#homebrew

1 messages · Page 105 of 1

peak inlet
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although you are a Ranger, your main die is d6

junior saffron
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I simply will not take Hunter’s Mark… Having trouble coming up with an effect that doesn’t overlap with 3rd level feature.

peak inlet
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and just let them choose the one

rugged cargo
crude gull
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Homebrew idea for DM’s, every time your players move in a fight they have a 0.01% chance of tripping, where they then take 1 quarter of their current hp (rounding up) and have disadvantage on all charisma checks for the remainder of the session

rugged cargo
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Rolling a 1d10000 every time you move sounds like it adds up to a lot of work for not much in return.

crude gull
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Maybe I just have a particular sense of fun and humor that outweighs any idea of effort

unique parrot
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It should just be a 1/20 chance, duh…

primal osprey
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Does anybody have ideas for a hell-themed gish sorcerer subclass?
I'm making a sorcerer subclass called "The Hellblade", and so far the only abilities I have is one where upon activating the innate sorcery ability, a melee weapon on you ignites with fire. And I have an unarmoued defence-like ability

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So far the only other ideas I have are:

Upon using metamagic, you can make an attack with a weapon, no action required;
At later levels, the fire of the weapon ignores resistance and possibly immunity;
Summoning devils as an action

true forge
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Check it out for any ideas or whatever you may get from it

primal osprey
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Well ty Bobble!

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Our sorcerers must fight to the death now

true forge
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"wat?"

grave radish
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For a dominate theme blood cleric of the Nine Hells NPC, any idea which spells I should keep and reformat into a day each category?

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

coral delta
grave radish
restive loom
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Hello all, me and @placid gale are ready to join this new community

hollow siren
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Would it be unbalanced to change the draconic sorcerer’s 6th level feature to get a bonus to ALL possible elements, like the alchemist artificer gets at 5th level, as opposed to just one?

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Curious what people’s thoughts would be

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I am alternatively considering just brewing an elementalist from scratch which would get a similar feature/effect at 6th level but expanded beyond just one elemental affinity

livid plank
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just came up with a homebrew rule to let two players do their turns simultaneously where they agree to perform a combo move, the lead player rolls a d20, the supporting player rolls a d10 and the d10 roll adds a multiplier ranging from ×1.1 to ×2.0 onto the result of the d20

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i wanted a way to make combat feel more team work oriented as oppose to taking turns to do spells

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i havent tried it tho so idk how well it works

prisma terrace
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Alchemist artificer is kind of an awful subclass so the damage buff they get is pretty fair, they are also half caster compared to full caster

hollow siren
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I mean evoker gets +Int to all evocation spells

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This would be +Cha to fire, cold, lightning, acid, and poison

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And no resistances

prisma terrace
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I would make it a consumable resource, base you just get the normal damage, spend 1 sorc point to add the damage buff for an hour. Make it a conscious choice instead of just all around passive buff perhaps since sorc's theme is about adaptability using sorc points to make a limited spell pool punch above its weight class.

yeah and no extra resistances

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It wouldn't be too unbalanced to give that damage buff to all damage types, just certainly a big net buff. Sorc isn't a crazy class so I wouldn't worry too much about making it stronger. Could be fun. I just would lean towards making it an active decision when to buff what. And if they wanna nova their sorc points to have all the choices be full strength going into a fight, power to'em

hollow siren
prisma terrace
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Oh are you saying get rid of even the base resistance?

hollow siren
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No no no

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I’m saying what you’re proposing is weaker

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To make it a conscious choice vs. passive buff

prisma terrace
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Ah, I meant keep the base skill the same with the passive lineage damage and resist, with the ability to add more damage

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Not really the biggest deal balance wise tbh I just think that making it an always on passive ability for all elemental damages might not feel very satisfying to use, not really mechanically the biggest issue. That's just my taste though I am often wrong on many things

hollow siren
hollow siren
prisma terrace
hollow siren
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Mechanically was more my question. I get you may not feel like the boring math buff is super satisfying

prisma terrace
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Yeah mechanically really not a big deal, +3-5 dpr is not gamebreaking by any means

hollow siren
hollow siren
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I actually also brewed a revival of 4e’s universal modifier bonus to spell DRs (only for cantrips), as a sub feature of Spellcasting (so it doesn’t make EB + AB busted lol) and capped it to 2x from all sources to prevent cheese

Not sure I’d use it in conjunction with this rewrite of draconic tho

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I mean it kinda works because the double bonus would only kick in at 6th level (at least, assuming you’re not running a multiclass)

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But that’s a tangent and not my main ask

hollow siren
prisma terrace
hollow siren
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The caveat is I’d have to playtest this

potent beacon
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Any ideas for a table of positive and negative effects for a warlock with an Archfey of the Wild Hunt as a patron

cerulean seal
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You mean like the details of the warlocks specific contact?

marsh spade
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im still working on the other two ship lines

restive tusk
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The document isn’t set to public, at least for me

potent beacon
dark gull
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Anyone got any references or anything that can help me with a Star Wars DND campaign. Anything would help me 😃

potent beacon
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Was more thinking just random little effects that could pop up having a being of immense power attached to your soul, kinda like a wild magic table

potent beacon
cerulean seal
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Let me see if I can find the source

cerulean seal
potent beacon
coral delta
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-# (Like quite literally one of the worst feats ever published)

cerulean seal
potent beacon
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Could also be literally purely role-play
Just something fun for the extra spice
We already decided that each morning we can roll and I might gain a level of exhaustion cuz while my character can pester the demon, it works the same way around

coral delta
cerulean seal
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@potent beacon look up the Mythal Touched feat and see if it fits your character

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Maybe your DM can let you have it. It’s not very good but I think that fits what you described

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It’s from Heroe’s of Faerun

potent beacon
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Would be interesting
Was thinking more of just basic effects not specifically to be better in combat
I'm bad at explaining this

cerulean seal
hollow siren
coral delta
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Chef is cool as heck. I'll see you in the iron chef arena.

hollow siren
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certainly flavorful, yes (pun intended), but unless youre fielding the infamous garlic bread domain cleric its useless

hollow siren
primal copper
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As a character trait, would poison resistance simply be cutting the damage in half, or does it give the character saving throws against poison damage?

hollow siren
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iron chef sounds like a great character tho, if you HB weapon rules for the chef's tools or whatever its called

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decked out in full plate and with a +3 spatula weapon? vecna doesnt stand a chance

hollow siren
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like in published materials

primal copper
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I am currently expanding on the list of traits available to “animal folk“ created by pointy hat

I wanted to add poison damage and resistance as two separate traits, as I felt combined that was too much

hollow siren
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gotcha

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i would agree but also in some contexts it makes sense to pair them

primal copper
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I used the frog folk poison damage as basis for the attack, which already had a lot of text

That’s why I was making it separate

hollow siren
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i see

primal copper
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for clarification

You Harbour deadly venom. When you hit a creature with your unarmed strike, the target must make a constitution saving throw. The DC is 8+ your constitution modifier + your proficiency bonus. On a failed save, the target is poisoned for one minute or until they make a successful save against your poison. The creature can repeat its saving through at the end of each of its turns.

hollow siren
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decent! Not bad IMO

primal copper
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So now my question is how I should go about adding a poison resistance

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Should I make a more basic poison attack, and just pair that with the resistance? Simplify it.

Or should I make the resistance separate, and if so, how would it work?

marsh spade
primal copper
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I’m also thinking about combining the Tortle shell traits of AC and retreating into the shell..

potent beacon
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But tbh. Thinking of positives for when I'm more, "in tune" let's say, with my patron, its difficult

cerulean seal
potent beacon
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Yeah, he was having issues with positives too. Just not sure what could be useful without making it like I got extra free bonuses

heavy estuary
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quick question, would yall condider a monster that's about 3-4 times the average player character's size Large or Huge?

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trying to translate a monster from a game to 5e

dense elm
heavy estuary
dense elm
dense elm
heavy estuary
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i see, ill just make the monster large then

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it also has a roar that inflicts insanity in the game, ig my best bet is a save for the frightened condition

tardy sequoia
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Is this feat too weak? One of the other players says this is a little too weak for level 10 (Beast Barb): Once per day during rage, as an action, you may become one monster of CR3. You maintain your current hp and once your rage ends, you return to your normal form. You gain the physical and mental stats of this creature but retain class features (such as rage).

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I'm the DM so idk if this feat was worth it for them or not

glass glade
tardy sequoia
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It was CR1 initially

frozen dove
glass glade
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Intellect Devourer goes brrr

frozen dove
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Ah wait its not beasts is monsters

tardy sequoia
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Yeah but they'll probably choose beast like monsters since they're not a big optimizer and they're beast barb. Like when it was CR1, they chose Copper Dragon Wyrmling

frozen dove
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Id say make it beasts only to fit with them being a beast barb and so they cant be enemies that are broken

tardy sequoia
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Oh sorry, the CR3 is pre-determined when they gain it

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Aka they can't just aura farm on druids

glass glade
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Oh, they don't pick?

tardy sequoia
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So they'd tell me now what they want

frozen dove
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Ah

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There is some very powerfull cr 3 enemies so its more the strengh is in the user situtation

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Feats tend to not be that crazy

glass glade
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I think it's a feature not a feat

frozen dove
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They could easily be a cr3 creature that could fly

tardy sequoia
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Hmmm true. I think since I know her to not pick something super evil, it should be fine. I wasn't sure if the action penalty was too stringent

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Since you gotta rage then take an action

glass glade
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I think the only thing would be that if they aren't hit then it might immediately end before anything happens

glass glade
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No I know, but it lasts for the duration of the rage, and rage ends if you don't attack or take damage, and they're using their action/bonus action to not attack turn 1

frozen dove
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Does it?

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I dont play barb

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Maybe remove the action cost

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Yeah remove action cost and show them the mummy statblock and tell them to take into acount the bonus damage from rage

glass glade
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Yeah I'd make it part of the bonus action to rage if you're already saying that they only get one form per CR that you approve

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But be careful what you approve, something like a Shadow or Intellect Devourer or whatever are insanely strong as PC options

tardy sequoia
frozen dove
hexed edge
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is this where i can post my weapons

scenic urchin
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yes

hexed edge
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ok i have like 6 of them. they're a set

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[Queen's Authority]
Greatsword: To Hit: 1D20+3 Dmg: 3D6+3
Requires Attunement: Female

Looking the sword over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

5 charges
regains 1d4+1 charges per long rest.

as an action you may use 1 charge to make 6 special swords orbiting you for 1 minute. You get +1 AC(Max. 3) for every 2 spectral swords. As a bonus action, you can expend 1 spectral sword to make a melee or ranged attack(30/120). The spectral swords are +1 Greatswords.

In addition, when the spectral swords are active, you have a fly speed of 20 feet.

Sealed Power:
+2 charges
spend charges for one of the following effects.

1= when you make an attack roll, on a miss you hit instead

3= on a critical hit, do triple damage.

5= Divine Sword:
A giant spectral sword falls from the sky at a point you can see within 100 feet, creatures in a 20 ft radius must make a Dexterity saving throw taking 10d6 Radiant damage on a failed save, or half as much on a successful one.

[King's Judgement]
Polearm. To Hit: 1d20+3. Damage: 3d8+3.
Requires Attunement: Male

Looking the lance over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

This +3 pike increases crit range by +1.
On a crit, this weapon casts King's Judgment. On a miss, casts true strike automatically.

King's Judgment: deal 2d12 force damage. +1d12 damage at levels 5, 11, 17.

Sealed Power:
+5 charges
Spend a charge to gain advantage on attack rolls until your next turn. Once per Combat.

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[Bishop's Faith]
Mace> to hit: 1d20+3 dmg: 2d6
Requires Attunement: Cleric
Can be used as a divine focus.

Looking the mace over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

9 charges.
Regains 1d8+1 charges per long rest.
Spend a charge for 1 of the following effects:

Sanctuary
Shield of Faith
Life Transference
Mass Healing Word
Greater Restoration

Sealed Power:
+10 Charges
Regains all charges at long rest
You may spend charges to cast Cleric Spells as a bonus action. Cost is equal to spell's level.

[Kight's Guard]
Shield +3
Requires Attunement: Paladin

Looking the shield over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

10 charges.
Regains 1d8+2 charges every long rest.
Spend a charge for 1 of the following effects.

Dispel Magic
Counterspell
Silvery Barbs
Protection from Good and Evil

This shield can store 1 spell of 5th level or lower.

Sealed Power:
+5 charges
Spend a charge to reduce all damage taken to 1.
As a reaction, you take damage an ally within 30 ft would take instead.

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[Chamberlain's Pell]
Cane: to hit: 1d20+X Dmg: 2d6+X
Requires Attunement: Noble Background

Looking the cane over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

This cane increases crit range by +2.
It gains 1 charge on a critical Hit.
It gains +1 to attack and damage rolls every 4 charges up to +3.
You may spend charges for the following effects.

Shield> 1 charge

Force Dmg(on hit)> 1-9 charges
-- 1d10 per charge --

Force Bubble> 4 charges
-- Deals 8d8 Force damage in a 20ft radius centered on you. DC 20 dex saving throw, being knocked prone on a failed save. --

Cast Knock> 2 charges

The cane is mundane at 0 charges.

Sealed Power:
It gains +1 charges on hit

[Magister's Chronicle]
Tome: +3 to spell save DC, spell attack, and saving throws.
Requires Attunement: Chosen
Language: Unknown

This tome is sentient.
Personality: Wise, Kind, and Playful

Telepathy

Looking the tome over, you see no maker's mark, no hammerbeats or stitches, no indication that it was made by mortal hands at all.

This tome contains secrets of it's siblings. Spend 3 charges to break the seal on one of the siblings.

3 charges
Regains 1 charge per long rest.
Spend 3 charges for 1 of the following spells:

True Polymorph
Mass Heal
Power Word: Kill
Storm of Vengeance.
Invulnerability
Blade of Disaster

At will:

Magic Missile Lvl 5
Shield
Darkvision
Fly

summer ivy
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Is this a balanced Monk feature at 11th level?
"As a bonus action, you may spend any number of Ki points and regain Hit Points equal to that many rolls of your Martial Arts die. Alternatively, you may choose to lose any multiple of 10 Hit Points. When you do, you regain 1 expended ki point for every 10 Hit Points lost this way."
idk if the wording makes senses either but I hope it gets the point across

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I assumed it'd be balanced because it's like, physically impossible to use it to gain HP

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correction. gain HP while getting more ki points than you started with

mystic anchor
bright terrace
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Earning my title of 500 homebrews gonna take a long time…

mystic anchor
mystic anchor
bright terrace
mystic anchor
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I'm trying to make divine subclasses for the classes that don't get such a luxury

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So far I've done, Ranger, and Monk

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Not sure which one I should do next

cerulean seal
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Because I think it would be interesting

marsh spire
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Im making a new barbarian: path of the pro wrestler. If anyone wants the info on it dm me

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It has 5 archetypes
Power
Brawler
Technician
Grappler
High flyer

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Im also going to post it here when im done for yalls opinions and any balancing changes I might need

mystic anchor
marsh spire
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I might shorten it to Path of the Wrestler but adding pro defines it more

mystic anchor
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Path of the Russler

grave radish
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Any thoughts with this as an alternative to a vampires Charm action, specifically when dealing with I suppose you could say the “ancient dragon” equivalent of a vampire?

Blood Subjugation. The Elder targets one humanoid it can see within 30 feet. The target must succeed on a DC 19 Wisdom saving throw or be dominated by the Elder as if it were the target of a dominate person spell.

The target repeats the saving throw each time the Elder or its companions do anything harmful to it, ending the effect on itself on a success.

Otherwise, the effect lasts 24 hours or until the Elder is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect.

The Elder doesn't need to concentrate on maintaining the effect and the creature dominated in this manner is considered a willing target for the Elder’s bite attack.”

prisma terrace
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I would maybe just tweak it that it uses the general dominate rules of any damage allows them to make a save to give the party some agency in trying to deal with it, friendly fire vs stay dominated is a meaningful decision to make sometimes. Nothing wrong with that how it is currently

hasty rune
red leaf
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gotcha tysm

grave radish
prisma terrace
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Honestly, from any source BUT the elder its companions

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still allow the dominated individual to be a free blood bag, but allow the party to target with aoe or direct attack to attempt to break the charm

grave radish
# prisma terrace still allow the dominated individual to be a free blood bag, but allow the party...

The target repeats the saving throw each time it takes damage from anyone but the Elder and its companions, ending the effect on itself on a success.”

How’s this?

Also by somewhat the same conversation I saw the vampire infernalist and thought perhaps this would be a good action to add.

Children of the Nine Hells (1/Day).

The Infernalist magically calls 2d4 imps or 1d4 hell hounds. The called creatures arrive in 1d4 rounds, acting as allies of the Infernalist and obeying its spoken commands, and remain for 1 hour, until the Infernalist dies, or until it dismisses them as a bonus action.

prisma terrace
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Semantics point, but anyone or anything just in case there’s environmental hazard like fire or acid etc

prisma terrace
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They’re a very fitting swarm summon for a vampire

grave radish
prisma terrace
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This is besides the homebrew element, but wanted to throw out that the gloamwing and minddrinker statblocks from the ravnica book are fun options

grave radish
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Oohh those would be!

grave radish
gilded latch
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I have a question regarding crimson rite

"While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite."

Do this make all the damage done magical?

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Also, if two-handed, do you cast the rite once, a twice, once for each weapon?

flat folio
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Any ideas for some more elegant rules for my tree-man race?

Scaring rules 4 Eents: If an ent is disguised as a tree and ceases their disguise in the presence of a creature that does not know of their presence, the creature must succeed a Wisdom saving throw with a dc equal to the ent’s passive intimidation. If the ent intends to scare the creature, they roll an intimidation check that becomes the dc if it is higher than their passive intimidation. On a failed save the creature becomes frightened of the ent for a number of minutes equal to 5 - their wisdom modifier (minimum of 1). If the ent wishes to avoid scaring the creature, they can roll a d4 + their charisma modifier and minus that from the dc.

true forge
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https://homebrewery.naturalcrit.com/share/OE-mmesbg7e1

okie peoples, big moment, Vigilante is done, and in its first full class draft stage!

Things i still to do are:

  • art
  • rewording of some features
  • spell check
  • general balance adjustments
  • -# more subs....

But never the less, i cannot thank the people here (and those beyond this server) that gave feedback and suggestions on it enough lol

peak inlet
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assuming I am balancing Origin feats that give you a spell + Weapon Mastery to be equivalent to the current game balance, how can I go about it?

coral delta
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That's pretty tough, unless by spell you mean "1 Cantrip"

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And even then, that's gonna be strong unless you prevent Bladetrips by setting limitations

peak inlet
coral delta
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I assume it's homebrew by the fact you haven't mentioned it yet

peak inlet
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my issue is that Weapon Master only gives a single weapon, but it allows simple/martial and it allows you to change per LR

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I can’t just give the whole thing, that will obviously not be balanced

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I’m not sure what I can change in that to give a bit more space

coral delta
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Hmm. I don't think this can be balanced for an Origin Feat. While I agree that gaining access to a Weapon Mastery is too hard when off class, the Weapon Mastery feat treats just the single Weapon Mastery it grants as equivalent to all the bonuses that Fey Touched or Great Weapon Master grants beside the ASI

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Rather, whatever you create that grants a Weapon Mastery will be stronger than the Weapon Master feat. There's no working around that.

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Weapon Master is a weak feat.

peak inlet
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yeah, it’s disappointing that it really doesn’t allow space

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but let’s say it’s not an origin feat

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but it acts like one

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so you can’t take it through Lessons of the First Ones or Versatile

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I can’t figure this out

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I could instead put it as part of the General feat that requires this Origin

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but then it would necessarily be stronger than Weapon Master no matter how I cut it

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the UA design notes imply 2 cantrips are equivalent to 2 Weapon Masteries

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and the Fighting Styles on the half casters imply 2 cantrips are equivalent to a Fighting Style

peak inlet
outer sun
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Ok so I was told to move this discussion I had into here

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Basically the premise is that this average human guy has one immensely swollen and tumor filled arm

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Right arm specifically

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Would that work as a barbarian at all?

hollow siren
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Hot take, I like the 2014 draconic capstone much better than the 2024 one. However the capstone presents two issues, for 2024 sorcerer:

  1. ancestral sorcerer has a similar feature that’s been (IMO unnecessarily) spliced across level 3 and 14, meaning the 2014 feature was likely not as powerful as a capstone should be
  2. it could easily be keyed to innate sorcery and modify it but again see problem 1
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Another observation, the psion’s key casting shtick (Psionic casting) is something I’ve seen people give 2014 sorcerers consistently in HB variants/overhauls/class improvements

peak inlet
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any backstory can work with any character

peak inlet
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they can’t give a subclass a summon spell without this feature

hollow siren
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Agreed too, yeah. Good point I guess

peak inlet
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and Sorcerers can’t get this otherwise

primal copper
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For both mechanic and lore reasons of my setting, I am doing an “Animal Folk” race option rather than making a new race per animal.

Below is a list of animal traits that people can choose from, using a point system. You can spend a total of 6 points. The cost is next to the trait name.

This is based on Pointy Hat’s creation with an expanded list. Besides this list, players will have the Shape-Shifter ability to turn into their animal, humanoid, and disguised form.

Overall, do you feel this list covers an appropriate amount and has fair costs?

(Note: I am using Low Light and Darkvision mechanics)

scenic urchin
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Charm of the Fearleech
This charm has 9 charges. You can activate this charm as a Bonus Action to spend 1 charge and end the Frightened condition on yourself or an ally within 5 feet, and you gain 3d8+5 temporary hit points. You can take this action even if the source of the Frightened condition would prevent you (including if it dictates how you must spend any part of your turn). Once all of it's charges are expended, this charm vanishes from you.

primal copper
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Animal Strike 2
When you make an Unarmed Strike, you deal Piercing or Slashing (chosen when you select this species) damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Amphibious 2
You can breathe both air and water

Blindsight 3
You have blindsight with a range of 60 ft

Burrow 2
You have burrow speed equal to half your speed

Camouflage 2
After remaining motionless for at least one turn you gain advantage on your next dexterity (stealth) check

Climb 2
Climb speed equal to your speed

Dark vision 2
Range 60 ft / Darkness becomes Dim Light but at shades of grey

Flight 4
You have a Fly Speed equal to your Speed.

Glide 3
When you fall at least 10 feet above the ground, you can use your Reaction to glide horizontally a number of feet equal to your Speed, and you take 0 damage from the fall. You determine the direction of the glide.

Hold Breath 1
You can hold your breath underwater for 15 minutes

Keen Hearing 2
You have Advantage on Wisdom (Perception) checks that rely on hearing.

Keen Sight 3
You have Advantage on Wisdom (Perception) checks that rely on sight.

Keen Smell 1
You have Advantage on Wisdom (Perception) checks that rely on smell.

Low Light vision 1
Range 30 ft / Dim Light becomes bright and you can see color

Natural Armor 2
You have tough skin. When you aren’t wearing armor, your AC is 13+ your dexterity modifier.

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—————
Nimble 3
You have a Speed of 40 feet.

Poisonous 2
Poison melee attack

Poison Resistance 2
Resistance to poison attacks / saving throws or half damage

Poison Spit 3
Ranged poison attack / 10 feet

Powerful Build 2
You count as one size larger when determining your Carrying Capacity and the weight you can push, drag, or lift.

Powerful Legs 1
Your jump height has an additional 10 feet.

Mimicry 1
You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).

Swim 2
You have a Swim Speed equal to your Speed.

Tough Shell 4
You have a shell with an AC of 17 (no modifier) which you can retreat into shell for an additional +3 AC but no movement — You can’t wear Light, Medium, or Heavy armor, but you can wield a Shield as normal.

hollow siren
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I’d put this in a doc instead of a wall of text

hollow siren
peak inlet
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I would probably let you use this as a Reaction when you receive the condition

peak inlet
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Burrow especially is not accessible regularly by players

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Blindsight of 10 feet is a full Fighting Style

scenic urchin
#

its explicit because leaving it implicit like how 2014 stillness of mind was made it a RAW vs ruling headache

timid valve
#

Hi, I was hoping to get any links or notes for homebrew necromancy stuff? Specifically anything that lets me animate higher cr monsters in a balanced way, I dont want just a horde of shambling zombies

obsidian shale
#

one of my characters used a pretty good homebrew necro class but the campaign kinda stalled and I'm not sure how balanced it was? hold on I'll get you the link

obsidian shale
#

it was cool! I wish I got to play that character more

#

love a necromancer

timid valve
#

its my first time playing one and honestly was a little disappointed with the range of actually summoning undead

#

ill have a look thorugh the link rn

primal copper
primal copper
# peak inlet Burrow especially is not accessible regularly by players

Keep in mind players only have 6 points they can spend, so flight accounts for most of that

Burrow is something some animals can do, so an animal themed character will have access to it. If it was at full speed I’d have it cost 4 points or more - but it’s at half speed

It will of course be a discussion between the player and DM

Blindsight can be reduced in range while still having its cost

balmy pumice
#

One of my players is using the Gunslinger class from Valda (2014) and we have a question about it.

One of the class features allows them to reroll a damage dice and use the second result. And now they're thinking of getting the Piercer feat. Would the reroll from the Piercer feat stack with the class feature? Like, would they be allowed to reroll two die, or twice?

peak inlet
#

if the Frightened condition is attached to Incapacitated, does that count?

scenic urchin
#

yes, you can end the frightened condition even if you are incapacitated, and thats the intent

peak inlet
scenic urchin
#

and yes even if something like the fear spell is controlling your action, you can eat the fear

peak inlet
peak inlet
scenic urchin
#

you decide the order of actions on your turn

#

so its up to the player

#

i'll just state it explicitly in the charm

peak inlet
#

I still think the wording is weird, not sure how you can word it so all that is clear though

#

the only clear wording I can think of is to allow it no matter what conditions you have otherwise

#

but I assume yours would only work if the Incapacitated was directly attached to the Frightened specifically

scenic urchin
#

right

peak inlet
#

maybe your wording is clear and I’m the only person who is confused

primal copper
peak inlet
#

have you tried burrowing your way through a dungeon?

#

unless you’re just allowing them to have hands that act like shovels

#

I guess you can add a bit more to that then

#

A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice.

#

the DM would have to line everything with solid rocks

#

and then the ability is useless

primal copper
#

I could see burrowing being limited to 10 feet, and having certain conditions

Like if you come up to attack someone (in middle of combat) then they can react

If you burrow to leave, then they have attack of opportunity

#

Point being you can’t just hide in the ground and avoid damage the whole time

#

If I’m letting someone play a mole, it just wouldn’t make any sense for me not to let them have a form of burrowing

timid valve
#

I’ve been thinking of ways to homebrew a special feature for my necromancer which would allow me to transform the undead companion of mine into different undead monsters from the bestiary. so far I’ve come up with the idea that the transformation would require either a Arcana roll or Medicine with the DC being the CR x 4 and on a failed roll myself and the undead companion would receive a stack of exhaustion.

prisma terrace
#

That seems to be fairly penalty free if you just do it at the end of a day and sleep it off

timid valve
#

good catch. I did forget the mention the transformation would only last a few hours with the process requiring a large number of bodies to fit the size of the creature to be transformed into.

#

do you have any notes for a bigger penalty then?

prisma terrace
#

I’d probably enforce a burn of a 3rd level spell slot and scale it similar to conjure undead personally

timid valve
#

conjure undead?

prisma terrace
#

Ah shoot sorry, summon undead

pearl river
#

My player is wanting to use a homebrew warlock subclass. One of its features is to summon a disguise kit at will.
I assume the intent for this is to give them a different disguise every time it’s summoned. Should I allow this or interpret it as the same disguise every time they summon it?

prisma terrace
timid valve
prisma terrace
#

6th level create undead is a good point of comparison also

timid valve
#

very true. this is why im implementing the debuff on a failed

#

my fear is that it may be too easy with the roll depending on what i go with. i might it just a straight roll or add a skill like arcana to give some specialisation to it. issue is my guy has a plus +7 arcana (lv 1 wizard) so by level 9 when i get it i dont want myself to be easily transforming my companion into a cr 5 undead

prisma terrace
#

I mean at lv 9 you have access to conjure elemental which is cr 5

timid valve
#

oh

prisma terrace
#

if anything just make it a concentration based buff thats temporary ngl, thats a detriment

timid valve
#

a ten minute transformation

dusky schooner
timid valve
#

would be able to prepare for a fight then but if fail then ima be debuffed for the fight

primal copper
timid valve
dusky schooner
#

If I'd design something like that I'd also include an option instead of having a single undead companion to be able to split it up into multiple lower CR ones

timid valve
#

oh i guess i should add a bit of info to this then. the homebrew is for a special necromancer which also has a secondary character. a undead paladin. he's been nerfed a good bit to make it fair. this whole transformation thing would be the necromancer magically grafting the bodies onto the paladin like biomass. huh...

#

i could add my character would need to have knowledge of the undead creature to gain the arcana modifier, otherwise its just a straight roll

#

so it would be imposing the risk of exhaustion for a ten minute transformation that costs a level 5 spell slot on a d20 roll which requires knowledge of the specific undead and its attributes to accurately copy it to the paladin

#

oh god if i had anymore fixation on this I'd be making a whole system to slowly acquire proficiency creatures with them and then expertise

#

would it be proficiency with the creature type? expertise for the specific creature?

prisma terrace
#

If I was a DM I wouldn't wanna track all that ngl

timid valve
#

oh i know. thats wayyy to much

#

its fun to just theorise though. this has given me things to think about

scenic urchin
#

Charm of the Last Stand
This charm is imbued with a mote of slumbering divinity. When you would be reduced to 0 hit points, you can activate this charm and be restored to full hit points instead. Additionally, end all conditions and spells of your choice that are affecting you. Until the end of your next turn, your eyes shed dim light within 5 feet, you have Truesight, and you automatically succeed on all saving throws. If you would drop to 0 hit points before you complete your next Long Rest, you die instead, which can't be prevented. Once you use this charm, it vanishes from you.

amber hollow
#

end conditions and spells of choice, perhaps

scenic urchin
#

makes sense

true forge
dull juniper
#

While attuned to the Tome, you gain a +1 bonus to spell attack rolls and spell save DCs.

In addition, when you cast a spell of 1st level or higher using the tome as your spellcasting focus, you may choose to cast the spell as if using a spell slot one level higher without expending an additional spell slot. You can use this property a number of times equal to your INT Modifier per long rest.

With thus property what rarety is this tome?

dull juniper
frank berry
# dull juniper Really? I thought it will be very rare

Seems about on par for a Rare item. Requires attunement which limits it, and comparing this to similar magic items like Rod of the Pact Keeper and Bloodwell Vial which both give +2 to spell attacks and DC as rare versions seems balanced for the rarity considering the extra effect which allows upcasting spells up to 5 times a day (and upcasting tends to not be that powerful, usually adding an additional target or one extra die of damage), so yeah, I'd go with Rare

dull juniper
marsh spire
#

Finally done w Barbarian: Path of the Wrestler and am just formatting it in docs so be on the lookout (by wrestler I mean professional wrestler, WWE style)

dull juniper
#

New subclass?

dusky schooner
#

Rare or very rare

spring tusk
#

you also will need to add a clause that you can use it as a spellcasting focus, because you can't do that with spellbooks by default

dull juniper
#

Okay,

spring tusk
#

there's a precedent on specifically an Arcane Grimoir from Tasha's Cauldron, that effects your usual spellcasting stuff

dusky schooner
spring tusk
#

congrats yeah I can read thank you

#

I think

#

make it Rare, and cap out the max level

#

in the DMG there's a range for custom homebrew magic items that is like- "if a magic item mimics the actions of a spell or can cast a spell, make sure the related spell is within this certain level range depending on the rarity of the item"

#

I think a +1 spellcasting focus that lets you upcast for free an average of like 4-5 times a long rest can be Rare if you cap out the spell slot level

#

if you don't cap out the spell slot level that means you can use your 8th level slots to cast wish

#

or

#

well no nevermind ignore that last part

#

forgot it's upcasting not expending a slot to cast a higher level spell

dusky schooner
spring tusk
#

sorry that was snappy yeah, I was just in the middle of what I was saying

dull juniper
#

So I need to add a clause that prevents it from casting 10th level?

spring tusk
#

I'd add a clause capping it out at the rare magic item spell level

dull juniper
#

If I avoid caping it, it will make it Wonderous item?

dusky schooner
#

Wonderous items are just magic items no?

#

Wonderous isn't a rarity

dull juniper
#

I don't wanna cap it,

spring tusk
#

Wondrous Items are just the name for default magic items yeah

dusky schooner
dull juniper
#

That's what I was aiming for

spring tusk
#

ah alright i've got this here

#

I'd say Very Rare yeah

#

cap for Very Rare is level 8 spells technically but it being able to cast high level spells is entirely dependent on the level and class of the PC

#

so I think Very Rare works, it should require attunement though

spring tusk
#

awesome possum

frosty skiff
spring tusk
#

I guess? I think that's more of a niche issue though

#

and also more of a problem with 2014 D&D, with 2024 rules the powerscaling matches

#

Tasha's items being more powerful honestly is probably why it was percieved so well yeah

hollow siren
#

So I’m back onto my mastermind rogue rewrite and I am struggling with the capstone, because it’s been moved to an earlier level

#

Any ideas?

#

What I did come up with was a progression of the 3rd level feature, which allows you to give sneak attack die to the creature you helped as a bonus action

My idea for a capstone that allowed you to use your full sneak attack instead of allocating dice (and now you can allocate half the total sneak attack die)

I was concerned however if this is too broken, though, which is why i asked for capstone ideas

prisma terrace
#

EH its a capstone, let it be broken. Lv 20 play isn't really meant to be taken seriously

hollow siren
#

That’s true too. However what this means is now you have one rogue getting their normal 10d6 bonus and one other guy getting a 5d6 bonus (at levels 19/20)

#

But fair point as well

#

I mean that being said Inquisitive rogue also gets an additional 3d6 at level 17 (meaning they’re now dealing 12/13d6 per sneak attack) and they have a way to reliably get it without actually having to have sneak attack requirements besides the weapon type

#

And scout can attack twice and get sneak attack twice (but not against the same target)

#

So I’m not sure that’s actually that broken

#

The only real potential issue with my rewrite is it makes sneak attack viable for a caster rogue multiclass by allowing you to give your full multiclass to the party martial, but that’s a feature not a bug

#

And honestly I kind of dig that anyway

#

Aight. This rewrite should be done today then

#

Will send soon in a doc, and will appreciate feedback on it when it’s done! :)

sonic ledge
#

I didn’t make this statblock btw

#

The sooner a response the better I have a session in 4 hrs 😭

prisma terrace
#

It needs more AC and that limb attack BA is just actually insane and I’d hate it . Congrats your char is bricked you failed an in save and can’t attack or cast properly now

#

Hands of punishment also needs to do more damage, look at shadow horror for reference

#

Why is its reaction dc 19 but everything else is dc 16?

sonic ledge
sonic ledge
prisma terrace
#

Yeah that was more meant as a "I'd adjust this so your players don't slash your tires" sorta thing lol

#

Maybe add a con save to avoid having the limb severed? two separate saves might feel better. Int save to avoid compulsion, con save to not get dismembered. Unless your players have a good way to reattach limbs or you plan to provide it, in which case go ham

fossil quartz
#

Does anyone have any half feline or wolf half human or elf races I can use?

prisma terrace
fossil quartz
sonic ledge
grave radish
#

For those familiar with the Blood Hunters and their Orders I had the idea to make it where a rogue sect of blood hunters have formed a secret new Order/subclass that specializes in hunting and killing spellcasters.

Any thoughts on this and how it should be handled?

sonic ledge
sonic ledge
glad veldt
#

Does anyone know of a good mechanic or creature trait that is basically passive magic feeding?

prisma terrace
#

They heal, do damage, and sometimes explosively multiply when they absorb too much magic

glad veldt
#

I am thinking of writing my own monster stat block for my own version of trolls, and the idea they passively absorb and feed on sources of magic (Potentially even players' class abilities like lay on hands, ki points, rages, and spell slots)

glad veldt
#

In the lore I'm building trolls are seen as pests by pretty much everything that uses magic.

#

With trolls being particularly leathal for some creatures like dragons, giants, and any creature who's existence is rendered impossible by normal physics. (Unicorns would be ok as unicorns despite being magical do not require it to live. Giants however have the square cubed law to deal with.)

timid valve
#

Trying to make a necromancy spell which allows the user to transfigure a single controlled undead into undead of a higher CR. So far I’ve been trying to manage the spells balancing through having the spell to not be guaranteed, requiring a DC roll which I still have to decide a solid idea on.

The reason for this spell is that I want the ability to obviously make a superior undead with the duration of the spell lasting 24 hours but can be cut short by casting the spell again or the creature outright dying, with the corpse(s) used and the original undead breaking down as to not be reusable

coral delta
#

What kind of CR are we talking about here?

timid valve
#

Initially my plan for the dc to make the spell work being cr X 3 but a friend suggested cr x 2 + 5

#

The dc is a arcana check so you’d need to pump everything into it to get a cr 10. The whole premise of this spell is to play into necromancy, powerful magic but also showing the volatile nature of failing a spell

#

I plan for it to have no outside modifiers, only Arcana so no help or advantage from different spells and other casters.

shadow stirrup
#

hello everyone! looking for input on a boss im making. plz keep in mind this is my first time making a statblock for a BBEG and so ive never done this before- as much input as i can get would be greatly appreciated!!! <3

Spellcasting. The King of The Dead is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC [19], [+11] to hit with spell attacks). The King of The Dead can cast disguise self and invisibility at will and has the following wizard spells prepared:

  • Cantrips (at will): Chill Touch, Toll The Dead, Acid Splash, Blade Ward, Mage Hand
  • 1st level (4 slots): Cause Fear, Disguise Self, Mage Armor*, Sleep
  • 2nd level (3 slots): Crown of Madness, Shatter, Hold Person
  • 3rd level (3 slots): Animate Dead, Counterspell, Spirit Shroud
  • 4th level (3 slots): Banishment, Polymorph, Blight*
  • 5th level (3 slots): Combustion (Synaptic Static), Control Winds, Wall of Stone
  • 6th level (1 slot): Disintegrate
  • 7th level (1 slot): Tether Essence
  • 8th level (1 slot): Reality Break
  • 9th level (1 slot): Psychic Scream
  • The archmage casts these spells on itself before combat.

Hand of the King. The King of the Dead starts combat with 4 hands present. With each full round that passes, another hand spawns. The Hands all have a combined initiative, can move anywhere up to 60 feet, can cast The King's damage cantrips, shove, melee, grapple, and throw one-handed objects. The Hands are considered Undead. The King can have 5 hands present at a time. Each hand has 30 HP and an AC of 14.

If a round passes with no hands present, two spawn. If a round passes with one or more hands present, one spawns.

#

The King of The Dead can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archmage regains spent legendary actions at the start of its turn. (3 Legendary Action Points)

Blood Pact. The King cuts himself down by 20 HP. In exchange, he spawns a hand at his side. Until the hand's turn in the initiative order, the hand is immune to all damage and conditions. (Cost: 1 Action)

Divine Hand: Bind. The King sends forth two hands to anywhere within 60 feet of his vision. Both hands grapple a target of the DM's choice from behind, inflicting the Restrained condition. The target must succeed a DC 17 DEX saving throw or be restrained until the hands' next turn. (Cost: 2 Actions)

#

Divine Hand: Benevolence. Triggering when more than one hand is present and a hand is attacked, the King siphons health from another hand to heal the hand that was just damaged. The hand that was just siphoned from is given 30 movement speed and loses 10 HP while the hand that is the effect trigger gains 15 HP. (Cost: 2 Actions)

Divine Hand: Atone. After receiving damage from any enemy creature, The King may call upon one random hand that is present and allow it to cast any cantrip or spell (up to 2nd level) prepared by The King. (Cost: 3 Actions)

Divine Hand: Cast Aside. If either The King or another hand is damaged, a hand comes to their aid. The triggered hand may move up to 30 feet, and if it is able to reach a target, it gets a free grapple. The hand can throw a creature anywhere within 30 feet, making them take 2d8 bludgeoning damage. The target must roll a DC 18 strength saving throw or suffer the Proned condition. (Cost: 1 Action)

The King may only use this legendary action once per round.

#

(i couldnt post a picture of the whole sheet so this was as good as i could get it </3 also! this is a CR 15 boss meant for 4-5 lvl 10s, i want this fight to be challenging and for my players to really come together and strategize on how to beat the KOTD while also making sure they have fun with my mechanics!)

cinder canopy
shadow stirrup
#

ah right! sorry one sec </3

#

Kilkurach Alphomus, King of The Dead
Medium humanoid (Krovine (Demon)), Chaotic Evil
Armor Class 11 (14 with mage armor)
Hit Points 116 (18d8 + 18)
Speed 30 ft.
STR
14 (+2)

DEX
13 (+1)

CON
12 (+1)

INT
20 (+5)

WIS
15 (+2)

CHA
20 (+5)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistances damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
Condition Immunities blinded
Senses passive Perception 12
Languages any six languages

#

i took the archmage statblock and just reflavored it :p

rugged cargo
#

I'm fairly certain this guy TPKs unless they have Paladin and Wizard, or if he goes first.

shadow stirrup
#

oh jeez </3 any suggestions on what to fix? the main gimmick is the hands. the hands serve as the king's eyes, ears, and weapons, and the party has to choose which target to damage

rugged cargo
#

If you don't have a paladin, the party is 90%-80% chance to be stunlocked with psychic scream.

shadow stirrup
#

okay, ill change out psychic scream with something more fair! any other suggestions?

heady stream
#

hey so last year, I made a Barbarian Pet subclass, similar to beast master, and tried to give it some unique mechanics, but while those were cool, they were also hard to balance, so I took another go at it with mechanics more similar to official design, but hopefully still enough unique stuff that makes it interesting and different.

I would love some feedback
Path of the Spirit Companion (Homebrewery)

rugged cargo
# shadow stirrup Kilkurach Alphomus, King of The Dead Medium humanoid (Krovine (Demon)), Chaotic ...

116 hp isn't a lot. You differentiated "magical B/P/S" damage, so if the party goes first and they have magical weapons (they should), they can probably take him down in one turn if they have fighters. He's really easy to hit also.

Like, a martial at 10th level probably does 30 damage. If you have 4 martials that can hit him, he dies within 1-2 turns.

Is something stopping the party from just attacking the King directly?

shadow stirrup
#

the only two things i can think of are that he will try to use flight to distance himself from melee fighters, but snipers with bows can still very obviously hit him

#

but in the event a big attack is rolled to hit him, he can react by calling a hand to block the attack, sacrificing the hand

rugged cargo
#

Is this 2014 or 2024?

shadow stirrup
#

2014!

#

i dont know anything abt 2024 </3

#

also yeah i forgot to fix his hp! i was gonna set it somewhere between 250-280

rugged cargo
#

Okay, because I'm just thinking that if you have any crossbow/sharpshooters, with only 116 and 14 AC, this guy dies really easily.

shadow stirrup
#

so just to clarify; is this boss too in favor of me or the players?

#

should i boost his ac too?

rugged cargo
#

I think it's too swingy. It'll be a fast fight. If boss rolls high init, boss obliterates them. If boss rolls low init, he probably dies in 1-2 turns.

shadow stirrup
#

what should i do to fix that? (besides fixing his HP and AC) this is a boss for a oneshot but this is a boss part of my worlds lore and i want this to be a fight that can last a while

rugged cargo
#

He should probably only have access to 5th level spells. His DCs are very high.

A disintegrate likely kills turn one on any caster if it lands.

Reality break is essentially the same thing.

Both immediately remove a player.

I would probably look to shift his power into his hands.

shadow stirrup
#

oh ok ill do that! access to lvl 5 spells make him what lvl spellcaster?

rugged cargo
#

9th or 10th

shadow stirrup
#

ok ty!!

#

also do u mean literally shift the power into hands? like make them more powerful?

rugged cargo
#

Yeah. The only thing they are right now are is legendary actions, but you could literally just make them CR 6 creatures or something.

shadow stirrup
#

oh no they are also seperate entities! on their turn they can cast the kings dmg cantrips, grapple, shove, melee, and throw one-handed objects!

#

they have 30 HP and 14 AC each

rugged cargo
#

Oh I missed that part. They can probably be beefed up a bit. (in exchange for the previous fixes)

shadow stirrup
#

so if i nerf him down to a 10th lvl spellcaster, i should buff the hands?

#

i’m also gonna give the king more hp and ac

rugged cargo
#

Yes, that's what I would do at least.

weary ferry
#

For the purposes of balanced magical item allotment, what rarity would you make a ring that allows you to cast chain lightning at 6th level, once per day, and require attunement? Seems like a rare item.

rugged cargo
#

It's essentially a ring of spell storing +1, but with less versatility. Rare seems fitting.

shadow stirrup
#

@rugged cargo, what if i do 22ac with 288 hp? is that good or too much?

#

FOR THE KING, not each hand lol

dusky schooner
#

-# I want in on this hihi

shadow stirrup
#

4-5 lvl 10s (may change) going against a cr15 :3

rugged cargo
#

It's not fun to hit high ACs. You could probably run like, 17 AC and 350 HP.

shadow stirrup
#

ok sweet ty!

shadow stirrup
dusky schooner
#

Hehe I see bceCoyEvil

shadow stirrup
#

but ty for being interested, glad people think my boss is neat :3

rugged cargo
#

Oh, he also needs legendary resistances.

shadow stirrup
#

is that just resistances that do even less damage?

dusky schooner
#

legendary resistances allow a boss to auto succeed on a saving throw

rugged cargo
#

Legendary resistance is a feature that lets you choose to just succeed a save. For example, if player casts Banishment on you and the King rolls a 10 for his save, thereby failing, he can burn a Legendary Resistance to succeed in the save.

dusky schooner
#

usually 3 or 5 times per day

shadow stirrup
#

oh ok!!! hm…

#

how many LR’s should i give him?

dusky schooner
#

This is to make sure players can't stun lock the boss to hell on their first turn

rugged cargo
#

Usually 3, but you can fudge it to 5 if they're really annoying.

shadow stirrup
#

i’m gonna do 4, my players mostly put their kits together for fun, aesthetics, AND function but they don’t cheese

shadow stirrup
#

okay, so the changes i’ve made:

  • gave the king 360 HP and 17 AC
  • made the king a 10th lvl spellcaster
  • gave the hands 35 HP and 15 AC each
  • gave him entirely dmg cantrips including Shocking Grasp and Eldritch Blast
  • gave him 1st level Frost Fingers, Ray of Sickness, and
  • gave him 2nd level Hold Person
  • gave him immunity to necro damage (as King of the Dead)
#

thoughts? :D

coral delta
shadow stirrup
#

i looked it up and i see AoT has 615?

#

i see 30d20 +(30*con)

coral delta
#

Ancient Black Dragon (CR21) has 367 HP

shadow stirrup
#

oh boy.

#

time to fix his hp :3 any suggestions dosh?

coral delta
#

To be fair, the black dragon has 22 AC as well

shadow stirrup
#

this guy is cr 15, but he’s the king of the dead. he’s been around for thousands of years

shadow stirrup
rugged cargo
#

Ur good. That looks fine to me. You could notate the 17AC as barkskin, just for flavor or whatnot. Then again, doing so does let a player dispel magic on it.

shadow stirrup
#

his skin is just kinda pale and withered, but that doesn’t make him fragile. he’s actually quite durable. i don’t wanna give him barkskin or smth like that, just his skin and robes being his source of high ac

rugged cargo
#

There's a trait called "Magical Resistance" that makes give advantage on saving throws from spells. You could consider adding it.

Without an immunity to the following conditions, he's also at risk of being poisoned or frightened. They are very common conditions.

shadow stirrup
#

i think he already has it, lemme check

#

oh nope, just dmg from spells. lemme fix that :3

#

oh wait nvm he does have it

signal island
#

I need help in creating a homebrew boss

#

How should i write it (i've never made homebrew content)

frosty canopy
#

I think the easiest way is to choose something that already exists and is the closest to what you're looking for, and do any necessary tweaks

signal island
#

I have a overall picture however i have some completly new abilities

midnight chasm
signal island
#

Pirate capitan

midnight chasm
#

Cool. Jack Sparrow, Barbossa, Davy Jones or Monkey D Luffy?

signal island
#

Ever heard of block tales?

midnight chasm
#

Nope.

signal island
#

Oh ok then that's where i took my inspiration from

#

Capitan Trotter and his abilities

midnight chasm
#

Great.

Anyway, pick something that's about the right CR range for what you want, give it a unique attack, and a couple of special features such as legendary actions. The rest is in description.

signal island
#

Which description?

midnight chasm
#

The description of the character and how they do what they do.

signal island
#

Ok ok

midnight chasm
#

When Shinsnap the Ogre uses topple, they're swinging a huge mace at your legs with an evil grin. When Zola Shobiz A'bel Faro the drow performer does it, they're dancing around you until you lose track and get knocked down with a gentle tap.

midnight chasm
signal island
#

Having 2 unique defensive stances, one meant for non-magical ranged attacks and the other one for non-magical melee atacks

#

He starts with one, but when he gets damaged he changes his stance at the start of his next turn

midnight chasm
#

Battlemaster parry or counterspell.

signal island
#

More like battlemaster parry and deflect missle

midnight chasm
#

Which does what against area attacks? Anyway, what else?

signal island
#

I don't know if that's in the base rules but since he got his hands on a magical fire longsword he'll charge it wasting his turn to unleash something like dragon's breath on the next turn

midnight chasm
signal island
#

Ok ok

#

I'm not sure about another ability, i just wanted to add it for the rule of cool

#

How do you call actions that need to be recharged

midnight chasm
#

It's just an action, then you set the chance of it recharging as odds on a d6. Like this:

"Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball..."

signal island
#

Ok ok then i made something purely for the rule of cool

#

Coin throw (Recharge 5-6) i need to throw a coin and when it lands on heads then he throws the coin in the air and shoots it like in ultrakill. But when it lands on tails then he shoots rapidly at the nearest 3 enemies (of course the damage will be nerfed there)

#

I don't know if that will be good

midnight chasm
#

Can't say. But I can say that making ranged attacks while an opponent is within 5' gives disadvantage to the attacker. One to bear in mind.

signal island
#

I know that

#

Maybe i should give him a legendary reaction that let's him move without provoking opportunity attacks

#

And how should i optimise him for 4 level 4 players (2 of them play for the first time)

rugged cargo
midnight chasm
signal island
#

Wouldn't 15 AC be too much considering his defensive stances?

midnight chasm
#

Nah.

dusky schooner
midnight chasm
#

They're very charming.

signal island
#

Ye

#

I also made a funny common magic item

#

Also based on chance and a coin

#

I called it "coin of all in"

#

Instead of throwing dice a player can once per short rest use the coin, and onr result is a nat 1 and the other is nat 20

#

I don't know if that's a good idea

rugged cargo
#

It lets players bypass disadvantage, or turn hard checks into a coinflip, literally. Something to be careful about.

signal island
#

Oh, i forgot about disadvantage

wind berry
#

I would do this in a non d20 system. This one is fragile in a way I wouldnt recommend this

signal island
#

I'm all ears

#

What do you propose

frosty canopy
brave patrol
timid valve
#

hello! working on a necromancy spell to summon undead of a higher cr than the base and partnered spells with the drawbacks on the spell failing. im trying to make the spell harder to cast for more powerful undead. a clear issue being at cr 7 theres a creature named the night blade which is significantly stronger than the rest.

#

the creature is a vampire which ive been either thinking of excluding vampires from the spell or adding a rising cost to specific types of undead like skeleton undead, zombie undead, ghost undead and vampire undead

junior saffron
#

Blood Curse of Tethering
As a reaction to an ally within 30 feet of you taking damage, you can choose to grant them Resistance to that damage. You take damage equal to the damage mitigated.

Amplify: You can target an additional ally who was dealt damage by the same source as the original.

signal island
#

That's something that my first DM let me use
level 2 evocation

ARCANE JAMMER

range: 30ft
casting time: action
duration: 1 minute(concentration)
attack/save: save dependent on the target

Corporeal golden chains sprout from the air and bind the arms of the target. The target rolls a saving throw, which they can repeat at the start of each of their turn, depending on their spellcasting ability modifier. If the target does not have the capability to cast, this spell fails. If the target has multiple spellcasting ability modifiers via multiclass or otherwise, the target can choose which modifier to use. A target who has failed the saving throw cannot use the magic action to cast spells but can interact with magic and use magical items.

cleric, wizard, oath of vengeance paladin

scenic urchin
#

how effective was it in practice

signal island
#

Never got to use it

scenic urchin
#

mmm

signal island
#

But it was a good spell for my eldritch knight

#

I didn't get to be level 7

#

However i'll use this spell in my campaign and my old character will be a miniboss

#

The best part is that all of my players are half-casters and full casters

scenic urchin
#

you'll have to share how it goes when the players run into it

signal island
#

By the time players will encounter him a year will pass

#

However i'll try to remember you

mortal juniper
#

Hey if anyone knows the franshire of Kamen Rider, is there any good Kamen Rider homebrew out there?

wicked pond
#

So I kinda made like every single boss and items in deltarune and incorporated it into D&D bcuz funni did anyone else make that or am I a first

stuck raptor
wicked pond
#

Yay where can I find others to compare notes to?

stuck raptor
#

probably reddit and gmbinder

wicked pond
#

Ok, thanks

grave radish
sonic ledge
#

Order of the balance (the balance meaning not allowing those born without magic to wield it)

@grave radish

cerulean seal
tidal ivy
#

OH mb, I meant to put this in third party

#

Sorry

native copper
#

Hello everyone! Wanted to get you guys opinion on what a magic item catered specifically toward buffing a familiar summoned through find familiar (more specifically pact of the chain 2024) would actually do for the familiar and the caster?

scenic urchin
#

something like a bracer that you can put on the familiar, and when you speak a command word, they grow 10x bigger and can fly at 600 feet per round, and the party can ride on their back, but they can't attack or cast or anything else, they're just a cool bus

signal island
hard spruce
scarlet flower
#

So I have a homebrew magic item that I want some opinions on weather it is to strong to weak or just right for it’s rarity

Chains of bounding
Very rare (requires attunement)

This item can appear as an article of clothing chosen by the user it double as a spell focus and grants a +2 to the user spell attack bonus and spell save dc and as a bonus action you revert the item to its original form and as an action you can attempt to bind any number of creatures equal to your spell casting modifier these creatures must make a DC 18 dex save and take 2d10 necrotic damage on a failed save the target is restrained and takes the full amount of damage on success the target takes half damage

frank berry
# scarlet flower So I have a homebrew magic item that I want some opinions on weather it is to st...

Well, few notes on things which make it difficult to judge

  • The bind action has no range, so that would be useful to add
  • Restrained condition has no duration or way to escape, so that definitely needs something or the item is beyond busted
  • No limit on how many times the item can be used makes it pretty powerful, especially since Restrained -condition makes dexterity saves be at a disadvantage, so it makes it very easy to keep a number of creatures permanently restrained

Depending on the limits you add to the above issues brought up, would likely be a Rare item (comparing to a similar item which gives bonus to spell attacks / DC, Bloodwell vial)

hard spruce
scarlet flower
#

2024 but none of my players have obtained this item yet i just had a cool idea for an item and given it to a npc that is of an opposing faction to the party so before they eventully kill him i want to work the kinks out

peak inlet
#

are they just restrained forever if they fail this save?

#

it doesn’t give a distance or requirement to what it can target

#

so can you just restrain a creature from around the world?

#

in 2024, it would state that this is a Magic action to activate

#

but I also don’t see a number of charges or anything

scarlet flower
#

for a range i would probably say 10 maybe 15ft but most likely 10ft

peak inlet
#

you should just allow it to cast a spell

#

like a 5th level Hold Person maybe

#

or just use Wand of Binding and allow it to upcast using additional charges and give it a +1 bonus

#

or maybe you’re looking for something more akin to Iron Bands of Binding

#

where you can’t use it while it’s transformed

scarlet flower
#

i like the idea of it being chains as for how often it can be used maybe a number of times equal to half your proficiency bonus minimum of 1

halcyon slate
#

Is it game-breaking to introduce a handful of martial weapons that act like magic weapons except are no such thing? Like a spear that adds +2 to attack roles (negating shields) against opponents wearing armor? Or a sword like weapon that does 1d8 slashing or bludgeoning and 1d4 of the other if you have proficiency with martial weapons; or 1d6 of both if you don't

cerulean seal
halcyon slate
#

The sword like weapon is based on the macuahuiltl. The spear is basically a copy of the holkan spear the Maya used (had a flexible shaft to find gaps in armor).

Which brings me to my next question.
Since everyone man (and adventuring women too!) have a shield to show house alignment, would a passive +1 to AC at all times be an issue? The shield is slung over the back when not in use. It doesn't impair movement or stealth, and chairs and thrones are designed to accommodate such shields nearly worldwide.

upbeat acorn
#

Gamebreaking? No. If they were gamebreaking, so would magical +2 weapons be, surely?

#

A weapon like that could be gamewarping if acquired at an early level, but even then, that just depends on the kind of game being run. Some people like having the PCs feel powerful from the getgo

#

+1 AC to all characters would do pretty much what you'd imagine, make everyone a little bit harder to hit. It would just change the experience of the game somewhat. I think for the worse, personally, but only slightly

#

I'm working on a homebrew artificer subclass to potentially use for one of my current characters, and I wanted to bounce some ideas off of people. It would be "the astronomer", and I've seen a lot of different takes on a class like that. I kind of envision it as a support oriented caster rather than a martial subclass.

Currently I'm considering what should be the level 3 feature. Proficiency with Navigator's Tools feels like a given, and currently I'm envisioning "the invention" that most of the artificer specializations get as a mechanical star map that can be used in place of standard navigator's tools. But they need some kind of power in addition to that.

My current thought is either a buffed version of something like the Bless spell, maybe combined with a mass blade ward effect (attacking enemies subtract 1d4). I'm not sure about the power level on something like that, but generally artificer subclasses have a decent chunk of power budget.

The other is something like the Twilight Cleric's channel divinity feature. Like you create this 3d star map as a field around you, and allies in the field receive buffs. I'm not sure exactly what, and I don't want the subclass to be as messed up as the Twilight Cleric, but that would fit the fantasy I'm going for as well

#

A lot of homebrew content I've seen around star themed subclasses and spells have this idea of "motes of starlight" that attach to creatures. Like making folks glow, maybe a buff for ally and potentially a debuff for enemies as well. I think no matter what I go with it would be fun to play with that as well

#

the main thing I wonder is about power level. I want it to be reasonable, but still feel impactful, whatever the buff is

native grove
cerulean seal
#

I think some of the flavor you described can be fulfilled already by the cartographer subclass

upbeat acorn
#

There's overlap, true. But I do think there are ways to make it distinct

cerulean seal
#

I think you can probably achieve a similar idea but just altering what the invention is itself

#

Maybe instead of a map it’s a telescope

#

Or a radar

#

Or maybe a satellite

upbeat acorn
#

It could be that yeah. I think no matter what the invention is I like hte idea of letting it replace navigator's tools

cerulean seal
#

I can agree with that.

upbeat acorn
#

I really like that "star field" idea. I envision it kind of like the scene in treasure planet, if youve seen that

#

where he opens the ball and a 3d maps of the stars lights up the whole room

cerulean seal
upbeat acorn
#

Well I envision is being sort of a guiding force. I mentioned perhaps a play on the Bless spell. Like every ally in the field gets to add a d4 to attack rolls. Probably with some additional effect though, since a defining subclass feature should have a little more sauce than a level 1 spell

stuck raptor
#

Stars Druod?

upbeat acorn
#

She's actually an artificer/druid multiclass, and yeah her druid circle is stars

#

I don't want it to be the same, but i do want them to complement one another

proven sleet
#

.

upbeat acorn
# native grove Anyone?

I don't think the question in the flavor text really fits. I suppose it's a riff on Staff of Power. seems comparable in power except at higher levels where your own spell save dc and attack bonus are gonna be better than +9

native grove
#

… it’s a green lantern ring

#

That’s why the flavor text is there

stuck raptor
#

that is really just a Lantern Ring yeah

native grove
#

do you think i executed the idea accurately (without making it OP obviously)?

stuck raptor
#

I think its in line for a VRare, if not pushing Legendary a bit

upbeat acorn
#

How would you guys balance an idea like I mentioned, a sort of mass blade ward (2024). So when an ally within an X radius of you is attacked, the attacker subtracts 1d4 from their roll

#

Do you think that could be added to a buff effect without being obscene

stuck raptor
#

Reverse the effect of a Crusader's Mantle

upbeat acorn
#

A lil bit yeah. But reducing the attack roll not the damage one

stuck raptor
#

yeap. You effectively make it a EManation Bane

upbeat acorn
#

Would emanation Bless+Bane be too strong for the artificer subclass? Maybe like proficiency bonus amount of uses per long rest

nova basin
#

Dual concentration is almost never okay

#

It's an artifact or lvl 20 monoclass tier effect

upbeat acorn
#

This would be one concentration for the whole emanation effect

nova basin
#

Even then with restrictions and drawbacks

nova basin
upbeat acorn
#

true

cerulean seal
#

I think it could be okay as long as the uses were very limited

#

Keep in mind that this effect can also be stacked with another concentration effect though

#

Since this isn’t a spell

#

Very rarely do subclass effects require concentration to use them

upbeat acorn
#

You could use that wording that's used for some class abilities like "concentrating (as if on a spell)"

#

Honestly though, I think I would rather the buff be less extreme but not require concentration

#

like the Twilight Cleric ability I mentioned, just lasting for duration or until incapacitated

cerulean seal
#

You want to avoid making your subclass effects require any sorta concentration. A lot of emanation effects have multiple effects but it’s usually the number of uses that limits it

#

Like once per LR

upbeat acorn
#

Yeah. I was thinking either once or Prof bonus amount per long rest, depending on the final effect

nova basin
#

That combo isnt the most egregious thing in the world, but making it an emanation is gonna be a fair bit of dicework unless you change how bane works in that case

upbeat acorn
#

Hm. How about doing it almost like bardic inspiration. On use, and at the beginning of your next turns, you give all allies in the field a d4, that they can then add to an attack, or subtract from an enemy attack

#

So it's use it or lose it, but single use for that round

nova basin
#

Having creatures of your choice make a save every time they enter the emanation is gonna add up, not to mention the +/-d4s on everyone

#

If its no save then thats a significant bump in power budget

upbeat acorn
#

Yeah, it's a lot to track. I did think rather than saving throws it would just be a protection exclusively for those in the emanation, but as you say, that's stronger

nova basin
#

Whats the thematic reason this has to be bane+bless?

#

It may help to have one feature give you both options, but not at the same time

upbeat acorn
#

It doesn't, I'm just trying to figure out what the buff should be. i have the image in my head, just not the exact mechanics. The justification for Bless is that you're like using the stars to guide your allies' strikes. Bane would be the opposite, using the lights and effects to mislead enemy attacks. Overall, Bless makes more sense thematically. But I also don't want it to just be Bless, yknow?

somber pewter
#

Hellllloooooooooooo

nova basin
#

Or tanky ig

upbeat acorn
#

Support, mostly. The character I'm doing this homebrew for is definitely a support type

nova basin
#

What gameplay loop do you get from "magic mechanic who observes the stars"

#

Oh this is a sub for a specific character?

cerulean seal
faint sonnet
#

What level is this effect meant to be at?

nova basin
#

Inadvisable at best, it opens you up to balance fallacies and restricts the applicability

cerulean seal
#

I would almost just say to go Cartographer artificer and then take specific spells for the effects you want.

#

Unless you think your specific vision can’t be done with cartographer

faint sonnet
#

Me casually having made two character-based homebrew subclasses this year lul

upbeat acorn
nova basin
#

Yeah, original maps were based on the stars so idk where new mechanics meed to come in

nova basin
faint sonnet
#

I will echo that Cartographer Artificer may fit their needs exactly, and it's one I'm excited to play from a support perspective myself.

cerulean seal
#

I think a lot of the cartographer effects can be easily flavored as “star” focused

upbeat acorn
#

I like the cartographer artificer for what it is, but the short range teleports don't really make sense for the character, and I wish that the combat support feature was something other than free castings of Faerie Fire

#

I had also thought about doing Archivist for her, since I like the idea of being a bit of a skill monkey, I just don't really like having another little thing to pilot around with the awakened mind

faint sonnet
#

Designing a subclass for a multiclassed character specifically is one I will also agree with Derezz more on, in the sense that there's an introduced pressure for the subclass to synergize with the features of the other class, which means that the subclass isn't just being designed around an idea of how it works but how it works alongside another thing.

#

If the subclass is for your own character, you have to be especially careful.

upbeat acorn
#

It's true. I am aware of that as a potential pitfall, and I'm trying to avoid it

#

partially by workshopping it with less biased folks 😅

nova basin
#

OOOH IDEA

faint sonnet
#

From having designed a subclass for my own character I'm currently playing, I do actually have some advice that may sound unintuitive at first, but is very intuitive when you consider it more: Don't design the subclass to satisfy you. Design it to be satisfying as a whole.

upbeat acorn
#

that makes sense to me

nova basin
#

Emanation of a planetarium around you, at the start of your turn you can choose one creature in the emanation to be blinded or gain temp AC

#

Like choosing which constellations shine on what

#

Probably with a save for blinded but still

upbeat acorn
#

That would fit very well

nova basin
#

Non damaging support

upbeat acorn
#

One of the defining things for this character actually, has been the fact that the DM has made up a whole series of 16 constellations, and when I use Augury, I get a series of constellations to derive meaning from rather than the standard answers

faint sonnet
#

My other piece of advice is to make it as if it's for an Artificer specifically, not for a multiclassed character. The subclass is going to have INT-based abilities, because Artificer subclasses have INT-based abilities. This should be true even though you're also a Druid.

upbeat acorn
#

so with a series of potential abilities to apply, I could theme each of them around a thematic constellation

#

So I'm very into that idea, potentially

nova basin
#

That makes sense, have it at later levels roll on a table of 16 for an additional effect for the emanation a la wild magic

#

It always helps your subclass get approved if it works with what the DM has in mind

faint sonnet
#

Designing not for the person, even though I'm actually playing one of the two characters, is how I've gotten both approved.

upbeat acorn
#

For sure. We have talked about some ideas and I mentioned a series of thematic buffs and she (the DM) was into the idea, conceptually

#

I don't think it should be quite 16 though

faint sonnet
#

Could these 16 constellations be grouped thematically, somehow?

upbeat acorn
#

They are grouped already, 4 in spring, summer, fall, and winter, respectively. If that's what you mean?

faint sonnet
#

I would latch onto that, honestly.

#

Is your character Fey-adjacent, per chance?

upbeat acorn
#

She's not. She actually grew up in the hells, but has rejected her origins

faint sonnet
#

So the seasons aren't related to the Fey. Good information.

nova basin
#

I think its closer to a zodiac system

#

But magic and not real bc its 16 instead of 12

upbeat acorn
nova basin
#

(Implying any zodiac is legitimate lmao)

nova basin
faint sonnet
nova basin
#

Then later levels you can wither switch the "season" you got or just choose instead of rolling

nova basin
#

So roll a d8, odds are negative, evens are positive, with summer 1-2, autumn 3-4, etc.

faint sonnet
#

I have a very strong idea, but I'd need more context for it lol

upbeat acorn
#

They have positive or negatively leanings, with spring and summer leaning positive, and fall and winter negative. The amount of constellations from one half of the year is how i get weal or woe, with more specific meanings to be analysed

#

so each constellation has a lean, but it's generally only the one

faint sonnet
#

This is light-hearted teasing, I promise, but have you realized that your subclass already exists conceptually within your own context and you just need to translate it to mechanics? doglaugh

upbeat acorn
upbeat acorn
nova basin
#

Certified noticer

upbeat acorn
#

I will say, I like choosing more than getting a random option. Especially for an artificer subclass. They feel more "I have found the perfect tool for this situation!" than "I'm just going with the flow here"

nova basin
#

Introducing alchemist

upbeat acorn
#

See I don't really wanna be alchemist 😅 for multiple reasons

nova basin
#

No I mean as precedent for artis having randomness

upbeat acorn
#

Oh yeah for sure, there's precedent. I just think that's also part of the reason it's the least popular one

faint sonnet
#

I think the main reason isn't the randomness and more that the 2014 one sucked lol

The updated one is quite decent.

nova basin
#

But to the extent of the theme, all the arti can do is observe and interpret the cosmos, not determine what it says

upbeat acorn
#

Also fair

faint sonnet
#

To put your ideas into a more operative framework to hopefully explain my idea without actually explaining it, because this way helps teach, you have:

  • 4 seasons that map to the seasons everyone is aware of.
  • 16 constellations that are split evenly among the 4 seasons.
  • A binary weal/woe dynamic split evenly, based on the season.

With that said, I do think that chafing against randomness with a theme (stars) that is heavily based on randomness (unless you want it to be truly based on the season within the game) is going to result in a subclass that does its theme in a more mediocre way than otherwise.

upbeat acorn
#

I think that's always a risk with randomness yeah. in addition to the alchemist we can look at spirits bard, thematically very fun but also feels not awesome getting an ability that doesn't fit the situation

#

I don't think it should be based on in game seasons, at least

faint sonnet
#

I don't disagree that randomness can be unfun when you don't get the right tool, but that is largely what the thematics of these types of subclasses rely on.

nova basin
#

You could ask the DM to come up with a physical calculus system to make the stars deterministic

upbeat acorn
#

She'll get right on that

#

lol

faint sonnet
# faint sonnet To put your ideas into a more operative framework to hopefully explain my idea w...

Within these three bullet points, there are some extrapolations I think we can make:

  • We have a sorting mechanism that creates 2 groups and determines whether a constellation is a buff or a nerf, with 8 being buffs and 8 being nerfs.
  • We have a sorting mechanism that splits those two groups into 4 groups that determine [whether the buff or nerf is more physical or spiritual], with 4 being [physical] buffs, 4 being [spiritual] buffs, 4 being [physical] nerfs, and 4 being [spiritual] nerfs.

From there, we can introduce a ton of different methods to decide how the effect is determined when an ability is used. I have a few already made, but I think it's worth puzzling over for a bit to see if you can figure out the most obvious ones.

#

I'm being slightly obtuse about this because I don't know if you've realized that you have a near-perfect framework for a subclass and I don't want to waste the experience you can get from pondering it.

upbeat acorn
#

Yeah. Spring is the most unilaterally positive, so probably like healing, AC buffs, protection effects. Summer is still prosperous, but the summer constellations aren't quite as one note. Maybe combat buffs for that one. Fall is a lot about hardships, but perseverance through them, maybe that could be the Bane effect. And winter is about being lost, being at a lowest point, maybe that's something more disabling

#

Actually I'll take a screenshot of my notes

#

Oh i can't post images here

upbeat acorn
faint sonnet
#

So now, aside from any mechanics, consider how an Artificer would engage with constellations in a story perspective. Don't think mechanics because these D&D Artificers are engaging with these constellations within the fiction. How their abilities manifest is representative of the fiction, not the opposite.

red nebula
#

Hey can I get some thoughts on this 6th level hombrew warlock subclass feature? (Anyone)

#

“As an action, you expend one use to teleport or create a portal between your space and a visible or known location within 1 mile. The effect lasts 1 minute or until dismissed.
If you teleport, you arrive in an unoccupied space at the destination. If you create a portal, it links the two locations. The portal has no fixed shape or size; you determine its openings when created. It adjusts to allow designated passage and permits bidirectional travel.
While active, you can teleport as a bonus action to an unoccupied space within range a number of times equal to your Charisma modifier (minimum of once). You can also create additional portals while the effect lasts.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest.
At 10th level, range increases to 10 miles and duration becomes 1 hour. At 14th level, range becomes any location you know exists and duration becomes 8 hours. At 18th level, duration becomes until dismissed and this feature no longer expends uses.”

upbeat acorn
#

Might be a little strong. It's very similar to arcane gate, which warlocks wouldn't have access to until level 11

red nebula
#

Ye I feel it may be strong as well

#

Trying to think of ideas to optimize it.

upbeat acorn
#

In combat is a bit harder, but then agian there's no historical analogue for actual magic

faint sonnet
#

Well, we're in fantasyland, so you gotta consider how a magical Artificer would do it 😛

upbeat acorn
upbeat acorn
faint sonnet
#

But remember, Artificers pretty much entirely rely on tools, so how do you tie that to a tool?

red nebula
upbeat acorn
#

Well that was the intent of the star map and the treasure island star field. The character actually has invented a mechanical star map that expands like a Hoberman sphere

#

So I was thinking of making that invention of hers a little more special with the subclass effects

cerulean seal
#

Isn’t 5.5E artificer more focused on a field of craft rather than specific inventions these days?

red nebula
#

I’m thinking about making the initial feet 500ft instead of 1 mile so that it could resemble dimension door.
Maybe…idk

cerulean seal
#

It’s more like a field of study and craft rather than a specific thing

upbeat acorn
#

It is, but artificers do still tend to each do a thing. The steel defender, the iron man armor. For an astronomer that would definitively be things like a star map, telescope, radar, radio, however much can be justified in a fantasy setting

faint sonnet
#

Next question is how connected you want this Artificer to be to stars in general. Do you want a purely academic connection or one that is of appreciation as well?

#

Essentially appreciation gleaned from knowledge.

upbeat acorn
#

She's definitely both

faint sonnet
#

Even aside from the individual character, I mean. Do you want this Artificer to try to "control" the constellations or use them for guidance?

upbeat acorn
#

I think a mix of both is ideal. But overall control fits the artificer best

faint sonnet
#

So how does that academic connection and appreciation merge with the control?

#

In addition, does that connection and appreciation start out enough where the Artificer can fully connect and appreciate everything to do with the stars?

upbeat acorn
#

Well if we're following your advice of looking at this character through the lens of an artificer specifically, rather than someone multiclassing, there would be some kind of study of the meanings of the constellations (since that's an objective fact in this magical world). But in contrast to something like the stars druid, who has the level 6 feature of reading the bones for good or bad tidings, it would make sense (for me) for this intelligence based caster to kind of understand all the constellations as active forces on the world simultaneously, but using their knowledge of the stars' interplay to sort of steer things in a favorable direction

#

If that makes any sense

faint sonnet
#

Makes perfect sense, but when you consider that this is study based, do you see this Artificer understanding all of that at level 3 or lesser so?

upbeat acorn
#

Maybe control to a limited extent and then at later levels expanding it?

light harness
#

Hey can somone help me balance this class I made

faint sonnet
light harness
#

I had ai organize everything thing and help me balance it but some people said that ai doesn’t bad at that so yeah but don’t worry I made every detail about it that’s it

upbeat acorn
faint sonnet
upbeat acorn
#

Definitely so. So you mean the way that spirits bards unlock stronger spirits with level?

faint sonnet
#

Or, at least enough to control the effects.

light harness
#

Oath of homebrew what is your thoughts on useing ai to organize the info and everything you mad by hand and simplifying it and help balancing it

faint sonnet
upbeat acorn
#

I think using AI for any creative endeavor is a terrible idea (and creating homebrew is creative)

faint sonnet
light harness
#

Oh ok well uh I might have made that oopsy

upbeat acorn
light harness
#

I feel like I have done a cardinal sin

upbeat acorn
#

No such thing as sin. You just made a mistake and you can decide not to repeat it

faint sonnet
upbeat acorn
#

Unlocking options like battlemaster fighters do?

light harness
#

Well can somone help me balance and keep things easy and simple for intermediate and beginner players to pick up

upbeat acorn
#

So all of them available from the start, but you only know how to utilize a couple

light harness
#

It’s called soulshot

#

It’s a spiritual gunslinger class

faint sonnet
upbeat acorn
#

Not sure. Did you have something in mind?

light harness
#

With spirit bullets you can make with a mold at level one you get in your inventory and you can do a arcana check to create the bullets in this mold

faint sonnet
upbeat acorn
#

Well I imagine, if i'm sticking with the battlemaster vibes, that the artificer knows about all of them, but is only particularly attuned to a couple of them

#

and through further study learn to harness the others

faint sonnet
#

Mhm, and if we consider that there are four seasons and the seasons balance each other out...?

upbeat acorn
upbeat acorn
faint sonnet
upbeat acorn
#

Unlocking one option from each season?

faint sonnet
#

But the Artificer's knowledge obviously grows, so in later levels, they obviously expand on that by...

upbeat acorn
#

So map out all 16, and then you pick 1 from each season, and then again at 5, 9, 15

faint sonnet
upbeat acorn
#

didn't know socrates was a dnd player

faint sonnet
#

But dang, that's a good idea. It gives you a really strong base feature for the subclass and lets the subclass expand on that base feature at later levels...

#

It also perfectly fits the vibes you see with Artificers (not the character) of focusing on both the control and appreciation of the stars based on study, and blending that study with specific "tools" granted by the subclass.

#

You also know what each season is meant to do more specifically, so it's not like these constellations aren't coherent in structure.

Are you sure this is your first subclass? thonk

upbeat acorn
#

It is yeah. But I love thinking about this stuff so i've noodled many ideas around in my brain

faint sonnet
#

I was just poking fun about how you basically did the hardest part already lol

upbeat acorn
#

I think the hardest part is gonna be coming up with 16 interesting and roughly equal power level buffs/debuffs

faint sonnet
#

Only if you think of them mechanically first. Think of them thematically. What do the constellations actually stand for in the world?

#

There's another question, too. How do you want these constellations to manifest? If we're looking at it from an Artificer perspective, I'm not sure if the constellations themselves would be continuous effects from this star map that is reflected onto the area.

upbeat acorn
#

I wrote this, after we talked

Arcane Astrolabe - Constructed magical map of the stars. Can be used as Navigator's Tools. As an action, while you're holding the astrolabe, you can activate Star Field. Whenever you activate the Star Field, choose a constellation you have studied intensively enough to fully understand. Apply its effects while the Star Field is active. You start off understanding one Spring constellation, and one for each of Summer, Fall, and Winter. You unlock another option from each season at levels 5, 9, and 15. The Star Field remains active for 1 minute, until you use this feature again, or until you have the incapaciated condition. You can activate the Star Field an amount of times equal to your proficiency bonus, and regain all uses on a long rest.

#

So my idea was that on use, and then for a minute as a bonus action on each of your subsequent turns, you can do some kind of ability

faint sonnet
#

For an all-purpose Artificer subclass, I do think that I'd replace PB with INT because that's what Artificers almost always scale off of.

upbeat acorn
#

That's true. It's worse for this character, but probably more authentic. Maybe 1+INT to be kinder

faint sonnet
#

I know that may not be ideal due to the multiclass, but it would be best practice. I'd also probably add the ability to expend a spell slot to regain a use of it, though, similarly to how everything else Artificer does it.

#

INT uses but spell slot to recharge one seems fair.

upbeat acorn
#

That's not a bad idea, actually

#

Arcane Astrolabe - Constructed magical map of the stars. Can be used as Navigator's Tools. As an action, while you're holding the astrolabe, you can activate Star Field. Whenever you activate the Star Field, choose a constellation you have studied intensively enough to fully understand. Apply its effects while the Star Field is active. You start off understanding one Spring constellation, and one for each of Summer, Fall, and Winter. You unlock another option from each season at levels 5, 9, and 15. The Star Field remains active for 1 minute, until you use this feature again, or until you have the incapaciated condition. You can activate the Star Field an amount of times equal to your INT modifier, and regain all uses on a long rest. In addition, you can expend one spell slot to regain a single use (no action required).

faint sonnet
#

Now, I get that most Artificers get a BA from their subclass, and I think there's room to include that BA, but I think you should focus primarily on Reactions with these constellations.

upbeat acorn
#

What do you think of the paradigm of Action to activate, do the thing, and then repeat the thing as a bonus action on subsequent turns

#

Reactions is interesting, why so?

faint sonnet
#

Well, it's an Artificer and constellations are more based on buffs or nerfs or the like, so them being continuous effects but being activated on a BA seems a bit off. At the same time, a constant buff isn't very exciting and is liable to make the gameplay very simple.

So my idea, which matches perfectly with how this would work in real life, is that you have to choose a season to display the stars for when you summon the star field. I would say that you can summon the star field as a BA, and you can change the season as a BA on later turns, but what that means in play is that you can only use the effects of the season that is currently having its constellations displayed.

upbeat acorn
#

That's pretty clever, yeah

#

If we wanna let the artificer swap as a BA, maybe the effects should be split between actions and reactions

#

to allow more design space

faint sonnet
#

But, if these constellations each have a focus, they could all be a reaction that is triggered by some event occurring, so you're basically setting up the stars and using your understanding of them to affect the world when something lands in their purview.

upbeat acorn
#

They could be, yeah. My first thought was The Deer, which is a constellation symbolizing protection and escaping danger, so maybe that one could be a reaction to impose disadvantage on an attack against someone in the field

#

there are other effects like that in the game

faint sonnet
#

It also mixes the idea that the Artificer themselves doesn't "control" the constellations, but directly uses their understanding of them to manipulate things within the star field.

#

The play with your BA becomes the fact that you are constantly assessing the field to determine whether you need to shift to a different season on your turn.

#

That also provides a really nice bottleneck to the potential power of these constellations early on, because you only have one constellation from each season, despite having unlimited uses of your reaction for them while the stars are up.

#

The fact that you unlock more constellations as you level (and that they have to be one of each season) means that you progressively have more options within each season, giving you two directions of that power scaling.

#

That also means we have provided randomness, while subverting it at the same time. The randomness doesn't come from getting an option that isn't useful for the situation, but from picking a season that isn't as useful for the situation based on near-random factors.

upbeat acorn
#

The Maiden - When an ally within the Star Field is affected by a spell or ability that would cause them to suffer the charmed, frightened, paralyzed, or poisoned condition, you can use your reaction to negate that condition (they still suffer any other effects of the spell or effect, including damage)

The Deer - When a creature within the Star Field is attacked, you can use your reaction to impose disadvantage on the attack.

The Dove - When one or more creatures in the Field are damaged by a spell or ability with an area of effect, you can use your reaction to halve the damage taken by any number of those creatures.

The Sprout - When a hostile creature comes within range of an ally in the Star Field, you can use your reaction to increase that ally's size by one category. The ally may then make a single attack against that creature.
I did some preliminary concepts for the spring constellations

faint sonnet
#

I think the Deer is great, though I would tone down the Maiden, Dove, and Sprout a bit in the sense that those would be very powerful effects to be able to do continuously.

#

Dove, for example, could be a big issue because it can affect multiple allies, so you could halve the damage of a breath attack or other similar effect for a group without actually having it apply to resistance, meaning that resistance could stack with the field.

upbeat acorn
#

So you think giving allies resistance to the effect would be a better wording for preventing that sort of interaction?

faint sonnet
#

With that said, that kind of balancing should come after the actual concepts, so it's not bad at all to bring first concepts into being and worry about that balancing later, especially if you're a new brewer and don't have a lot of the balancing stuff internalized yet.

faint sonnet
#

One of the reasons why I would do all of the brainstorming first for the 16 constellations is that you might accidentally end up with overlap of effects if you fully write them out mechanically in chunks.

#

From experience, tossing parts of mechanics because of overlap never feels good when you feel the mechanic was in a really good spot, so I like to avoid that situation entirely.

upbeat acorn
#

The astral traveler – When an ally begins to move within the Star Field, you can use your reaction to increase their movement speed by 10ft until the end of their turn. In addition, they can move thorugh difficult terrain as though it were regular terrain

The fox – When an ally within the Star Field takes the attack action, you can use your reaction to give each attack they make on their turn advantage. Until the start of their next turn, the next attack made against them is made at advantage.

The weasel – When an ally within the Star Field takes the study action, you can use your reaction to enhance their sight this turn. They can see the outline of any invisible creatures within 30ft (attacks against them still have disadvantage). In addition, any magical effects will emit a soft glow that the creature can see, but won't reveal additional information about the nature of the magic.

The castle – When an ally ends their turn within the Star Field, you can use your reaction to magically influence others' reaction to them. Every creature within 10ft of the ally must make a wisdom saving throw against your spell save DC or be charmed by them for 1 round.
Prelims for the summer constellations

faint sonnet
#

All bangers so far conceptually.

upbeat acorn
#

thank you :)

#

I'm definitely looking at the constellations and their meanings first, then trying to translate that to a workable mechanic

#

like the weasel is about finding hidden things and discovering secrets

#

sort of springs from there

faint sonnet
#

I think that direction gives them a lot more uniqueness, as they aren't just about "oh, here's extra AC" and stuff.

upbeat acorn
#

I'm glad you think so

rapid latch
#

Do any of y'all have a geomancy Barbarian? Like the Warrior from Path of Exile 2 or the Barbarian from Diablo 2 onward.

fleet robin
rapid latch
fleet robin
#

Good notes, thank you. Those both make sense

fleet robin
rapid latch
#

Both.

fleet robin
#

Fair. Nothics normally have straight-up truesight to 120 feet, which is wayyy too strong to just put on a playable race

#

My only issue with doing that for magical darkness is that the DM needs to know the caster's DC, which wouldn't be provided in a lot of dungeons that use it

#

Still, I see your point. I'll chew on that for a while. Already made Weird Insight scale with intelligence

balmy pumice
#

One of my players is using the Gunslinger class from Valda (2014) and we have a question about it.

One of the class features allows them to reroll a damage dice and use the second result. And now they're thinking of getting the Piercer feat. Would the reroll from the Piercer feat stack with the class feature? Like, would they be allowed to reroll two die, or twice?

peak inlet
#

First Stance
Origin Feat

Double-Step. When you roll initiative, you can expend a Heroic Inspiration to immediately move up to your speed without provoking Opportunity Attacks.
Wound Witness. Whenever a creature within 30 feet of you drops to 0 Hit Points, you can gain a Heroic Inspiration. You can only activate this feature a number of times equal to your Proficiency Bonus, regaining the ability to do so again after you finish a Long Rest.

mortal juniper
#

Hey does anyone know of any good homebrew for bringing over Kamen Rdier into dnd

fleet robin
balmy pumice
# fleet robin Which class feature is it?

It's a Fighting Style, sorry, my bad.

Shotgunner
VSS'14 p92
When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.

fleet robin
#

As written, that's how I think it would work. Whether that's overpowered or not depends on your DM. Personally I don't think so.

fleet robin
#

Happy to help!

light harness
#

Who can help me balance it I used ai to organize everything I made

#

It’s a class

#

It’s called soul shot

restive tusk
#

Ai generated content isn't allowed on this server

light harness
#

It’s not ai generated I made it all I use ai to organize the info I put in

#

I just need help balancing it

restive tusk
#

You can post it here then and people can give feedback as they're able

broken remnant
rocky idol
#

Hello, I am trying to do a campaign on like an earth setting but I can't seem to figure out how to because I wanted to use some religions and myologies so I could add some type of magic and that but I can't seem to figure out how to do it can anyone help me please?

shy portal
#

like modern day earth?

rocky idol
#

Yes

sturdy knoll
#

You can also look at how other TTRPGs handle "modern earth like" settings

rocky idol
#

Ok thank you

red nebula
#

Ok I’ve made some adjustments peeps.

Homebrew Warlock 6th level subclass feature.
“As an action, you expend one use of this feature to teleport or create a portal between your space and a visible or a location you are familiar with within 300 feet. The effect lasts for 1 minute or until dismissed.
If you teleport, you arrive in an unoccupied space at the destination. If you create a portal, it links the two locations. The portal is 10ft in size; it adjusts to allow designated passage up to large size and permits bidirectional travel.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
At 10th level, range increases to 1 mile and duration becomes 1 hour. At 14th level, range becomes any location you're familiar with and duration becomes 8 hours. At 18th level, duration becomes until dismissed, and you no longer expend uses while concentrating on this feature (as if concentrating on a spell). “

#

(For anyone’s review)

spring tusk
#

Improv'd a "Great Hammer" homebrew weapon- completely mundane, gave it to one of my players for like 25gp

It's Heavy, Two-Handed, deals 1d12 Bludgeoning and has the topple property

#

Is this- busted? By any means?

#

I just wanna make sure I didn't give them a game breaking item or something at level 3

potent beacon
#

Wanted to make a feat like the Mythal touched feat, but based around the Wild Hunt or something adjacent. Im stuck on some of the effects to put in, or what the trigger condition should be, this is what I have so far.

Increase Intelligence, Wisdom, or Charisma by +1, to a maximum of 20.

Upon entering combat, or after successfully attacking a target, you can declare the start of the Hunt. The target of the attack (or one of your choosing at the start of combat) becomes your prey. When attacking, or being attacked by, your prey, you can use a reaction to roll on the the "Edict of the Hunt" table. The Hunt ends if either individual is unconscious, killed, or if your prey surrenders.

If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus.

You can declare the start of the hunt a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

1 : The Hunt ends, dispelling any effects it caused against your target. (Possibly granting a positive effect to prey, or negative to you)

2-6 : The horn of the Hunt echos through the minds of both prey and predator. Both individuals must make a Constitution saving throw, take 1d4 psychic damage and become stunned on a fail.

7-11 :

12-17 :

18-19 : Gain advantage on your attack or saving throw, or impose disadvantage on the attack or saving throw of your prey.

20 : Your very presence causes a strange unease. Your prey must make a Wisdom saving throw, or become frightened or shaken.

potent beacon
spring tusk
#

Which I feel is the most dangerous class to be wielding 1d12

But the Greataxe still exists

#

The main concern is "is 1d12 okay on a weapon with Bludgeoning damage and the topple property"

spring tusk
#

Sometimes I just be doing like very minor homebrew things and then someone's like "this is crazy and busted" and I'm like "hauh"

#

Plus I just had the internal question of like- "why isn't there a 1d12 Hammer"

true forge
#

its a mundane weapon with a pretty mid mastery

so, its fine

true forge
peak inlet
#

what are the biggest issues with mounted combat?

frank berry
uncut bolt
#

This is part of one of my dungeons. Imagine you’re a player for a minute. Lvl 5-6

You’ve gone down a dark hall and there’s a door in front of you. You try all the normal ways to open it but it’s locked and there’s no apparent keyhole. What do you throw at it next?

It’s made of steel with some wood decorations. You could break through it but it’s a high dc depending on what you’re utilising. And you’d break it rendering it useless.

You get through the door using whatever method and you’re faced with a room full of stone statues in a variety of emotions and poses. Do you explore?

Yes- tw claustrophobic themes ||you feel eyes on you. Following you everywhere. This room feels like it’s closing in on uou. Or maybe it’s the statues. As soon as you look at them though they aren’t moving, though they may or may not be in the same position that you left them in. You can retreat or you can continue exploring||

No- what would you do instead?

dense elm
signal island
#

I want to create a special anti-magic effect called "magical exhaustion" and i made it double the spell slots the caster needs to use and impose disadvantage on concentration. This effect will be used by elite mage slayers, do you think it's balanced? And if not then what should i correct

whole flint
#

what's the catalyst that starts this? is it casted or imbued in an object/area

signal island
#

It's an ore being only in one mountain which has these properties on touch

#

That ore is similar to iron when it comes to creating things so those mage slayers use weapons/armor/shields made of that material

#

Inspired by a Minecraft mod

whole flint
#

If you make it with a time limit, limited uses throughout a day and limited ranged, I think it could be fair, otherwise it would become unfair

signal island
#

Yes even worse thing is that my party is full of half-casters and casters

#

The most martial player is an eldritch knight

signal island
#

So if the effect takes place only during touching the material then that's good?

#

So except arrows stuck and smoke bombs they wouldn't have this effect

prisma terrace
signal island
#

Twice as many slots

prisma terrace
#

Definitely gonna make half caster’s lives miserable. Not necessarily a bad thing since that’s the intent

signal island
#

That's the intent

#

I decided to use my first ever character as a miniboss since he views magic as something people rely too much on

prisma terrace
#

Take a look at mummy lord lair action too as an alternative approach

#

Needing either strong magic or resilience to overcome the obstacle to casting

signal island
#

Let me check

prisma terrace
#

“Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted. “

signal island
#

And lots of smokebombs made of that material

prisma terrace
#

I think even alternating lair effects between spell slots cost twice as many slots / chance to take recoil damage and fail to cast at all” is a meaningful decision to make for a caster. Guarantee at twice the resource burn or chance to fail at normal cost

prisma terrace
red nebula
#

lol 😂. Show me mercy

#

Blink Light:
hombrew warlock 3rd level feature:

When a creature you can see hits you with an attack or targets you with an effect, you can use your reaction to briefly phase out of reality. The triggering attack or effect misses or has no effect on you.

While this effect is active until the end of your current turn:
You are incorporeal and can move through creatures and objects and cannot be perceived by others. You cannot end your turn inside a solid object; if you do, you are shunted to the nearest unoccupied space.

#

@prisma terrace

#

Once you use this feature, you can’t use it again until you finish a short or long rest.

prisma terrace
#

Yeah once per day phase seems fine to me. When you say end of your current turn, this is as a reaction, probably better to put it at either the start of your next turn if you intend for the char to be able to act normally, or end of the next turn if you intend for the opportunity cost to be spending a turn phased out since 9/10 times this will be activated on someone else's turn unless you provoke an AOO intentionally to trigger it

red nebula
#

Alr I will make that adjustment. I put “at the start of your next turn .”

#

I was thinking about adding some kind of additional movement. To the feature

#

Let me know if I should keep it as is. Trying to avoid making it OP

prisma terrace
red nebula
#

Thanks

#

Are these level upgrades balanced for 5e play?

6th level:
You can use Blink Light twice between rests.
In addition, you can maintain its incorporeal state for up to 1 minute using concentration, provided you activate it using an action (not just a reaction).When the effect ends you cannot use Blink Light again until you finish a short or long rest

10th level:
You can use Blink Light three times between rest and you can also add your Dexterity modifier (minimum 1) to the number of uses you have between rests.
The duration of Blink Light (concentration) increases to 10 minutes.

14th level
You can choose to ignore or interact with objects, creatures, or effects as normal or as incorporeal (your choice each turn). Once per round, you can use Blink Light without expending a use (reaction only).

prisma terrace
#

Definitely don't think its too crazy of a feature, its a once per long rest get out of jail free card for a warlock. Look at fiendlock for example, unlimited THP gain is pretty damn good

prisma terrace
#

I probably wouldn't peg that 10th level to dex score, caster stat if anything

red nebula
#

Once per battle (depending on DM short rest frequency.)

prisma terrace
#

THe issue with the 6th level feature is that staying ethereal for longer just makes it so you can't really contribute to combat. great defensively but its basically willingly getting banishment cast on yourself to some extent

red nebula
#

Ohh ye that makes more sense as well since this function similar to a spell or creature ability function

prisma terrace
#

I would maybe switch that to a free cast of Blink as a pact spell 1x/lr or sr

red nebula
#

Kinda like burning yourself out using to much energy. Or exhausting yourself

prisma terrace
#

Fair

#

I think its perfectly fine as is, but if its only for a minute its pretty hard to use that for infiltration. Maybe 10 minutes? Somewhere between 1minute and 8hrs like the 7th level spell etherealness

red nebula
#

Hmm 🤔.
I’m just hoping the uses/frequency of use inst too much.

Max amount of uses at 10th level is [8 times]

prisma terrace
#

Oh I see you made it 10m at 10th level just reread

red nebula
prisma terrace
#

Warlocks have a pretty hard time meaningfully engaging in mechanics based RP because the class is so limited in both spell slots, spell availability, and general utility and I think this fills a neat niche. I do think that the etherealness could certainly be used to circumvent some intended barriers, but in that instance its basically just warlock vs the world since the party isn't also ethereal. And certainly anywhere worth protecting would have some mechanisms in place to restrict ethereal travel

prisma terrace
#

You could peg the uses to just proficiency mod number of times and keep it to 4 at level 10

#

And since lv 6 you have 2 prof and 10 you have 4 thats effectively doubling at that point which feels pretty good from a char progression sense

red nebula
#

Ohhhh. So initially at level 3 a number of times equal to your PB.

#

Ye I think that’s much better.

prisma terrace
#

Now some people would say "But what about multiclass dip" 6 level investment is NOT a viable multiclass so I wouldn't worry too much lol

red nebula
#

Max of 6 total uses.
At 14th level you have more uses anyway.

deft adder
#

I’m making a campaign but I want to get rid of dispell magic
Instead, I wanted to be a feature all casters can use

You can dispell magic by rolling your spell casting modifier and adding arcana, religion, history, or nature proficiency/expertice based off of the caster of the magic you’re trying to dispell

For example, if you’re a Druid trying to dispell a wizards spell it would be wisdom + arcana

#

You can expend a spell spot to increase the role by that slots level, but you take force damage if you fail

#

Or get a level of exhaustion if you fail

red nebula
#

Smart

warped carbon
#

hi can i get an opinion on a secondary class i made?

signal island
#

Tell us the class

warped carbon
#

it is the ranger drone master. after a short rest you can summon a tiny creature that you permanently use beast sens with. you can have up to 5 at one time. and you can use this class while using another ranger class.

#

and the creatur can take any form you want

#

and they can be up to 1 kilometer away from you

#

what do you think

signal island
#

Ok ok first of all dnd uses imperial system so 1 mile i guess?

warped carbon
#

ok

signal island
#

And what does these drones do?

warped carbon
#

you can tell them to investigate places and cary small things

warped carbon
red nebula
#

I’d say just find what’s the closest similarity to this already pre-existing in dnd and then edit it or flavor it to your likening

#

For example you could create a hombrew spell or subclass feature utilizing a custom familiar.

signal island
#

I have a boss idea but it may be stupid, that's why i want to write it here so that you can tell mr

red nebula
signal island
#

Imagine an old and powerfull wizard who by stuttering the name during casting gate, and he contacted a world where there's no magic but better technology, and since the wizard wanted to be young and full of energy that world helped him with that in exchange for magic scrolls/ magic items. That world gifted him something like an exoskeleton which unfortunately doesn't let him concentrate on spells, that's why he'll turn it on during emergencies

#

Imagine that players are fighting him when suddenly his posture get's better and now suddenly he's going straight at them with nothing but his fists

young isle
#

Incredible idea, go for it.

restive tusk
# warped carbon it is the ranger drone master. after a short rest you can summon a tiny creature...

Right now it’s just description so there’s not much to be said since it’s relatively mechanically vague. The idea of a secondary subclass is interesting, but obviously it’s potentially a huge class-exclusive power boost.

Like with the old 2014 5e summoning classes the most immediate potential issue I see is that these summons would clog up initiative order. Outside of that these creatures don’t have any statblocks yet so further feedback would need more mechanical rigor

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Likewise, the little mechanical detail is at risk for being overpowered since it doesn’t seem there’s a limitation of creature form. What’s to stop the Ranger from summoning 5 dragons or similar?

restive tusk
light harness
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Who can help me balance this homebrew thing I made it’s a class

restive tusk
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That’s the whole purpose of this channel lol dndLol

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Feel free to post it and people can give feedback as they’re able

light harness
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It’s long and it’s a whole document size like it’s long trust and I did use chat gpt to organize it

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I made all of it though

restive tusk
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If it’s long then put it in a google doc or similar and send the share link

light harness
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Uh sure

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I have lore on it I made

restive tusk
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You’ll need to make the document public

light harness
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It’s called soulshot it’s like a spirit gunslinger class

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I had help making it

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From another person who has more experience with this stuff

signal island
signal island
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That would be fun

sacred solar
light harness
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I can look but I have zero clue wtf I’m doing cause me personally I’m getting help also

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But yeah I’ll look sounds cool any ways

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Seems good to me

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I think I went over kill though for my class then cause it took me two days to make fully

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And to make lore and everything

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Almost 3 days

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But not quite

young isle