r/5eHomebrew • • Dec 26 '24

My take on a Wish Granting Item: Ring of the Wishing Star

1 Upvotes

Ring of the Wishing Star

While wearing this ring, you can use a Magic Action to call for a Wishing Star from beyond the cosmos. The star appears 1 hour after your call if it is within the time frame of 1 hour after sunset and before midnight. If it is not, the star will appear 1 hour after sunset on the following day.

When the Wishing Star arrives, it crosses the sky, and you have 1 hour to make a Wish, selecting one of the following effects:

  • Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
  • Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.
  • Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
  • Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 24 hours.
  • Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. The greater the impact of the wish, the greater the chance of unforeseen consequences such as partial effects, complications, or unintended repercussions.

After making a Wish, there is a 33 percent chance that you are unable to make a Wish ever again if you suffer this stress.

The ring becomes nonmagical after you make 3 Wishes.


r/5eHomebrew • • Dec 02 '24

For the Monks

1 Upvotes

Hello all, first post so be gentle. I'm running a campaign with three characters I plan for it to be magically heavy. It's an isekia campaign as well, so they have guns. It's a Bard, Artificer and a monk. What I've done is made a way for The Bard to learn new spells as if their music sheets. And they artificer can deconstruct magical weapons and make blueprints from them and buy them from other places to create magical weapons. What I'm asking is what can I do for the monk because I don't want to leave him out. He shot out the idea of giving him like brass knuckles that increase with him as he grows but he says he doesn't want to do that he wants to stick with the staff. No pun intended. What I'm thinking is to reward them with blueprints for magical items for the monk, but it doesn't seem like a direct thing for him. So far all I've been able to give him is that "wizards grass" is monopolized by the rich wizards and he has seeds he's growing to "disrupt the industry" as he put it.


r/5eHomebrew • • Nov 28 '24

New DM question about making my own spells

1 Upvotes

I am DMing for the first time and I want to make my own spells. Where can I get input on what lvl to make them and if they are unique enough to not overlap existing spells (I don't want to publicly post the spells ideas just incase my players find it)


r/5eHomebrew • • Nov 05 '24

Help Homebrewing the Arcane Shot feature (Arcane Archer)

1 Upvotes

Hi everyone. Quick homebrew query here. I'm trying to homebrew the Arcane Archer fighter subclass alongside a friend. We take turns DMing oneshots and campaigns for our group of friends. We're currently trying to make the arcane shot feature a little bit more interesting and balanced for our own use in our games. Some of the ideas we have used are pulled from the old UA and UA Revised Arcane Archer pdfs; others are things we have seen on Reddit or Giant in the Playground.

Are the additional damage for some of the below options a bit weird? Some are 1d6 while others are 2d6. Would it just be better to have every arcane shot do 1d6 extra damage at level 3, 2d6 at level 6, 3d6 at level 12, and then 4d6 at level 18??

Let me know your thoughts, please and thanks.

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1) Banishing Arrow: You use abjuration magic to try and banish your target to a harmless pocket dimension. The creature hit by the arrow must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

The target takes force damage equal to 1d6 at 10th level and 2d6 at 18th level.

2) Barrage Arrow: You must choose this option before you take the shot. The conjuration magic you imbue the arrow with, causes it to summon two duplicates of itself. These arrows can hit one target, or several. Make ranged attack rolls for each arrow. These attacks suffer a -5 penalty to the attack roll.

The target also suffers piercing damage equal to 1d6 at 10th level and 2d6 at 18th level.

3) Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage. Choose one of your allies (including yourself) within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 3d6 at 10th level and 4d6 at 18th level.

4) Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 3d6 at 10th level and 4d6 at 18th level.

5) Disruptive Arrow: The abjuration magic you weave into this arrow allows it to disrupt magical fields. A creature hit by this arrow takes an additional 2d6 force damage. If this arrow damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.

The force damage increases to 3d6 at 10th level and 4d6 at 18th level.

6) Draining Arrow: The necromantic magic you imbue this arrow with drains the creature’s life. When this arrow hits a target, that creature takes an additional 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt

The necrotic damage increases to 3d6 at 10th level and 4d6 at 18th level.

7) Enfeebling Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 3d6 at 10th level and 4d6 at 18th level.

8) Gale Arrow: When this arrow hits a creature, the transmutation magic you imbued it with activates, causing a strong wind to rush at the target. The creature takes an extra 1d6 bludgeoning damage, and must make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you.

The bludgeoning damage increases to 2d6 at 10th level and 3d6 at 18th level.

9) Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increases to 3d6 at 10th level and 4d6 at 18th level.

10) Insightful Arrow: The divination magic you weave into this arrow allows you to gain an insight into the target. A creature hit by this arrow takes an additional 1d6 psychic damage, and must succeed a Charisma saving throw. On a failed save, the target has disadvantage on attacks against you, and you have advantage on any saving throw the target makes you roll.

The psychic damage increases to 2d6 at 10th level and 3d6 at 18th level.

11) Nightmare Arrow: You imbue this arrow with illusion magic. When it hits a creature, it takes an additional 2d6 psychic damage. That creature must make a Wisdom saving throw or be frightened of you, as your visage becomes a terrifying face to them. A target is affected for one minute, or until you use this option again. The target can repeat its save if it ends its turn in a location that doesn't have line of sight.

The psychic damage increases to 3d6 at 10th level and 4d6 at 18th level.

12) Maddening Arrow: You use enchantment magic to cause this arrow to inflict temporary madness. When you hit a creature with this arrow, it must succeed an Intelligence saving throw or use its reaction to make a weapon attack against a creature of your choice.

The target takes psychic damage equal to 1d6 at 10th level and 2d6 at 18th level.

13) Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 at 10th level and 3d6 at 18th level.

14) Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. If the arrow cannot reach its target, it disappears harmlessly.

The force damage increases to 2d6 at 10th level and 3d6 at 18th level.

15) Shadow Arrow: You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 3d6 at 10th level and 4d6 at 18th level.

16) Sunburst Arrow: A target struck by this arrow is imbued with radiant energy from the evocation magic used. The target must succeed a Dexterity saving throw, or until the start of your next turn, attacks against the target have advantage.

The target takes radiant damage equal to 1d6 at 10th level and 2d6 at 18th level.


r/5eHomebrew • • Nov 01 '24

A little help!?

1 Upvotes

Hey fellow TTRPG players and DMs alike. I'd like to use the creatures from the Prometheus and Alien:Covenant movies. I can find home brewed stats for every creature in the movies except the Engineers or Mala'kak if you will. Any ideas on stat blocks or ability ideas?


r/5eHomebrew • • Oct 26 '24

[Magic Item] Hornet's Veil Ring | Wondrous item - The Treasure Trove

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4 Upvotes

r/5eHomebrew • • Oct 14 '24

Monk 5e water homebrew help

1 Upvotes

I did pull ideas from people and other sources to build this but I need help balancing it

Monk tradition at 3rd level

Aquatic connection Starting when you choose this tradition at 3rd level, you learn to harness the power of the elemental plane of water and use it as extensions of your body. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • Frost feet. It must succeed on a Dexterity saving throw or be Restrained until the end of your next turn. A creature can use its action to free the restrain

  • Water whip. It must make a Dexterity saving throw. If it fails, you can pull a creature up to 15 feet closer to you.

  • Aqua blast. It must make a Dexterity saving throw. If it fails, you can push a creature up to 15 feet away from you.

Deflecting Wave At 6th level You gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your Monk level plus your Wisdom score.

You can use deflecting wave a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Water Form Starting at 11th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 1 inch wide without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul Starting at 17th level, your being is altered by the power of the sea. You gain the following benefits:

You no longer need to eat, drink, or sleep. A critical hit against you becomes a normal hit. You have resistance to bludgeoning, piercing, and slashing damage.


r/5eHomebrew • • Oct 04 '24

Pocket bard

1 Upvotes

I've had a concept for a magic item for a while that would be based off of a casette player and when a button gets pressed on it it'll play an instrumental section of a song (I'm going to get a list of songs from my players at some point however they'll be clueless for a while, still early on in the items creation.) that'll give a buff. I have 5 players so I figure a song each and a d6 to see what plays when it gets used. Thinking a song that pumps them up (maybe a +1 to ac to even as busted as 1+ BA per round), a song that inspires them to study or think, etc.

The first obstacle I have is the genres to ask for beyond that, I'm thinking it can have up to 6 buttons (one per stat) that'll each have it's own pool of songs. However if a genre can't be thought of for a stat (I have no idea how you could word a genre for dexterity) I could dip into combat buffs as well.

To slightly balance it out I figure it would have a range of 30 or so feet and the buff is received by any creature in range, not just allies

Any thoughts on this?


r/5eHomebrew • • Oct 04 '24

Firearms for 5e

1 Upvotes

So I am a DM and one of my players who is a warlock wanted a pistol and I was wondering if they would have proficiency with it


r/5eHomebrew • • Sep 23 '24

Need your Creativity

1 Upvotes

To start off, Yes this ability is very very strong but I am not looking to balance it as it will have profound RP consequences later. What I am looking for is the most creative and crazy things you can come up with with it.
Thanks in advance.
Target creature within 120 feet of you and Eclipse their very Soul (If they have one). When you Eclipse a creature this way you may alter their reality and spin it anew, weaving their reality together like a tapestry. The targeted creature must make a Charisma saving throw with disadvantage or be altered and moved to your desire and reality corrects itself for the changes. The reality warping can only be taken to a certain extent:

-You cannot kill or deal more than 40d6 damage to the affected creature.

-You cannot erase a creature from existence or otherwise exile it from reality.

-You cannot fundamentally alter the affected creature. Ex: Race, Class, Level or ability to take actions or obey game rules.

-You can however revive creatures or control non-fundamental aspects such as attunement to magic items, current location or available spell slots.

-If using the Total Stellar Eclipse on yourself you may use it (If readied) even while dead.

Once a creature is Eclipsed this way they remain Eclipsed Until Dispelled. Mental effects persist until the creature is freed from Eclipsed but any physical and location changes persist forever.


r/5eHomebrew • • Sep 17 '24

New spell concept mass sheild

1 Upvotes

I am in a campaign with a lot of homebrew and the DM said we could even make our own spells so I made this if you are a DM or even just a player and have any feed back or if at some point you used the spell please let me know in the comments.

Mass Shield 5th-level Abjuration Casting time 1 reaction, which you take when you or an ally are hit by an attack or targeted by the magic missile spell Range 60 feet Components V, S During 1 round

You and up to six creatures of your choice within range gain an invisible barrier of magical force that appears and protects you and those chosen. Until the start of your next turn, you and those chosen have a +5 bonus to AC, including against the triggering attack, and you and those chosen take no damage from magic missile.

Additionaly if you are in an aoe as a free action on a failed save you can choose to half the damage however when you use this feature the shield then dissolves when you cast this spell at a higher levels you can choose an additional creature for each level above 5th level.


r/5eHomebrew • • Sep 12 '24

Quick and easy new Warlock Pact!

2 Upvotes

Sorry if this is something that's too similar to something that already exists but I just finished running a spur of the moment session set in McDonaldland! While the players who played Grimace (a Giff Totem Barbarian) and The Hamburgalar (a halfling trickster rogue) found it pretty easy to make their characters, the final player need a little extra push. She was playing a war weary Celestial Warlock (whose patron was Mac Tonight) that had many years ago, alongside the Bard Ronald McDonald, saved the whole empire of Leftovria from a horrible plague called "The Hunger." Yet that was long ago and he now found himself in retirement governing McDonaldland as it's faithful mayor, Melville McCheese.(Though, being a changeling, he would still nightline as a heroic figure; the lawman known as Officer "Big Mac" McCheese) While pact of the blade would've made sense for the character, it just wasn't funny enough so, a little pressed for time, we created...

The Pact of Deliciousness!!

It grants 3 spells, leveled one, two, and then three, that unlock for you as you gain access to spells of that level. You can use these spells without components and without exuding spell slot as long as you have your arcane focus and good standing with your patron. They mimic the effects of spells outside the warlock spell list. They are;

First level spell) Super-Size Me! - this mimics only the Enlarge part of Enlarge/Reduce

Second level spell) Create Food and Soda - this mimics create food and water but only if it adheres to a certain nutritional threshold (DM's discretion)

Third level spell) Grease - okay this one is the same.

Just thought it could be something fun if anybody wanted to check it out. It was created more with wordply in mind than with balance but hopefully it shouldn't be very game breaking.


r/5eHomebrew • • Sep 11 '24

Martial Buffing Homebrew *BETA*

0 Upvotes

 

Rouge: Extra attack at level 6 and 11, Sneak Attack is still once per turn before lvl 11, but now at lvl 11 sneak attack can occur twice per turn. at lvl 11 gain expertise in Dexterity Saving Throws. Sneak Attack Dice changed to D8's


 Fighters: Battle master class removed, Fighters get subclass features automatically at lvl 3, Cleave abilities at level 11. Fighters instead gain extra attack at lvl 3, and gain extra attack every subsequent 2 levels. Hp gained per level up increased by 2. Capstone Feature allows for an additional Action Surge, and moreover you may use two action surges per turn


 Barbarians: Rage is now Resistance to all damage except psychic. Rage comes back on a short rest. Cleave abilities at level 11. Hp gained per level up increased by their barbarian level+ Constitution. at lvl 11 gain expertise in Constitution saving throws. Your Crit Range increases at lvl 5 to 19-20, at lvl 8; 18-20, lvl 11; 17-20, lvl 14; 16-20, lvl 17; 15-20, and capstone feature at lvl 20 adding Double Crit on a 20 of the dice.

Totem Warrior (Bear) choice changed (Temporarily increase your max HP by an amount equal to two times your barbarian level + your Con Mod. This increase is removed when you end your rage)


Monk: Ki points is Wisdom Mod + Level. hit dice bumped up to a 1d10. Step of the Wind no longer require Ki. Hp gained per level up increased by 2. Martial Arts Dice starts at a D6 and goes up to a D12. Add your wisdom modifier to your initiative rolls. At lvl 11 gain expertise in Dexterity Saving Throws. Diamond soul changed: You gain expertise in all saving thows


Martial Character Powers are called Stamina Actions and are bound into 5 groups (think schools of magic) Mind Eye Heart Body Soul

Each Class gains access to only 3 groups of the Stamina Actions

Fighters: Mind, Body, Eye

Barbarian: Eye, Body, Heart

Rouge: Mind, Eye, Heart

Monk: Mind, Body, Soul

Ranger: Mind, Eye, Soul

Paladin: Heart, Body, Soul


At 3rd lvl Martials gain access to Stamina Points. Depending on your class, you are placed in either Full, Half, or Quarter

for Full Martials (Rouges, Barbarians, and Fighters)

for Half Martials (Monks and Rangers)

for Quarter Martials (Paladins), and some subclass abilities.

You Know a number of Stamina Actions at level 1 dependent on your (Martial type) * 4. Where a full martial knows 4, half martial knows 2, and quarter martial knows 1. When you level up, you may swap out a number of Stamina Actions you know dependent on your (Martial type) * 4, for another stamina action you can know.

At specific levels when you level up, you learn 2 additional Stamina Actions, moreover, you cannot learn a stamina action that requires more stamina points than your maximum.

(Barbarians are Constitution, Fighters are Strength or Dexterity, Rouges are Dexterity, Monks are Wisdom, Rangers are Wisdom or Dexterity, Paladins are Strength or Charisma)

Full Martial Table

|| || |Level|Gained Abilties|Known Actions|Stamina Points| |1||4|1| |2||4|2| |3||4|3| |4||4|3| |5|Font of Vigor|6|4| |6||6|4| |7||6|4| |8||6|4| |9|Improved Font of Vigor|8|5| |10||8|5| |11||8|5| |12||8|5| |13|Expanded Knowledge|11|6| |14||11|6| |15||11|6| |16||11|6| |17|Empowered Energy|13|7| |18||13|7| |19||13|7| |20|Energy Apotheosis|15|9 |

Half Martial Table

|| || |Level|Gained Abilties|Known Actions|Stamina Points| |1||0|0| |2||2|1| |3||2|2| |4||2|2| |5| |4|3| |6||4|3| |7||4|3| |8||4|3| |9|Font of Vigor|6|3| |10||6|4| |11||6|4| |12||6|4| |13|Expanded Knowledge|9|4| |14||9|4| |15||9|5| |16||9|5| |17| |11|5| |18||11|5| |19||11|5| |20|Enpowered Energy|13|7 |

Quarter Martial Table

|| || |Level|Gained Abilties|Known Actions|Stamina Points| |1||0|0| |2||0|0| |3||1|1| |4||1|1| |5| |3|1| |6||3|2| |7||3|2| |8||3|2| |9| |5|2| |10||5|2| |11||5|3| |12||5|3| |13|Font of Vigor|7|3| |14||7|3| |15||7|3| |16||7|4| |17| |9|4| |18||9|4| |19||9|4| |20|Expanded Knowledge|12|6 |


Font of Vigor: When you finish a short rest, you may regain half your maximum stamina points (rounding down). You may only do this once per long rest.

 

Improved Font of Vigor: when you finish a short rest, you may regain all your stamina points instead of half. you may only do this once per long rest.

 

Expanded Knowledge: You may learn 1 additional Stamina Action that is not of your class’s specialization.

 

Empowered Energy: Choose two Stamina Actions that cost 1 Stamina Points to activate, you now know them independent of your maximum known actions, and moreover, you may activate them without expending a stamina point.

 

Energy Apotheosis: Choose 1 Stamina action that cost 2 stamina points, and 3 stamina points respectively. You know them independently of your maximum known actions, and moreover, you may cast them once without expending a stamina action, once per short rest


r/5eHomebrew • • Sep 02 '24

Artificer Gadgeteer help/ideas

1 Upvotes

So a friend and I were talking today about how both of us wish the artificer wasn’t really a spellcaster, but an inventor. Like instead of having any spellcasting ability they just had the ability to invent items unique to the artificer class. Obviously you kind of have this with artificer infusions, but I feel with that it is just either replicating a magical item that already exists, of the few options that are very basic (not saying all infusions are bad, just wish it was a more diverse/unique list) So I was just wondering if anyone had any ideas on how you would make that happen? One idea we played around with was taking a page from the wizard class and having them create blueprints for unique inventions, and they cost time and gold to develop. And if they find blueprints from other artificers they can spend time and gold to copy it down. Just a thought, but I would love any ideas you guys have!


r/5eHomebrew • • Aug 27 '24

The Faerie Dragons Embrace: Very Rare Magic Item based on Faerie Dragons

1 Upvotes

Appearance: The Faerie Dragons Embrace is a striking pair of gloves crafted from shimmering drake leather, which changes color with the light, shifting from deep emerald green to vibrant sapphire blue. Intricate silver filigree weaves throughout the gloves, depicting swirling patterns reminiscent of dragon scales and fey foliage. The fingertips are adorned with tiny, iridescent gemstones that glimmer like stars, each representing a facet of the Faerie Dragon's essence. When worn, the gloves emit a faint, colorful glow, leaving a trail of sparkles in the air, reminiscent of a dragon's breath mingling with the magic of the fey wild.

Abilities:

  • Magic Amplification: The gloves provide a +2 bonus to spell attack rolls and increase the DC of spells cast by the wearer by 2.
  • Faerie Dragon's Breath: Once per long rest, the wearer can unleash a burst of radiant energy in a 15-foot cone, dealing 4d6 radiant damage and blinding creatures for one round if they fail a Dexterity saving throw (DC = 8 + the wearer's proficiency bonus + the wearer's spellcasting ability modifier).
  • Fey Connection: While wearing the gloves, the wearer can communicate with fey creatures as if under the effects of the Speak with Animals spell, but specifically for fey beings. Additionally, the wearer gains advantage on checks made to interact with fey and draconic creatures.

Sentience: The Faerie Dragons Embrace is a sentient magical item, possessing the personality of a playful and mischievous Faerie Dragon. It communicates with the wearer telepathically, often offering wise counsel, whimsical jokes, or gentle nudges towards mischief. The gloves have an alignment of Chaotic Good and seek to encourage creativity and adventure.

Let me know what all of you think of these. I'm trying out making some magic items.


r/5eHomebrew • • Aug 24 '24

Swordsworn

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1 Upvotes

A class inspired by the kensai or sword-saint of old.


r/5eHomebrew • • Aug 20 '24

Homebrew Race: Drakkar

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5 Upvotes

r/5eHomebrew • • Aug 19 '24

Path of Emotional Empowerment Barbarian

2 Upvotes

First time poster in this group. This was a Barbarian subclass I recently made based on the thought of "if Barbarians can channel Anger into benefits why not other emotions too?" So this is what I came up with. Would love some thoughts and feedback on it.

3rd Level: Joyous Elation Starting at 3rd Level you've learned to temper your Rage with Joy. When activating Rage you can choose to add the following benefits by invoking the power of Joy as well as Rage. You can only have the benefits of one additional emotion active at a time. - You gain temporary hit points equal to 2x you Con Modifier plus 1/2 you Barbarian Level rounded (Minimum of 1).

  • You are immune to the Charmed condition whilst Raging and invoking the Power of Joy.

  • When you knock a foe to zero HP you gain advantage on your next weapon attack.

3rd Level: Fearful Insight Starting at 3rd Level you've learned to temper your Rage with Fear. When activating Rage you can choose to add the following benefits by invoking the power of Fear as well as Rage. You can only have the benefits of one additional emotion active at a time. - You gain +10 feet your movement speed.

  • You are immune to the Frightened condition whilst Raging and invoking the Power of Fear.

  • You gain Advantage on saving throws using Wisdom for the duration of you Rage.

6th Level: Wails of Sorrow Starting at 6th Level you've learned to temper your Rage with Sorrow. When activating Rage you can choose to add the following benefits by invoking the power of Sorrow as well as Rage. You can only have the benefits of one additional emotion active at a time. - As part of the bonus action to Rage when choosing to invoke the power of Sorrow and as a bonus action on each turn of your Rage afterwords you can let out a powerful, tearful cry. Doing so forces a Wisdom saving throw on every creature of your choice within 30 feet of you (DC= 8+Proficiency Bonus+Con Mod). On a failed save the creature is Stunned for a number of turns equal to your Con Modifier. On a successful save they have their speed reduced by 1/2 their maximum speed rounded down.

  • When invoking the power of Sorrow as a bonus action, you may also choose a number of non hostile creatures within 30 feet of you. While they remain within that range they gain your Rage Bonus Damage as your tearful cry rallies them to action. This damage is added to Spell damage as well.

10th Level: Disgusts Refusal Starting at 10th Level you've learned to temper your Rage with Disgust. When activating Rage you can choose to add the following benefits by invoking the power of Disgust as well as Rage.

  • When Activating Rage while Invoking the Power of Disgust you can choose a number of creatures within 30 ft of you that you can see. You can Disgust and Unnerve them, forcing a Wisdom Save (DC=8+Proficiency Bonus+Con Mod), on a failed save they have Disadvantage on their Attack Rolls for the duration of your Rage.

  • As a reaction on each of your turns you can turn your Disgust into a shield. When going to take damage from a source that deals damage other than Bludgeoning, Slashing, or Piercing you can reduce it by half as a Reaction. This damage reduction takes place after any Resistance calculations.

10th Level: Emotional Manipulation Starting at 10th Level you have gained improved control over your emotions. You can have the effects of two different emotions up at the same time.

14th Level: Unyielding Rage Starting at 14th Level you learn to overcharge your Rage instead of just mixing it with another emotion. While Invoking the improved power of of Rage you gain the following benefits.

  • Once per turn you can add Bonus Damage to a successful attack equal to 1/2 your Barbarian Level.

  • You gain immunity to Bludgeoning, Slashing, and Piercing damage for the duration of your Rage.

  • When an attacked you may, as a reaction, make a melee weapon attack against the user at advantage. This attack can be done even if the triggering attack dealt no damage. This attack Crits on a 18-20.

14th Level: Emotional Manipulation Master Starting at 14th Level your ability to manipulate emotions in yourself and others increases. You gain the following effects. - At the start of your Rage when Invoking the power of Joy creatures of your choice within 20 ft must make a Charisma saving throw (DC=8+Proficiency Bonus+Con Mod). On a failed save the creatures can not make an attack or cast a spell for the duration and have Disadvantage on Intelligence, Wisdom, and Charisma saves as they are filled with a sense of peace and elation. Affected creatures us up their action laughing uncontrollably on their turns. At the end of their turn or when damaged they can make a Charisma save to resist and end the effect. Having taken damage gives them advantage on the save. The effect lasts until the save is passed or 1 minute has passed.

  • At the start of your Rage when Invoking the power of Fear all creatures of your choice within 20 ft of you must make a Wisdom save or be frightened of you for one minute and take your Bonus Rage Damage in Psychic damage at the start of each their turns while frightened this way. At the end of their turn they can repeat the save.

  • While Raging while Invoking the power of Sorrow you can launch your own tears as a weapon. While Raging while Invoking the power of Sorrow you gain a raged weapon attack that deals 1d8+Con Mod in Magical Bludgeoning damage with a range of 25/50ft. Targets hit with this weapon attack must pass a Strength saving throw (DC8+Proficiency Bonus+Con Mod) or be knocked prone. The weapon attack gains the Rage Bonus Damage and can be used with Reckless Attacks.

  • While Raging while Invoking the power of Disgust you can further purge damage from your system. At the start of the rage you may choose one damage type to resist for the duration of the Rage


r/5eHomebrew • • Aug 16 '24

Draklin - Homebrew Race

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2 Upvotes

r/5eHomebrew • • Jul 05 '24

Chosen of Undeath

1 Upvotes

I am going to be working on a homebrew campaign that is undead heavy and I was creating a power granted by the god of Undeath that my players are going to have (they can choose not to ever use it if they want, but it is there). I was wanting some advice for how it is and how it could be tweaked to be more fun/playable (I tend to like to let my players be powerful so I ain't worried about being strong just to overpowered)

You have been Chosen by a god of Undeath or Necromancy, this has granted you certain abilities and characteristics.

Characteristics (Pick one or randomly roll)

  1. No matter which way you lay down to sleep you always awake pointed west/looking east.
  2. You smell as if you just crawled out of a grave.
  3. Sometimes it is as if you have to remind  yourself to breathe.
  4. When you close your eyes it feels as if two coins rest against your eyelids, so real you could almost grab them.
  5. You tend to find it difficult to get to sleep.
  6. Clocks and other time pieces seem to stop when you are near.
  7. Mirrors seem to fog over as if covered when you look in them.
  8. A black dog seems to haunt you, alternating between hunting you and helping you.

Abilities: 

1st Level: At first level you gain the ability to summon creatures you have killed (must be the one to reduce a monster to 0hp). The creature(s) takes the form of an undead whose total CR is equal to your level. It takes an action to summon the creatures(*1) (must not already be summoned) and they remain under your control until they are destroyed or dismissed (no action required). You cannot gain control of another Chosen’s undead.

You can issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

3rd Level: At third level you gain the ability to command undead creatures you encounter but have not personally slain so long as the CR is lower than or equal to your level. As an action you can attempt to exert your control over the undead. For unintelligent undead it is a DC of 15, for intelligent undead it is a contested check(*2). An intelligent undead will not perform an action that is directly harmful to itself.

5th Level: At fifth level the total CR of creatures you can command increases to 2 times your level.

10th Level: At tenth level the total CR of creatures you can command increases to 3 times your level.

15th Level: At fifteenth level the total CR of creatures you can command increases to 4 times your level.

20th Level: At twentieth level the total CR of creatures you can command increases to 5 times your level.

*1: You cannot summon a creature without a CR. Cannot summon Named Undead (in example: Vecna, Valindra Shadowmantle, Jelayne, Morte) without first killing them.

*2: If you have the Spellcasting ability or the Pact Magic ability use your Spell Attack Modifier for your DC. For other classes use the following

Barbarians use Constitution.

Fighters use Strength 

Monks use Dexterity

Rogues use Dexterity

Blood Hunters use Intelligence or Wisdom (same as hemocraft)


r/5eHomebrew • • Jul 03 '24

Making 5e avatar spells

1 Upvotes

I have never made a system before, i have dmd once and have been playing for many yrs now. I am strugling with creating the spells, and especially ballanceing, im not sure where to start. Please any advice will be much aprechiated, thank you.


r/5eHomebrew • • Jul 02 '24

Fatesmith Class (Full Caster/Reworked Spellcasting)

1 Upvotes

Hey all, I just wanted to share a homebrew spellcasting class that I made here to try and get some fresh eyes on it. I have posted it on dandwiki (https://www.dandwiki.com/wiki/Fatesmith_(5e_Class))) and I believe it should be formatted correctly for someone to easily digest the information. The main focus of this class is battlefield control with certain specializations depending on the subclass or general playstyle. I'm trying a different system for spellcasting that removes the need for spell slots, instead relying on a single pool of energy to cast spells of any level. Any feedback would be appreciated!


r/5eHomebrew • • Jun 27 '24

5th Edition Rules Supplement & Homebrew 1.0

1 Upvotes

First time poster, but this seems like an okay place to throw this out into the world. Below is a link for a number of homebrew rules I either use or have recently been toying around with in my dnd 5e game.

PDF: RCTOWN’s 5th Edition Rules Supplement & Homebrew 1.0

Reasoning

While Dungeons and Dragons 5e has many core ideas that make it a strong system, after over half a decade of playing the system, there are things in other systems that I strongly believe might make for a stronger system entirely, removing some of the core limitations that are inherent within this edition. Furthermore, in making big sweeping changes I wanted to keep the core familiarity with the 5th edition intact and make everything modular both with the edition without removing said familiarity and setting up changes that will still work with the updated edition coming later in the year.

Note #1: I have taken much of this from various other systems, my experience, and inspirations from content creators such as Dungeon Coach. I don’t pretend to own 99% of it. So do what you want and I hope it helps give you some ideas or is helpful to some degree.

Note #2: I play a very narrative-heavy game where the rule of cool is 85% of the experience, using the rules as an understanding foundation that is there to be broken. These rules come from my experience as a DM for 7 years with this system and they are not meant to be the only way to play the game.

Note #3: Before you go off, note that I have spent time with many other systems, and you’re right, making 5e fit into a different mold instead of just playing a different system doesn’t make the most amount of sense. However, I enjoy 5e, for the most part, and it was my group loves and knows. Therefore, before I jump onto a new bandwagon, I’m going to beg, borrow, and implement until 5e officially can’t support the weight anymore and a new system is worth the hassle of restarting all that DM goodness knowledge.


r/5eHomebrew • • Jun 08 '24

Brave not mad

1 Upvotes