DC 18). A grappled creature is restrained, unable to breathe, and takes 10 (3d6) necrotic damage at the start of each of its turns while inside the sphere.
If the sphere is destroyed or dismissed, grappled
creatures fall prone in its space.
Cast a Spell (Costs 3 Actions). Vigala casts a spell from her list of prepared spells, using a spell slot as normal.
Given the action economy, abilites and overall stats of this NPC, would these spells be appropriate or should they be changed to ones more suitable for combat, utility or situational social encounters?
Spellcasting. Vigala is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vigala can cast darkvision and shield at will and has the following wizard spells prepared:
Cantrips (at will): chill touch, friends, mage hand, mending, prestidigitation
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fly
4th level (3 slots): blight, dimension door, Evard's black tentacles
5th level (3 slots): mislead, modify memory, teleportation circle
6th level (1 slot): contingency
7th level (1 slot): project image
8th level (1 slot): mind blank
9th level (1 slot): foresight
does anyone have any ideaas on what i should make? i have no ida what to make
If you can’t output, input.
Go watch something, read something, listen to something, etc. you’ll get inspiration eventually
https://docs.google.com/document/d/1yFVaF317nIunFlC-9iJ3qC5w8CTRSAAi3Z339AG_yaE/edit?usp=sharing I made a new subclass for the Gunslinger called the Heavy Gunner. This subclass was inspired by the Doom Slayer from DOOM, the Ultrakill protagonist (can't remember his name), and Ratchet from Ratchet and Clank.
Now, I would love some feedback on it in order to fine-tune it. So what do you guys think of it?
Rare Anoth Homebrew Share
Spellblade Initiate:
Origin Feat
You learn one Cantrip of your choice that requires a weapon as its material component. Choose Intelligence, Wisdom or Charisma as its spellcasting modifier.
You can cast that cantrip as a Bonus action a number of times equal your proficiency bonus per long or short rest.
Spellblade Adept:
General Feat: Prerequisit Level 8+; The Extra Attack Feature or a similiar feature.
Ability Score Improvement: Gain +1 in Intelligence, Wisdom or Charisma your choice.
Hextra Attack: You are proficient in the art of weaving spells together with martial prowess. If you take the Attack Action on your turn, you can replace one attack with a cast of a cantrip of your choice that you have prepare.
Magical Regalia
General Feat: Prerequisite level 4+; Spellcasting or the Pact Magic Feature
Ability Score Improvement: Gain +1 in Intelligence, Wisdom or Charisma your choice.
You always have the Mage Armor spell prepared and cast it a number of times equal to your spellcasting modifier that you chose when selecting this Feat and can cast it with a Spellslot. You regain all uses of this feature whenever you finish a long rest.
If you cast Mage Armor using this Feat, you also conjure a magical weapon at the same time. You are proficient with this weapon and add your spellcasting modifier to its damage rolls. The weapon is a Light weapon with the vex property, dealing 1d6+spellcasting modifier force damage on a hit and can be used for spells that need a weapon as their material component. This weapon lasts as the long the Mage Armor spell is active. You can dismiss and resummon this weapon as a Bonus action for the duration of the Mage Armor using this Feat.
The Gish Feat package so to speak
@stuck mortar
I would make the Homebrew Monk feature a once per Longrest free cast of the Homebrew Spell (so everyone can use it)
If it was a Spell it probably be a 7/8th level conjuration concentration spell with extra features when upcast.
The most obvious feature is the Domain barrier itself, which size you should control (15 Small/30 Normal feet. sized hemispherical dome or a sphere). You can trap a amount of creature equal to your Spellcasting modifer (Or half of your spellcasting modifier+1).
It's centered on yourself.
The barrier is made out of opaque magical force and cannot be dispelled by Dispel Magic, a disintegrate Spell only destroys a 10 by 10 foot until the the end of your next turn, only if you succeed on a concentration save, on a fail the spell ends
Make it a Dex Save to avoid the barrier, if they succed they can choose to be shunted 5 ft. outside beside the barrier in a location of their choosing. On a smaller barrier (15 ft.) they get a -1 or -2 penalty on the dex save.
Once per turn, a trapped creature can use their action to make a Strength (Athletics) Check or Intelligence (Arcana Check) against your Spellcasting DC to escape from the Barrier and be shunted 5 ft. outside of it.
Every creature trapped in the Domain is affected by the effects of one of the spells of your choice: Bane, Slow, Blindness/Deafness or Fairy Fire (they don't require concentration obviously) .
Instead of choosing a debuff you can instead make the trapped creature take 4d10 on the start of their turn and the terrain within the barrier is difficult terrain for targets of your choosing.
Upcasting lets you choose one more option of the above or something like that.
I have a very rough idea for a magic item but I'm not sure what rarity or clarification stuff it would be. I want a briefcase or something that opens up and you can go inside and its a small shop, almost like a travel camp thing.
Very Rare; Sounds like a Demiplane attached to a Briefcase
Legendary if you give extra features that come with the Shop
Dang, my DM is giving me Rare but not Very Rare
Depends on the specifics of the magic item
For comparison, portable hole is rare
Portable hole also makes you suffocate within 10 minutes of staying there, even faster with more people inside
Having a Demiplane for resting with Housing should be very rare minimum
I am not arguing against you, just making a point
If being able to buy nonmagical adventuring equipment comes in exchange for being able to store things, it’s somewhere between rare and very rare
Travel camp definitely makes it higher rarity
Also not sure on the vision for resting in an extradimensional briefcase
hey, can someone plz help me with my question, plz?
its good just change the name great weapon fighting to war machine and its good
Does anyone have fantasy materials I can just pull out of nowhere for plmy party's shopping session?
also you can have it so that you can fire 3 rapid shots with small crossbows in a single turn in deadly shot
Chance orb: every time the player rolls for attack they have to say a number between 2-40 and if the sum of 2d20 show that number or +1 or -1 to it the attack is garaunteed crit, else its a complete miss
I'm tempted to show off my current homebrew book