#homebrew
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Change the name of what? Thee name of the subclass itself or a feature?
Probably both! I haven't read it but as Great Weapon fighting is an existing feature it's probably best to stay away from existing terms :3
Are we allowed to put links in this channel?
feature you have named great weapon fighting under level 3
yes
but you have to wait till you have been in the server for at least 30 minutes, it looks like
Ah fair
I know i'm like... 5 months late, but I would love to share my Christmas Homebrew One Shot lol
In like 30 mins
Currently also working on an ATLA themed Homebrew One Shot (might turn into a full campaign idk we shall see)
It appears we are not able to attach files
surely
What about png files..?
I shall not be able to show off Dlyrn's then 
Labeled links work
still a no no
Sadness
I ment like: Chunk of adamant, white dragon's tooth, something like that.
Ore of Yasero: A rare yet highly volatile mineral. Extracted through electrolysis of its molten form, used as a substituent for gunpowder but almost 3 times more powerful. Its alloys are widely used in exploding throwing knives due to thier high reactivity to body fluid. (Straight from my own homebrew world)
@patent radish 
Hello! I'm sorry to be a bother but I'm a new dm and I'm running a Once upon a time theme game, i made a homebrewed rule about magic use that i would like some opinions on if that's ok?
Shoot
So in the show people are able to cast magic all the time and i felt for my party to have limits of magic i made this rule however im not sure if this is good or not
Narrative Casting
Outside of combat, characters may cast certain spells without expending spell slots.
Core Rule
If:
the spell is cast outside initiative
the spell is not used to directly harm, restrain, manipulate, or gain major tactical advantage (however known villains have a pass to the rule with reason)
the DM agrees the spell is being used for roleplay, exploration, flavor, or minor utility
…then the spell may be cast as a Narrative Casting.
Restrictions Spells That CANNOT Be Narrative Cast (if casted it will require a spell slot)
Any spell that:
deals damage
heals hit points
restores spell slots
summons combat creatures
creates permanent valuables
charms or dominates creatures
bypasses major obstacles instantly
grants powerful combat buffs
Examples:
❌ Fireball
❌ Counterspell
❌ Fly
❌ Spirit Guardians
❌ Revivify
❌ Suggestion
Magical Fatigue
Each free cast after the first few requires a Constitution save.
Example:
First 3 casts: free
After that: DC 10 CON save
Failure = gain 1 level of exhaustion or magical fatigue
This keeps players from machine-gunning utility magic all day
Arcane Strain
Whenever a player abuses free magic:
nosebleeds
glowing eyes
wild magic flickers
temporary magical glitches
Like the Narrator will being muttering:
“Easy there, sparkplug.”
That makes magic feel alive instead of transactional.
im sorry if thats a lot 😥
I wouldn't try to buff my spellcasters even more tbh, they are already much much more powerful out of combat with their versatility
that feels like its trying to do what rituals already do
you could just pick and choose spells and add the ritual tag to them and you're set
that makes sense
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Oh, thank you so much! Really, and I apologize for the trouble! 
DNA unraveler draw him I have no money
hahah how?
Razor Wind
4th-Level
Evocation
Casting time: Action
Range: Self
Duration: Instantaneous
Create a large whirlwind that is as sharp as blades. Each creature within a 30-foot radius Sphere of you makes a Dexterity saving throw, taking 6d8 Slashing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
range self???
Damage is a smidge too low imo
if it's centered on yourself, you should account for the difficulty of positioning this without hitting your allies
The coinflipper
Dagger
This dagger cannot be affected by any effects that increase luck, and results from this dagger cannot be rerolled.
+1 to hit. This dagger deals 1d4+2 damage base. On a hit where you are dealing damage, you may flip a coin. On a heads (or a 1 if using a d2), add 1d4 damage. If the previous result was heads, you may flip a coin again. On heads, you may add +1 damage. You may continue to flip and add +1s in this way as long as the previous result was heads.
Only one of the following abilities can be used at once.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target being poisoned. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target's movement speed being 0 for the next turn. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target being paralyzed. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, heal for 1/4th of the damage your attack deals. On tails, take 1/4th of the damage your attack deals. You may use this ability once per round
This is meant to be a fun gambling weapon. this isnt too overpowered, right?
The image im envisioning is, as a part of the hilt, a coin rests. This coin can be "flipped" in the dagger for these effects.
Its also fine if its somewhat weak, its mostly meant to be a joke weapon. I think ive made it to the point where it is usable for the level my party is at (5) but im not 100% sure.
If someone actually hits the mother load and keeps getting head after head after head then it'll be a hype moment as well lol
Thoughts on this? I found it on kobold press.
Warlock's Aegis
Armor (leather), rare (requires attunement by a warlock)
“When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron.
While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.”
This is useless on low-Charisma builds/characters.
A Bard would probably be invincible with this armor tho
(requires attunement by a warlock)
Yeah, I guess a 1 Warlock, rest bard spam a bunch of first level slots to get crazy AC for an entire adventuring day basically
iirc, crafting rules need like, 100 or so gp, maybe less for a bead since its consumable
Well...
I hate that logic.
Someone should devise a homebrew system for crafting so that it doesn't take money to preform.
the gp is essentially you getting the needed materials
if you wanna say something can substitute, nothings stopping ya
Good suggestion
Anyone have some lv 1 rituals?
Its based off time and materials. It doesn't have to be strictly gold, it could be materials worth the same gold value. In 5.5e dungeon masters guide, crafting magic items is as follows:
Item Rarity Time Cost
Common 5 days 50 GP
Uncommon 10 days 200 GP
Rare 50 days 2,000 GP
Very Rare 125 days 20,000 GP
Legendary 250 days 100,000 GP
I re read. My bad
Also thoughts on making living armour?
I have andasite atm in campaign. Im also a tank homebrew
Depends on what you want it to do. Just talk to you is easy enough and probably fine, I wouldn't see a reason why a DM wouldn't allow that.
A suit of armor that is running around on its own and able to do things though might be a whole other thing
More like in ebberon were if I hit 0 it bumps me to 1 hp one time per 5 levels.
With a cap I need minimum 20 hp back
Best I can give you is a Dryad's Kiss Arrow.
I cant use bows lol
I think with some tinkering it be more phesable
Or i can find one.
I do have one of these
https://eberron.fandom.com/wiki/Throwing_scarab
Warlock Subclass, Titan Patron.
Lvl 3, Fortified.
Gain Proficiency with martial weapons, shields, light and medium armor. On long rest, you choose two Weapon Masteries to use for the day.
Lvl 3, Bulwark.
When you hit 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, and against damage you are resistant to it's reduced by the resistance or Bulwark, but not both.
Additionally, while concentrating on a spell your reach increases by 5ft.
Lvl 6, Persistence.
Gain a Fighting Style Feat. This can be changed when taking another level in Warlock.
Additionally, when using Hit-Dice to restore hitpoints, add your charisma modifier.
Lvl 10, Unbreakable.
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, Slateskin.
When recieving damage, you can use a reaction to regain half the damage rounded up as temporary hitpoints. While they persist, your Bulwark is empowered to give resistance to all damage or reduce the damage as normal, whichever is higher. 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.
Friend told me the extra reach is too powerful for level 3. Maybe switch it to level 6? I kinda disagreed but.. open to thoughts as usual
what? theres like, 3 subclasses that increase reach at level 3
A monster with relentless drive towards freedom using memories of the fallen from the past and future to get it. Standing at 15 meters known for its incomparable strength destroying all things in its way towards freedom
500 energy
Armor class 22
Hit points
Speed 135 ft
Str dex Con Int Wis Cha
30(10) 22(6) 25(7) 22(6) 25(7) 22(6)
Saving throws: str+15 con+14 wis+16
Skills: athletes+14 insite+17 history+14 intimidation+7
Passive perception: 9
Languages: understands whatever the shifter knows but can't speak
Challenge 30
Transformation: once you followed the rules of transforming you will only have time to use your titan until your energy runs out
ACTIONS
•Giant strike- +14 to hit 35(10d8+15)cost 5
•Ground slam- +13 to hit 45(12d10+12)cost 10
•Nape strike- +5 to hit 22(3d8+6)cost 3
•Roar- heals 10% of your maximum hp cost 15
•Primordial slam- +13 to hit 50(11d12+5)cost 9
(Everyone must make a 23 str save or be prone)
•Memory surge- you roar and everyone you decide within 30ft of you has to make a wisdom save (DC is your wisdom score)
on success they escape your memories
on fail they take 55(8d10+15) psychic damage
Cost 25
•Memory of the fallen- using future memories of inherters they show you what will happen you gain one of these buffs for one minute
•advantage on your next attack roll
•disadvantage on your opponents next attack roll towards you
•Being able to disengage without opportunity attack
Cost 20
•Harden- creates Hardening on arms and legs you may also add neck if you want +3 ac +3 to hit +1 damage die
•multiattack- 2 giant strikes 1 Primordial slam
how does it have 9 passive perception
This is the attack titan that I made this is the maxed out version for my campaign lmk if I should change anything
Idk i grabbed some ideas from the attack titan on dnd wiki and passive perception was one of them
with a +7 in wisdom it should have 17
I gave it a high wisdom because the attack titan uses memories of the past and future to get towards freedom so I figured it probably has some high wisdom or intelligence
Wdym
passive Perception is decided by 10 + the creatures Perception bonus. At base, Perception uses widom
Ohhhhh I see what you mean
I can see a feat or perk were it has high battle wisdom. But isn't very perceptive
Yea no I just didnt remember how to do the passive perception so I grabbed the one off dnd wiki
Maybe battle focus it can be called
Might be a good idea
Or memories of battle.
Ok so memories of the fallen
Big bonus to combat wisdom but no effect on perception.
It is a titan so probably struggles to see small things too
Would make sense yea
I can see how that would work
What should we give for hp
Maybe go part hp.
Like stones in the legs arms body and head.
Make it fun
Ight
Body and head are important but arm and leg can slow it
So let's say 900 that gets split 300 body 300 head and rest for arms and legs
For example
Ok
Im just suggesting. At end of day its your life you make.
No no i like the idea
I feel like its very strong and maybe to much its why I put it in here
To see if other would agree
At the end of the campaign I want them to fight the founding titan which will be way stronger so Idk quite yet
I idea. Internal battles.
If its a built titan. Could be a whole 5 sessions just in it
Weaken it
Np. I like to brew
Also send me a ping when done. I wanna see how it grows
If you want too
Will do
I mean i have the stats on how the shifters gain abilities and stuff
I just haven't made all the titans quite yet
500 energy?
Oh
Yea i did a energy system so players can't be in titans forever
So moves and abilities cost energy
Such as memories of the fallen costs 20 energy
I think it also just seems more like the anime were once a shifter is exhausted they can't shift
oh so its for players, thats, different.......
(cant really give feedback on it then as it is for a heavily modified game)
@tender thicket is this atot?
It is attack on titan
Cuse I was thinking shadow of the colossus and Greek myth lol
Oh lol
I mean things can still work.
Just throw it lmao
Most likely yea
True lol
The coinflipper
Dagger
This dagger cannot be affected by any effects that increase luck, and results from this dagger cannot be rerolled.
+1 to hit. This dagger deals 1d4+2 damage base. On a hit where you are dealing damage, you may flip a coin. On a heads (or a 1 if using a d2), add 1d4 damage. If the previous result was heads, you may flip a coin again. On heads, you may add +1 damage. You may continue to flip and add +1s in this way as long as the previous result was heads.
Only one of the following abilities can be used at once.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target being poisoned. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target's movement speed being 0 for the next turn. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, this attack results in your target being paralyzed. On tails, this attack deals 2 less damage. You may use this ability once per round.
When dealing damage, you may choose to flip a coin. On heads, heal for 1/4th of the damage your attack deals. On tails, take 1/4th of the damage your attack deals. You may use this ability once per round
Gonna repost this again, is this like insanely game breaking as a weapon? It's meant to be a funny gambling weapon, where if someone actually hits heads after heads after heads, they deserve their damage at that point.
well, it can result in infinite damage. best limit the plus ones to like 5 or something, also the other effects seem way to good for unlimited uses, give them all a shared 1-3 uses, recharging at dawn
I mean tbh like... If a player actually hits infinite heads at that point I'll sit back in shock, you know what I mean? Realistically they won't get more than 2-3 +1s
Yeah the other effects is fair, I'll give them use restrictions
And also if they keep hitting heads after heads I feel like that's a party pop off moment lmao
what rarity is it suppose to be anyway?
I was thinking for the extra effects I just make the negative flip (tails) make that effect happen to you, like I did for the healing one. So tails on the poison makes you poisoned, tails on the movement makes your movement 0, and tails on the paralyzed makes you paralyzed
No clue, I have no clue how the 5e rarity system actually assigns rarity lmao. If I had to guess, rare to very rare?
please tell me you have played some dnd before, or at least read the PHB/DMG?
cause it helps to know what everything else does/can do when making stuff
Yeah I've played lots of DND before and have read the phb. Still don't understand how rarity works, I don't think any of my dms in the past have cared
rarity really depends on the effects and if it is a +1/+2/+3 weapon
as this is a +2 weapon, it would be very rare to legendary in rarity
as +2 weapons plus an effect are at minimum a vrare
(unless im dumb and forgot items that dont do that)
Gotcha ok. Thinking legendary then due to the ability set
Hey, I’m working on making D&D combat more deadly and I had this idea for introducing hit locations to D&D and I’d like people’s thoughts on it! (Taking inspiration from Kingdom Death Monster)
So, mechanically whenever get hit the monster will roll a hit location dice and will either hit your Head, Body, Arms, Waist or Legs. (Represented by a D6 with body having 2 spots on the dice as it’s the easiest to hit)
Still not sure if I want to make players roll for hit locations or to let them pick?
Obviously doing this Armor had to be changed. I’ve changed it to obviously be broken into sets rather than just 1 item, in this endeavor I’ve made 400 armor pieces so far with about 65 full armor sets all having diff abilities and such. (Part of a larger project to make equipment feel more unique and special) Each armor piece has AC and a Durability limit (how many hits it can take before breaking, broken armor has its AC reduced by 1/2) some armor sets also have abilities as well like the Briar set deals damage to an enemy when they hit you based on how many pieces of the set you have on.
Critical Hits have also been updated and now result in Deep Wounds, Deep Wounds can be varying things and are determined via rolling on a D100 table based on the location you were hit.
I’ve yet to get the chance to playtest so id like some thoughts on if it may be too deadly or too complicated?
Ok soo now that question is done I need help with creating a unique combat Soo I want to run a combat where the monster can't be killed but rather they must be bound by threads that are woven into the room to bind them..and stop them.
Ok the thing is it's for my homebrew world.. soo it's god of order temple, when air element have corrupted the priest ..and he have fallen down from his position the corruption is manifesting in form of this creature and they must bind it by the threads in the room to defeat it
Party composition
Artificer 5 level/1level wizard
Bard level 6
Barb level 6
Druid level 6
Grapple a thread from a spinner on the wall and move with it so the line intersects the creature. I'd probably put a spinner on each wall. Once there are three lines across the creature the magic happens. Remember grappling halves your movement and takes a hand, and the creature won't stay still for you.
let it have some amount of HP and once it drops to 0 the priest is basically unable to act for a full turn during which they can bind the priest with one of 4 threads which will break if the priest isn't downed again within the next 3 to 4 turns making it a race against time because every 5 turns that the priest lives untied his hp will increase by 20-30
first of all let the players pick the location where they want to hit but if that location doesnt roll up it will still be a hit but only 75% effective (75% of the damage rolled) but if it does roll up it becomes a crit(2x the damage rolled in this case) or diffrent secondary effect associated with the weapon used is garaunteed and it also really depends whether you allow the players to be hit the same way, rest is pretty coherent and good
If I wanted to make a warlock variant of a vampire, should the AC stay as 16 regardless of the patron type or should it change depending on the type to reflect as a sort of boon on top of the abilities and spells being different.
As a creature statblock?
Yes. Sorry should’ve been more clear.
Just checking.
Totally up to you and your CR calculations. However, I feel it might be simpler to leave it be given it'll have a different set of other features. It'll be distinct enough.
Thank you!
alright, this is my attempt at writing it up
[Modified] Greater Mark of Passage
…
Improved Passage (changed). Your speed increases by 5 feet. When you cast a spell or use a feature that allows you to teleport to a place you can see as a Bonus Action, you can instead do so as a Magic action. When you do, you can choose to teleport in a direction of your choice even if the destination is not within your line of sight. If the space you choose is occupied, you instead take 1d10 Force damage and the effect does not occur, your Action, Bonus Action, or Reaction is wasted but your use of the feature or spell slot (if any) is not expended.
Swift Step. You can use a Bonus Action to teleport up to 10 feet to an unoccupied place you can see. You can use this feature a number of times equal to your Proficiency Bonus, you regain all expended uses after finishing a Long Rest.
ok thanks for the advice
https://www.reddit.com/r/DnDHomebrew/comments/1rawklg/orcinus_orca_whale_race/
This is a link to a homebrew race i made, how does it look?
Actually sounds pretty interesting mechanically. The 75% damage fallback is a nice way to avoid players feeling punished for missing the exact roll, while still rewarding called shots when they land.
https://docs.google.com/document/d/1yFVaF317nIunFlC-9iJ3qC5w8CTRSAAi3Z339AG_yaE/edit?usp=sharing I just want some feedback on this Gunslinger subclass.
Okay so i have a homebrew for a character i wanna play. her whole thing is a Succubi in Human clothing so as such her homebrew reflects it, im posting this here cause its about her but i wanna make sure her shit is fair before i use her
(Her name and class is my user.. and im keeping it specifically for her)
the main thing is to make sure your dm approves it but we can look over it a bit
Here is the text for it, but feel free to give balance thoughts:
Disguised Soul
Stat Improvement: Gain +1 Wis and Proficiency in Perception Checks
Humanized Demon: You are considered both a Humanoid and a Fiend for the purpose of spells and magical effects. When an effect would detect your creature type, it instead registers conflicting readings of both natures.
Demonic Nature: You Learn Draining Kiss (Nerfed) as a Cantrip and have Fire Resistance, But, Whenever you take Radiant Damage, take additional damage equal to half (rounded up) of the original damage.
Flickering State: Whenever you cast a spell of 1st level or higher, roll a d20. On a 1–2, roll on the Wild Magic Surge table. Whenever your Frightened, Reduced Below half HP, or The Target of a Enemy Radiant Spell, Your Fiendish Nature reveals itself for 4 seconds then returns to normal
it seems balanced but a bit complex, is this their race or just like stuff added on top?
added on top (had to make it as a feat for this character, used variant human to grant it to me and make sense)
When you say nerfed, how nerfed? Any form of persistent zero cost healing is kinda wild
NVM draining kiss reduces max hp doesn't heal, I am thinking vampire
yeah thats the main concern
oh nm
in that case yeah its pretty balanced, kinda weak even, but for a basically linneage it works
For one it needs a charmed, willing, restrained, or grappled target.
2 the dmg doesnt eat max hp of the target and instead is like Half DMG Temp HP
and the dmg values are d8's
why the +1 to percpetion though?
basically because your always looking for people that might see or know her true form
I would just make it vulnerability to radiant honestly? The one and a half times is a little odd. Especially with how infrequently radiant shows up as a damage type for most enemy statblocks unless your dm goes out of their way to target you
fair
yeah thatd make it more mechanically sound
also making the nature reveal itself for 6 seconds would be better as then its just one round
I mean she doesnt have succubi, and this makes it so that anti-fiend effects are.. not quite sure instead of 100% which is why the half vulnerbility is there
it doesnt know wether it's hitting a demon or not.
but yea i see it
Wild magic surge as a race feature is neat but also kind of throws a lot of erraticism into play. As a DM I probably wouldn't want that, not necessarily unbalanced though. Especially with a range of 1-2 instead of just 1, 10% chance on any spell to trigger WMsurge is a bit much potentially
i see the reasoning but for the sake of simplicity its probs best to just make it weakness
okay fair enough.
im biased because i love wild magic
anyway yeah it seems perfectly balanced just a bit gameplay altering in places
I mean I absolutely love wild magic and abuse tides of chaos to roll as many surges as possible so I don't disagree with that lol
same here, but the reasoning for this is due to the concensed magic within succubi species kinda trying to boil over into her stuff, so any chance it can it will tho the character knows and resists it.
thats why its only 10% instead of 100%+
yeah the reasoning bit is whatever and up to you its just the mechanics of wild magic are, and youre not gonna believe this, pretty wild
WM surge at that high of a rate with inherent fire resistance nerfs the (arguably second) worst roll on the table and makes it just a really high boost to overall utility. Outside of turning into a plant 10% is gonna add up to just straight up doing more than most other players
yeah for sure talk to your dm about it and make sure theyre fine with wild magic
Fork found in Kitchen: (meant to reply to the 2nd syntho message above this)
otherwise the rest of the stuff is a pretty cool upside/downside feat
Thank you!
being considered both humanoid and a fiend is a bit iffy for you though once you get higher levelled
especially with stuff like planar binding
Thats.. the point.
Anti-Fiend effects n Just anti-demonic stuff cant.. tell if she is fiend or not due to this. but nether can Anti-Humanoid (if any) effects.
what?.
Thats the fireball centered on self one right?
With how race detection works it would just treat you as equally both races with all downsides and no upsides, mechanically anyways RAW
if you are a fiend and a humanoid, and something hits fiends harder, it still works
you are susceptible to both planar binding effects and hold person
yeah thats what im saying
i'd say due to all of this they just have a -50% effect on those cause a perfectly even conflicting species. which.. is what i want w/ this.
¯_(ツ)_/¯
so for the ones that hit fiend harder do so at half the rate, but still do, etc.
yeah i get what youre saying and what you intend its just being considered as both just means 100% of both rather than 50% of each
OOOHHHHH okay i see now
for damage stuff, halving it would work, though im not sure how youd do saving throw stuff
Making it only count as half for both adds a bunch of extra math and backend work for your DM and I would not approve of it personally, but I am not your DM ;P
only thing i can really think of that applies is smite
ah okay ig
i see i see. so 100% on both but anti-fiend effects are 50% weaker rounded up for dmg, and ig neutral for checks?
id just say "any effect that deals additional damage due to your creature type has the additional damage halved"
yea that makes sense, thank you!
for saving throws, maybe just a +2 to ones that target specifically fiends
but youre still affected
would proficiency be better for this? if not im perfectly fine doing a flat +2
you probably dont want it to scale too much, but it depends
"You get advantage on saving throws made to avoid or end magical effects that target fiends" maybe
oh yeah thats actually better
OOOO! thats nice, thank you again!
just 1. and that 1 is plant.
alas
thats a instant question i can answer but yea
im still not the best on making stuff on dnd beyond but i can try my best.
oh god good luck with that
I mean i was trying to intigrate all this stuff into my character sheet and.. it worked?
just takes a while to update it for my character sheet
I already got most of it down
but im still figuring out how to add spells directly to a character's spell list.
cause she is supposed to have, Mage Hand, Vicious Mockery, Draining kiss. but i had to remove mage hand for this to work
make a copy of the base class/subclass and edit the starting spell list might be a good way. I am usually lazy and just add a homebrew item that comes loaded with the cantrip I want instead of editing the class.
I was trying to add it using the same logic as magic initative or the one that gives 2 more spells to learn.
so i can have it built into this.
Okay, so this might be the wrong channel for this so one of my players who is currently playing a strength-based barbarian, and after watching the Neon Odyssey trailer and interviews, and want's a strength-based gun, but I don't know where to start with making one
my first thought was like a Wind Up Mace Launcher, but w/ neon odyssey idk.. how that will work.
like you channel your streanth into the wind up to make it str based, the more you wind and the stronger you are, the more dmg it deals
Well, the campaign we're playing in is set in a MTG set, specifically the set Streets of New Capenna so like roring 20's astetic if that helps
ah
but yea this is the general idea i have, whatever you see fits even more do that
Coil Gun maybe
I mean.. her magic from her true form (that this feat gives us the idea that its very wittled down due to underuse) is leaking into her form which yea.. causes the WM surges and fire resistance, but the halfed effect for fiend targeting effects and the radient vuln
you get the idea :3
Yeah I get the narrative perspective. From the rest of the party perspective though, if one of my party members is playing a half demon with custom increased frequency wild magic surges I might start to feel pretty bad about playing a normal caster who just does normal things
Would a minigun fit the bill
That is more of a DEX Based/Concentration considering how fast it shoots but you need a STR Save to keep firing it every turn.
if your firing it over multiple turns
5% instead then?
10% makes sense from thematics and narrative, but if your saying its a little much on the WM surges ig 5%
Yeah thematically and narratively I get it, but mechanically I think it'd just cause issues. But I am just one curmudgeonly DM make sure to run it by yours. 5% seems more reasonable to me. This would be far more work than it might be worth, but even adjusting to a wm table that makes more sense with the demonic influence would be a good change. Default WM table might not fit thematically with a lot of the outcomes, not that big of a deal
Hmm, if a minigun doesn't fit the bill what woud
Like a Coil Wound Chain Gun? idk
what kind of chain gun like in the literal sens of a gun that shoots a chain or something else
Dex usually represents how good you aim with the gun
STR would have to probably be related to your manuvering of the weapon in some way or how your strength contributes to the power of the weapon
Like a AK, it fires 3 shots in a row but after you wind up your weapon w/ your str the faster but less controlled those bullets are the more you wind/the stronger you wind
Could make it a big and bulky gun of some kind that can't be used unless you have a certain str score
like a big comically sized canon
or that yea
One of my party members uses a Greater Bow/Composite Bow that needs 16 Strength and used Dex for its rolls but is a 2d6 ranged weapon
so said player has 20 in STR and a 15 in DEX
Maybe instead of making the STR/DEX contribute to the weapon attack, maybe using the weapon forces the enemy to make a save of some kind but requires a certain strength score to use
Like if its a massive canon, you basically launch fireballs
No weapon attack needed, force the enemy to make a save
any comments?
The size is inconsistent. The first paragraph gives a size of "8-10 feet" while the actual size section of the thread says a size of "6-8 feet."
I'd maybe make it a constitution save in regard to the thunder dmg on echolocation? I would also not add the movement part to rest, people will attempt shenanigans.
Also good god Half Sleep is basically an active long rest if used correctly.
right sorry ill fix that
what do you mean by "not add the movement"?
I would enforce the typical half rest rules of warforged for example where you stay alert due to the half brain cycling as far as keeping watch, but I wouldn't let them get twice as much downtime by being able to move and accomplish tasks
i mean i kinda dont wanna do that because its only supposed to appear for a flicker of a moment, so giving it round duration would be making it last too long and kinda ruin her disguise
thats why i went 4s to avoid that
also sorry for interupting here
problem is:thats how whales work, they dont stop swimming when they sleep. That and even if they did the half sleep of the warforged they would be left helpless to predators by just staying at the surface of the water.
Well yeah they still swim but its super slow and rhythmic and mostly autonomic, like peristalsis
Its not the worst balance nightmare in the world since theres plenty of races with shortened sleep schedules but still its a mechanic that I'd be cautious about including in its current form
What if you play an Orcinus Wizard or Sorcerer?
A moving long rest basically keeps you topped up on the journey.
you do travel at half your normal speed while sleeping
Ahh yes, I wonder how we're going to move quickly to the next town. If only there was a vehicle of some kind to increase our speed...
i mean, if your going to be traveling with a vehicle then why does it matter that you can move in your sleep?
How do you account for other party members not being able to do that?
Usually everyone rests at the same time, so I don't think being able to travel while sleeping matters that much
it only really matters if everyone in the party is a whale person
If everyone in the party is this race then I'd say go ahead and keep it in since everyone is on the same playing field. I just wouldn't tag on the ability to act while long resting if this is not intended to be a campaign specific race IMO
i mean you cant do much while half sleeping, at most you could read a book or eat some food or something like that.
If you can't do that much then does it need to be included?
because it fits the whale theme/flavor
If it feels like thats the best way to fit the theme and you like the mechanic then go for it 
what rarity shoud i make it
What does it do? beside being strenght based?
i will send it whne i;m done making it
litterally any bow
can someone plz look at my homebrew subclass? I need some feedback on it
What is there to say?
"I am heavy weapon guy, and this is my weapon."
In other words, it's peak.
Anyways, I've had this idea in my brain for awhile.
Using Arrows Without A Ranged Weapon: When using an arrow with a ranged weapon (e.g. throwing, dropping from a high place, ect.) as a melee weapon, it deals 1d3 damage with a -2 penalty to hit. All other effects from the arrow are unchanged.
fair i was just thinking mechanically
wouldnt it just be an improvised weapon attack?
So this is what I have right now, but I want to give it like a spray ability, but I don't know how to balance it
https://www.dndbeyond.com/magic-items/11566078-halo-frazzler-cannon
The stats are the same with the antimatter rifle for the DMG but the damage, dice is 2d12 Lightning
Me when I homebrew the official rules:
Any time someone wants to use an arrow without a bow I feel the need to bring up the entirely unnecessary F=MA . Physics has to be respected in my game about dragon gods frfr
https://homebrewery.naturalcrit.com/share/Ymque37D64i7 This is a subclass that I made that's based off of Tifa. Any notes would be greatly appreciated!
"At 6th level, you gain proficiency in Cook’s Utensils or Brewer’s Supplies." 😂 😂
Bro this isn't PUBG, this is Dungeons & Dragons.
Honestly, I find it interesting, but why not add "Poison" to the list of attunement? I've seen anime and manga where people spread poison on their hands (Baki is one such example of this).
That's a good idea! I tried to limit to 5 damage types so that the pc is more versatile, but not too versatile, catch my drift?
i got it you wish to balance it as a sort of avatar type class
Everfrost Crystal: A sky-blue gem that’s eternally frozen. When held without proper cold-resistant accessories, it will deal 1d4 cold damage to the holder every round (6 seconds). It can be used to cast certain 1st level spells* up to twice per day like a cantrip (non-mages can only do this once a day). To create an Everfrost Crystal, one would need to condense a Freezing Sphere spell into a gem-like glass crystal, which requires great concentration, but is not impossible. Failing to condense the ice magic may cause an even larger Freezing Sphere explosion than what is usually possible, and destroys the glass crystal.
-# *Usable 1st level spells: Armor of Agathys, Chromatic Orb (cold only), Frost Fingers, Ice Knife.
In a way, yeah
But the main thing that the subclass is focusing on is the Seven-Point Strike
This is the one mechanic ive spent the most time on perfecting for my homebrew campaign which in this document still not the complete experience and ive made multiple addons for those intrested (the last two ship lines are still left and the part on rigs but the base mechanic is here) and i deeply not only require opinions on this but also people willing to playtest it since i am not able to at the moment (DMs are open for those who wish to play test this)
Look at the yumi from Ross leiser honor and devotions it’s a d10 strength based bow. Its main downside gimmick is that if you move before attacking with it you have disadvantage. You could easily flavor it as like a charge rifle or something idk
anyone care too help me with something. I havnt checked if the cantrip are safe too use yet. but. anyone tell me if the cantrips i picked for my mushroom race are good for seasonal magic (Fungei (pronounced Fun-gei) are mushroom people from across all the courts of the fey wild. They channel the material realms seasonal effects. Some have a heart pure of gold that shines through out all the fey wild why some also are cold hearted, Fungi are magical and mystical creatures. Fungi can live for about 1000 years if they properly care for the fungal mycelium that is on their head.
Creature type: Fey
Size: small or medium
Speed: 30ft
Dark vision: 60ft
Plant like: Fungei count as a plant if the spell requires it too be one
Rooting: Fungei have no mouths they are mushroom creatures. Instead they have plant like roots on her hands. They eat and drink water through way but they can choose what get absorbed by the roots or not into their stomach systems
With this feature. Your unarmored strikes now do Necrotic damage
Seasonal Magic: You learn the druidcraft cantrip as you are naturally attuned to the seasons and nature. In addition you can learn one of the following| Ray of Frost for Winter Fungei. | Produce Flame for Spring | Create Bonfire for Summer. Frostbite in fall
)
ah okay
Guys thoughts?
Guys?
No need to spam, people will give their thoughts if they have the time, or have anything to say
Yeah no I know that, it just feels like I create ghost towns whenever I want a reply.
If it's something that keeps happening to you, maybe look back on your messages, and try wording things differently, or being more clear what you mean or want, and what kind of response you're wanting, or ask more specific questions
So im trying to make a magic paint brush item for spell casters that uses ink and can create objects or even cast spells using sigils drawn from the paint brush itself, i just need help balancing it. Does anyone have any experience making homebrew magic items?
everyone in this channel has made a homebrew magic item yes
need some feedback for balancing too, but I'll wait my turn a bit
Hard to say anything without more info, but best advice is to look at similar magic items of the rarity you're going for, and compare to them
In this case if the item is meant to cast spells, maybe look at staffs / wands for comparison 😛
It's a chat room, there are no "turns"
you know how it is, sometimes the messages end up way up there, where people can't really see em'
just taking it into consideration
anyway, it's for a monk subclass, I need some feedback balancing the level 3 abilities
It isn’t worded very well. It’s also a bit weak imo
I’d give only one cantrip and some other things rather than 2 cantrips
So the power budget can go towards other features
oh ok
Mmmm, alright, I'm gonna put it out there
Monk subclass called Way of the Maculate, looking for feedback for levels 3-5. D&D 5.5e.
Level 3: Power in Misery
Your rather extreme asceticism has made life difficult to hold onto, but you’ll be stronger in the long run. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Monk level.
Unfortunately, whenever you fall unconscious due to being reduced to 0 Hit Points, you stay unconscious even if you regain Hit Points through healing. Instead, you can use an action to end the unconscious condition on your turn, provided you have at least 1 Hit Point. This feature does not interact with falling unconscious through other means.
Level 3: Flagellant Techniques
To most practitioners, blood magic is not only natural, but considered one of the initial steps towards enlightenment. You may choose to expend a Focus Point to harm yourself ritualistically as a Bonus Action. You take Necrotic damage equal to one roll of your Martial Arts die, which can’t be reduced in any way, and you must do one of the following:
Flurry of Agony. You make a number of melee attacks equal to the number of Unarmed Strikes provided by your Flurry of Blows. When you hit a target with one of these attacks, you can also deal extra Fire, Cold or Lightning damage to that target. The damage equals one roll of your Martial Arts die.
Panic Defense. You gain a number of Temporary Hit Points equal to one roll of your Martial Arts die + 2, which last until the start of your next turn. While you have these Temporary Hit Points, you can take an additional Reaction.
Additionally, you gain proficiency with whips, which count as monk weapons for you.
Not a fan of power in misery, going down in combat already sucks. Party probably isn't going to choose to prioritize healing the downed member if they know they can't do anything on their next turn anyways. Maybe temporary exhaustion that resolves at the end of a short rest
I mean, it's a 5.5e Monk, something I actually forgot to mention, lol
Still, what they can't do with their action, they can do with their Bonus Action, I took that into account also
What I could do is make it so they can only get up at the start of their turn and that's it, no action required
Fair enough, I just tend to shy away from anything that removes player agency even with monks having a bit more freedom with their bonus action. Especially because the other lv 3 feature will basically be unusable if you go down and barely get healed back to standing, and using the self-inflicting damage is just gonna accelerate getting knocked unconscious to then be unable to act. If anything disadvantage on checks and attacks the first turn after getting healed back to consciousness might be a good middle ground?
I'll think about it a bit, but I think that Power in Misery is supposed to be, like, a major bummer. Both of the Flagellant Techniques are very good (mathematically, I mean), and being inched closer to getting downed is something that's supposed to feel like part of the high-risk/high-reward of the subclass
I was actually afraid that Flagellant Techniques weren't doing enough self-damage for their benefits
Ring of Prosthesis
Ring, very rare (requires attunement)
This ring takes the place of a missing arm or hand, creating a phantom replica that functions as a normal limb. While wearing this ring, the wearer has advantage on Strength (Athletics) checks and Strength saving throws using the prosthetic limb.
The ring has 4 charges, and it regains its charges daily at dawn.
The wearer can expend 1 charge to cast one of the following spells or cantrips: *Mage Hand, Shocking Grasp, Burning Hands, *or Produce Flame.
The wearer can expend 1 charge to cast one of the following spells: *Maximillian's Earthen Grasp, *or Vampiric Touch.
The wearer can expend 3 charges to cast the following spell: Bigby's Hand.
so Prosthetic Limb without any additions is a Common Magic item
so we can ignore that part of this magic item
bigbys hand i think makes it vrare
for purposes of power level, this has advantage on Athletics and STR saving throws + can cast some spells
I wanna say the only thing that does make it Very Rare is Bigby’s Hand and the STR save adv
just Bigby’s Hand once per Dawn would be a Rare item
I would just say you should give it 6 charges, regaining 1d4+2 at dawn, but then make the price of the spell’s casting equal to the spell’s level
and just allow them to cast Mage Hand normally
I don’t understand Produce Flame
Shocking Grasp is a bit weird, since iirc it doesn’t scale
so it will just be 1d8 in the way you have described it
snap fingers to make fire maybe?
also just give it the advantage, no need to stipulate it’s only when using the limb
im fairly sure it does, but might be worth an ask at #dnd-rules
It does seem weird to make a 1st level spell and cantrips cost the same
Hey trying to make an intelligent litch dragon as my bbeg with the property of the litch dragon from shadow of the ertree from elden ring. Any suggestions.
tbf 1st level spells are sometimes worse than cantrips when you’re a higher level
use a dracolich
Ok thank you
When you say property what are you looking for? Unfamiliar with elden ring because I am skilless
usually, you would give a higher level casting of a low level spell with the magic item
or allow them to upcast
Ice breath and the undead ability to come back from death almost immediately probably 2 rounds or so after death
definitely a dracolich
maybe slap on the shadow dragon breath weapon, split the damage type between necrotic and cold damage
I was thinking that I also might use an elder dragon ice dragon
elder dragon as in Velkhana, or is that also a thing in Elden Ring? Because you can use an ancient white dragon
A ring thing equal to ancient dragon
a ring?
Elden ring it is short hand my B
ancient white dragon + dracolich
Thank you
Any good fun items either magical or non to give to my low level party?
Deck of many things of course. 👹
Cape of Billowing
Cursed Flame
2nd-Level
Evocation
Casting time: Action
Range: 120 feet
Duration: Instantaneous
Make a ranged spell attack against one creature or object in range. On a hit, the target takes 3d6 Necrotic damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
need some spells to give to an empyrean to put emphasis on their leaning towards law and divine decrees, any ideas? its a bonus action cast for any of these spells
pls ping when you reply
If you have the ravnica book I'd take a look at the archon of the triumvirate statblock and lawmage
But detect thoughts, divine word, silence, hold person, calm emotions as a start. Geas? (Oh I just saw you said bonus action, maybe not the 7th level spells 💀) Command
"Supreme Legal Authority. Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia’s Supreme Legal Authority for 24 hours." from the azorius guild leader, I'd tone down the DC for sure
Compulsion is also a fun little spell
ooh those are good
I am also a huge fan of crown of madness and basically nobody uses it, I would definitely reflavor it to fit the empyrean better
its for an empyrean, their spell save is already 24
This doesn't really seem like a second level spell. Take Agnazzar's scorcher for example, its 3d8 in an aoe. Acid arrow is 4d4 and then recurrent 2d4 damage. Chromatic orb deals 3d8 damage as a level one spell AND can jump to a new target. Scorching ray is a 2nd level spell that does 6d6 damage. I would either lower it to a lv 1 or up it to 4d6 that does up 2d6 per level single target
Just be prepared for your players to hate you, NO ONE except a wizard is gonna make that int save LOL
or a level 16 fighter with indomitable, but yeah
Compelled Duel fits perfectly here for a “Trial by Combat” vibe here
please tell me you have Zone of Truth on their list....
It sucks in that it’s single target, but you could easily brew it into a more potent AOE save or suck type ability to get your martials to get hit with charm effects
no need for it when she has this:
Judge of Titans. The empyrean knows if it hears a lie. Additionally, if the empyrean dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
good good
on an unrelated note, heres a funny little thing from her sister's statblock
Card Toss. Ranged Spell Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean’s choice). Additionally, draw from the Deck of Many More Things. The target is treated as if they drew this card, which takes effect immediately.
https://www.reddit.com/r/DnDHomebrew/s/mBhwBXd90O
this is a link to a homebrew race I made. How does it look?
so i would like some opions on this
Halo Frazzler-Cannon
Weapon (musket (exandria), very rare
The Frazzler Cannon is a heavily modified version of the common Arc Spitter found around New Capenna, but unlike the smaller Arc Spitter, the Frazzler Cannon dude to its heavy modification, has a chance to missfire, and for ammunition, a potion of halo can be poured into the weapon's drum, supplying 400 shots of ammunition, but the full capacity of the Frazzler Cannon is 800 shots.
Heavy Weapon: Can only be used by a character with a Strength score of 16 or higher, and if the user moves 10ft or more before firing the Cannon, the next time this weapon is fired, the attack will be made with disadvantage.
Overcharged Burst: The wielder of the Frazzler Cannon can use a bonus action to overcharge the cannon, causing the next shoot out an high powerd arc of electricity in a 45ft line for each creature in said line, either ally or enemy. The user rolls an attack against each creature's AC
Saturation Fire: The wielder of the Frazzler Cannon can use an action to cover a 45ft cone with constant arc fire, making attack rolls to each creature; this can not be affected by both advantage and disadvantage
And for stats, here they are
Attack Type: Ranged
Range: 120ft/480ft.
Damage: 1d12+2
Damage Type: Lightning
Weight:20lb.
Cost:--
Properties: Two-Handed, Reload (1), Misfire (2)
Looks fine in my opinion
Is there a better way of phrasing this?
If you have disadvantage on your initiative check, you also gain advantage, allowing you to roll the check normally.
If you have disadvantage on your initiative check, disregard it & make a flat roll.
that would imply you can get advantage on that roll
If you would have Disadvantage on your initiative check, you have neither Disadvantage nor Advantage on the roll.
i think that takes the cake
what do you guys think of this race?
guys what happens if i @ everyone?
The mod bots execute you
damn
Don’t try it
kk ty
hey people, when you think of Transmutation magic, what do you think of?
making a warlock sub based around the schools of magic, when you cast a spell, gain an effect based on the school, and transmutation got me stumped
The transmutation of an object into a different one. Turning ordinary material into Gold, the Alter Self Spell. The fly spell is transmutation, maybe you can do something with fly speed?
Can you show us the effects of the other schools so we can get the vibe of what you are going for?
the other effects are, pretty big lol, although i can show some of the shorter ones lol
**Aspect of Illusion. ** The arcane arts of Illusion cover your movements. For the next minute, you and any objects you are carrying turn Invisible. During this time, if you make an attack roll, force a creature to make a saving throw, are damaged or interact with an item, you turn visible.
Aspect of Necromancy. Your mind becomes bleak with the deathly use of Necromancy. For the next hour. you can always tell if a creature is below or over half of their maximum hit points. In addition during this time, when a creature within 30 feet of you is damaged, you can use your reaction to stretch out some of their vitality, granting the creature temporary hit points equal to your Charisma modifier.
is there any sort of scaling chart (for druids) to have CR1 stat versions of lower CR creatures? Player wants a crocoile but only options are 1/2 or 5 CR shouldnt druids be able to scale up whatever creature it is to their max CR?
just let him play moon druid....
Pendant of Myrkul:
An intricately crafted silver necklace that is shaped into that of a scythe, with the handle made from tiny skulls inlaid in the eyes of the skulls would be tiny fragments of emerald.
Rare, requires attunement
Myrkul's wrath:
The presence of Myrkul floods the wearers mind and body adding 2d6 necrotic damage to all weapon attacks made from a bladed weapon
Undead constitution:
Due to Myrkul’s presence inhabiting the wearer’s body, the being who attuned to this pendant takes an extra 1d8 radiant damage every time radiant damage is used against them
Hey all; could use some help with wording. Any good ways to have someone mechnically be undead but not actually undead?
give them an undead constituation while still keeping there original species abilites
so basically give them the resistance/weaknesses of an undead creature while retaining there stats and species specific stuff
Not quite what I meant. Basically looking to make them targetable to things that only hit undead affected by things like turn undead, but no weaknesses or resistances
basically, the universe thinks they are undead but they arent
hm im not too sure maybe make it like a curse or something?
Yea, the mechanic is called "Voidscarred;" players have been sucked into a plane where there is no life or death by natural law, so they are "turned" into undead
hm just give them an undead creatures constitution but don't add weaknesses or resistances then
im not too sure how this would work mechanically tbh im quite new to dnd in general im just decent at creating things lol
lol yea yea I was just asking for some help with the wording of "you are treated as undead, but you are not actually undead'
mechnically it just opens them up to spells and abilities that should only work on undead as well as hopegully freak out the Grave cleric in the party
maybe something along the lines of "As a glitch within the universe you have been cursed to be regarded as undead"
could have it so that to everyone but themselves they look undead
kinda just spit balling here lol
hey its why i asked lol just seeing if we can rub enough sticks together to light this fire
Inspired by a campaign I ran lol. I had a lot of fun doing this and probably will do it again 🤣
https://suno.com/s/ZqWHR2NnMce2NYF2
hahahaha fair, if any of my little ideas help then its a win
thats rad
maybe do something similar to what i've done with the item i posted above with the undead energy or something inhabits there body making them susceptible to such effects
They decided to make 3 bard locks that were a traveling girl band
I see one of my party members typing up last sessions recap lol
i wish them luck hahahaha
ooooooh
"VOIDSCAR - You have been scarred by the Void. You have advantage on all saves made against any effect which would remove you from your current plane of existence. The void energy has filled your body; the universe sees you as a being of undeath."
hey that works quite well
Reference something like negative energy….Unlife…you are neither alive or dead, you are susceptible to spells and abilities that affect both undead and living creatures.
i do believe we got there
if my idea helped then im glad you managed to figure it out
thanks yall
ofc broski it's what we're here for
Anybody?
Examples of some of the other effects for necromancy and illusion
well transmutation is the changing of one thing to another, maybe have it where they can change the damage type of a spell or something
I want each effect to have some use both out and in combat, as much as possible anyway lol
how about they can change to material composition of one thing to another that way both in and out of combat it can have it's uses
Also it should fit the school, ik transforming damage and all, but transmutation has not damaging spells (from memory)
Well, thats an option, but changing x into y has no combat use really, unless its steel into wood, but then again that is abit complex and could easily break the game lol
Keep in mind this is for 1st level
have it so they can change one material component into another, obviously keep it so organic can only change to organic and non organic to non organic, and as they level up this feature gets stronger
just ideas ofc
Naturally lol, but you can tell why im struggling lol
ye cause these could easily break the game lol
Transmutation is a school that is annoying to come up with effects for as it is so complex and varied
could have a limited use type thing for it where they can only do it once or twice a day so they have to be smart with it
and then the number of times goes up every few levels
one thing people tend to ignore in transmutation is the idea of changing the qualities of materials
aka glass strong as steel; iron that bends under its own weight; coal that refuses to ignite
oooooh good point
I gave someone the ability to change the elemental type of spells they cast with limited use of proficiency score / long rest
great example of quality manipulation
I tied it into an Eberron campaign where everyone manifested abberant dragon marks
So each person had a unique ability tied to their “mark”
It really helped me learn how to use the Hombrew tools
Ig maybe temporary +1 items and or -1 items could work
Its tied to you casting spells of the school, so idk how well it could work but idk, transmutation hard
Fun Fact From Uncle Iroh:
If your playing homebrew and your player is a Alpine Ibex they can jump three meters from a standing position and can climb almost Vertical 90° walls
Can I get some opinions on two Homebrews I made?
One is a legacy and one is a Ranger Subclass
Feel free to post them and people can give feedback as they’re able to
I would but I can't post the link for some reason, I've been in this server for a couple months now
it's strange cos i did see that newbie automated message in real time about how newbies cant post links for 30 mins, but i checked your profile & you've been here since march 16. you have a role named 'new' for some reason. might be worth taking up to mods in #moderator-support?
okay will do
The top one is the Legacy, the bottom one is the Ranger subclass.
also thx for the pointer
What would be a good price for an unrestricted wish ring? Like a wish that can do anything short of turning you into a god or destroying continents.
I have it set at 25,000 gold but im thinking it should be more.
Honestly? Priceless.
Enough to bankrupt nations
Maybe have both a monetary value and a moral value such as a willing soul
Just to make a legendary magic item on dnd is 100,000
This would constitute a Artifact in terms of power
What’s the downside?
You have to kill a great wyrm with a pirate ship the size of an aircraft carrier. Its supposed to be the BBEGs "last resort" item.
So it only has one use?
Yes
Oh well that makes it more “balanced” I guess
But in the dungeon masters guide, just a legendary item is 100,000 gold
An artifact probably way more than that
Its the last wish of a djinn. The dragon used the fisrt 2 for a personal island and the ship
A one time limitless wish would be insane
Its not a fully limitless wish. It can't turn you into a god, it cant destroy nations, it cant directly kill anyone, and if you use it for something like becoming king you only get the title while the true king raises an army to hunt you down and get his title back.
So its not really limitless, but its far stronger than a normal wish.
Chat, do we recon the Freerunner's Leather Armour could be worn underneath regular armour and still give the benefit?
sure
possibly yh
working on some firearm rules rn and they'll already have two mechanics in the form of special reload effects and a headshot mechanic, should I also include different mastery properties for different firearm types or are the reload and headshot mechanics enough customization and enough to keep track of before it gets overwhelming?
depends who the audience is
im making a binding vow spell
but because gege forgot im struggling to come up with a punishment for breaking it
You may cast this spell immediately after describing the conditions of a deal to your intended target creature. If the target creature is willing to accept these conditions both the caster and the target are bound by the conditions set.
The conditions can be anything the caster imagines, but the spell only works if the target is willing and not under the effect of any spell or enchantment that would hinder its ability to fully realize the terms of the deal or increases the target's opinion of the caster, or if the target cannot understand the language the deal was described in.
Should either creature break the conditions of the deal...
im thinking of sending one of the inevitables after the creature
but those feel a tad too obscure to put in a spell
Trying to fix Hunter's mark #42,428
So plenty of people have tried to pitch in to tune up Hunter's Mark (HM) for rangers because while it isn't a bad spell, it is basically Hex all over again, chews up your Bonus Action (which hampers most ranger subclasses that require BA use like beastmaster), and chews up concentration (so you can't even use most of the better spells).
So was considering some potential fixes at the table
- At lvl 5, Rangers can concentration on another spell while using HM, as long as that spell is also a ranger spell. (So this is to avoid someone dipping ranger and then doing some wonky powergaming with a multi-class)
- At lvl 10, Rangers can cast HM as a reaction at the start of imitative if they are using a use of Favored Enemy
maybe reoccuring psychic damage and trouble concentrating on anything?
its definitely supposed to be more severe than that
maybe the psychic damage occurs every day and reduces max hp like the thing mummy lords do
Why not borrow from Geas
or maybe they just get turned into a monodrone
i considered that
just having a big damage nuke but it feels either too much and uninspired or too little and just longrestable
I think the hard part is that if the penalty is too little then the player has no reason to follow it, and if its too much they have no incentive to break it at which point might as well just not allow them to break it?
i thought of one where everyone involved knows who broke it, how, and where they are for like a year but then its completely riskless if u use it on a commoner
If you wanna get more functional without just being lethal, reducing access to casting, class features, permanent exhaustion, disadvantage on mental checks etc
thats why i intially liked the inevitable idea but like those guys are only in planescape so nobody knows what they are
Well, great opportunity for them to learn 😉
i think ur right i need to not be scared of that
Inevitables are extremely powerful so a spell that summons those would need to be pretty beefy
There's lots of punishments that could be derived from other spells, like Bestow Curse, Contagion, Imprisonment, Maze, Polymorph/True Polymorph, etc.
perhaps turning them into a wooden puppet of themselves with a particularly long nose (Pinnochio reference)
i mean it can also be summoned on you if youre not careful
but i think youre right so probably like 5th level or above would be good?
or perhaps breaking the vow could cause the violator to emit an aura that causes people to immediately distrust them
not necessarily charming people, but definitely something that makes it so the violator has a very hard time interacting with npcs
If the king of blessing Ryomen Sukuna and Kenny "The Gambler" Jaku both were unwilling to test the consequences of breaking a vow, they gotta be pretty damn dire
You may cast this spell immediately after describing the conditions of a deal to your intended target creature. If the target creature is willing to accept these conditions both the caster and the target are bound by the conditions set.
The conditions can be anything the caster imagines, but the spell only works if the target is willing and not under the effect of any spell or enchantment that would hinder its ability to fully realize the terms of the deal or increases the target's opinion of the caster, or if the target cannot understand the language the deal was described in.
Should any creature involved in the deal break the conditions of the deal, all other creatures involved know the deal has been broken and which creature broke it. The creature that broke it is also marked for death and a Marut plane shifts to their location one minute after they broke the deal. The Marut's only goal is to kill the guilty creature and it always knows it's location even if it and the creature are on different planes. If the Marut is destroyed it reconstitutes itself after 24 hours and returns to hunting the guilty creature.
When you cast this spell using a spell slot of 6th level or higher you can include one more creature as a target in the deal for each slot level above 5th.
(considered making the marut instead want to planeshift you to the hall of concordance for a trial or something but decided to just type out kill you for now, maybe i should switch to that?)
also should i add something that lets it be removed from everyone without any consequences like a casting of remove curse or maybe as high as wish?
as an alternative idea, perhaps a constant 'Power Word Pain' effect that only the wronged party of the agreement can end on the violator who broke the agreement
to make it even worse for the violator, death cannot release them, the violator cannot be killed and remains alive and conscious to endure the pain
thats interesting
if you want it to be possible but very difficult to break out of, then yes a 9th-level Remove Curse/Dispel Magic or Wish spell could remove it
What downsides would an Iron prisoner mask have?
Like, the ones that cover your entire head
Probably -5 or more to perception, not quite entirely deafened and blinded. Likely unable to do verbal components or caster check to successfully complete V
Blind Rage Toxin
A creature that fails their saving throw against this poison marks the creature that last attacked them as their Prey for 1 minute. The effected creature treats all other creatures aside from their Prey as heavily obscured and behind full cover.
If the creature that last attacked them is not visible, a random creature they can see is Prey. If no creatures are visible, the poison has no effect.
**Aspect of Transmutation. **You are able to use the lingering Transmutation energy to cause your magic to be transformed. You can cause the next levelled spell you cast to gain one of the following effects. Once you cast a spell and use this effect, you lose this Aspect. If you dont use this effect before taking a short rest, you also lose access to this Aspect.
- If the spell deals damage, it deals an extra die of damage. This damage can happen once per turn.
- The spell’s school of magic changes to another.
- If the spell has a duration longer then a minute, it’s duration is increased by half of its normal duration.
so, i may of got abit silly with this one lol
Playtesters needed for Crypt of Creatures
We are in the process of assembling a bestiary of 5.5 D&D monsters, and would love for you to use them in your campaign or session and give us feedback! We've thrown a handful of representative monsters into a playtest manual. If you'd be interested in giving it a go, feel freeDownload here:
https://docs.google.com/document/d/1dO8x6IwBUEUDNehvgN8-_FcMB3rKVH6t/edit?usp=sharing&ouid=102792200861634153658&rtpof=true&sd=true
Not mechanical feedback, but inserting page breaks so that stats/traits and actions sections are on the same page would really help readability, and listing CR at the top of the statblock instead of the bottom. Might just be my personal preference but its hard to read these statblocks at a glance. Font size might need to be reduced if page breaks alone can't cut it.
oh this looks cool!
im definitely trying out some of them in my games & letting you know how it goes 
@prisma terrace this isn't the final layout this is just a test layout but I will consider your feedback thank you very much
Guys, I need's some advice.
iirc features that increase duration usually have an upper limit as well
I'm working on a project and doing some design work for a lil compendium type add-on situation for a campaign I'm working on, I've homebrewed a couple of custom races and I'm working on items and lore but I can't for the life of me decide on balancing. One of the items is, essentially, an artificer sphere that can capture monsters (pokemon), and cards which do the same (yugioh) but I'm stumped if I should have these items available for purchase, or as something a bard (card)/artificer(ball) should take a homebrewed feat for to be able to make it.
I’d recommend against blending magic items and feats
Alright, so just have them as a manufactured item and decide on a price and limit, i.e. normal spheres can capture up to a certain CR. I've thought about using the wild shape table as a guide for what can and can't be captured.
I’m working on an artificer subclass based off fashion designers. The 9th level feature is basically fashion styles that gives the players different effects based off different clothing styles. I’m gonna shoot for 4 different styles.
Anyone have any effects they think would be fitting? Just looking for any spitball ideas
I'm doing something similar to a race I developed. I called it a poppet, it's a tiny warforged basically. I got the idea from Pupper Master and I was like 'how friggin creepy would that be in a campaign?' so I developed a race that is essentially a soul trapped within a small figurine, be it accidental or on purpose.
Yeah making them items in the world makes sense. You could look at the Iron Flask from base dnd for reference
What effects did you end up giving the race?
The base template is just your standard warforged but I'm working on a new version in which they can exchange parts to add classes, i.e. metal arms for fighter classes, torso would encompass spellcasting, legs would be versatility like ranger, rogue, etc. But they have like sentinel, they don't need sleep, can't suffocate or get exhaustion from lack of food or water.
Yeah, I might use that as a template for a base model sphere and do an orb of domination that is a more permanent situation for more like a 'summon familiar' kind of aspect.
I can DM you my Poppet homebrew maybe.
can we not homebrew sidekicks?
like familiar's? Or are you talking about an NPC?
so, i've got the party on a spelljammer ship and I thought a little robot companion would be useful. Since I consider him more of a sidekick (will help with some ship tasks and defense against boarding parties) but, I can't link him as an extra to the captain. I did create a monster token and can add to the vtt as I would any random goblin or commoner. But, I can't seem to find any of my homebrewed monsters as companions/sidekicks/etc. Except for 1. And I don't know why.
i retract my statement
Figured it out?
I had saved the homebrew as H.E.L.P.R. and the search isn't finding it. But, if I went thru the whole list alphabetically, I found it.
Yeah, that can happen. I'm still having issues with my komodo dragon based race I homebrewed trying to get it to do poison saves with the bite attack.
I built a ferret race. One of my players took it as a monk chracter. Ended up broken and he had a +16 to stealth. At level 9
Tortle Monk's are pretty broken, I've got one and the DM allowed the natural armor + the dexterity bonus for unarmored combat but under conditions. I've got gauntlets, which count as armor, so I basically nullify my bonuses but if things start looking bad, I pull a rock lee and start dropping weighted clothing to bolster my AC above the 20s.
I made two races that I'm wanting to find play testers for down the road once I finish them up.
As a DM and as a player, I'm torn. On one hand I want to make an undefeatable character that has plot armor like a god. And on the other.... I want something universally available that any DM can smite them down if they start taking advantage of it.
Wall of force and cloud kill....
I'm trying to balance this pokeball item that I'm designing as a magical item. Think I'm going to do it as a 10 round charm effect on a captured monster. The player needs to be twice the cr level of the creature, kinda like pokemon where if they haven't done the gyms then the pokemon don't listen. That kinda situation. If players attune to the ball it becomes an orb of familiarity and the creature becomes a summonable familiar even if they don't have the summon familiar spell so I think that aspect kinda balances the use.
There are sidekick rules in Tasha’s
Did someone already figured out how to make a 2024 warlock subclass to be published? i must wonder what fake level feature i must put for it to work, its not on the level 1.
This won't break the game if it's a one use magic item, but if this is a common item that'll be used in nearly every battle, then it'll have a worrying impact on action economy
the 'summoning' lasts for 10 rounds (one minute) If the creature submits willingly it becomes a permanent thing akin to summoning a familiar and requires attunement to maintain the charm effect.
On DnD beyond? Check #ddb-support they should be able to help you.
a familiar half your CR only requiring attunement is very broken, especially if they have opportunities to catch new familiars when leveling up
For comparison, this is roughly comparable to casting Conjure Fey at a character's highest spell slot level, but with no concentration
A monster with half the CR of the PC is typically equal to or stronger than the PC
There are Pokemon TTRPGs that are a better fit for Pokemon
D&D already struggles with summons as is
Right. The idea is essentially the iron flask template just flavored different.
And unless I'm reading it wrong the iron flask is reusable. The attunement aspect is just a more permanent type situation that I'm allowing for the pokemon nerds of my group.
Yeah, if there's only one and it's treated with the rarity of a legendary item, then it'll probably be fine
Having one of these at lower levels or multiple of these would get hairy
Yeah, these aren't going to be items they can just roll up into town and buy that would be way too broken.
Is there any reason one could not mount a spelljammer helm inside Mordenkainen's Magnificent Mashion?
I'm not sure, gimme two seconds.
What are you trying to accomplish by doing that in a Demi plane?
yeah looks like you need a physical vessel that weighs over 1 ton for the helm to work. Mordekeinens mansion is an extra-dimensional pocket with no weight.
a spelljammer inside a pocket dimension where only the door inside moves around...
TARDIS?
I think the helm would have to be on the door itself for that to work and unless its a 1 ton door....not gonna work.
the spell doesn't really state how heavy the door is or if it even has a weight
but i do believe the door can't move anyways, normally
I was gonna send a GIF of the Muppet with the shifty eyes, but apparently one can't send GIFs here
The spell states it must be a vessel over 1 ton
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.
A door swivels, it is not built for travel.
A Door doesn't qualify as a Spelljammer Ship/Vessel
The item lets you essentially put the steering wheel onto a already existing Ship made for traveling between the stars
Not a random misc item
The chaos monkey in me wants to play around with this now though. Like what classifies a vessel? A large one ton turtle is capable of travel. Would the helm work their? Doubtful cause it probably can't be installed into a living being. A corpse? It's not capable of travel. So what would I have to do to break that mechanic? That's always the fun part to figure out.
It doesn turn a random misc item into a spacefaring vessel, you have to use on an existing one you goober
I mean. People have floated on doors. And you could just build a really dense doorway 🤔🤷♂️🤷♂️
A solid slab of Adamantine or Tungsten
There are spelljammers with living treeants built into the ship...
Doorways moving via telekinesis maybe but I'm gonna say no, probably know reasonable way unless the item in question is distinctly of the 'vessel' designation. Cart, boat, ship, etc. and it must be over 1 ton.
Keyword being 'ship'
True. A few of the others have clearly been built into the corpses of other gargantuan crestires.
A heavy variant of a covered wagon might work and then you can just use reduce so get like a heavy 8 ton variant of a covered wagon and use reduce to shrink it down while traveling if you want to appear invisible or something possibly? Like, are you trying to figure out a workaround to trap your DM into letting you have one? Or are you a DM trying to find a fun way for your party to travel in?
1000% the latter.
My suggestion would be to just homebrew a magical item.
As the DM of a campaign final sayso is yours on what you allow but if you want to do so while still honoring the core rules, just make a magical item on d and d beyond if you're using it, or just create a magic item with the effects you want.
Is it a homebrew? Like...character discussions is another chat.
Yeah i made it. Tweeked on it. Mostly the subclass but I aint there yet so I cant really put it into action
Yeah, that's just your basic rogue, I don't see anything homebrew to really critique. Not gonna say that it's the wrong place to discuss but I can't comment on it. It looks like a variant human rogue. thumbs up
Could I share the pic for the subclass? Get some pointers if ya wanna give them?
Wait.....no pics in chat. Nm
If you're asking for critiques on the homebrew class itself, if you have it set to shared and public you can go into my homebrew creations to the details page and share the link for the subclass.
Like, gimme a second, I made a race I've been working on.
I just got a pic that I made. I dont have all of dnd beyond unlocked to do homebrews and such
You can put the image/text in a reputable hosting/sharing service (like Google Docs) and share a publicly viewable link to it that way.
Just make sure to explain the link when sharing it.
Nice! I like the venomous bite idea
I don't think you need to have any subscriptions for D and D beyond to create homebrew stuff, you just can't automatically share it in your campaign unless you make it public and your player would have to add that subclass to their homebrew library.
I'm having issues with the venomous bite to get it to do the saving throw roll but yeah, I modeled it after a komodo dragon.
I'm thinking about doing a new version where the venemous bite is more balanced. 'As a bonus action, on a succesful grapple you can bit your target for 1d8 damage. Target must save on a 10+proficiency modifier or be poisoned for 1d4 rounds'.
Mental Wall (General Feat)
Prerequisite: level 4+
- Ability Score Increase. Increase your Wisdom score by 1, up to a maximum of 20.
- Bastion of Thought. When an effect would cause an ally within 5 feet of you to roll a Wisdom Saving Throw, you can use your Reaction to make the effect target you instead (you can't do this if you're already begin targeted). You have Disadvantage on the Saving Throw.
- Resistance. Before an effect would cause you to roll a Saving Throw, you can use your Reaction to add 1d4 to the roll. Doing so causes you to end your Concentration, if any.
im playing a homebrew race "batian" its pretty much just an aarokoran, excepts a bat. with blind sight, and bite attack instead of talons.
the lore is they were created by mindflayers who saw arrokoran (i cant spell it) and thought theyed be useful for recon and retreving new people and escapies. so they made batians
Sounds cool.
Could do an 'echolocation' ability that boosts perception within a 30 foot radius but is an audible ability, like a highpitched shriek that can disorient anyone within a radius. Just something that might be a little cool.
Anyone have a dark sun 5.5 home brew guide?
No but you could probably grab some ideas from the recent Unearthed Arcana playtest materials (see https://www.dndbeyond.com/sources/dnd/ua)
specifically the Apocalypse UA
Ig so, maybe an hour max?
hey guys i have a very long subclass-character design that has its own mechanics because i literally know nothing about how to play DnD
i interpreted one of side characters from my fiction to work in DnD
may i just paste it here and can someone tell me what places to change in order it make it playable for DM and balanced
If it's a large piece of text I'd recommend putting it in a google doc or similar if you haven't already
that sounds overkill for a subclass
thanks for the advice
i overwrote almost all of it becuase i don't know how to play dnd 😭
i just wrote the mechanics entirely
i reccomend reading over and familiarizing the rules first before homebrewing. play the game before modding
i wish i could but
i don't have anyone to play with and i cant join voicecalls in discord
You can still share it if you'd like, but yeah the first bit of advice would be to ensure you actually know what the rules are before trying to workshop them
you can still do the latter and familiarize and read the rules
becuase of some bandwith ban in my country
Sure feel free to post it here
Alright yeah I think learning the Basic Rules first would do a lot of good.
None of the mechanics seem D&D-related outside of the general concepts of the ability scores and character level system. The subclass also has way too many features for a subclass, and doesn't identify what class it falls under. It also lacks clarity about what abilities do mechanically within the system, when abilities recharge, what abilities require attack rolls or saving throws, etc.
As a side note D&D doesn't really do multiplicative or percentage scaling, which this subclass relies on a lot
@coarse flame as the others have already kinda said. I 100% recommend playing and getting to know the base rules, classes and official subclasses before homebrewing. More often than not you can fulfill your character fantasy with official content or in some sort of multiclassing. If you are really unfamiliar with DnD rules and wording, homebrewing is going to be pretty difficult.
I 100% encourage people to homebrew if they feel inclined but do so once you have exhausted your official options and understanding what it is you are trying to modify.
It’s like trying to run mods in Skyrim without ever having played Skyrim
hmm thanks for review! i don't know the rules at all except for dice things but i made my priorities wrong and decided to interpret my fiction before i played my first gsme
thanks for replying!
and inwas just to impatient to do so and thats the result :p
Yeah, trying to transfer any sort of media to another is hard to do 1:1.
yeah and making it a playable character seems impossible
There's plenty of psionic option in D&D, so I would look around and note official options first (including those currently bring worked on, such as the potentially upcoming Psion class)
Okay heres the version I think will be easy to understand and fair to use
Mayhem's Cannon
It kicks back with the smell of burning iron.
Two-handed, ranged, BA to reload, ammunition(4 shots total)
This weapon's damage scales depending on the target's distance.
10ft or closer = 1d10 piercing
15ft or farther = 1d6 piercing
20ft or farther = 1d4 piercing
Why would you ever use this over a heavy crossbow
Because there aren't heavy crossbows in COTL
For more context just go to #dm-discussion
Ah
Yeah lol
Idk enough about the game to know what the balance is based off
yeah, posting homebrew without context that isn't stock D&D is a bit awkward
Oh sorry
I'm basically trying to make a Campaign thing based off of COTL, so I'm transferring the weapons of the game into DND, and I didn't want to be lazy and just have the blunderbuss be a re-textured heavy crossbow
To make a long story short
Does this wording make sense? If not, how would I word it?
"When used, any attacks that misses a creature's AC by a factor of 1 is considered a hit."
So this effectively reduces a creatures AC by 1?
yeah
It's an ammo type for a weapon, so it only works when it's used. Doesn't effect others attacks
basically, yeah
Simplicity is key, I'd just reuse the text from +X weapons and omit the part about damage rolls
seeker ammunition
attack rolls made with this ammo have a +1 bonus
something like that yeah
Considering a lore remodel for my homebrew world. Dragonborn would be either Wyrmborn, or Touched. Wyrmborn being the intentional offspring of a dragon and humanoids, and Touched being born of the regional influence around a dragons lair. (Basically any creature or humanoid could potentially be born with draconic traits)
I feel like the stock lore of dragonborn left something to be desired, and tethering them to in world dragons gives them clear lineage and purpose. (Thoughts?)
but you can also look at the 2014 half dragon template
Specialist(a gunslinger class)
https://docs.google.com/document/d/1HaBN7WJG13ZAgpuxDMJC54ll9DNc_dHNPY_FYzMtQkE/edit?usp=sharing
This is the new updated version of the privateer. A lot of changes have been made here is the summed up version
New firearm pool and properties
Privateer made UA
Entire class overhaul
New dazed condition that stops legendary actions
New Gunsmith’s tools
Improved balancing
any feedback would be great
I would like to convert dark souls 1 into dnd, but the big problem I have thought of is when characters die. If they can just run back to the fights, then they could just do that over and over to cheese all of them. On the other hand, if i made it so that if one of them dies then everyone dies, then everybody else would be unhappy and blame said player. The only thing I have thought of is having them just share their total health points, but I feel like there should be some better options. What do you guys suggest instead?
what stops the player from doing fights over and over again to cheese them in dark souls?
Well in dark souls when interacting with the multiplayer, if the host of the game dies, then the player summons are sent back to their worlds. I mean since having this in dnd would involve all the players sharing the same world, they would keep fighting while the killed player would be sent back to the last bonfire. So as long as not everyone dies in an area, then the dead players could just keep rushing back to the fight, and just end up winning because they would keep having soldiers to send basically, while the enemy just keeps getting whittled down.
what happens if a non-host dies
They get sent back to their world. If in a boss fight, their summon signs couldn't be placed in there, so the host couldn't bring them back in again during that attempt. If just in the areas between the boss arenas, they could just go ahead and place their summon sign again and could be brought in again.
seems like you could just adapt that behavior here and thus problem solved
But the thing is, that for the players that do die during the boss fights, I don't want them to have to just sit and watch the remainder of the fight. I think people would get bored from that.
i mean it might be boring, but letting players respawn during a boss fight isn't more exciting ...
Well they would be doing something then instead of waiting.
if youre departing from what dark souls does you can do a warframe kind of system where when you get KO'd, you can still fight, just in a diminished state, and you're basically trapped in that state until the entire party is down or the fight ends and you get resusitated
and if the entire party is KOd then everyone dies together
Diminished how?
in warframe, you can only crawl at a really really slow pace and you only have one hand so you can't use your primary weapon, and your aiming is dramatically worse
That definitely seems like an interesting idea.
I can't remember if this is new or if this was how it was lol. Just shows how little I went down, I suppose.
I swear you couldn't crawl, though.
this is how i remember it, 11 year old video: https://youtu.be/JpVt4ltAP3g?t=9 if it was different prior to then then idk
Naw u right, I just truly didn't go down that often then lol
i uh ... did :V
owch tamms, why you gotta say skill issue like that
When it comes to creating homebrew NPC spellcasters, who have more versatility in their actions, has anyone found it more efficient to list their spells under their actions as well or under traits?
is this just for you or for an NPC you're intending to publish?
if its just for you I think having a section for non-combat spells in traits and a section under actions for the spell they cast in combat is easiest to read
i follow the 2024 formatting, so spellcsting is under actions
Sp any non combat spells would be under traits but any combat spells would be under actions?
So like this?
Traits: Spellcasting (Non Combat).
The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
1/Day Each: Mind Blank, Scrying
Actions: Spellcasting (Combat).
The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Teleport
Makes sense.
I dont see fly and teleport as a combat spell but otherwise yeah
Is innate spellcasting still a thing under 2024 or not really?
Just asking for monsters/NPCS in 5E that have both regular spellcasting and innate who have been potentially updated in 2024.
That’s a good point.
not really, its just spellcasting now
at most, theres like,
Spellcastin (Psionics)
That’s really good to know.
yeah, i think its on the mind flayer
oh nevermind, they dont have the psionics tag, its also just spellcasting
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Do you believe any other spellcasters that can potentially have these spells available should have them listed as they are in the 2024 archmage stats?
Like a sorcerer, warlock or bard?
Maybe not warlock given their whole schtick. Unless that’s been changed for whatever reason?
Starting a one shot with 2024 rules, so just wanna make sure all my bases are covered.
if the monster can cast them as a bonus action or rection, they should be in their respective spots aye
some monsters also have the ability to cast certain spells as bonus actions
Bonus Actions
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Oh interesting
Thanks!
How do we feel about this revolver? How weak or strong is it?
The Rookie
1d8 Piercing, Light, Reload 6, Range (60/240)
Headshot Reload, Headshot 2: Spike
- "Headshot 2: Spike" meaning if you roll 2 or more above the target AC, you rolled a headshot and deal an additional damage die, and
- "Headshot Reload" meaning if you hit that headshot you instantly reload so you don't have to spend an action doing so later
ping in replies please :)
Just for the feeling of a headshot, it should probably be 3-5 more rather than 2
Fair point!
I am struggling to find what number it should be for various headshot effects and was trying to balance it based on power such that simpler effects are easier to hit reliably whereas more powerful or explosive effects require much higher rolls
But I'm also concerned about having anything be Headshot 5+ and just being impossible to trigger on bosses or other high-AC creatures
It could be a range for the die, like 16-20 on the d20
ooh okay, not a bad idea! and have smaller ranges for more powerful effects so that it's akin to hitting a crit for the really strong ones
Looking at reworking Dragonborn for a setting to be more reflective of Dragons imo
I'd prefer that they start with things like claws, bite, armor - while elemental breath / resistance is something that the player can choose to unlock, as not all Dragonborn have elemental abilities in my setting
Thinking that at character creation players automatically get claw / bite attack and darkvision - but they can choose between armor or a different trait
Then at about level 5, they can choose Elemental Breath / Resistance or a different ability
feel that has variety but still balanced
Race specific feats/feat trees are an option
I know, my point is that I would reverse the order
I think elemental ability would be a later feat and they start with natural features - which were things that had to be obtained via feats in external material like Fizban or Xanathar's Guide to Everything
My Aim is to adress these pain points in the race and not need external material to fix them
Or am I misunderstanding what you mean?
hey, one of my players is playing a non official race and i was wondering if this is balanced?
Bearfolk Traits
Your bearfolk character has certain characteristics in common with all other bearfolk.
Ability Score Increase. Your Strength score increases by 2.
Age. Bearfolk come of age in their late teens and live around 80 years.
Alignment. Bearfolk are predominantly good, mistrusting and shunning evil. While they hold rich traditions, they value their freedom and tend toward chaotic alignments.
Size. Bearfolk can reach a height of over 7 feet, with thick, muscular builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ursine Talent. You have proficiency in the Athletics and Perception skills.
Languages. You can speak, read, and write Common, and either Northern or Umbral.
Subrace. Two main subraces of bearfolk exist: grizzlehides and purifiers. There is also the shadowborn subrace. Choose one of them.
Grizzlehide
As a grizzlehide bearfolk, you are thicker and hardier than your cousins. Grizzlehide fur ranges from black to golden, often with light gray or blonde tips. Tough and ferocious grizzlehides are the original bearfolk stock native to the colder northern climes.
Ability Score Increase. Your Constitution score increases by 1.
Bear Hug. When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Thick Coat. You are resistant to cold damage.
Looks a bit on the strong side, but not broken (at least on a first quick read)
Getting cold resistance on top of natural armor is a bit strong
If I wanted to reformat this to be more along the lines of the 5.5e version of soellcasting as opposed to the 5e version, how should I go about doing this and what spells should I keep?
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
cut out half the spells, remove the spell level unless something is upcast, decrease the number of times you can cast spells
BA spells get their own entry under Bonus Actions
same with Reaction spells
stuff like False Life, Mage Armor, and Command can usually be at will
even higher level spells can be at will for higher level casters
Any recommendations for what spells you think I should cut and what I should keep?
This is for a CR 16 monster btw.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, Plane Shift
1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying
this is the Lich (CR21)
I’m assuming it’s also mainly a spellcaster
you will need an AoE spell to spam, I think you can move Spirit Guardians to be a Trait
looking at the spell list I assume you’re going for a domination theme
Yep!
Clerics can just prep what ever they want. I also have an issue with the monster stat blocks having so few castings of spells in relation to the class that they clearly are.
Clerics as npca will be using divination magic at the end of the day asking and praying for the right spells for what they are shown by those divinations. Like a cleric asking the gods for the spells that will be needed in their trials.
I normally only pay attention to the number of them I have had the party have seen and that crosses off a spell as "prepaired" for me. i just do t chouse the prep list for pc clerics qhen thwy need to cast, why have a list ahead of time?
Hey does anyone have any ideas for an arm of betrayer weapon that is actually armour?
Specifically, from the Explorer's Guide To Wildemount setting
maybe Asmodeus made some armour that he sealed a Pit Fiend inside or something.
Saw the helldusk armor from Baldurs Gate 3 and got immediate inspiration
This obsidian black, bone embedded armor clings to the wearer's form to an almost uncomfortable tightness. It bears a cold touch.
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the [spell]remove curse[/spell] spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. The life force of a Cambion named Orzazeal was used to forge this weapon.
was thinking about giving it fire resistance. I am not too sure about its power. It is a legendary item that will have to be forged. Lorewise Helldusk is a mineral that is mined within Avernus.
After asking the lore nerds at #dnd-lore and some others, I've not found an exact answer for this so It'll most likely be a homebrew situation; Any help on what to use for "statblocks" on Orcusword guardians?
"It was kept on the Negative Energy plane in the Tchian-Sumere citadel, guarded by Alzogra the Bloated and Yleris, a yugoloth necromancer"
In question of the sword's location
Currently redoing my mastermind rogue variant (to be compatible with both 2014 and 2024). I have a few questions I wanted to workshop:
- How useful is the level 9 feature to you? Does it need to be buffed?
- is the capstone really so powerful as to be a capstone, or would it be justifiable to move that to level 3?
- going off the last question, what about level 9 and being fused into a feature that allows Evasion to function with Int Wis and Cha STRs? Keep in mind this is 6 levels before you gain proficiency in these saving throw rolls (or just Wis for 2014).
I’m trying to make it as low key as possible while also making substantive changes that are impactful
The first variant I drew up was a redo of someone else’s variant and it’s a bit heavy
Dr Drolins Dictionary of Dinosaurs considered homebrew?
more third party if anything but yeah
Im trying to figure out what's in the survivalist kit. Mainly, if theres a med kit in it
id ask #third-party
Thx
Is this balanced?
Scroll of Enrage
Rare
This parchment contains a song of madness, written by a bard and twisted into what it is now. Reading a verse causes the listeners to be overcome with rage, as you never give them up.
This scroll has 4 charges, and regains all expended charges at dawn.As an Action, a creature holding the scroll can expend 1 charge, reading a verse from it. Creatures within 30 feet that can hear the reader must make a Wisdom saving throw (DC 14) or be Infuriated for 1 minute.
An Infuriated creature cannot concentrate on spells or other magical effects, and must use its Action on each of its turns to make an attack against the closest creature it can see. The creature can then reroll the Wisdom save, ending the effect on itself on a success.
It recharges at dawn and has 4 charges. Should be attunement.
-# Maybe include that after succeeding their saving throw they are immune to the effects of the Scroll of Enrage for 24 hours. Similar effects do the same
that is extremely powerful
I think it reads as a consumable
4 charges per dawn is a lot and a hard lock 30 foot radius on multiple creatures without concentration
lethargy could be a good one for 1 minute, stunned is a very bad condition.
keeps it balanced.
I'm thinking of making a summor subclass for warlock, but i can't think of a name
I know i want to lean into skeletons abd fiends but i can't decide how i should go about it.
Should i lean further into the pact of thr chain or build atop that so thecpact isn't required but is highly recommended to get
When it comes to the naming scheme i definitely want to stay in the "______ patron, Warlock"
Okay so, Idea.
Kit n Kaboodle (Gameoverse) as a Surprise Boss Pair meant to ether assist the BBEG or Stall/Slow the players down. (Can be talked down) their stat block is based on the stall/slow set but ofc they still have some solid offense for a CR6 monster.
Kit is a Ranger/Fighter in terms of Monster and Kaboodle is a Artificer in terms of Monsters.
you should look at Vestige Warlock from a couple UAs ago
Kit is obviously fairly bulky and same w/ Kaboodle.
Kit has a mix of Range and Melee as a Medium Sized Tabaxi and Kaboodle is Melee/Support type as a Small Warforged.
Just gave it a read, and while I like it I don't really think it matches what I'm going for.
multiclass req is weird. every official class has the stat be 13+ in a stat (ex paladin is min 13 str and 13 cha) but this is 16 dex and 15 con
K I'll fix that in next update
also confused why there are so many dead levels, normally those are only for spellcasters when they unlock a higher spell slot but this isnt a spellcaster, can even add some fluff features if worried about power like monk
kinda weird that you get your subclass at level 1, it's cool just nonconforming.
So are specializations basically subclass-dependent Eldritch Invocations that you can swap out for other subclass or general specializations once reaching specific levels?
You should also have the Combat Specializations be their own column on the class features page for visual quality, similar to Focus Points, Eldritch Invocations, or Channel Divinity
also Bruiser is spelled wrong in the doc
Like many dnd 5e classes (cleric, warlock, sorcerer...), so not weird really
Looks like specializations are like warlock pacts
The Dazed condition feels rather strong, I assume because it's only a condition that becomes available at higher levels of play?
It seems like a diet AND buffed version of slow
exactly what I was thinking.
Yeah, but those are because of outside forces such as a deity, patron, or Inheritance.
No legendary actions or resistances is gonna just nullify some late game encounters entirely, but they can just use their legendary resistance to avoid becoming dazed I guess 
Yeah, it's not balanced very well imo.
Resistances were a suggestion from someone else I felt like removing that and the only one action thingy
I'd say make it specifically remove multi-attack or extra attack, and potentially keep the bonus action part in.
Also the old verson of the class was more op and basically had to do an overhaul
so it still gives the boss options without completely halting their gameplay
🥀
I also thought about replacing or fully redoing advance deployment as I'm worried about long rest abuse
"i wish weird was good"
"no you don't"
Weirder
9th level illusion (Sorc, Wiz)Casting Time: 1 action
Components: V, S
Target: 120 feet
Duration: Concentration, up to 1 minuteYou draw upon the deepest fears of a group of creatures and manifest them as shadowy reality that only they can see. Each creature in a 30-foot radius sphere centered on a point of your choice must make a Wisdom saving throw. On a failed save, a creature gains the Frightened condition for the duration. While Frightened in this way, the creature can't add a bonus to any D20 Test as they are overwhelmed by the omnipresent shadowy terror.
A creature repeats the saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
now thats abnormal
odd
strange even...
Should I give my money based warlock subclass the sacred art of ✨ Gambling✨ ?
I had a pretty fun homebrew monster idea but I don’t know if it’s actually fun to play against… any opinions?
Fleshsphere Amalgam
Huge aberration, true neutral (until changed)
AC 15 (thick slimy, melted hide)
HP 172 (15d12 + 75)
Speed 25 ft. (clumsy lurching roll on tiny legs, disadvantage on Dexterity (Acrobatics) checks on difficult terrain)
STR 22 (+6) DEX 8 (−1) CON 20 (+5) INT 5 (−3) WIS 10 (+0) CHA 7 (−2)
Saving Throws Con +9, Str +10
Damage Resistancesbludgeoning, piercing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 14
Languages understands Abyssal and Common but only produces wet gurgles and muffled screams from absorbed faces
Challenge9 (5,000 XP)
Traits
Horrifying Visage (1/Day). When a creature that can see the Fleshsphere first comes within 30 feet of it (or at the start of the encounter when it is revealed), the creature must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, or when the effect ends, the creature is immune to this Fleshsphere’s Horrifying Visage for the next 24 hours.
Slimy Regeneration. The Fleshsphere regains 5 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its two turn. The Fleshsphere dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Absorb Flesh. When the Fleshsphere reduces a creature to 0 hit points with a melee attack, it can absorb the body as a reaction, gaining 20 temporary hit points (maximum 40 per absorption). The absorbed creature’s features (a screaming face, twitching arm, or half-melted torso) visibly blend into its bloated mass.
Unstable Form. The Fleshsphere has advantage on saving throws and ability checks made to resist being knocked prone or grappled.
Actions
Multiattack. The Fleshsphere makes two attacks: it can use any combination of Slam and Grasping limbs.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) acid damage from corrosive slime. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Grasping limbs. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 16). While grappled, the target takes 10 (3d6) acid damage at the start of each of its turns as it is pulled against the melting, slimy flesh.
Rolling Charge (Recharge 5–6). The Fleshsphere moves up to its speed straight toward a target. If it moves at least 15 feet and then hits the target with a Slam attack on the same turn, the target takes an extra 10 (2d6) bludgeoning damage. The target must then succeed on a DC 16 Strength saving throw or be knocked prone and stunned until the end of its next turn.
just seems like a random average monster to me
don't see any reason why it would be frustrating to fight, but I also don't see it standing out
We gotta add an AOE fleshsteal ability with a recharge of 1/6 that heals it 😄
That sounds fun! But would that still be balanced? It does have two ways to “heal” already :3
if you did that I would also make it vulnerable to fire to balance out the healing and aoe damage rather than just fire stops the healing
Mhm, that makes a lot of sense tbh
also, maybe taking a page from the roper book and having the flesh tendrils either be destructible OR grapple escape. Not that important, just a thought
I’ll look into it for sure!! There aren’t really tendrils on it, rather arms x3 I forgot to add its description-
Can you guys help me figure some prices for these subclass specific items?
Pendant of the Undying: Attune to an amulet, while attuned, whenever you would fall below one Health, immediately stabilize with Health equal 1d6 plus your Charisma Modifier.
Only one Pendant of the Undying can be Attuned at any given time.
Circlet of Enhancement: Attune to a circlet, while attuned one Ability Score is increased by two. The Ability Score that is increased is chosen upon Artifact purchase.
Only one Circlet of Enhancement can be Attuned at any given time.
Tablet of Knowledge: Attune to a stone tablet, while attuned, the tablet can cast any spell that is equal to your current level of casting. The spell cast ignores all spell components, but after casting, the tablet will shatter and be dismissed. Casting a Spell this way doesn’t require a Spellslot. Upon purchasing the Tablet of Knowledge, select a spell from any spell list that is of a level you can cast at.
Only one Tablet of Knowledge can be Attuned at any given time.
Eye of the Unseen: Attune to a metallic eye, while attuned, receive plus 20ft of Blindsight and an increase to your Passive Perception equal to your Charisma Modifier.
Only one Eye of the Unseen can be Attuned at any given time.
Wiithout knowing how much gold you give your players its basically impossible to price out
its for a subclass that already has a passive income
Fleshsteal (Recharge 1-6). The Fleshsphere starts ripping the flesh off of everything in a 20 feet radius to heal its bloated mass. Every creature in a 20 foot radius of the Fleshsphere has to make a DC 15 Dex or Con saveing throw. On a failed save a creature takes 24 (4d6) necrotic damage. On a successful save it only takes half the damage.
The Fleshsphere regains hit points equal to half the total necrotic damage dealt by this ability (rounded down). It can regain a maximum of 50 HP from a single use of Fleshsteal.
Came up with this x3
every longrest gain 15gp, the amount recieved increases by 5 every level.
I like that you offer dex or con for that, good call. I like it
Hey, is this one time per day or what btw?
New subclass unlocked: Landlord
no it lasts until you drop below 1 hp or unattune from it
replied to wrong mesage. Your item description doesnt say if it destroys after use or what which really affects price
its attached to the subclass feature
Gold now has mystical properties when in your possession, allowing you to spend it on mystical wares. As a Magic Action, you commune with your Patron to purchase foreign artifacts that modify reality itself. The Artifacts are dismissed from reality after use or unattuned. Below is the table of Artifacts.
Satin of Eloquence: Attune to a small article of clothing, while attuned, you can understand, speak, and write in two languages of your choice. Choose the two languages upon Attunement.
Only one Satin of Eloquence can be Attuned at any given time.
Sorcerous Stone: Attune to a small stone, while attuned, you can choose to modify a spell with one metamagic option from the Sorcerer class. Select the Metamagic option upon purchasing the artifact. After casting a spell with the Metamagic option from the Sorcerous Stone, the stone will shatter and be dismissed.
Only one Sorcerous Stone can be Attuned at any given time.
those are the options for purchase at level 6.
Probably uncommon. Since you can't control when it activates and its attunement I would say no more than 500.
Knowledge I would just price out at twice the cost of a spell scroll of the max level they can cast since its no failure chance
Unseen 5000+gp (depending on other sources of income, blindsight+cha bonus to perception is very rare tier)
Satin eloq: 1500gp
Sorc stone: 500gp
I have a very arbitrary price guide I set up based on like 3 different price compendiums people put out that I have tweaked over the years but its very tailored to the economy I tend to run, hard to really give any objective advice on economy in 5e ngl
The spreadsheet I use which is certainly not all my own original work, I added stuff I personally was fine with in my games up until theros and haven't updated it for newer sourcebooks https://docs.google.com/spreadsheets/d/1jeN2lI2KuSYuSLo2PX4uskOx41IT_Ltud27U6w2xGkI/edit?usp=sharing . By no means perfect. I price consumables like spell scrolls lower to encourage players to try more stuff out that they usually couldn't prep or wouldn't prep
Alternate 7th Level Feature: Ailment Aegis
You learn the Protection from Poison spell, and can cast it once for free. (1/LR)
Whenever you start casting the spell, you can modify it so that it requires concentration. If you do the number of targets affected by the spell is changed to be 1 for each level of the slot expended to cast it. Additionally, the spell grants Resistance to Acid and Necrotic damage, and Advantage on Saves against Disease.
How do we feel about this 7th level Ranger feature?
these prices are kinda high (minus the Eye of the Unseen) you are buying these directly from your patron, and I kinda want them to have the ability to be given to party members too.
it really depends on how much gold is given out specifically ig
7th level ranger only has a 2nd level spellslot, would it be worth tweaking to base is 1 and you can expend an additional spell slot level to target more? Meaning yourself and 2 others with your 2nd level slot. Especially if you are making this a concentration for a class that doesnt have constitution saving throw proficiency and lower AC generally, it'd feel really bad to just lose it immediately
Too weak then?
Not necessarily I think that providing acid and necrotic resistance on top of poison immunity is really strong. Ranger is just a weak vessel to provide that lol. Spell slots are super limited for something you would make require concentration and only last an hour and this would preclude 90% of the ranger spell list someone wants to use because it is almost all concentration
Where an average party has 4-5 members it makes sense to restrict it from just being applied to everyone at once. But a ranger probably also isn't going to want to burn their only high level (very limited supply of) spell slots to provide very conditional immunities and resistances for an hour unless the campaign is really heavily geared towards those damage types
This is a feature that does literally nothing if your campaign doesn't involve a lot of poison, necrotic, acid damage. Depending on the archetype rangers also usually don't really have the class vibe of buffing others, so maybe making it a passive poison immunity and providing a different active focused on self-buff (like turning hunter's mark to poison damage that bypasses immunity?) could make it a more engaging choice. Not sure what the full context of this subclass is
oh I forgot to actually ask, does this "fix" weird, and make it worth taking for a wiz/sorc?
Funny enough I just started making one of these.
Or at least similar to money, a warlock who gains their power through binding others into contracts (which often include money)
average Orzhov warlock
how many long rests per campaign are you intending this warlock to have
pretty OP then
2 if the session calls for it
but it doesn't really make sense to have a long rest like that feature on a warlock
i'd be really strong on a shortrest imo
Hello, does anyone know how to make an item that adds to monks focus DC?
It's a fairly low magic setting Eldritch blast is just paying someone to shoot you.
Ranger, Feaster
Flavor: You are what you eat!
3rd Level - Culinary Connoisseur
You gain proficiency in Heavy Armor and Expertise in Cook’s tools.
3rd Level - Taste Test
Your unarmed strike dice is a d8, provided that it is a bite.
If you bite a nonhumanoid creature, you can gain a special benefit depending on its creature type, which lasts until you use this feature this way again or until you finish a long rest.
• Aberration — Resistance to Psychic damage
• Beast — Advantage on Perception checks
• Construct — Temporary hitpoints equal to your proficiency bonus at the end of each of your turns
• Dragon — Flying speed equal to your walking speed.
• Elemental — A resistance to a damage type that the elemental has
• Fey — Advantage on checks against being Frightened or Charmed
• Giant — Your size increases by 1 size category, up to huge, and Advantage on Ability Checks and Saving Throws that use strength.
• Monstrosity — Your Unarmed Strike die becomes a d12.
• Ooze — Advantage on Saving Throws and Ability Checks against being Grappled, Restrained, or Prone.
• Plant — Your speed increases by 15 if you in direct sunlight
• Undead — Resistance to Necrotic damage.
7th Level - Voracious Spelleater
You have a number of Appetite points equal to your Proficiency Bonus.
When you are forced to make a Saving Throw against a Spell or take damage from a spell, you can use your reaction to store that spell by expending an Appetite point. The spell must be of a level that you can cast.
You can cast the spell stored, (expending a slot as normal), and regain an Appetite point.
After you cast a spell in this way, you cannot do so again until you expend another Appetite Point to store it.
What do we think…?
interesting concept, no idea about balance
biting a giant and becoming giant, thats a pretty big feature
Do you consider Size Category increases to be a particularly powerful feature?
i think construct, dragon, giant, monstrosity, and plant are all powerful
i mean like you bite a dragon and now you can fly as much as you want, that alone is pretty high
I see I see. Personally I don’t view flying as a powerful feature just because some races can start with it innately, but it is probably the most powerful. Speed is a little whatever to me too. Size increases are also more for flavor than anything IMO, esp. because it’s only 1 size category.
Monstrosity could be a little strong, but there’s also subclasses that get way more THP/end of turn with their features.
What about the level 11 abd 15 features?
I prefer to homebrew piece-by-piece.
That's fair.
I'd try to introduce some of the base Ranger features into the subclass features
As it stands, it doesn't feel like a Ranger subclass
What makes you say that?
probably cause neither heavy armor nor unarmed strikes are ranger aligned
nor is eating spells
There's an item in fizban's that does that, you could work off of that template, but for ddb coding questions #ddb-support helps better than we do
iirc, theres no way to do that using the system for 2024 monk
Wthelly
When utilizing the “1/Day each” way of spellcasting for a fiend warlock NPC which of these spells should I use to specify these are the “4 slots” they have available for their spellcasting?
“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”
Dimension Door, Dispel Magic, Fireball, Hold Person, Wall of Fire, Command
AoA and some others are BAs, so you would put them in BA
oh wait, you can probably keep COmmand not in the 1/day
Good to know wasn’t aware.
So at will or just gone altogether?
Also do you think I should put (5th level version) next to each spell?
i think the 2024 Fiend Culsits has:
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell's trigger,
And the Warlock of the Fiend from 2014 has
Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestion
I would put it in the at will section.
And to save space, i would probably do:
1/Day Each (level 5 version each):, or something along those lines
Good suggestion!
could even have command upcasted to 2 or 3 if its like, CR 5+ id say
What if it’s between CR 13-16?
Is there any experienced dms who could help me go over the first couple encounters of my homebrew, I’m trying to make it extremely difficult but still possible for my players
level 7 feature is too strong and doesn’t make sense on a Ranger
no reason to give them Heavy Armor, again you’re a Ranger and it’s confusing mechanically and in flavor
your Unarmed Strike damage should always be equal to or lower than the Monk’s
and some of the bite effects are too strong
I wanna say there’s something worth developing, but the balance is off
It’s probably Dungeon Meshi
neither senshi nor laios got heavy armor from their cooking escapades
If I wanted to make eldritch blast a legendary action for high level warlock NPC’s, how much should it cost action wise, if one is two beams, another casts three beams and another can cast four beams?
Depends entirely on the intended difficulty
One would be CR 8, Another CR 10 and the other is CR 16.
I've seen a Homebrew subclass on DnD beyond yesterday, that got extra crit against creatures with higher or same CR as the characters level and healing/extra actions when killing creatures with lower CR...
You could probably just do that without trouble
One last question, if I wanted to write down Misty step under BA’s what number would you recommend, two or three day?
for fun if I wanted to run a homerule for a little bit that said if players roll the same initiative they share a turn in initiative. how would it turn out
Depending on the CR higher CR probably 3
Well you could look at BG3
how so
Does anyone know what the average HP for a CR 16 monster is for 5E and 5.5E?
I believe in 5e it’s around 220 and 240 for 5.5e but I’m not entirely sure.
It’s 235
For 5e or 5.5e or both?
For 5e it's around 300 according to the old DMG (take this with a big fat spoon of salt) and for 5.5e according to Blogofholding it's 255
Thanks! I absolutely will make use of that spoon.
Can you explain why you think it’s strong?
Sorry necroposting
it gives you access to all spells of levels you can learn and you can store multiple spells at once?
and it’s unlimited in terms of how many spells you can store in this way per day, it’s only limited in concurrent spells
well, it’s any spell that targets another creature and has a saving throw, but that’s still pretty expansive
Ohh my bad, the way I meant for it to be written you can only store spells equal to your PRF bonus. Once you cast the spell it’s forgotten forever unless you store it again.
The spell also must be of a level you can cast, not any level. Do you have any recommendations for how to write it for better clarity?
I don’t think the clarity is the issue
on a Wizard, this would be fine
(casting at half their spell level)
Rangers are not supposed to have access to so many spells, so this ends up completely changing their role and overloading them
Sleet Storm and Hypnotic Pattern are 3rd level spells
this is stronger than Distributed Spell circle casting, that one still requires 2 actions and concentration to cast the spell
I see I see. I can get where you’re coming from a bit, but I think the payoff to prep time makes it fairish. Your party would need to spend their Spell Slots a day prior essentially in order for you to store spells in the optimized way you’re describing. In the end, the 7th level feature should only grant 1 more spell than the extended spell list of other subclasses.
this setup allows the other casters to just hand you spells to hold concentration
other classes get a pre-built spell list
this can give you wild combinations
and Warlocks don’t even need a day prior to set you up
Wizards can spare a couple lower level spell slots to give you the concentration without action economy
I also don’t think the d8 strength unarmed strike is too crazy. For more context I always assume point buy + no multiclassing.
I actually do have this feature on one of my Wizard subclasses
it allows you to save 1 spell
Hmm, I think it sounds stronger on a Wizard if anything.
it’s not too crazy, it’s just not supposed to happen at level 3
What about at level 1? (Unarmed fighting style)
they can only save a spell as though they’re a half-caster
but mine doesn’t require saving throw, just seeing the verbal/somatic components
A wizard is a dedicated full caster with full Int and doesn’t need to split between physical/mental stats
other Wizards get 1 spell at each level, this Wizard gets 1 spell, going to 2 spells at higher levels
I’m currently playing a WIS main Ranger
it takes away your ability to use shields and a Fighting Style
Hmm, good point. Tasha’s Druidic fighting is strong. Maybe I should incentivize Strength then. Strength instead of Prf bonus.
I’m telling you a Wizard with this flexibility can only prepare 1 spell
making it just 1 spell will be sufficient
but then this isn’t a clearly defensive feature
it still doesn’t act as a Ranger
the feature just isn’t a Ranger feature and I’m not sure why you want to give this specific feature to the Ranger
it’s also not that thematic
The flavor (lol) is that you’re a little like how Darwin ate the animals he found. Only you’re evolving in accordance to the animals you eat. Darwin would be a ranger imo.
I feel like a proxy shield/counterspell is more thematic
Cool!
I have no idea who Darwin is
bruh
Charles Darwin…?
ok
so I did know who Darwin was and I think that’s a wild thing to base a subclass on
but I think it’s funny you think of him as a Chef Ranger
I think his background is literally he goes around eating things.
I do kind of dig the Counterspell idea… Maybe a different effect and some THP based on the Spell Countered? (Even on a fail)
yeah, but I never thought of that as a “chef” thing, more of a curiosity thing
well, you can’t quite give them a regular counterspell, but you can do something like Backlash if this is for 2014, or just block some of the damage and maybe help others
I feel like an Evasion-like skill makes a lot of sense since they get DEX proficiency but nothing to support it
I think your subclass is probably fine, it's like 2014 lore bard but different, and you could probably just use a "favored appetite" instead of having to bite a creature every long rest.
Granted, 2024 did change bard magical secrets, so you could rebalance it with that in mind.
You should really define what a stored spell is though, such as what casting bonuses/dc it uses, if it's considered a ranger spell, etc.
there’s a lot of space to play in the realm of those 2 abilities and I think you’ve got a lot of thoughts you can apply as you play around with them
Bards are full casters and they get that at level 10 (or 6 for Lore), they also can’t swap prepared spells at a whim
Magical Damage/Spell evasion 1/LR that grants effects based on the school. 8 new effects though might be rough.
I wouldn’t give them different effects if you’re planning on keeping the variety with the level 1 thing
I hate d6’s btw. I hate them, I’ve played Rogues that use d4 sneak attacks because I hate them.
only 1 large list is allowed per subclass
I don’t think anyone mentioned d6s in this conversation, but all the power to you I guess
is this about the Unarmed Strikes?
Yes!
make it d4 at level 3 and d8 at level 7
