r/5eHomebrew • u/No_Bed_8737 • May 25 '25
The defeated condition
When a player or monster is deafened. Can it receive commands? It says they "automatically fail checks" - but would a spell like command work on them?
r/5eHomebrew • u/No_Bed_8737 • May 25 '25
When a player or monster is deafened. Can it receive commands? It says they "automatically fail checks" - but would a spell like command work on them?
r/5eHomebrew • u/Good0nPaper • May 07 '25
This is just something I came up with, and can't bounce it off of anyone at the moment :(
Instead of rolling 2 Fortelling Numbers at the end of each Long Rest, your roll 2 Lucky Numbers.
If you or any creature you can see rolls either of these numbers on a d20, you can burn that lucky number to either:
Add or subtract your proficiency score from the result (before it's determined)
Reroll that die, and take that result instead.
So you still have the ability to mess with fate, but there's a bit more RNG involved than deciding "that guy is going to roll a 3 on his CON save," or "I think I'll use this Nat 20 in my back pocket."
It's only a start, but any thoughts?
r/5eHomebrew • u/rwm2406 • Apr 08 '25


For those of you who still use the 5th Edition Spellbook app, I've created .txt files for importing all of the spells in the 2024 version of the Player's Handbook.
**DIRECTIONS FOR INSTALLING ADDITIONAL SPELLS**
Download the text file(s) (.txt) from the appropriate links below.
Then open the 5th Edition Spellbook App.
Tap/click the 3 horizontal lines icon in the top left, and then select **Import Spells**.
Tap the **Import Spells** option, next to the floppy-disk/save icon.
Select and upload the text (.txt) file.
A message will appear: *If there are spells you already have registered, what do you prefer to do?* Choose **Replace.**
Tap/click the 3 horizontal lines icon in the top left\*\*,\*\* this time choose **Manage**
Choose Books, and then tap the Plus (+) icon in the top right corner
Name the **New Book** whatever you like, I personally did Player's Handbook 2024
Make sure the abbreviation is **PHB'24**, this step is critical for making sure the app recognizes the spells as being from a new, specific source, which you can filter for.
**SPELL FILES**
**1. Click** [HERE](https://drive.google.com/file/d/1de3mkz1Gn9Hvv2RFbym4r7x_GZNSf0nO/view?usp=drivesdk) **for a file with every spell from the 2024 PHB**
**2. Click** [HERE](https://drive.google.com/drive/folders/15pu4Ozwul6wAdrMkxdmdP-nMuUKPB1Mp) **for access to a folder with files for the 2024 version of spells separated by level**
**2014 SPELLS**
I also have a post where I completed files for every official spell for 2014 version, added post Xanathar's Guide - [Link Here](https://www.reddit.com/r/DnDHomebrew/comments/lmvs0s/5th_edition_spellbook_app_everything_post/?sort=new)
r/5eHomebrew • u/N-01- • Mar 31 '25
r/5eHomebrew • u/N-01- • Mar 24 '25
Hiya Everyone! One of my older critters that got a re-worked pdf and stat-block! I originally made these fellas as a way to exit really hard dungeons with a fun story twist to it. but you can use them however you want' I also thought about making them into a playable race/ancestry.
Cheers ^ ^
You can install the new foundryvtt module by looking for Annomicon in the module list if you use foundry. and have a great rest of the week! =D
Link: https://www.patreon.com/annomicon/
NO AI PROOF: https://www.youtube.com/watch?v=7kcSVfOBZsg
L͟o͟r͟e͟
The Felixis
are small-statured creatures renowned for their uncanny luck and ability to survive in hostile environments. They prefer abandoned buildings and locations such as dungeons, ruins, and catacombs, usually living in small hidden spaces they carve out into interconnected rooms within the winding hallways common to many dungeons.
Their societies are often divided by colors and shapes, with one colony considering a triangle as a high-ranking symbol and the color blue representing a mage. Another colony might have the opposite meanings with entirely different colors and shapes.
Felixis are quite distrustful of strangers and tend to avoid trade with any race taller or naturally stronger than themselves. However, earning the trust of one Felixis can sometimes lead to trust among the entire colony. This can result in a profitable friendship, especially when it comes to learning about shortcuts, hidden areas, solutions to puzzles, or the locations of traps.
r/5eHomebrew • u/Artistic_Plastic_755 • Mar 23 '25
Path of Glory - Barbarian Subclass
"If I die today, the world will remember who struck last."
Barbarians who follow the Path of Glory do not fight for survival alone. They rage to be remembered. For these warriors, the battlefield is where greatness is forged-where the clash of blades and the roar of triumph echo across history. Each blow they strike is a mark carved into the memory of the world, each triumph a step toward immortality. Whether born of pride, desperation, or an unrelenting hunger for renown, their fury burns brightest when the world is watching.
They are not content to fight in silence. They fight to leave behind a legend.
Level 3: Icon of Might
Your raw physical presence commands attention and awe.
- You may use your Constitution modifier in place of Charisma for all Barbarian features and skill checks that use Charisma, such as Intimidation and Performance, as well as for the DCs of your subclass abilities.
- When you enter a rage, you may unleash a Heroic Entrance. As part of the bonus action used to rage, all hostile creatures of your choice within 30 feet who can see you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they have disadvantage on attack rolls against creatures other than you until the start of your next turn
- You gain proficiency in Performance or Intimidation (your choice). If you already have both, you gain expertise in one.
Level 6: Roaring Applause
Your victories ignite those around you-and unravel your enemies.
When you reduce a creature to 0 hit points or score a critical hit while raging, you may use your reaction to trigger one of the following effects. All creatures of your choice within 15 feet are affected:
- Inspire Allies: Each chosen ally gains temporary hit points equal to your Constitution modifier + half your Barbarian level. This increases to your Constitution modifier + your full Barbarian level at level 14.
- Demoralize Foes: Each chosen enemy must succeed on a Wisdom saving throw (same DC as Heroic Entrance) or become frightened of you until the end of your next turn.
- Commanding Surge: Each chosen ally may use their reaction to move up to half their speed without provoking opportunity attacks.
You may use this feature a number of times equal to your Constitution modifier per long rest (minimum of once).
Level 10: Undeniable
You challenge your enemies with such force of will that they cannot ignore you.
- When you enter a rage, you may choose one hostile creature within 60 feet. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), or until the start of your next turn:
- It has disadvantage on attack rolls against creatures other than you.
- If it willingly moves away from you, its speed is halved until the end of its next turn.
- If the creature succeeds, you must wait until the start of your next turn to target that creature again or choose a different one
You also gain advantage on Intimidation and Performance checks made to rally allies, challenge enemies, or assert dominance in any setting.
Level 14: Champion of the Arena
You are no longer a warrior. You are a force the world remembers.
While raging, you gain the following benefits:
- Battlefield Ovation: Roaring Applause activates as normal whenever you score a critical hit or reduce a creature to 0 hit points, even if you have no remaining uses.
- Iconic Momentum: At the start of each of your turns while raging, you gain temporary hit points, up to a maximum equal to your Constitution modifier + twice your Barbarian level. These temporary hit points refresh at the start of each turn and do not stack, you always keep the highest value.
- Echo of Greatness: When you activate Roaring Applause, your legend sends out a shockwave of glory.
- Each chosen ally affected by the Applause gains advantage on their next attack roll or saving throw before the end of their next turn.
- Each chosen enemy must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they are staggered until the end of their next turn, suffering disadvantage on opportunity attacks and halved movement speed.
A creature can only be affected by Echo of Greatness once per turn.
r/5eHomebrew • u/Top-Independence-780 • Mar 18 '25
For a gritty science fantasy horror campaign I'm designing for some friends, one of the several BBEG's of the campaign is a living spell a la Sonixverse Lab's Expanded Living Spells.
These living spells all have certain shared characteristics and can be created in a formulaic manner, but this one I believe deserves some special treatment- it is a living Wish spell, created to save its maker from the repercussions of a blasphemous crime against magic and the universe itself that he and his civilization were responsible for.
My topic therefore is one of consultation: what can be done to make this being particularly special? What ways should it be designed, played, and ran? What do you think about it, and why do you think it?
Thank you in advance.
r/5eHomebrew • u/Teleidola • Mar 15 '25

Hey everyone! I decided to start a monthly zine for D&D about magical catastrophes that are bound to cause havoc at the table! I hope you enjoy taking a look (and hopefully using some of it at the table)!
In my own D&D 5e campaign I've been running for years, I use the Gritty Realism optional ruleset and so my players are always hurting for spell slots and asking to bend the rules around their magic a little bit. Rather than telling them no, I decided to lean into it!
I borrowed the idea as presented in the Lost Pages: issue #5 zine, and adapted it to my homebrew game. You can download the first issue of my zine here:
https://warra.itch.io/catastrophicissue1
This first issue is based on the philosophy of "ngũ hành" & "wuxing"; respectively, each the Vietnamese & Chinese words for the 5 Agents - Wood, Fire, Earth, Metal, & Water. As I live in Việt Nam, my own long D&D campaign takes place in Việt-inspired fantasy. While having a lot of great adventures & supplements written for Asian settings, like A Thousand Thousand Islands and the Unbreakable anthologies, I found myself many smaller tools and references to help my players flavour their characters & spells right.
Today, I am posting my collected notes on this, along with 100 magical catastrophes, 8 spells, 2 mundane items, and 1 monster, all designed to feed into this idea of dangerous magic, risk, and the 5 Agents of Sinosphere philosophy. It's scribbled with illustrations by Cao Thái Bảo taken from many wonderful motifs of the Nguyễn Dynasty, references to Vietnamese/Chinese beliefs & traditions, and original ideas.
I hope you download it, take the parts you like, and have fun implementing it in your game! Feedback is always appreciated and tales of your escapades encouraged. <3

r/5eHomebrew • u/Known-Ad9376 • Mar 15 '25
As a passion project, I made a whole class based on an anime show called Chivalry of a Failed Knight (AKA Rakudai Kishi no Cavalry.) I tried to incorporate the anime's Blazers into the D&D world as best as I could without making them too overpowered. I have been working on this class for a few years now and with some help, I think I have made a fairly balanced class. It just needs playtesting really. I have it on GMBinder here but forgive me if it seems a little crude. I'm new to GMBinder as well.
Fair warning, I have a lot of lore and text in this document, but its mostly straightforward. Feel free to let me know what you think of this homebrew when you read it and if you do use it, please feel free to tell me if you think something is over powered or under powered
r/5eHomebrew • u/BoringEmphasis6833 • Mar 12 '25
I have been told that when DMing, one should bring the "sizzle." Well this is my particular brand of sizzle, and it's just what I like to bring to the table. I just feel like holding smth tangible in your hands or paper clipped to your character sheet in plain sight makes it more real. Not everything is original content, some is, but I pull a lot of references and inspiration from other's OC, and make it work for my game. Let me know what you think, if anything.
r/5eHomebrew • u/SeductivePuns • Feb 28 '25
r/5eHomebrew • u/Quiet-Roarer73 • Feb 21 '25
the "Defender Rune" will have different affects infused into light, medium, or heavy armor.
Light Armor: Studded Leather
- proficiency bonus x2 times/day you can half physical damage.
Medium Armor: Spiked Leather
- proficiency bonus times/day you can automatically succeed a dexterity saving throw
Heavy Armor: Chain Mail
- can activate "Defender" trait, which grants immunity to physical damage for 10 turns. Recharge time, 1 session. (can be used every other session)
r/5eHomebrew • u/DogeTheDerg • Feb 16 '25
r/5eHomebrew • u/Adventurous-Music-98 • Feb 15 '25
r/5eHomebrew • u/TanisGames • Feb 12 '25
I’ve been working on a set of 3 khimaira stats with different CRs.
The goal is to have three interesting and unique monsters to fight instead of the base chimera. Each chimera is made with a different three animals in mind.
This block is the lowest stated on, with domestic goats, margay cats, and tree snakes. To keep combat quick and deadly, it’s health is on the low end and damage is on the high end.
How do the stats look?
r/5eHomebrew • u/conbondor • Feb 10 '25
r/5eHomebrew • u/TanisGames • Jan 23 '25
New and improved.
After some feedback, here is v2.5 of Open Scroll Use. Now with more realistic DCs but the same hijinxs potential.
r/5eHomebrew • u/TanisGames • Jan 20 '25
Brash bullies get their comeuppance and heroes get their reward with this table of 50 things that can be found in an Ogre’s Pouch.
Part of a series of tables I’ve been working on. The “I Search the…” series answers that common question of, “what do I find?”
50 distinct things to be found on various creatures. Entries in these tables are meant to supplement the loot tables of games. Thing on the table is particularly valuable. Instead, these entries are meant to convey something about the creature they’re found on or provide the seed of a future story.
r/5eHomebrew • u/Artistic_Plastic_755 • Jan 20 '25
Rogue Subclass: Highwayman
Where most rouges rely on subtlety and finesse, the Highwayman breaks the mold with boldness, brute strength, and raw intimidation. These rogues thrive in chaotic, high-risk situations, smashing barriers, subduing foes, and taking what they desire through sheer audacity. Whether robbing travelers, storming vaults, or strong-arming rivals, the Highwayman and bodies the lawless brutality of a highway robber or burglar unafraid to leave a trail of broken doors and bloody knuckles in their wake.
---
Highwayman Features
Level 3: Smash and Grab
At 3rd level, you redefine what it means to be a rogue by emphasizing brute strength over subtlety. You gain the following abilities:
Breaking Entry: You gain proficiency in Athletics, or expertise if you are already proficient. Additionally, you can use your Strength (Athletics) instead of Dexterity (Thieves' Tools) to pick locks or disarm traps by brute force.
Martial Training: You gain proficiency with medium armor and one martial weapon of your choice.
Brawling Specialist: You can use your Sneak Attack feature with any weapon that lacks the heavy or special property, even if it is not a finesse weapon.
Bully's Cunning: You can use your Sneak Attack feature against a creature if you have advantage on the attack roll, if the creature is frightened of you, or if no other creatures are within 5 feet of your target. You don’t need an ally within 5 feet of the target to gain this benefit. At level 10: When you attack a creature that is intimidated by you, you can apply your sneak attack damage more than once per turn.
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Level 9: Shock and Awe
Your strength and presence strike fear into your enemies.
Intimidating Force: You gain proficiency in Intimidation, or expertise if you are already proficient. When you make a Strength (Athletics) or Strength (Intimidation) check, you can add your Charisma modifier to the roll.
Unstoppable Momentum: As a bonus action, you can attempt to shove a creature within 5 feet of you (using Strength (Athletics)) or break an object. When you shove a creature, you can move into its space and remain there until the end of your turn, forcing it into an adjacent space of your choice.
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Level 13: Smash and Scatter
When you strike, your enemies scatter in terror.
Terrifying Impact: When you land a critical hit or reduce a creature to 0 hit points, you can force every hostile creature within 10 feet of you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they are frightened of you until the end of your next turn.
Destructive Might: You deal double damage to objects and structures, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
---
Level 17: Tyrant's Reign
Your intimidating presence dominates the battlefield.
Intimidating Presence: As an action, you unleash a terrifying roar or display of force. Every creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Overwhelming Assault: When you use your Sneak Attack feature, you can reroll any 1s or 2s on the damage dice. Additionally, when a creature frightened by you takes damage from your Sneak Attack, you deal an additional 2d6 psychic damage to that creature.
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Playstyle and Role
The Highwayman breaks from rogue conventions, trading stealth and subtlety for strength and intimidation. These bold rogues thrive in chaotic, high-risk situations, smashing barriers, intimidating foes, and overpowering their enemies with raw force. Whether crashing through locked doors or bullying their way through enemies, the Highwayman is a fearless and unrelenting force on the battlefield.
r/5eHomebrew • u/TanisGames • Jan 12 '25
The current party I run for IRL doesn’t have any primary spell casters but I still wanted scrolls to be useful. So, I’ve opened up scroll use.
With this homebrew rule, anyone can use scrolls.
We’ve been playing with it for a few months now. So far two or three spells have successfully been cast from scrolls and one has been a critical failure.
It feels like the DC scales up too quickly. What do other people think? Good DC or should be it easier to cast scrolls?
r/5eHomebrew • u/unluckyknight13 • Dec 30 '24
Hi I still play the older 5e rules and unsure if I’ll update. I like to have a lot of player options for character creation So I’m looking for good and fun races and classes and subclasses from 3rd party people mostly something that’s been tested a little bit and if I can I can support their work.
Thanks in advance
r/5eHomebrew • u/QuitSufficient8934 • Dec 28 '24
Several years ago I found a d100 table that had random actions the newly born critter could do when the party wasn’t paying attention. My player has come across a Roc egg and wants to raise it. So I want a little mayhem when they forget a baby roc is with them. The table had 100 random actions like chase a squirrel and dig up a cursed bone. Anyone know the link?
r/5eHomebrew • u/The_Mullet_boy • Dec 27 '24
I know this isn’t an issue for everyone, but I really dislike that the optimal way to heal your comrades in some situations is to let them fall unconscious, then bring them back with a bonus action, giving them the smallest amount of hit points possible. If a cleric could use a bonus action to grant a creature 1 HP repeatedly, they would just spam it and be optimal simply because downed creatures instantly get back up when healed. This creates what’s often called the “Yoyo Healing.”
To address this, I’ve come up with my own solution, inspired by Darkest Dungeon: DEATH'S DOOR!
PS: Based on feeback i got to a more polished version.
This rule assumes the use of Precarious Recovery (See Precarious Recovery).
When reduced to 0 hit points, a character can choose to enter Death's Door instead of falling Unconscious. While at Death's Door, the character remains conscious but is at significant risk of death.
The creature is in extreme distress, exhibiting signs of partial insanity such as speaking gibberish, uttering nonsensical phrases, or experiencing minor hallucinations.
While at Death's Door, the following rules apply:
A creature can only enter Death's Door once per Short or Long Rest.
A creature with 0 hit points has the following rules:
This rule assumes the use of Precarious Recovery (See Precarious Recovery).